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Avatar Setup specifications

Avatar Setup supports the automatic conversion of basic custom models to Roblox-ready bodies, rigid accessories, and layered accessories. By bundling your models together, you can automatically setup multiple custom models into avatar items for use in-game or for upload to the Marketplace.

Character bodies

Avatar Setup can attempt to process a 3D model into a Roblox-ready character body model. This is one of the most common use cases for Avatar Setup and can help you save time by automating the rigging, caging, and other configurations required to make a Roblox-ready avatar character that you can upload to the Marketplace.

Avatar assets like rigid accessories and layered accessories may require processing with a base body. Avatar Setup is able to use this base body as a mannequin, creating more accurate attachment points and other components to ensure a better fit. If converting rigid or layered accessories, you must bundle them with a base body for fitting.

Supported inputs

Avatar Setup detects the following partial avatar body inputs:

Reference ImageAvatar Setup support
The most common input is a single mesh object that doesn't include rigging data or other components. The input character body must meet Avatar Setup's model requirements.

In this case, Avatar Setup creates the rest of the avatar components automatically.
If the provided meshes include a compatible standard rigging armature, Avatar Setup uses the provided rig and creates a facial rig and all other components.

The input character body rig must follow Roblox's rigging configuration requirements, otherwise Avatar Setup creates a brand new rig for you.

If you intend to use your own custom facial rigging, set the FaceRootJoint (and all child bones) as a child of the standard rigging armature's head joint. For more information, see the optional rig requirements.

If the character body's rigging armature, facial rig, and appropriate FACS data are included, Avatar Setup preserves that data and only generates the missing Roblox-specific components. Character bodies comprised of multiple meshes are not supported for this input.

For more information, see the optional rig requirements.

Mesh requirements

To achieve the best results when converting a model to a Roblox-ready avatar character body, it's important to configure your base model so the tool can properly generate avatar components.

The full requirements for the input character body model are as follows:

  1. Single or multiple mesh — In most cases, Avatar Setup accepts character bodies comprised of 1 or more meshes. If your character body includes multiple meshes, the tool automatically recombines all selected meshes as a single mesh, then decimates the combined parts to the appropriate body part structure.

  2. 5 distinct head components — Whether you are using a single or multi-mesh character body model, the following head components are required:

    • 2 eyes — Heads must include 2 connected eyebags containing half-sphere eyes that do not share any vertices with the head component.
    • 3 mouthparts — Heads must include a connected mouthbag that houses the upper teeth, lower teeth, and tongue. Each of these mouthparts must be singly connected and not share any vertices with each other or with the head mesh.
  3. Head geometry must not share vertices — Eyeballs, teeth, and tongue must be part of the model without sharing vertices with the body mesh.

  4. Within triangle budget — The total character body mesh resolution must be within 10,742 triangles. Use the following guidance to ensure each part doesn't exceed expected polycounts:

    Body part groupingMaximum trianglesMaximum quads
    Head40002000
    Arms1248 per arm624 per arm
    Legs1248 per leg624 per arm
    Torso1750875
    Total: 10,7425495
  5. Humanoid shape — The character body must follow a general humanoid shape, with two arms, two legs, a torso, and a head.

  6. A-pose or T-Pose — The character body should form an upright A-pose or T-Pose.

    • Character bodies with I-pose may yield lower quality results.
    • Ensure that no limbs obscure or overlap each other from the front view.
  7. Negative Z Axis — The character body's front should face the negative Z axis.

  8. Symmetrical — Asymmetrical character bodies may work on a case-to-case basis. Position the center of the body with the Y-axis to improve the accuracy of the result. If your asymmetrical model experiences setup issues, try using a more symmetrical version.

  9. Watertight — Ensure the model is watertight in all regions with the exception of the eyes and mouth. Watertight means that there are no holes in the mesh and no back faces are exposed.

  10. No accessories — Do not include any accessories, including face accessories, such as hair, eyebrows, beards, and eyelashes.

  11. Distinct neck area — Keep the neck distinct and not merged with the shoulders or upper torso.

  12. Includes texture — Models should include one or more texture maps. If the input character body includes multiple textures, the tool bakes the textures to a single map. This applies to PBR textures where the four textures are baked — one for each albedo, normal, metalness and roughness.

  13. Follows Community Standards and Marketplace policies — The model must conform to Roblox's Community Standards and Marketplace policies.

Rig requirements

To ensure that Avatar Setup uses your own custom body rig instead of generating you a new one:

  • Ensure that your bones (Blender) or joints (Maya) meet Roblox's rigging armature requirements, and double-check naming conventions and hierarchy.
  • Body rigs should not include additional bones beyond the standard rigging armature, and facial rigs (no bone limit) should be correctly parented to a RootFaceJoint.

