Roblox rigs are parts bolted together, so posing the torso drags the leg with it and the foot skates across the floor. Tether puts a solver under the rig: hold a foot and it stays held while you animate above it — on every frame, baked into what you export.
Lock both feet to the standing line, then pull the torso down. Unconstrained, the legs go with it and straight through the floor. Constrained, each leg — one rigid part, exactly as R6 builds it — turns forward about the foot it stands on instead, so you are looking at it end-on: it shortens, and the top face of the part comes round into view. Same drop, solved on every frame.
The knee points decide which way a part swings. They start at the top front of each leg because that is the useful default, and they are yours to move: drag one anywhere on the outside of the part, the way you would place an attachment in Studio, and the solver takes that as the direction the leg should break. Put it behind the leg instead and the same torso drop gives you a knee bending the other way.
Plant the foot. Move the body. The leg solves itself. The constraint solver runs on every frame and its result is baked into the poses you export — Roblox has no idea what a constraint is, so what leaves the tool is the answer rather than the instruction.
| Foot planted at frame 5, torso twisted 35° | sole holds to 0.0135 studs |
| Joints the solver turned to hold it | Left Hip · Right Hip · RootJoint |
| The same pose with the plant switched off | foot swings 0.30 studs |
Click a limb in the viewport to select it, drag the rings to pose it, and every drag is one undo step. Export a KeyframeSequence that ends where your animation ends, not where the timeline does.
The same file opens on a real armature. Animate with Blender's own tools and export back — frame rates, events and camera shots carried across without a conversion step to think about.
Rings turn a limb, arrows move the root, R switches between them.
A graph for one channel, lanes for every joint at once. Drag keys in either.
Ghosts of the frames either side, up to ten each way, so you can see the arc.
Key a camera beside the rig, point it at a part, hand off between targets.
Name a moment and it exports as a KeyframeMarker your game listens for.
Finds snaps, frozen limbs, twinned arms and loop seams, and jumps you there.
The best-known Roblox animator is $29.99, once. Tether is $69.99 once, or $3 a month. That is a real difference and it should be argued for rather than hidden, so here is exactly what the extra buys. If none of it is worth anything to you, buy the cheaper one — that is an honest answer.
The same animation opens in both, on one account. Block it out on the rig in Studio, take it into Blender on a real armature when you want graph editors and proper curves, bring it back. Most Roblox animators eventually want Blender and end up paying for two workflows that do not talk to each other. This is one.
A keyframe tool records where you put things. Tether solves where things must go: plant a foot and it stays planted while you animate the body above it, on every frame, with the answer baked into the export. That is the difference between animating a walk and fighting one.
It reads the finished motion and tells you where it is wrong — a snap between two keys, a limb frozen while everything else moves, arms accidentally mirrored, a loop whose last frame does not meet its first — and jumps you to the frame. Nothing else in this space does this.
Every behaviour is an assertion, and every fix is proved by deliberately breaking it first. That is why a one-person workbench can ask you to depend on this. The numbers are further down the page, and they are real.
There is no trial that takes your card, and no version that holds your files hostage. If you stop paying, your animations still open and still export — the solver and the quality pass go quiet. You are buying the tool, not renting access to your own work.
Install the plugin, ask for a pass, and the whole tool unlocks for twelve hours — solver, camera, quality pass, exports, all of it. It costs you a link and an ad rather than payment details. When the hours run out nothing of yours is taken away; the paid features simply go quiet again.
Each tool on the workbench is its own subscription — you pay for what you use, not for a bundle built around the one tool you wanted. Prices below are for the Animator.
Two months cheaper than paying monthly. The one most people want.
Checkout opens shortlyBuy it once and keep it, updates included. No renewal, ever.
Checkout opens shortlyYour animations keep opening. You can scrub them, edit the keys and export plain keyframes — the constraint solver, the camera and the quality pass go quiet until you pick it back up. Nobody is ever locked out of their own work.
Checkout is handled by a merchant of record, so tax is handled wherever you are. One account covers the Studio plugin and the Blender add-on — sign in once on each side.
Tether's Workbench is one person building a small number of tools, each until it is actually good at one job. Three of the four below do not exist yet. They are here because this is a workbench and that is what is on the bench — not because anything is promised or dated.
Animate Roblox rigs in Studio and in Blender on one licence, with a constraint solver that holds a pose while you move everything around it.
Building and rigging characters and props without leaving the part-and-Motor6D world Roblox actually runs on.
Cutting and shaping sound for games: trims, loops that actually loop, and cues that line up with the frame an animation hits.
Particles and effects authored against a timeline rather than a property panel, so an effect can be tuned where it plays.
Every behaviour is an assertion, and every fix is proven by deliberately breaking it first: a defect is planted, the whole suite is run, and the fix only counts when a test goes red for the right reason. That discipline is why a one-person workbench can sell a tool you rely on.
| Test suites, run individually | 199 |
| Assertions | 15,250 |
| Blender-side tests | 588 |
| Undo, fuzzed through the product's own doors | 60,000 edits, 0 failures |
| Full repaint of a busy ten-second animation | 1.7 ms |
An account is an email address and nothing else — no name, no password, no profile. Ask for a six-digit code, type it into the tool you are using, and that machine is signed in. The email never contains a link, because a sign-in link is the shape every phishing message imitates.