It has come to my attention that a new limit has been placed on dynamic heads REQUIRING for a specific percentage of movement to be present in a dynamic head’s face.
It was already difficult enough to make a non-dynamic head but this just makes it even worse.
As a Roblox developer and UGC creator, i find the new required threshold for emoting on a custom head to be insanely limiting and creatively stifling, more than one might think. There’s certain avatars that either realistically CANNOT have moving faces, or stylistically people just don’t want it on the body they’re making.
Roblox is all about creativity, and creative freedom is a big point of it, so why limit us with such a specific thing? what if the avatar character doesn’t even have a face?
Not everyone wants facial tracking or animation on the head they’re making. Sometimes the less technical way is more charming, so, I humbly ask that you give us creators the option to allow for creating non-dynamic heads. at the very least add a system that can specify whether a head supports facial animation or not. it’s a simple solution.
As a workaround until this is fixed, could the heads have a bunch of hidden/invisible sections that move where they won’t affect the appearance? (Maybe a handful of polygons smushed inside the head, folding over eachother a bunch)
Or is the threshold tracked on pure appearance opposed to parts actually moving around to avoid stuff like that
I really hope this and more is picked up later, I have two robot based Bodies / Characters I was ready to make that were completely stumped by these restrictions including the required emotive test, there’s also a huge amount of oversight on roblox’s part since even some of their own templates they have up on the tutorials and resources fail to meet the criteria they set themselves
I understand if they want to more firmly control UGC and prevent extremely broken or “Low Quality” items from being uploaded and pushed to the market, but this is just way too much
hope they loosen up on the restrictions and requirements and at the very least give us a better way to see them like 3D guides or templates with guides for accessories and bodies / characters since it’s a very tiring to just go back and forth from studio to blender making micro adjustments to try and satisfy them.
(I really hope they make it so you can see all AvatarSetup errors in studio since it’s annoying to get rid of multiple errors only to have another one popup that wasn’t previously shown to you.)
I’ve also seen heads (And very broken weird looking body packages) that have 0 capacity for tracking / facial animation get uploaded recently so I’m very curious as to how they managed to get them up without hitting the restrictions
There has always been guidelines specifying that dynamic heads are supposed to move with your avatar it just hasn’t been enforced until now.
If roblox heads aren’t animated then it causes devs to not bother adding facial animations to any custom animations to their games which is already happening. If roblox wants our characters to be more expressive they need to enforce that dynamic heads actually move.
Enforcing it would NOT make our characters expressive at all. Expressions are our thoughts and passionate feelings put forth for a character. What Roblox wants is utilization of their features and for it to be displayed. You know what those utilizations are intended for? To impress the public that does not really understand the player base and what makes them happy.
Yeah. What you said is potentially not a valid argument
Roblox avatars are a decade behind avatars on other virtual world platforms like Second Life and VRChat. R15/S15 does not animate characters fingers, our 2D clothing layers are very low resolution unlike seconds lifes which is soon to have 2k textures. Every other major virtual world platform (VRChat, Second Life, Rec Room) has moving faces as a default for every user and almost everyone uses them.
If Roblox is to survive as a virtual world then we need to continue to push avatars further and further technically and visually to keep up with everyone else. We need to look forward and no backwards. I thoroughly believe that roblox should not even consider implementing non-dynamic heads as it would be pushing us back as a community into the past instead of guiding us into our future.
These despite violating no actual visual rules and in-fact were completely fixable and built within range cannot be made because of the emotive problem, I want progress but I think the option to make heads non-dynamic or even remove the emotive restriction while keeping Dynamic heads would be nice because they do have some light rigging in the “heads” to allow their cameras to pivot and gimbal with the eyes
I don’t NOT want dynamic heads because that’d be silly of me to wanna stand in the way of progress, I just think the restrictions as they are right now are a little to stringent
i don’t care. Obviously. Roblox players don’t care. If they don’t like that it’s affecting their avatars and way of expression, then that becomes an issue. Also, Roblox isn’t even meant to be “realistic”. It was meant to be goofy, cartoonish, and it was based off of legos. Now, just imagine if lego had like those tall anthro figures attached to the ground…WHAT THE HELL?? Roblox did not originally marketed towards realism. Yes, companies may change their target audience over the years, but the classic Roblox players have remained loyal for such a long time and have influenced other generations ahead so Roblox does not even need to worry about “evolving” their avatat into some clunky deformed figures and if Billie Ellish’s style was a popular fashion in the metaverse.
