Avatar Auto-Setup Now Supports Clothing and Accessories

Hello Creators,

We are thrilled to announce we are upgrading Avatar Auto-Setup to support setting up bodies with clothing and accessories. Now, you have the option to set up your entire character together with its complete outfit on a single run of auto-setup, and use Edit Tools to fine-tune the fitting whenever needed.

Demo: Setting up a complete character including clothes and accessories in a single run.

How to Use Avatar Auto-Setup with Clothing and Accessories

Step 1: Select Your Character in the Studio Explorer

Usually the body and each accessory or clothing item are represented by a single mesh each. You can move all of these meshes into a folder in the Studio Explorer and select the folder to auto-setup your complete character.


Folder containing a body, clothing and accessories mesh models.

If the body or accessory is composed of multiple meshes, group them into a model and add it to the folder in Explorer. Auto-Setup automatically combines all meshes in a model to generate a single mesh representation of the asset.

Input body represented by multiple meshes grouped under a single model in Explorer. Auto-Setup will combine all of them into a body mesh for processing the “Geo” model.

Step 2: Select Asset Types

Auto-Setup will ask you to select the asset type of each mesh or model detected in the character folder. Your options are: body (for body parts), layered (for clothing items and shoes), or rigid (for accessories).

All body assets are combined into a single mesh to create the avatar body. Rigid assets are set up as accessories, and layered assets are set up as clothing. Once all asset types are specified, click the Setup button to auto-setup your character.



Select the asset type for each model detected in your character folder. Options are: body, layered or rigid.

Step 3: Preview Results

Once Auto-Setup completes processing your character, the Preview window pops up showing your avatar together with its accessories and clothing. You can inspect the fitting on several different animations and optionally use the Edit Tool to adjust cages and attachment positions.

Post Your Character To Marketplace

After setting up your assets, you can upload and publish your body, clothing, and accessories separately to the Marketplace. As soon as the moderation process is completed, set your sale settings and enable your assets for sale on the Creator Dashboard.

After publishing, you can use the Roblox app to combine your individual body, clothing, and accessory assets in a shareable link, allowing users to quickly and easily purchase the entire outfit and body combination.

Demo: Publishing a body with accessories and clothing using the Roblox App.


If you are managing an experience that sells avatar items and want to add your complete outfit, check out MarketplaceService.PromptBulkPurchase.

Additional Features Included in this Release

Besides setting up clothing and accessories, we are also releasing:

  • Improved support for blocky bodies
    • We have a new re-mesh algorithm to handle low-resolution bodies
  • ML model with improved quality and coverage
  • Improved texture packing with base color support
  • Improved skinning quality with less stretching artifacts
  • Automatically check if the creator has ownership of the assets being auto-setup
  • Improved Auto-Setup performance

Known Limitations

  • We are limiting the max number of layered clothing items that can be set up at the same time to 7. This limit will be removed in the next release.
  • Currently Auto-Setup will always set up the body with accessories and clothing even if the input body is already set up from a previous run. We will address this limitation on a future release as part of the expected improvements to support more Partial Input options from users.
  • You can Auto-Setup shoes as rigid or layered accessories for your experiences. However, if you intend to publish the shoes to the catalog then you must set them up as layered.
  • [FIXED] There is an issue that prevents you from publishing shoes directly from Auto-Setup. For now, you need to publish the shoes from the Explorer by grouping left and right shoes under a common parent model and naming them LeftShoeAccessory and RightShoeAccessory, respectively. Then you publish the parent model as shoes.
  • If your input body is too large or too small compared to the min/max bounds for Marketplace publishing, there is a scaling issue in Auto-Setup that sometimes produces a low-quality face rig for your avatar head. We will fix this in an upcoming release. For now, try to scale your character to your desired size before you run Auto-Setup on it.
  • Sometimes, when you change the AvatarPartScaleType of your rigid accessory, the preview window doesn’t update properly and displays the accessory with the old scale, even though the accessory has been properly updated in Explorer.

What’s Next

The Avatar team is working hard to improve the range of supported avatars and the capabilities needed to meet your creative intent. Expect the following improvements in upcoming releases:

  • Partial Input with more options, including partially setup of accessories and clothing
  • Control whether Auto-Setup is generating to Platform or Custom
    • Platform generation follows Roblox catalog specs
    • Custom generation leaves your assets as is
  • Settings to control if generated model goes directly to inventory (or is saved only to the place file)
  • Auto-Setup API for in-experience usage
    • Yes, you will be able to create your own “Build An Avatar” experience in Roblox and leverage auto-setup to transform your players’ models into fully functioning Roblox avatars
  • Higher quality heads and faces, including auto-generation of eyeballs and mouth if they are missing from the head geometry
  • glTF export of auto-setup generated characters (body + accessories + clothing)
  • Validate and fix issues (when applicable) with option to visualize in the Preview

Your feedback is very important for us to continue developing Auto-Setup in a direction that aligns with your needs, so please share your thoughts and suggestions below.

Thank you!

67 Likes

This topic was automatically opened after 9 minutes.

This is a great addition, great work guys, but PLEASE make the “auto-generation of eyeballs and mouth” a toggle, don’t force it.

