Watch the creator’s explanation
just7 · Eclipse — Official Tutorial · Blender add-on at 10:25. This is the creator’s video, accompanying our independent written guide.
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Eclipse Animator Blender: choose the right companion
The Eclipse Animator Blender integration uses a companion add-on from riftkuro/eclipse-blender, linked by the creator’s official tutorial at 10:25. It is separate from installing the Roblox Studio plugin. Use the original plugin guide if that part is not yet complete.
As reviewed on October 17, 2026, the repository README and latest release identify Eclipse Blender 1.5.15. This is a dated observation; use the current release page when installing. The guide below combines published release instructions, inspection of the tagged add-on entry point and a practical verification plan. We have not installed this add-on or completed a rig compatibility test, so declared metadata and observed source controls are labeled accordingly.
What the version evidence actually says
The v1.5.15 add-on metadata declares Blender 4.2.0 in its blender field and places its panel in View3D → Sidebar → Eclipse. Treat that as the version declared by this build, not proof that every later Blender version, every operating system and every rig has been tested.
The v1.5.15 release fixes armature export omitting objects parented through Empties or curves, with examples such as head accessories and face-rig elements. The developer directs affected users to export the rig again and import it again in Eclipse. The release was published October 17 at 05:48 UTC, which was October 16 at 22:48 PDT. It is an add-on update, not a verified public launch time for the Roblox plugin.
Write down the add-on, Blender and Eclipse versions together. Changing one component without recording it makes a later difference difficult to reproduce. Keep the original Blender file and editable Eclipse project before testing a new release.
Install the release package
The developer’s installation sequence for this release is:
- Open the official release page under riftkuro/eclipse-blender.
- Download the named Eclipse-Blender-1.5.15.zip release asset. It is distinct from GitHub’s automatically generated source-code archives.
- In Blender, follow Edit → Preferences → Add-ons → Install from Disk and select that release ZIP.
- Inspect the add-on’s installed or enabled state and look for its Eclipse sidebar panel. If your Blender interface differs, consult its current add-on instructions rather than using an unrelated extension with a similar name.
Those steps come from the release instructions; panel location comes from the tagged source. We do not mirror the package or certify its binary security. A copied download name alone does not identify the developer’s release, so confirm the repository owner as well as the version.
Know which direction you are testing
The tagged entry point exposes controls for several distinct tasks. These are source-inspected labels, not a report that we executed them:
| Control or workflow | What the tagged source describes |
|---|---|
| Start Server / Stop Server | Connection control used with Blender Import inside an open Eclipse file. |
| Send Animation to Eclipse | Sampling paired output rigs and cameras at the Eclipse file’s FPS. |
| Import Rig (.obj) | Importing Eclipse-exported rig geometry, hierarchy, attachments and OBJ materials. |
| Add Camera Rig | Adding the supplied camera rig, including its scale-driven FOV setup. |
The same source displays a session direction and paired objects when connected. Use the actual direction you intend, not “Blender import” as a catch-all description. A rig entering Blender and sampled animation returning to Eclipse are different checkpoints. Follow the creator’s armature section at 11:07 for that separate workflow.
Make one transfer easy to verify
Start with a copy containing one simple rig and a short, distinctive movement. Decide in advance which object and which direction you will transfer. A camera, a rig hierarchy and animation samples need different comparisons.
For an Eclipse-to-Blender rig test, follow the creator’s current export/import workflow and inspect the resulting hierarchy, geometry and expected attachments. For an animation-return test, use the documented connection and pairing flow, then inspect the paired output and the imported motion. Do not assume that an arbitrary OBJ is equivalent to an Eclipse-exported rig package.
Record these items before transfer: source rig, output object, start and end positions, project FPS and one easily recognized pose. Compare the same items after transfer. Use the timing calculator to check duration at the actual rate. For example, 60 frame intervals at 30 FPS equal two seconds; changing FPS without accounting for timing changes the test.
The add-on’s sampling control explicitly refers to the Eclipse file’s FPS. Check that value before comparing a motion’s duration. Do not infer a default rate from the number used in an example or from another application’s open timeline.
Investigate missing pieces before rebuilding the rig
If a missing head accessory or face element is parented through an Empty or curve, compare the symptom with the v1.5.15 fix. Re-exporting and re-importing is the developer’s stated remedy for that case; it does not establish a universal solution to every missing mesh.
For textures, the tagged import operator includes a warning when Studio has omitted texture files, with Roblox colors used for those surfaces. If shape and motion look correct but appearance differs, record whether that warning occurred before assuming the animation data failed.
For a camera, verify which camera was paired and compare framing as well as movement. Use the camera tutorial to distinguish viewpoint from FOV. A supplied camera rig does not prove that every custom camera constraint or external control transfers identically.
What a successful round trip does not promise
A successful small transfer is evidence for that rig, version pair and direction. It does not certify all Blender constraints, custom drivers, shape keys or future versions. The README is brief and does not publish a complete support matrix. Check release notes for the exact feature that matters and test it in a copy before committing a production scene.
Blender exchange also does not replace publishing a Roblox animation for an experience. Keep editing files, interchange output and published assets separate. The export guide covers that distinction and the destination checks.
Finish with a reproducible record
The transfer is ready for larger work when you can reopen both source projects, identify the paired objects, reproduce the expected hierarchy and compare the short motion at matching times. Keep the version record and the successful small case.
If it fails, report direction, all three versions, object type, exact error and the last successful step through the creator community. Say whether the failure is installation, connection, rig import, sampling or appearance. That precise boundary helps separate a companion issue from a general Studio problem or a keyframe-selection issue covered in the controls reference.