Call me crazy, but I see a potential/possible re-branding in a few years
DynaSim Perhaps… if you know you know
All in all, interesting update.
Call me crazy, but I see a potential/possible re-branding in a few years
DynaSim Perhaps… if you know you know
All in all, interesting update.
The monetization strategy for this feature is quite confusing, are we paying per-upload or a standard flat fee for each price-point?
If it is the former, I will not be implementing this into most of my experiences. A user could easily scam me out of my Robux by making me pay for a body in-which I never recover any revenue from it. Charging a user the fee first via DevProducts also isn’t a solution for that use-case since if for some reason the user finds a way to refund the DevProduct sale; I still have to pay for the publishing fee.
If it is the latter; are we intended to re-use Avatar Creation Tokens across multiple different “types” of bundles? Why is the price baked into the token if it is also acknowledged to be a limitation of the system? Would this undermine UGC creators since not only would the game developer be getting 70% of earnings from the in-experience sales but they would also only need to pay one selling fee for presumably multiple bundles?
Also, could we see a way to prompt the creation with a particular suggested name / description?
how roblox moderate this , it seems like users can type swear words on avatars or increase the size of the lower torso and the upper torso and this can lead to inappropriate avatars (i hope that i explained it well)
Hey @Abcreator!
Thanks for the question!
The Avatar Creation Token is a flat fee that you as a developer pay once for a type of creation (body) in a given experience at a given price points. So if you want to let people create a R$400 body in your experience, you’d buy that token once, and people could begin creating bodies at that price point in your experience. Users in the experience purchase the body, so there is not a route here where users could make you pay for the body they’re adding to their Inventory.
The Avatar Creation Token is specific to a type of creation and price point – while only bodies can be created in-experience now, in a future where clothing and accessories could be created in-experience, a new Avatar Creation Token would need to be purchased for each new type of asset or bundle. We’ve created a different price floor for these – placed above the Marketplace price floor for bodies – to help ensure this feature doesn’t adversely affect the health of the Marketplace ecosystem. We’ll keep a close eye on this and the price floor is dynamic.
And thanks for the suggestion about prompting for a suggested name/description. What were you thinking for what you’d want to put in the suggested name / description?
Thanks!
Thank you for the swift response! It’s really cool to see staff replying to questions here on the forum!
Is there any reason why this was decided upon? It feels a bit less than ideal to have to create a new token for each asset type + price-point. This is especially true for cases where we may want a particular asset to have a different price.
As an example of how this could be useful, think of an avatar-creation game that negotiates with popular IPs to allow the use of their IP in characters created in-experience.
In this hypothetical scenario, we could dynamically increase the price-point for bodies that are using items from collaborations; using that extra Robux earned to pay any royalties needed. With the current set-up, that use-case would be mostly infeasible as you’d need to create a new token for every price-point that could be obtained or use developer-products as a band-aid workaround.
I was thinking about allowing players to save their unfinished characters coupled with a name / description in experience. Then, if / when the player decides to publish their character, I could suggest that same name + description in the prompt in order to save that player’s time re-typing out both strings.
Also, if you don’t mind me asking, how much control would you see us (developers) having over the items created in experience in the future? More specifically, would we be able to?
Again, thank you so much for replying! Sorry if this is a ton of more questions. This feature just seems incredibly interesting, and I’m really interested in learning more about it and its potential future. If you ever need any developer feedback about this, feel free to let me know. My messages are open!
I’ve seen this function for others, but when I attempt to purchase the avatar it fails, is this intentional?
Thanks for letting us know, and sorry you’re running into this! We’re doing some maintenance right now and so unfortunately, purchases are failing – we’re actively working to resolve this now and I’ll post here as soon as the experience is back up and purchases can succeed. Apologies for this and thanks for your patience as we work to resolve this.
Alright, thank you for replying.
Glad to share that the issue has been resolved and the experience should be working again as expected. Sorry about that, and please let us know if you run into any other issues with it. Thanks!
memory bug, this happens if you either use the roblox app from the store (rarely), or spam the button too fast.
Wow this update is great! and so close to what ive asked for in the past, wish it was possible to customise pre-existing bundles on the roblox catalog such as the classic packages like man,woman,boy,girl, but have the option to adjust each individual part and head too, also making accessories match skintone or be customiasable as pezmistic said would be very cool
Thanks for your report; I’ll fix the issue with being able to click the button multiple times in quick succession. I’ll also look into other cases where there might be memory budget issues.
