I have been asking for this for an extremely long time, hence the desperate title.
As a developer, creating optimized, customizable mesh-deformed characters is currently impossible. Hence, many developers are stuck creating outdated, unoptimized models with split joints to allow the character to possess animations but also to allow the player to customize their character.
Example: Felandia
However, this modelling method is incredibly unoptimized (there are extra vertices between each “split”) and is relatively unappealing when it comes to appealing to an off-platform demographic. There are two features that will make it possible to create optimized, customizable characters that apply to players off the Roblox platform and make my workflow so much easier. I have been asking for these two features forever (ex., through speaking to engineers in person at RDC, commenting/boosting other people’s posts, etc.) and checking DevForums weekly for any updates on this topic, but there has been silence.
1.) Shapekeys
One necessary feature that Roblox must add to allow more flexibility in skinned mesh character customization is shape keys. Shape keys are necessary to create unique characters (model-wise). I have attached an image (from Skyrim) for an example. Additionally, shape keys are much needed for animation purposes. Creating blinking animations or other animations, such as those involved with lip-syncing (oh, etc.) is incredibly tedious. I don’t know why this feature was not added alongside dynamic faces. I was expecting it to be, and it never was, and until it is, I’m afraid I cannot play around with this newly added Roblox feature.
Example for how they are used for facial expressions (model by me):
https://gyazo.com/69bc610a214982dea754acebc483c034
2.) Layerable Materials
Layerable materials (such as the way old Classic shirts/pants, and current Roblox faces work) are needed for custom characters. As of right now, the only way to create certain colour regions is to split certain parts within the model. However, this is a workaround, as a lot of the time, weight painting will become broken when using this method. Additionally, it is impossible to add things like markings and textured clothing (like how World of Warcraft: Classic looks) without transferring weights etc. to separate objects, which is much more tedious than simply painting the texture onto the UV-mapped model.
I have attached an example of this: SurfaceAppearance.Color - #40 by Fennecpaw
World of Warcraft: Classic (example for how the painted clothing is UV-mapped onto the model):