Roblox Studio Beta Adds Prompt-to-Animation and R6-to-R15 Conversion Tools

Two new AI-powered animation features enter Studio Beta: generate R15 clips from text descriptions, or convert existing R6 animations to R15 with adjustable blending.

THE SHORT ANSWER

Roblox has released a Studio Beta featuring two animation tools: Prompt to Animation creates R15 clips from text prompts in 20-60 seconds, while Motion Rebuilder converts R6 animations to R15 in under 10 seconds. Both are accessible via Studio Assistant (/generate_animation) and Studio MCP. Creators can blend original R6 motion with generated R15 movement, add key poses, and save results as animation assets. Known limitations include humanoid-only rigs, occasional incorrect joint bending, and delays during high demand.

  • Prompt to Animation generates R15 clips from text descriptions like "an injured warrior limps forward"
  • Motion Rebuilder converts R6 animations to R15 using AI to infer missing elbow/knee motion
  • Both tools available in Studio Assistant (enable via File > Beta Features) and Studio MCP
  • Blend sliders let creators mix R6 and R15 motion with separate arm/leg controls
  • Known issues: humanoid rigs only, some joint bending errors, Mannequin rig inconsistency, skinned character stretching

Two New Animation Tools Enter Studio Beta

Roblox has launched a Studio Beta that adds AI-driven animation creation directly into Studio Assistant and Studio MCP. The update introduces two distinct tools: Prompt to Animation, which generates R15 animation clips from text descriptions, and Motion Rebuilder, which converts existing R6 animations to R15 by inferring motion for joints that don't exist in the older rig format.

Both features are gated behind a Beta Features toggle. In Studio, open File > Beta Features and enable "Animation Generation in Assistant." Once active, type /generate_animation in Assistant to access either workflow.

Prompt to Animation: Text Descriptions to R15 Clips

Prompt to Animation targets creators who have never animated before. You describe an action and its feel — for example, "an injured warrior limps forward" — and the model produces an R15 clip. Single actions typically resolve in 20 to 30 seconds; multi-step prompts can take over a minute. The system works best with everyday humanoid movement. Complex athletic motions like golf swings and swimming strokes remain challenging for the current model.

The announcement includes practical prompting guidance:

  • Lead with who is moving and how they feel ("A zombie shambles forward" beats "A person walks like a zombie")
  • Use "then" for sequential actions and "while" for simultaneous ones
  • Include the stop in the same sentence as the move ("runs, then comes to a full stop")
  • Name the end pose; the model works backward from the final frame
  • Add "in place" to prevent travel or "loop" for repeating clips
  • Describe body motion, not object interaction ("lifts something heavy," not "picks up the crate")
  • Give each action at least one second; two to three seconds for starts and stops
  • Maximum clip length is 10 seconds per action

Motion Rebuilder: Converting R6 to R15

Creators have long requested a way to reuse R6 animations on R15 rigs. The core problem: R6 has six parts and no elbows or knees, so a traditional retargeter has nothing to map those joints from. Motion Rebuilder uses an AI model to infer the missing motion from the original clip.

Select an R6 animation asset and click Generate. The R15 version usually returns in under 10 seconds. Blend sliders let you mix the original R6 motion with the generated R15 motion, with separate controls for arms and legs. Sliding toward R6 preserves the classic snappy look; sliding toward generated motion yields more natural movement. A Bend slider controls how far elbows and knees flex.

Results look best on blocky R15 characters. Poses that an R15 rig physically cannot replicate — such as a shoulder popping out of its socket — won't match exactly.

Editing and Export

After generation, "Edit in Assistant" lets you add key poses. Pick a frame, then move or rotate arms, legs, torso, head, or root. Each pose blends into nearby frames and plays back immediately. Every edit saves as a new version in the history list. "Open in Clip Editor" provides manual trimming and keyframe adjustment. "Save to Roblox" uploads the clip as an animation asset ready for use in-game.

Edit in Assistant only works on clips created by these tools. The documentation notes that a few well-spaced key poses work better than many clustered together.

Known Issues and Limits

  • Both tools support humanoid rigs only
  • On some converted clips, a knee or elbow bends the wrong way
  • Key pose editing on the Mannequin rig can be inconsistent
  • Skinned characters can show stretching on converted clips
  • During high demand, a generation can take several minutes

What's Next

The team plans to add finger and face motion for both generated and converted clips, followed by wider motion coverage starting with gameplay actions. Thumbs-up/down rating buttons are available in the tool to collect feedback on results.

Studio MCP Integration

For developers using Studio MCP, agents can call the generate_animation tool directly. You can specify a rig (e.g., Workspace.Rig1), a length up to 10 seconds, or pass an R6 animation asset ID to convert. The agent passes your prompt through unchanged, so the same prompting tips apply.

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