CFS | The Ultimate Avatar Designer

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.

When you click the button, you’ll then be prompted to paste the roblox link into your browser.

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.

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Totally understandable,

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?

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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.

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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

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1.3.12


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.

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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.

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For that, I would check out Popmall by Super Biz (New! Shops; Popmall – Free Catalog & Avatar Editor).

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.

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Hey!

You can add an AccessoryDescription or BodyPartDescription then attach it as a child of the HumanoidDescription.

It will automatically add the respective ID you’ve chosen to the actual HumanoidDescription.

image

This makes it as simple as instancing a new AccessoryDescription, filling the neccessary data and attaching it :slightly_smiling_face:

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Thanks for the suggestion! I’ve found one issue with this method though and that is that the descriptions are not removed when you delete the avatar accessory from a rig.

I know there is a growing amount of people that are making UGC and outfit stores, especially now with an official UGC homestore template made by Roblox, and I think CFS is most helpful in this area. A lot of people who want to use CFS for this purpose are put off by the manual entry of asset IDs into HumanoidDescriptions since most kits rely on it.

For that reason, I’ll be making my own kit that is specifically designed to work seamlessly with CFS. If you’re someone who is using CFS for a UGC or outfit store, I’d love to get your feedback on what you like and dislike about it.

I haven’t gave the plugin a shot yet as I’ve been working on my own plugin. :thinking:
But the issue is easy to resolve, all you have to do is set the “AccessoryType” to Unknown and it will remove it from the HumanoidDescription :slightly_smiling_face:

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i know there will not be a free version of CFS but are you planning to make a “lite” version?

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I don’t plan to make a lite version of CFS. Is there anything about buying it right now that you have a hard time justifying for what you do?

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Can you make it so if you press enter it applies changes?

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I don’t think I understand what you’re asking. Changes apply immediately after you click on an item to insert. You can use Studio’s undo/redo system if you change your mind about something.

If you’re looking for a faster way to insert something, rather than clicking the “Insert” button, you can right-click anywhere on a tile and it will do the same thing.

I’m talking about pressing enter on the search bar it applies changes

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30 dollars is insane for an overglorified easyinsert lool

super confused on how i have this… like i dont recall buying any plugins.

other than that i really like the UI ! Keep up the goodwork dude

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For some odd reason, the creator had this originally as a free gradient plugin. After it gained a fair amount of installs, it was switched to this.