# Blender: model and animate, then bring it into Studio

> With the RoGenie Bridge on Windows, RoGenie works in your own Blender, then sends models, rigs and animations into Roblox Studio as MeshParts and Animation assets, and renders icons of your models.

With the [RoGenie Bridge](https://rogenie.ai/docs/bridge) on a Windows PC and Blender open on the same PC, RoGenie works in **your own Blender**. It models, sculpts, rigs and animates there, checks its work with viewport screenshots, and then sends the result into your Studio place as real MeshParts, with its animations published as Roblox Animations.

## What it can do

RoGenie uses a reviewed set of **242 Blender tools**, covering:

- objects and mesh editing, modifiers and booleans,
- sculpting and UV unwrapping,
- node materials, lights and cameras,
- armatures, keyframes and curves, and physics,
- **viewport screenshots**, which reach RoGenie as real images so it can see what it made and fix it.

Ask in plain words: "model a low-poly windmill in Blender and bring it into my place, with the blades spinning", or "make a treasure chest in Blender whose lid opens".

## What you need
- **The RoGenie Bridge on Windows**, version 2.3.0 or newer (2.4.0 or newer for [renders](https://rogenie.ai/docs/blender#renders-and-icons)). It updates itself. See [RoGenie Bridge](https://rogenie.ai/docs/bridge).
- **Blender 5.2 or newer on the same PC.** The RoGenie add-on needs 5.2: Blender refuses to install it into anything older.
- **The blenderwright add-on.** The Bridge installs it for you the first time it sees Blender running. Restart Blender once after that.
- **uv**, the small tool the Bridge's connection to Blender runs on. If your PC doesn't have a usable one, the Bridge (2.4.2 or newer) sets it up for you once Blender is on your PC; no terminal needed. The Bridge window's Blender line says *Setting up…* meanwhile, and offers **Install uv for me** or **Retry** if it couldn't. See [Blender isn't connecting](https://rogenie.ai/docs/troubleshooting-bridge#blender-isnt-connecting).
- **To send things to Studio:** Studio connected through the [RoGenie plugin](https://rogenie.ai/docs/connect-studio) and signed in, because the meshes and animations are published to your Roblox account. Working in Blender alone does not need Studio.

## Turning it on and off

Blender control switches on by itself when the Bridge and Blender are both running; RoGenie's Blender tools appear only while Blender is connected. To stop RoGenie using Blender even when it is open, turn off **Let RoGenie control Blender** in [Settings › Agent](https://rogenie.ai/docs/agent-settings#blender-control). The **Blender Control** switch in [Tool access](https://rogenie.ai/docs/tool-access) turns it off for a session.

## The Blender sub-agent
For a bigger modelling job, RoGenie can hand the work to its **3D modelling (Blender)** [sub-agent](https://rogenie.ai/docs/sub-agents). It looks at your scene first and is told to leave objects it did not make alone. It builds the asset in its own collection, checks it with viewport screenshots, sends it into your place, confirms the import landed in Studio, and then reports back, naming any part that did not come across. A sub-agent's import has to name the objects it sends, and RoGenie refuses one that does not, so your own objects are never exported along with it. The same agent also makes icons and thumbnails: Blender renders the image, and the agent sets up the shot and checks the result. The upload goes through the main agent so you can approve it. The **Animator** sub-agent uses Blender too while it is connected, for character animations and rigged models.

- Both run on **Same as chat** unless you pick a model for them in [Settings › Agent](https://rogenie.ai/docs/agent-settings#sub-agent-models). The 3D modelling agent's icon work runs on the model you pick for it, like the rest of its job.
- The 3D modelling sub-agent works only while Blender is connected and allowed, so open Blender before you ask for it. If it can't start, RoGenie says why: Blender is closed, **Let RoGenie control Blender** is off, or **Blender Control** is off in Tool access. The Animator is always available, and works in Studio while Blender is closed.
- One sub-agent works in Blender at a time, since there is one scene. A second one shows **Waiting for Blender** until the first finishes or has not used Blender for 10 minutes. Looking at the scene does not make an agent wait. After an hour of waiting, the agent pauses, and RoGenie can resume it later.

## Send a model to Studio

When the model is ready, RoGenie sends it into your place:

- It arrives as **one Model of MeshParts**, each mesh uploaded once to your Roblox account (or the place's group). Sending again reuses meshes that have not changed.
- By default it lands **on the ground in front of the Studio camera**. RoGenie can also place it at a position, scale it (one Blender metre is one stud by default) or fit it to a size in studs.
- Sending the same model again **replaces it in place**, so you can keep iterating.
- **What carries over:** colours (base and vertex colour), smooth shading, and metal on metallic materials.

