Avatar Auto-Setup Production Release

Hello Creators,

We are excited to announce the general release of Avatar Auto-Setup.

After the successful beta update a few weeks ago with expanded support for multi-meshes, baked textures, T-pose, auto-scaling and partially built rigs, we are graduating Auto-Setup from beta to production release.

With this general release, we would like to invite you to try and incorporate Auto-Setup in your avatar production workflows to:

  1. Fully build avatars from scratch (i.e. from single or multi-mesh models)
  2. Build from partially setup avatars (i.e. body or head already rigged and skinned)

What’s Next

We are committed to continue improving our Auto-Setup product throughout the new year and we plan on releasing additional features to help you achieve your creation intent, such as:

  1. Studio Tools to edit cage meshes and attachment points
  2. Improved ML model trained on a larger variety of bodies
  3. glTF export of Auto-Setup generated avatars
  4. Auto-Setup of layered accessories (including auto-caging)
  5. Validate and fix issues (if any) on an already built avatar (i.e. auto-fix validation problems before publishing to the Marketplace)

And much more!

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

Thank you!

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Awesome to see! I’m super excited to find out what this can do.

Can you clarify, does this tool handle partially set up avatars with only a rigged head and FACS poses provided yet? My next project requires manual facial rigging because the character is not human at all, but the rest is probably human shaped enough to be auto setup.

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Really good work!

The auto-setup feature is many, many times better than how it was at the start.

Future updates like glTF export will give us the possibilities to take the best of both worlds when making bundles, and also not have to wait for certain updates.

2 Likes

This is why AI is awesome, keep up the GREAT WORK!!!
I also wanted to ask, how can I support Roblox with data for machine learning like this? Is it possible for me to send over some of my own work to be trained on or is Data Sharing option the most I can do?

9 Likes

Would this be able to e.g. fix an avatar that’s only a handful of triangles over the limit via some kind of decimation? I had an issue with my dragon avatar where the torso was a handful of tris over the limit after using it with auto-setup despite it being under the limit in blender.

4 Likes

I love this tool and would love to see new, comprehensive video tutorials released each time new features are released into production. :pray:t4:

3 Likes

I’m working on a bundle right now that I intend to do manual rigging for, but I threw it into this tool to see how it would do. I was impressed it seemed to detect the lower jaw correctly, but there were other issues that made the result unusable.

I use sharp edges as part of my art style, but it looks like for some reason these edges are getting mangled in output, and are treated like I used the edge split modifier rather than only a trick with surface normal direction. You can see everywhere there is a sharp edge, the geometry separates. Am I doing something wrong? I’ve never had this issue anywhere else so I presume the auto-setup is doing something strange with this.

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