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.
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!