[Client Beta] In-Experience Accessory Auto-Setup


[Update] March 13, 2026

Hi creators,

We’re excited to announce the launch of In-Experience Accessory Auto-Setup in Studio Beta! Last year, we introduced the Studio Beta of In-Experience Auto-Setup for bodies to help streamline the avatar creation process. We are now expanding this tool to include clothing and accessories.

Previously, converting 3D models into usable clothing or accessories required manual setup in Studio. With this update, you can now enable players to transform simple 3D models into platform-ready avatar content – including layered clothing and rigid accessories – all within your experience. When coupled with in-experience creation, these items can be purchased and saved directly to a player’s inventory for use across Roblox.

What’s New?

This update introduces several key capabilities to the AvatarCreationService:

  • Support for Clothing & Accessories: You can now process models for items like shirts, pants, shoulder accessories, and hats.
  • Automatic Avatar Conversion: The system takes a model made to be an accessory or piece of layered clothing and automatically prepares it to be worn by a Roblox avatar.
  • Editable Outputs: Results are provided as EditableMesh and EditableImage, allowing for further customization of textures or geometry after the setup is complete.
  • In-Experience Publishing: Combined with PromptCreateAvatarAsync, these accessories can be purchased and saved to the platform from within your experience.

Why In-Experience Auto-Setup?

We want to empower you to let your players create anywhere on Roblox. By integrating Auto-Setup for clothing and accessories directly into your experiences, we’re lowering the technical hurdles traditionally associated with 3D asset creation. This allows for deeper, user-driven customization by letting players transform raw 3D meshes into fully functional, Roblox-ready wearables on the fly.


How to use In-Experience Accessory Auto-Setup

You can start exploring in-experience Auto Setup for clothing and accessories right now. To help you jump in, we’ve provided a downloadable place file that demonstrates how to implement the API. This file includes a variety of sample 3D meshes and character models, allowing you to see firsthand how raw assets are automatically rigged and converted into Roblox-ready wearables.

To get started with the Studio Beta, follow these steps:

  1. Open Roblox Studio and navigate to File > Beta Features.
  2. Enable In-Experience Avatar Auto-Setup and restart Studio.
  3. Use the AutoSetupParams table to define your accessory models and types.
  4. Call AutoSetupAvatarAsync on the server to begin the process.
  5. Retrieve the result using LoadGeneratedAvatarAsync to get a HumanoidDescription containing the new accessories.

Implementation Example

Check out our documentation page for detailed information, and see below for an example of how you can set up a server-side request to process a new accessory:

local AvatarCreationService = game:GetService("AvatarCreationService")

-- Define the accessories to be set up

local shirtAccessory = {
  AccessoryType = Enum.AccessoryType.Shirt,
  IsLayered = true,
  Instance = shirtModel, -- Your Model containing MeshParts
}

local accessories = {shirtAccessory}

-- Call the Auto Setup API
local function setupAccessory(player, bodyModel)
  local success, generationId = pcall(function()
    return AvatarCreationService:AutoSetupAvatarAsync(player, {
      Body = bodyModel,
      Accessories = accessories
    })
  end)

  if success then
    -- Send generationId to client to load the result
    print("Setup started! ID:", generationId)
  end
end

Next Steps

  • Rollout: This is currently a Studio Beta. You can implement and test these APIs within Studio today, with full in-experience support coming shortly.
  • Limitations: During beta, ensure all input mesh and texture assets are owned by the same user or group as the experience.

We want to hear how you’re using these tools! Please share your creations and any issues you encounter in the comments below.

Thanks to the team that helped make this release possible: @anonymoose_bin, @HaloArbiter_101, @haomiaojiang, @RadioNoggin, @TheGamer101, @DucVroom, @Ozamanthus, @FarazTheGreat, @timetopretend8

35 Likes

This topic was automatically opened after 10 minutes.

Apologies if this was covered in a different post, but - are the resulting cage meshes editable? An issue I had with auto avatar setup in the past was how the generated cage mesh didn’t always stylistically make sense for nonhuman bodies.

5 Likes

Yes, the resulting cage meshes are editable.

5 Likes

Good thing Roblox has hype men like you to keep them encouraged on every update in these dark times… Keep it up Ronaldo!

3 Likes

Seems cool but I have one large concern.

With Roblox’s recent move to axe non-dynamic or static Dynamic heads. It seems like this system does not support rigging faces.

Will this be addressed, as it seems like for bundles this could be a problem? Layered clothing seems fine for the most part though!

4 Likes

Tnaks Roblox for making this update, it is quite good.

2 Likes

The API does support rigging faces, there was an issue that we fixed and it should be working now. Thanks for pointing this out!

5 Likes

I am missing some details here on the use for this setup.
Is it about changing clothes or swapping Avatars ?

I’ve used setups that switch Avatars on the fly.. seconds.. but this takes a long time to generate the Avatar.. and when you click it.. then it’s immediate.
Am I missing the use case here ?

3 Likes

Idk if anyone else is having this issue but ever since this was released, i’ve not been able to use the Avatar Setup.


image

This happens to me too everytime I try it!

1 Like

ok honestly why is your avatar genuinely horrifying i dont like it

1 Like

Hi Creators,

We’re excited to announce that In-Experience Accessory Auto-Setup is now in Client Beta! This feature is built on the same system as Auto Setup in Studio. Based on your feedback during the initial testing phase, we are now enabling these APIs to run in live experiences. This allows your players to transform simple 3D models into platform-ready clothing and accessories in real-time.

Known Issue:

  • To ensure rigid accessories (such as hats or back items) function correctly, you must submit both a body model and the rigid accessory model to the Auto Setup API together. This allows the system to correctly calculate the attachment points relative to the character’s frame.

Looking to expand your creation suite? In-Experience Auto-Setup of Avatar Bodies is also now available in Client Beta!