This update includes a few small improvements and bug fixes — which are listed below.
When a cursor enters a text box, it now always changes to show that it has entered it.
The filters section in the catalog browser will now not reapply unsaved filters after closing and reopening the window, making a change, and finally, applying it.
The “Items” portion of the filters section will no longer display all item types as appearing in results when exactly four item types are chosen and the filter settings are applied.
Right now, there are no plans to make CFS free in the future.
Is there something preventing your friends from being able to spend USD in the Creator Store, is CFS too expensive/unaffordable for them, or do they wish to not spend money on it or on the Creator Store at all?
Unfortunately, no. There’s no way to let people fully try everything CFS offers while also preventing the source code from being stolen – so that’s why none of my paid plugins have any type of trial.
I’ve given some thought to the feedback given (by @alien19797, @ZiIIux , @SUB_ItzMaroYT, and others) this past month and I’ve come up with a few experiments I’d like to try, the first being with CFS. Over the next few weeks, I want to see how changing CFS’s source of revenue fairs for developer accessibility and the cost of development.
To start, this means that CFS’s price will be dropping from $29.99 to $0.00. Instead of earning directly from people purchasing CFS, I hope to earn off of purchases made by people who have found something they like while browsing in the catalog browser or avatar inspector.
In previous versions of CFS, if you pasted the web link of an item into your browser, you would’ve been taken to the item’s marketplace page. You’ll notice, now, that the web link looks a little different: the color of the icon and text now appear in blue across the entire plugin and you are no longer taken to the marketplace after pasting.
Now, when you paste a link into your browser, you’ll be placed right into a game. Immediately upon joining, you’ll be prompted to purchase the item you were looking to buy. This is all possible thanks to developer deeplinking; give it a try.
this is huge, thanks for making it free, i’ll share it around i know a place where alot of people would get the plugin & use it especially in the whole outfit games scene alot of people are looking for such a plugin to import & edit outfits directly in studio all the ones that are available right now don’t have as many features as this one so hopefully this transition you made will bring you good results
also couple suggestions i have for this:
add a setting / toggle where it also updates the humanoiddescription too not just adds the asset, like when you insert a asset onto a rig it also gets the id and adds it to the humanoiddescription.
bulk import assets (allows you to import multiple asset ids onto the rig).
rig editor (allows you to edit & inspect what the rig is wearing including such as removing or editing or adding certain accessories / assets that the rig is wearing & so on).
@deafaultyboii1324 i’m going to have to add onto what Kartiers is saying…
I’ve been making tutorials lately with Avatar Outfit Shop games and this is the EXACT plugin people need to make these games.
This plugin can blow up with my help of making a tutorial on this exact plugin and how people can utilize it to make Avatar Games! Although, what he mentioned. Make the plugin add the necessary ID’s to HumanoidDescription. Reason being, for Avatar games the scripts (normally) check the HumanoidDescription getting the ID’s of the humanoid, body, hair, accessories, faces, legs, etc. Then apply it to the current character.
If you can add this suggestion, I can make a full tutorial on this plugin and it will 100% gain a ton of attention! Wonderful job though.
In a small update, I have made it much clearer that you can get or buy items. You’ll now see a button in the catalog browser and avatar inspector to do so.
By the end of this week, I’ll be able to observe the trend to see if this change will be successful in the long run. If it is, I’ll keep CFS free as I watch closely for a few more weeks. If almost no one has bought anything, I will revert back to USD pricing and this experiment will conclude.
I want to stay away from updating the HumanoidDescription when catalog items are added. The reason is, if I were to do this, CFS would need to keep track of every rig in your experience and also any new objects that are created in the experience to see if it is a rig or something that makes a model become a rig. This is so that the HumanoidDescription would also update when you delete items.
CFS was designed to take up less resources and also be more reliant on Studio so beginners can use the tools they’re familiar with to edit avatars. This also means that you can create and edit outfits in your experience’s environment so you can get a better understanding of how different items go with your experience’s lighting, atmosphere, and style. I would like to keep these principles in mind with every update I do.
I still want to add this in some way because I created CFS with the intention of it being used, partially, by people who want to create outfit shops, so to work around this, I think the best way would be to add attributes to inserted items that detail the item’s id, asset type, and more. Outfit shop creators would then be able to read the attributes attached to these items to create a list of triable/purchasable items.
Could you elaborate on the bulk importing of assets; are you referring to extending the insert-by-id feature in the catalog browser? This is not the only request I’ve gotten for more rig-editing controls; is there anything you mentioned (besides inspecting) that you feel the explorer is not sufficient for?
That would be very much appreciated! If you’re up for it, I think it would be best to wait until this experiment is over before doing anything just incase it doesn’t go well enough and I have to revert back to USD pricing; I wouldn’t want the video to say it was free and the actual price be a lot higher.
Another idea would be to add another UI that you could directly copy and paste the ID’s from catalog onto the HumanoidDescription. If that makes sense, then making it easier and accessible for players. What about that?
Luckily, that’s already a feature! You can hover over any item and copy the ID of it. It should also be noted that when you’re using experimental bodypart swapping, animations and body parts will apply to HumanoidDescriptions.
by bulk importing, i was referring as inserting multiple ids at once (multiple assets) by maybe like seperating them with a comma so 1234,12345,1234,12345,12345,123,123 you put this in the insert id textbox and then it would insert multiple items at once, and i would like add onto something twinplayz said what if there is another ui that handles inserting item ids from the catalog you provide already like you can copy the id and then paste it in the other gui and it will insert the item on the rig and also update the humanoiddescription which you can also make toggleable if the player wants to update the humanoiddescription too or not instead of including the catalog part, so you basically seperate them, inserting asset is one thing and the catalog is its own thing. all up to you at the end its just a suggestion but what you have provided already is amazing
The majority of this update is on the status of the experiment started almost a week ago but let’s get to what’s new in CFS first.
Now when you insert items and bundles, you can choose to include the ID and content type in attribute form. This will make it much easier for developers making clothing, accessories, and outfit games to identify items on rigs, look up more information on them, and prompt players to purchase them. This feature is off by default and you can configure it in the preferences page. Special thanks to @ZiIIux & @TwinPlayzDev for the feature request.
As for how the experiment is going: not as expected. Going in, I wasn’t sure how it was going to turn out since I didn’t have any good data to determine if people were buying through the marketplace link in the first place. However, I expected it to either be a major success or a major flop and it was the ladder. To meet replacement, I would have needed a lot of UGC purchases a day: roughly 150. This week, I saw a few people join the checkout game (<17) but 0 decided to follow through with a purchase ad there was no up-trend.
CFS will go back on sale on the Creator Store today and I will keep the new purchasing system in place to see if anything changes in the future. If it does, I’ll definitely reconsider.
Is there a way I could just use this as a regular avatar creator UI for my game? Like for example Catalog Avatar Creator. I’d like to use this as that, is that possible or no?
Beautiful work by the way, this is great, keep it up.
CFS was designed as a Studio plugin for the purpose of helping builders and GFX artists import catalog content and create avatars in Roblox Studio at a much faster pace, so it cannot be used as an in-game avatar editor.