One question though, are we ever going to get an update to Humanoid:ApplyDescription() so that it can actually handle accessories?
Currently dealing with accessories when (for example) you want to swap two character’s appearance, you have to manually loop through the characters and transfer the accessories manually

11 Likes

Seems interesting, but you’re not getting my identity and monthly money for this whole uploading anything but the most basic clothing to marketplace thing :face_with_diagonal_mouth:

5 Likes

For some reason, the last video is bugged to the right.

5 Likes

Holy mother of god we are so back

4 Likes

This is my favorite tool right now. It doesn’t sound like it, but is it possible yet to provide a model with a rigged face and have the rest of the body get rigged? Is this technically feasible? This is my #1 ask of this tool.

Also any word on where PBR accessories are? Or body part color recolorable accessories? All of my most interesting WIP bundles have tails and I can’t make them recolorable or even have the materials match if they have tails.

3 Likes

Hey @gwenniekins,

Thank you for feedback! This issue is not directly related to Auto-Setup itself but I will follow up with the proper team. Looks like you are asking for a way to automate and simplify swapping appearances :+1:

Best,
HaloArbiter_101

2 Likes

lol wth


devform bug report time

2 Likes


lol

Hey @notAnxiousCup @ParadoxAssets @Amongfse ,

Thanks for the ping on the video issue :sweat_smile: It is fixed now :+1:

Best,
HaloArbiter_101

Pretty solid UPD suena que esta implementación puede llegar a agilizar el trabajo mucho más :sunglasses:

What’s wrong with HumanoidDescription:GetAccessories() and HumanoidDescription:SetAccessories()?

The main issue is Humanoid:GetAppliedDescription() doesn’t actually return with the accessories in my experience, and also there’s no good way to create a new HumanoidDescription off of an already existing model, you have to loop through the model and set everything yourself, and if you :ApplyDescription with a blank description, it doesn’t remove old accessories, shirts, pants, etc.

Overall it’s still doable(I know because I had to go through the pain of it), however a few additions could be nice, whether to Humanoids or HumanoidDescriptions, mostly meaning :

  • A method to create a HumanoidDescription based off a pre-existing model that DOESN’T already have a description,
  • A parameter to ApplyDescription(and the like methods) on if it removes old description stuff

Overall its not a HUGE issue they need to focus, it’s purely QoL, and honestly I might be the only one who want’s something like this

This is an indeed a decent & nice feature to have. But I would like to bring out a question for us UGC creators for expending the full character/bundle creation. When can we have the ability to upload full character bundles with accessories on them to the Marketplace?

Sample: Triple-Headed Trouble

I understand as for now, only hairs, eyelashes/eyebrows are allowed while front, back, waist, etc… aren’t. When can expect to have this ability in the future?

I’m not really sure what you’re trying to say; all of this is doable.

Are you sure that the accessories were actually applied to the description (via Humanoid:ApplyDescription()), and not just arbitrarily parented into the character model?

Why wouldn’t you already have a HumanoidDescription set up for the model?

Not sure if this is what you’re looking for but you can technically create your own custom accessories that work with HumanoidDescriptions via the AccessoryDescription object and its AccessoryDescription.Instance property, which would point to your custom Accessory instance without needing to use an asset ID.

It should, as long as your character has a HumanoidDescription properly applied to it. You can always use Humanoid:ApplyDescriptionReset() to force-refresh the avatar appearance, ignoring the internal caching behavior of the HumanoidDescription system.


From what I can piece together, it sounds like you manually put together a custom character in Studio and are trying to use HumanoidDescriptions with it. This won’t work since you never actually applied any of its assets to the HumanoidDescription. Internally, Roblox probably thinks that the character is still a blank avatar. This is talked about in the documentation for ApplyDescription and ApplyDescriptionReset.

1 Like

Hey @PeZsmistic,

We are happy to hear Auto-Setup is your favorite Roblox tool right now :heart: Thank you for your support and invaluable feedback you have been providing on each release!

As noted in the “What’s Next” section, we are expanding the support for partial input where creators provide a rigged face or body and Auto-Setup adds whatever is missing to make it a Roblox-ready avatar. This feature will be included in the release scheduled for August.

Regarding PBR accessories, I checked with the team and the plan is to release it by early July. We are doing some final testing related to performance impact on gameplay.

Finally, the recolorable accessory feature is not in our roadmap at the moment but we are discussing internally on ways to have this feature prioritized.

Thank you again!
HaloArbiter_101

1 Like

Super awesome to hear, thank you!

With respect to the recolorable accessories, I have two threads about this request that may be of interest. Skin tone accessories and Avatar accessories and skinned clothing should support overlay transparency with skin tone underneath. This is dependent on PBR accessories. This idea effectively makes bodies with add-on body part accessories such as tails and wings first-class. While there is demand for independently recolorable accessories, just using the attached body part color and shipping a V1 of the tech would already unlock massive potential in a shorter timeframe.

1 Like

will we be able to edit cages for clothes?

We needed this when ugc bundles came out, is not the worth sometimes playing for a whole body without accesories or clothing.