## Animations

Animated objects and rigs come into Studio with their motion:

- **Moving parts** get Motor6D joints. **Armatures** become skinned MeshParts with Bones.
- Each animation is published as a **Roblox Animation** and played in-game by a generated **PlayAnimation** script.
- RoGenie can send the whole timeline as one animation, or **one animation per Blender action** (Walk, Idle and so on), and choose whether it loops and plays on its own.

## R6 and R15 character animation

For characters, RoGenie builds a Roblox **R15 or R6 rig in Blender**, one object per body part, each pivoting at its joint. It can also copy the exact proportions of a rig or character already in your place. Building the rig works without Studio.

Once it is animated, RoGenie converts the motion to Roblox joint poses, publishes it as an **Animation asset**, and puts it on your rig, or on a grey preview dummy that plays it in-game. You get the **animation id** to use on players' characters. Priority, looping and the frame range can be set; a hand-made rig is matched to Roblox parts by name, or by a mapping you give.

To animate in Studio without Blender, see [Character animation](https://rogenie.ai/docs/animation).

## Renders and icons
RoGenie can **render your Blender model to a picture** for game icons, item thumbnails and shop art. Renders need Bridge 2.4.0 or newer.

- A **PNG** from 64 to 4,096 pixels a side, 1,024 × 1,024 by default, with a **transparent background** by default.
- An **automatic camera** framed on the objects you choose, and temporary **studio lighting** sized to the model. Everything else is hidden for the render.
- Views: three-quarter (the default), front, back, left, right, top, high and low.
- Your Blender scene is left exactly as it was.

RoGenie **sees each render** and can fix what looks wrong and render again. When you are happy, it can **upload the render to Roblox** as an image asset on your account, after you approve the upload card, and put it on an ImageLabel or ImageButton, a Decal or Texture, or a part. See [Publishing to Roblox](https://rogenie.ai/docs/publishing-approval).

Renders make images for your game's UI. They do not create experience thumbnails or set your game's icon; upload those in the Creator Dashboard.

## What doesn't carry over yet

- Image textures and UVs: only colours and metal come across.
- Shape keys.
- Hidden objects, cameras and lights are skipped.

## Publishing

Sending a model or an animation to Studio publishes its meshes and animations to your account, or to the place's group, as part of the import. Roblox needs them published to keep them in your place, so there is no approval card for these. Uploading a render asks first. With **Publish Assets to Roblox** switched off in [Tool access](https://rogenie.ai/docs/tool-access), RoGenie publishes nothing. See [Publishing to Roblox](https://rogenie.ai/docs/publishing-approval).

## Safety

Blender's raw-Python tools are off, and tools that open, save, export or render files at a path RoGenie picks are blocked. The Bridge exports and renders only into its own folder. See [Is it safe?](https://rogenie.ai/docs/bridge#is-it-safe)

## Troubleshooting

### Blender won't connect
The Bridge says why. Look at the **Blender** line in the Bridge window (left-click the RoGenie icon in the tray), or at the **Blender** group in [Tool access](https://rogenie.ai/docs/tool-access) and the Studio menu in the app, and RoGenie itself is told the same reason. The most common ones:

- **Restart Blender.** The Bridge installed the add-on into a Blender that was already open, and Blender loads a new add-on only when it starts. Close Blender and open it again, once.
- **Not open.** Open Blender on the same PC as the Bridge.
- **Installing the add-on…** Wait about a minute, then restart Blender once.
- **Too old.** The add-on needs Blender 5.2 or newer; install the current Blender from blender.org.
- **Can't install the add-on.** Blender was probably started as administrator. Open it normally, or press **Install the add-on** in the Bridge window.
- **Add-on blocked.** Another MCP add-on that uses the same local port (9876), for example one called *mcp*, *blender_mcp* or *blender_addon*, stops RoGenie's add-on from starting. Switch it off in **Edit › Preferences › Add-ons** and restart Blender.
- **Off.** Turn on **Let RoGenie control Blender** in [Settings › Agent](https://rogenie.ai/docs/agent-settings#blender-control).

Restarting the chat or reloading the page doesn't help with any of these. Every state and its fix is in [Bridge won't connect](https://rogenie.ai/docs/troubleshooting-bridge#blender-isnt-connecting).

### Other problems

- **Sending to Studio fails.** Check Studio is connected and signed in.

## Limits

| What | Limit |
|---|---|
| One MeshPart | 20,000 triangles and 60,000 vertices; bigger objects are split into several MeshParts |
| One import | 80 parts and 600,000 triangles |
| Mesh uploads | About 1.5 seconds each, done in batches |
| Animations per export | 24, each up to 600 seconds |
| Joints per animation | 400 |
| Bones per skinned mesh | 256 |
| Render size | 64 to 4,096 pixels a side |
| Cycles render time | Capped at 120 seconds |
| Renders per upload | Up to 8 |
| How long a render is kept | 6 hours |
