Avatar Auto-Setup Now Supports User-Guided Setups of Body and/or Clothing Only

Update October 9, 2025

Hello Creators,

We are excited to announce a new update to Avatar Auto-Setup that allows you to override the generated avatar components with your own. Creators can now guide Auto-Setup by providing partially built avatars that are reused during the generation process to produce an avatar that matches exactly what you specified.

We are supporting the following combinations of partial inputs.

Body & Head user-guided options

You Provide Auto-Setup Generates
Body rigged and skinned Head rig + cage + partition + attachment points
Head rigged Body rigged and skinned + cage + partition + attachment points
Body rigged and skinned + Head rigged Cage + partition + attachment points
All of the above + partitioned bodies (15 mesh parts named according to the character naming convention) Cage + attachment points
Note: This option will be available in the next release.

Clothing user-guided options

Auto-Setup needs the body for which the clothing was modeled in order to properly build the clothing cages. For the use cases where the reference body is not available, such as when producing clothing models using generative AI applications, Auto-Setup makes a best effort to generate a body for your clothing setup process (the results are not as good as when you provide the reference body used to create the clothing).

We have added a few options to reuse the input body information when available (as opposed to always setting up the body and then the clothing – even when you don’t need the body to be set up).

You Provide Auto-Setup Generates
Fully setup avatar (body + head) + clothing Clothing asset
Note: This option skips the body setup and reuses the body cage as the clothing inner cage.
Body cage + clothing Clothing asset
Note: This option reuses the body cage as the clothing inner cage. This option will be available in the next release.
Clothing Clothing asset
Note: Auto-Setup generates a body cage for you.

Rigid Accessory user-guided options

Auto-Setup needs the body used to position the rigid accessory relative to it. We cannot set up rigid accessories without a body.

You Provide Auto-Setup Generates
Fully setup avatar (body + head) + rigid accessory Rigid accessory asset
Note: This option skips the body setup and uses the closest body attachment point to position the rigid accessory relative to the body.

Here is a demo video showing two of the most common user-guided options we expect our creators will rely on.

Additional Settings

Platform vs. Development Avatars

Creators can configure their setups to generate avatar assets for either Platform or Development usage. Platform avatars are meant to be published to the Marketplace and are generated with a more restrictive setup needed to pass UGC validation and moderation. Development avatars are meant to be used as Non-Player Characters (NPCs) or Starter Player Characters in experiences and are generated with a less strict setup.


Avatar Setup has two presets available: Platform and Development Avatar

You can customize the preset options as needed. Auto-Setup remembers your previous preset configuration and reuses on all follow up setups.


Preset configuration options are cached and applied to all follow up setups.

Manually Align Front

Auto-Setup uses a ML model to determine the front direction of your input avatar and aligns it with the negative Z-axis in world space. You can skip this pre-processing step and do the alignment yourself.


Alignment Selection in Auto Setup Setting Pop-up Window

Improve Facial Caging

You have the option to enable an additional post-processing step that significantly improves the alignment of the head cage with the head facial features. Currently this step takes ~30 sec and we are working on performance improvements to reduce the impact on runtimes.


Improve Facial Caging Selection in Auto Setup Setting Pop-up Window

Reduce Triangle Count

This option is available only for Development setups to skip the auto-decimation of input meshes with resolution above the triangle budgets required for the Marketplace. The default value is OFF, meaning, Development setups retain the input models resolution.


Reduce Triangle Count Selection in Auto Setup Setting Pop-up Window

Known Issues

  1. Auto-setup of clothing only doesn’t work for shoes. We will fix this in the next release.

Additional Resources

We released a video tutorial on how to turn any character model into a Roblox avatar in minutes. Check it out if you haven’t seen it yet!

What’s Next

The avatar team is working hard to improve the quality and robustness of auto-setup generated avatars. Expect the following improvements in upcoming releases.

