Creator AMA (Avatars) with Enrico and Rob [June 25, 2025]


Hi Creators,

Enrico (@rester951) and Rob (@GeneralRelish) here, officially ready to kick off today’s AMA with you all. From 11:00 AM - 1:00 PM PT, we’ll answer questions related to Avatars.

You can now start asking your questions below!

Here are some ground rules to help us answer as many of your questions as possible.

  • Stay on topic (avatars)
  • Be clear & concise
  • Limit your question to one paragraph or less
  • Only ask one question per comment

Comments that don’t adhere to the above are less likely to receive replies. If you have questions outside of today’s topic, please refer to Creator Docs, the DevForum, or our Creator Roadmap.

We will stop collecting questions at 12:00 PM PT, and prioritize questions that receive the most likes.

Talk soon!
rester951 & GeneralRelish

63 Likes

The avatar team recently deprecated layered clothing puffiness & shrinkfactor, which broke a lot of layered clothing outfits. Puffiness & Shrinkfactor allowed us to work around the problem of some pieces of clothing being too thick or thin, among other things. The “one size fits all” algorithm does not work and in a good amount of cases actually breaks outfits. Why is the team so insistent on taking control away from users on how their avatar looks when granular controls like puffiness did the job? When the change was announced, there was a lot of feedback pointing out issues with it.

18 Likes

The avatar editor & modification API still restricts you to one of each accessory type, despite the backend API (and in extension the web editor) allowing unlimited accessories per category, only capping with a global accessory limit. Removing these caps has been a CONSTANT ask for several years now yet genuinely no movement has been made on the issue. What gives? Why do I have to keep bringing this up every year?

15 Likes

Recently, there was a community vote for an animation bundle that had different walk animations, run animations, etc. I was disappointed to see that some of the options I voted for didn’t win. Will UGC creators be able to create animation bundles in the nearish future? It’d be awesome if UGC creators could sell swim animations, run animations, etc.

11 Likes

I recently saw some changes in Roblox’s engine APIs that referred to finger bending on avatars, indicating to me that Roblox plans to add finger posing / animating. Is Roblox open to expanding this to other limbs? Could we see support for things like e.g. tails and wings as well? I recall talking about this with the avatar team during my internship in 2022, and I mentioned that support for these things wouldn’t require any changes to the existing R15 structure. It’d be cool if my dragon’s wings and tail could flex while moving!

12 Likes

Do you by any chance have updates on the progress of .pbr materials in accessories? We were told they would be releasing sometime soon, but haven’t heard any updates since then.

17 Likes

will previous event bundles ever go limited? e.g the classic, the hunt 1st edition, etc.

8 Likes

R6 is still widely popular and iconic, despite the platform trying to steer players away from it. Will we see it get any more love (from the company) in the future?

22 Likes

Are there any plans for “Handheld” UGC Accessories? Most Gear scripts broke from the Filtering Enabled update in 2018, and any current Accessories for items like swords or guns are holstered on your back or waist. Maybe use the Left Grip Attachment in R6 and R15 avatars so it does not interfere with functional Tools on your right hand.

9 Likes

Will Roblox ever bring back the virtual innovation awards that used to be given out to the winners? They were stopped in 2022

4 Likes

Will the humanoids be deprecated in the future? Humanoids have a lot of legacy code that isn’t exactly performant or convenient to use. The engine already provides all of the necessary instances to replace it with a much more modern equivalent, such as character controllers.

6 Likes

Are there any plans to reduce Roblox’s marketplace commission for ugc accessories sold on the roblox marketplace. Right now roblox is taking extortionately high fees (higher than games) from ugc creators despite roblox having very little cost involved in supporting ugc infrastructure (relative to costs involved of supporting games.)

11 Likes

At RDC 2023 you previewed ML Driven motion which for a game aiming for a more human form-factor and realistic approach was really interesting but this didn’t seem to be delivered on. Is there any news regarding this?

6 Likes

I’m wondering if a rig with a higher joint count is on the roadmap.


As a hobby, I sometimes model Roblox characters myself, and I’ve run into a lot of challenges with the current joint system.
Just like how R15 was a step up from R6, I think it’s time we add a version with even more joints
…maybe something like R89!

For the arm joints, a total of 8 are needed (left/right)
Each arm requires 2 deform bones (upper/lower) for physical collision and 2 twist bones (upper/lower)
A real human arm deforms gradually across the entire arm.

The leg joints also need a total of 8.