So yeah, really, 2D classic faces are more than enough.
Roblox is not a game, its a multiworld virtual experience platform (often shortened to metaverse). They are Roblox Users, not players.
The perception that roblox is a lego game is something that Roblox as a company as been pushing away for many years because it infantilizes the platform and makes it look like a kids game, when its actually an all ages development and experience platform. Thats why Roblox should keep pushing their visual identity to new bounds.
The way you say this says a lot about you, but I won’t get too specific.
Roblox is a platform hybrid game. It has interoperable unified avatar system, it has its own virtual currency set instead of the traditional USD one (and they should keep Robux), and across many games, the visual styles are similar instead of having different rigs, models, and shaders.
Really, it is just a game. That’s like saying Retrostudio isn’t a game but rather a platform because it has other games inside of itself. Roblox is also a game that has games within it. A popular believable speculation on why it has been changed to “experience” is to avoid Apple’s sight of violation, but really, it’s still a game that has games within itself.
You want to talk about target audience by generation? According to some of your response, that’s why Roblox has raised Gen Z on this platform and still remains the valuable portion of the playerbase. Roblox from the beginning mainly marketed to kids and it makes sense. Roblox was also meant to be a game. In addition, Roblox has raised Gen Z and millennials then it pushes the limit as the generations grew. Due to this slow progression and the generation’s thirst for familiarity, Roblox cannot change their ways anymore as they’ve had the usual players familiarized with the old theme and doing a whole makeover to change the whole branding of Roblox would cause massive backlash. In fact, they already are.
Pretty sure no one living past 2021 would call Roblox a “kid’s game” anymore because quarantine just got people of all ages into it, but Gen Z still remains the core audience.
Additional reply
I have a great comparison. Technically, the Roblox client is just a program that receives data like maps and scripts from the server. GMod, a game, is also that. The Roblox client is the foundation of Roblox itself and the key to make it work. By implying Roblox is a multiworld virtual experience platform, you are also implying GMod as that. GMod is totally multiworld virtual experience platform… right? No.
with all this in mind I’m pretty sure Roblox as it is right now is still considered a platform I’ve heard rumors about standalone clients that might use Roblox’s Engine and even recently a triple A studio developing a game on the platform, Garry’s mod isn’t roblox and they might be similar in some aspects. Technically speaking sure Garry’s mod is a multiworld virtual experience platform since there’s a lot of addons and UGC available. Trying to move back on topic though for this, I feel again like the restrictions present for bundles / characters is too stringent and undocumented; I’ve tried posting here on the forum for an animation issue I got but I’ve gotten no response and I’ve just decided to get on with doing other UGC and projects with the hope in mind that they’ll see this and get rid of many of the restrictions or at the very least loosen them. my mind is still a bit boggled by the emotive restriction since we’re supposed to have a lot of creativity for this, Sometimes a character just isn’t gonna be emotive like a robot with 0 expressive capacity and that’s a creative choice that can be taken, Recently I’ve also seen packages and bundles get uploaded that have non-dynamic faces and I would really love to see how they’re able to get past the restriction since I’d LOVE to release my bundles.
Another thing I really don’t like about support for developers that’s currently extant is the fact that we’re unable to update or modify already uploaded items or change ownership. I’ve already run into the need to exchange the ownership of an item and being able to update an item before it gets pushed to market would be wonderful. I know later in the year they’re gonna try to further develop the restrictions with our feedback in mind.
My least favorite aspect of these restrictions though is the fact that the bodies and templates that roblox themselves offer as resources don’t even come close to the limitations they set for us which makes it even more difficult, I would even consider the option to pay a little extra just to get it past restrictions. (A little off topic but I really hope they get the compatibility layers fixed up, I’m tired of my accessories having their textures melt due to R6)
Been running into this issue lately. I’ve been making an anime styled head but it won’t be accepted due to the dumb emote requirement. It moves, just not as much as the system wants. Also, the colors are mostly similar solid ones, which could also lower the threshold.
I’m not asking for this requirement to be removed. Just loosen it up a bit. Instead of it being 0.105 (yes, they INCREASED the requirement), it should be around 0.05-0.07 as a minimum.
doubt theyll be loosening up on this any time soon theyve just wiped a bunch of static heads off the catalog, most of which granted were limited copies but it was deleting for being static as plenty of none ripoff heads were deleted in the wave