  • Improved body partition using “clean” cut planes for more accurate segmentation
  • Improved setup of clothing without an accompanying body
    • We are developing a new AI to generate a better body cage
  • glTF export of auto-setup generated characters (body + clothing + accessories)
  • Auto-generation of eyeballs and mouth if they are missing from the head geometry
  • Validate and fix issues (when applicable) with option to visualize in the Preview
  • Generate rigs with more than 15 bones connected to a control rig for easy animation authoring

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!

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This topic was automatically opened after 11 minutes.

Woah! This is the new Avatar Auto Setup feature that I never known about! Thank you for doing that! :heart:

2 Likes

does this mean bundle ugc will include at least clothing in the bundles?

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Wow, those features are really nice! I have some feedback that I think could really help us as UGC creators. It would be super useful if there was a feature where we don’t need to rig the avatar but instead just separate the body into the required 15 parts. Right now it works without rigging, but it often glitches and doesn’t detect the body parts correctly, especially with non humanoid characters like creatures and similar designs.

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Great release!

Does this mean it is currently possible to pre-segment an avatar body mesh (into 15 pieces) and pass that through auto-setup? or will it re-do the splitting like it used to?

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No, it’s not, but I hope they add it. It would be a very useful feature :folded_hands:

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This will be available in our next release!

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Thank you for the feedback! Please watch this post for updates next week :wink:

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YYYYESS

I can finally submit one of my shelved projects I haven’t had time for. Been waiting a long time, this is my favorite dev tool.

6 Likes

LETS GO! Love auto setup…
Is there going to be a way to specify not to reduce geometry? I posted last week that my high polycount character got chopped up when put in auto setup…

Also please tell me fingers are on the way I can’t wait for fingers :crossed_fingers:

This might be what you’re looking for.

2 Likes

Guess I should have actually read the topic lol :sweat_smile:

It now breaks the body apart whenever I use it


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I talked with you all at RDC, and I’ve been incredibly excited for this feature!

However, despite being updated I can not find this menu to allow for manual adjustment. As you can see, my character is being turned around inappropriately and I cannot find the manual adjustment setting, and even my avatar settings is missing the side bar that you all have along with the settings widget. Is there a beta feature I need to have enabled?

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I see the problem, you can easily adjust the rotation in blender and it will be fixed, try facing the bundle in different rotation in blender then export it should work properly.

Hey, thanks for your excitement with Auto Setup!

You look to have an older version of the plugin. If possible, try closing all Studio windows and restarting Studio 1-2 times. It should be fairly obvious to find the updated UI, where you can manually specify the front angle based on the negative Z axis.

Hope this helps and let us know if you have any other issues!

2 Likes

Howdy Tariace!

Thank you and the team so much for your hard work on it, I’ve been happy to use it.
The rebooting studio multiple times AND getting another update today did the trick, seems like the plugin update just hadn’t reached me yet, haha!

As you can see, I’ve got my character fully working and facing the correct direction!

I had a second question, and while I’m not sure if this is the right place to ask it, please direct me wherever if there’s a better place to ask. I have textures for the head and face that are as follows:


With these textures, while I’m still trying to avoid mipmap issues, most of my body is colored by a single pixel of texture. However, I keep having skin-tone patchyness that’s showing up in the rigged and generated avatar model that isn’t in the one on the right (the intended colors). Since I don’t intend on using skin-tones for my model (it will be a personal upload, at least for the time being), is there a way I can disable it for my avatar? I haven’t been able to find a setting that does this, and it seems to be showing up in these areas where I’m using a small portion of the UVs to cover a wider area.

Thank you so much for the help, and I’m excited to see what you all continue to cook up! :smiley:

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This is actually not the problem, the AI was ignoring my choices no matter how I rotated it in blender. I discussed this problem with the team at RDC this year and they told me that this manual rotation fix was coming, and it’s the only thing that’s solved it. My artist and I spent HOURS trying to get the AI to accept our rig alignment and it refused to every time, no matter how correct things were in blender, so this is a huge improvement to the tool!

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Starting today, you can control the placement of joints by providing 15 pre-partitioned body mesh parts that follow R15 character naming convention. Partitioned bodies can be used in conjunction with other inputs, such as rigged bodies and heads.

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