For arms, 2 shoulder joints are needed.
Without shoulder joints, the UpperArm bone ends up moving all the way into the shoulder, which looks really awkward.
That’s not a big issue for blocky Roblox characters, but it becomes really noticeable as characters get more humanoid.
Even trying to disguise this visually was extremely difficult.

For the torso, it seems 2 joints are needed in the UpperTorso (Upper Chest / Chest), and 2 in the LowerTorso (Spine / Hip)
The head should also be split into 3: LowerNeck, UpperNeck, and Head.

Roblox also recently added a VR-specific HandRigDescription. Any plans to support fingers too?
There are talented animators on X who create block-style fingers to make more dynamic animations.
It would be great if finger joints could be officially added as an optional opt-in part of the bundle.
Each finger would need 3 joints (including the thumb).
Including the wrists, that brings it to 32 joints in total.

Also, each foot should be composed of 2 bones, making 4 in total.
You can lift just the front or back of the foot when standing, but with only 1 joint currently, tiptoe poses aren’t possible.
Having toe joints would also be great, though that might be excessive, so I’ll leave that as a suggestion.
If added, the big toe would need 2 segments, and the rest 3 segments each, totaling 28 joints.

The total number of joints I’m proposing for the character is:
8 (Arm) + 8 (Leg) + 2 (Shoulder) + 2 (UpperTorso) + 2 (LowerTorso) + 3 (Head) + 32 (Hand) + 4 (Foot)

That makes about 61 bones in total, which could be called R61.
Or if you include the toes, it becomes 61 + 28 = R89.

If the large number of joints is a concern,
then helper bones like twist or support bones could just be Bone Instances,
and only the ones that directly control position and rotation would be separated into parts and physically animated using Motor6D or AnimationConstraint.
That would reduce the physical computation cost.
(Even Dynamic Head has a lot of bones, but since they’re internally bones and not physically animated, the number of bones itself doesn’t really matter that much.)
For fingers, only the top-most joint would use a Motor6D for the part, and the lower segments would be just bones for rendering

In this case, the number of parts would be:
4 (Arm) + 4 (Leg) + 2 (UpperTorso) + 2 (LowerTorso) + 2 (Head/Neck) + 12 (Hand) + 2 (Foot)
→ making it R28, or R38 (with toe parts)
Alternatively, you could fix the number of Motor6Ds and let users freely add bones—kind of like how DynamicHead works.

I’m wondering if a rig with a higher joint count like this is on the roadmap.
It feels kind of contradictory to talk about building the metaverse while still sticking with just 15 joints.
Blocky characters can kind of get away with visual tricks,
but the closer a character looks to a real human, the more obvious and jarring the 15-joint limit feels.
Even with bundles that mix blocky and semi-realistic styles, not just the fully human-like “Rthro”, having more joints would make them look much cooler!

13 Likes

Will creators ever be able to give otherwise unobtainable UGC items away via in-experience code?

Such as a reward for achieving something in said experience? If so, would it be possible to give those UGC items away at an unlimited amount, rather than a set amount like limiteds? Or will there ever be anything similar in that regard?

4 Likes

AvatarEditorService:PromptSaveAvatar Doesn’t know about 10 Accessory Limit for any Category. Were there any discussions about this so far?

I hope that this 10 Accessory Limit for any Category, will stay available for free. Because, it has always been like that.

5 Likes

In a prior AMA, it was mentioned that alongside .pbr/surface appearance being available for hat accessories, we would also get access to particle effects on hats. Is this still a planned addition and if so, could we expect to see that update this year?

6 Likes

With the upcoming release of Avatar Settings, which will allow developers to precisely control the size and proportions of avatars in their experiences where avatar uniformity is a concern, can we expect the restrictions around minimum / maximum avatar sizes / proportions in Marketplace to be loosened a bit? Small / Mini sized bundles have proven to be one of the most popular bundles in the Marketplace, but for the most part they have always depended on getting extra “creative” to get around validation (eg, adding tiny invisible triangles to increase the bounding box of the body parts to meet minimum size requirements).

4 Likes

Hello Enrico and Rob! I hope you’re both doing well!

My question is related to gears; Originally, they have been unsupported since 2019. However, over the recent years, some of them have had bug fixes. And, if I’m not mistaken, in another Creator AMA or an announcement, there would be a category dedicated to accessories that stick on your avatar’s hands.

That said, are there any future plans for gears? They still have potential and contribute to the economic growth of the Avatar Marketplace!

8 Likes

What is the current insights you can share in makeup / body decorations on avatars?

Both of these are restricted by policy and I am interested if there is any future plans you can share about new potential categories or policy revisions

5 Likes