Bundle Error became less specific and therefore much harder to work with

This error sometimes comes up when validating bundles in studio:


However, previously the error showed more detail, allowing me to easily determine in which direction my RigAttachments needed to be moved, like this:

Now an error that would only take me an extra 1-2 imports before, takes me many many more to fix, as I have to use guesswork until the error disappears. This adds at least an extra 6-10 imports of my bundle from blender per error to fix. A lot of wasted time for a seemingly arbitrary change.

Expected behavior

The error was much more useful in this form:


I’ve talked to other bundle creators about this problem too, who agree it adds a lot of unnecessary time to bundle creation.
I would be very appreciative if this error message could be returned to its previous state, thank you!

6 Likes

The process has become unnecessarily rigorous compared to how straightforward it was before. Returning to the detailed error messages would make a huge difference and save a lot of time. Adding my support and bumping this post.

4 Likes

Thanks for the report! We’ll follow up when we have an update for you!

4 Likes

I want to echo this post. If you were new to avatar body creation errors this vague would make it impossible to understand what you were doing wrong. The only reason I can even manage is I have the method more or less memorized at this point, but I feel bad for newer creators. This should be fixed asap.

2 Likes

An improvement to the current message has been implemented and is coming soon. I will update this thread once it’s turned on

3 Likes

A new error message has been rolled out, but it requires some explanation.

If Attachments are not properly positioned now, you will see an error like the following:

Attachment (LeftWristRigAttachment) in LeftHand is placed at position [0.719, 0.701, 0.771] that is outside the valid range. The closest valid position is [0.505, 0.531, 0.604]. (the attachment must be within the oriented bounding box - Position: [0.319, 0.279, 0.243], Orientation: [18.852, -25.628, -56.037], Size: [0.803, 0.893, 0.851]

Each attachment must be within a bounding area relative to the parent MeshPart’s geometry. To see that bounding area, you need the three sets of variables from the message above:

Position: [0.319, 0.279, 0.243]
Orientation: [18.852, -25.628, -56.037]
Size: [0.803, 0.893, 0.851]

First, make a copy of your body part that has the Attachment child that is not correctly positioned. In the case of the above error message, that body part would be the LeftHand. Rename your copy to LeftHand_COPY, remove any Motor6D children it has, set it’s CFrame.Position to [0,0,0], and it’s CFrame.Orientation to [0,0,0].

Now, add a new Part below game.Workspace, and name it BoundsArea. Set BoundsArea’s CFrame.Position to the position specified above. Set BoundsArea’s CFrame.Orientation to the Orientation specified above. Finally, set BoundsArea’s Size to the Size specified above. BoundsArea now shows you the area that the LeftWristRigAttachment can be in for this LeftHand (If you change the Color and Transparency of BoundsArea you will make it easier to see alongside LeftWristRigAttachment).

It will look something like the following:
Screenshot 2025-01-23 132528

Alternatively, using Lua code, you can position the BoundsArea at your existing body part. Use the following Lua code:

local function debugAttachmentPosition(Position: Vector3, Orientation: Vector3, Size: Vector3, bodyPartMeshPart: MeshPart)
	local boundsArea = Instance.new("Part")
	boundsArea.Name = "BoundsArea"
	boundsArea.Size = Size
	
	local localSpaceCFrame = 
		CFrame.fromOrientation(math.rad(Orientation.X), math.rad(Orientation.Y), math.rad(Orientation.Z)) + Position
	boundsArea.CFrame = bodyPartMeshPart.CFrame * localSpaceCFrame
	
	boundsArea.Transparency = 0.5
	boundsArea.Color = Color3.fromRGB(255, 0, 0)
	boundsArea.Shape = Enum.PartType.Block
	boundsArea.Anchored = true
	boundsArea.CanCollide = false

	boundsArea.Parent = game.Workspace
end

And you would call the above code, like:

local Orientation = Vector3.new(18.852, -25.628, -56.037) --Orientation from error message
local Position = Vector3.new(0.319, 0.279, 0.243) --Position from error message
local Size = Vector3.new(0.803, 0.893, 0.851) --Size from error message
local bodyPartMeshPart = game.Workspace.Model.LeftHand --this the body part you are trying to upload
debugAttachmentPosition(Position, Orientation, Size, bodyPartMeshPart)

And this will show the BoundsArea on your model:
Screenshot 2025-01-23 133202

3 Likes

Thank you!! This is so much better than any of the previous versions of this error message, really helpful change :slight_smile:

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