If I made my own version of this experience, using the template now provided to us via the “edit in Studio” button, and wanted to make characters only by myself - would I still need ID + premium? I mean if the experience is solely only for me, I will be the only person creating avatars within the experience, would that still require me making a token that needs ID + premium. I’ve seen certain avatars uploaded to the catalog already with this feature by users who don’t have the premium icon on their profiles, meaning they’re missing at least premium and possibly ID (can’t confirm that but isn’t both needed anyways). How have these users managed this, as I’d also like to upload my own custom meshes for bodies and would this get my account into trouble or is this perfectly allowed? Thank you.
@Krant_dv Thanks for the question
Each of these creations go through our moderation systems to make sure that avatars are safe and compliant with our terms of service. If people create inappropriate avatars, they’re subject to the consequences that come with making inappropriate content, and will not receive the avatar they tried to create.
Thanks for the follow up! I hear you on how having a single token for multiple price points would support the use of IP in those cases.
The thinking here was in trying to create some consistency with how things are listed on the Avatar Marketplace, where if you had two different listings – say one that’s your own original and one that includes IP that you have a deal to incorporate – those are two different listings, which require publishing two avatar bodies (which each come with their own Publishing Advance and Publishing Fee). In the case of wanting two different price points to cover the royalty payments, currently the best way to do that would be having an additional token tied to the higher priced IP (and then also be able to directly track sales more easily on Creator Dashboard, too, so they’re not mixed between the two offerings).
And thanks for providing that use case of saving unfinished characters with the name/description in-experience. We’ll take a look and weigh out the tradeoffs to allowing developers to offer default name/descriptions for creations - thanks for sharing that info.
For your other questions:
- Prompt asset updates (like updating the description) with the user’s approval.
We’d like to enable updating assets, though need to work out how this would work (and any updates would have to come with the user’s approval, as you mentioned).
- Control whether the user is allowed to sell / trade their created character.
This also something could be really interesting! We’d need to make sure we do it the right way with appropriate protections in place, but is an interesting idea.
- Deal with potentially problematic creations; such as creations that use IP inappropriately and are only realised after the fact; potentially by removing the character from the player and refunding the user from the developer’s own-pocket. Albeit the specifics here would need to be worked out to prevent abuse.
Currently, our system for dealing with problematic creations is either through filing a Report or the Rights Manager depending on the nature of the issue. Once the creation has been submitted to the platform, it’s subject to the same rules as other Bodies on the platform.
- Enforce metadata, such as copyright notices in the description.
The description is meant to be for the user creating the content, just as it is for people who create assets and bundles for the Avatar Marketplace. Typically, we would not use this space to enforce metadata.
- Receive commissions from future sales / trades, if that is ever enabled.
If we did pursue the ability for developers to enable players to sell creations they made in-experience, we would take a comprehensive look at what monetization models make the most sense and would likely consider an array of options.
Hey! So in this scenario, you would still need ID + premium, even if it was only for you to create an avatar in the experience. For submitting a UGC Avatar from Studio, you would need to be ID verified, and for allowing this in-experience, the developer must be ID verified and Premium.
The people you mention who have added avatars to their inventory are players in the experience, who do not need to be verified/ID-verified, but the developer who made the experience must meet those requirements.
Thanks a lot for checking this out! Let us know if you have any other questions we can answer.
Ah, I see! Thank you for the clarification! I do have another question which is a little off topic but still does kinda apply to this post; would ROBLOX ever consider any other ways to gain UGC access besides ID + verification? I used to be in the programme when it was application based and I loved creating for the catalog but I simply cannot create UGC anymore due to the ID + premium entry fee. With this new update, I’d love to make avatar bundles and share them as I simply love creating 3D models and would like to share my more realistic style of bundles with the platform. Would there ever possibly be a sort of way to create UGC and bundles, including using this update, without these 2 requirements in the future? Thank you!
Will this be for R6 avatars or R15 (non-rthro) avatars too?
I look forward to what roblox artists can do with this feature. I can’t lie but I was really disappointed when I saw that you have to pay in order to test this thing out in other games.