To ensure that Avatar Setup uses your own custom face rig with FACS data:

  • A standard rigging armature is required when submitting custom facial rigs and facial animation data. Review supported character body inputs to ensure you are submitting a supported body input and facial rig combination.

  • Facial rig must include a RootFaceJoint bone (usually mapped as DynamicHead) whose parent is the Head joint of the standard rigging armature.

  • All the other facial animation joints are descendants of the RootFaceJoint, and not direct children of the Head joint.

  • Animations need to be provided for the 17 required poses, at minimum.

  • Neutral animation must map to frame 0.

  • Since the head is part of the single mesh with the body, the facial animation mappings must be included with the single character body mesh:

    • The mapping between animation frames and facial poses are stored in the extra attributes / custom properties of the provided single mesh.
    • The name of the root face joint is stored in the extra attributes / custom properties of the single mesh, mapping RootFaceJoint to the corresponding name (usually DynamicHead).

Examples of non-supported bodies

The following are common examples of bodies that may not yield expected results with Avatar Setup:

Extreme asymmetry — If you are having issues with an asymmetrical model, try using a more symmetrical version and make minor adjustments.
I-pose — If you are experiencing issues with your model in an I-pose, try resubmitting with A-pose or T-pose.
Non-contiguous mesh — setup tool expects the body mesh to be completely contiguous.
No neck — setup tool expects a neck connecting a head to the torso.
Out of proportion limbs — setup tool expects a more realistic humanoid-style character model.
Out of proportion limbs — setup tool expects a more realistic humanoid-style character model.

Rigid accessories

Avatar Setup can convert models into rigid accessories and configure their scale type and attachment point requirements.

To convert a mesh model into a rigid accessory:

  1. Fit the model onto a base body in Studio or your 3D modeling software.
  2. Bundle the assets together in a single Folder.
  3. Use Avatar Setup on your folder of assets.

During this process, you can designate individual meshes or models as rigid accessories, layered accessories, or body parts. After conversion, a prompt displays allowing you to select the specific Asset Type.

For best results, ensure your models adhere to Roblox's rigid accessory geometry specifications.

Supported inputs

Rigid accessory meshes must be bundled with a character body for Avatar Setup to configure correctly. See the following supported inputs for rigid accessory meshes:

Input objectAvatar Setup generates
  • Folder bundle containing:
    • Model containing fully or partially configured character body
    • Model containing accessory mesh object (this is the object created when importing a custom 3D object)
Accessory containing layered accessory mesh, BodyPartScaleType, and attachment points

Layered accessories

Avatar Setup can convert models into layered accessories and add in rigging and caging data that normally requires manual configuration in a separate software.

To convert a mesh model into an accessory using Avatar Setup:

  1. Fit the model onto a base character body in Studio or your 3D modeling software.
  2. (Optional) For best results, bundle the assets together in a single Folder.
  3. Use Avatar Setup on your folder of assets.

During this process, you will be able to designate individual meshes or models as rigid accessories, layered accessories, or body parts. After conversion, a prompt displays allowing you to select the specific Asset Type.

For best results, ensure your models adhere to Roblox's layered clothing geometry specifications.

Supported inputs

Avatar Setup can configure layered accessory models to a layered clothing Accessory complete with caging and rigging data. While Avatar Setup can configure models without a bundled body, you may find better results if you include a base character body for setup.

Input objectAvatar Setup generates
Model containing layered accessory mesh object with no additional components (this is the object created when importing a custom 3D object)
  • Accessory containing layered accessory mesh and the following generated components:
    • Inner and outer cage data
    • Attachment points
  • Folder bundle containing:
    • Model containing fully or partially configured character body
    • Model containing accessory mesh object (this is the object created when importing a custom 3D object)
  • Accessory containing clothing mesh and the following generated components:
    • Inner and outer cage data
    • Attachment points

Bundle multiple assets

Avatar Setup can process multiple rigid or layered accessory models with a single character body model. To submit multiple models in the Avatar Setup tool, parent your models within a single folder.

A Folder containing the various Model objects ready to be processed by Avatar Setup into a character body, rigid accessory, and layered accessory assets.

To parent your objects to folder:

  1. In the Explorer window, hold Shift and select the Model objects you intend to process with Avatar Setup. Ensure you are selecting a supported base character body as one of the Model objects.
  2. Right-click and select Group as Folder.
  3. Select the Folder and then select the Avatar Setup tool to begin processing.
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