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Roblox AI in Blender: How We Built the Roblox Backrooms with 3D-Agent and Claude Opus 5.5

Description and use

The team produced a Roblox Backrooms series by generating all rooms, characters, and animations in Blender using 3D-Agent and Claude Opus 5.5, eliminating manual modeling.

Problem

Creating a Roblox Backrooms series without manual modeling or rigging effort.

Outcome

The team produced a fully animated Roblox Backrooms series with no manual modeling, demonstrating that 3D-Agent can generate editable Blender geometry and integrate directly with Roblox Studio.

Workflow

  • 1. Prompt 3D-Agent to build rooms, lights, and characters in Blender.
  • 2. Use 3D-Agent to reconstruct a full Roblox map from a single screenshot and prompt.
  • 3. Rig a character in three prompts: build parts, add bones, create a walk cycle, and export FBX.
  • 4. Export FBX/OBJ to Roblox Studio via the 3D-Agent plugin or the Studio AI integration.
  • 5. Optionally use the Roblox Studio AI to edit scripts, insert assets, run playtests, and publish.

Evidence

Every room, light, character and animation was built in Blender by prompting 3D-Agent.

Source

It rebuilt the whole thing in Blender: 13 cottages, seven watchtowers, a windmill and a bell tower. Real, editable geometry, not a generated shell.

Source

Rigging is where I usually give up. Here it took three prompts: Build the character as 15 separate body parts from one reference picture. One bone per part, then a six-second walk cycle at 30 fps. Light it, render it, and export an FBX for Roblox Studio.

Source

  • Record date: 2026-10-01T20:25:49.381Z