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

Does the web avatar editor have any potential rework or remake planned?
A rework in that it ‘catches up’ with the in-app avatar editor, and receives many of the features it is missing, such as accessory adjustment.

Also, will we ever get an official way to change avatars in-game regardless of the experience? This is one of the main reasons to use the web avatar editor, as it allows you to change your avatar without leaving an experience, even if the game doesn’t have an integrated avatar editor.

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I think the only way UGC Gear would be secure against backdoors or unbalanced stats would be for every genre to use the same scripts. Like for example, if we wanted to create a custom sword, then we upload the mesh, grip Attachment positions, sounds, particle effects, and animations. Then in the publishing screen, we select “Melee Weapon” and Roblox automatically generates the Gear using the assets and CFrame we provided. So all Ranged Weapons would have equal stats whether it’s a pistol or rifle, and no hidden cheats.

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For the Selfie View feature, that displays the Avatar. Is Roblox using a Viewport?
Viewports aren’t in the greatest resolution yet nor lighting, and probably is not planned to be.

In the future, will there be a way to have more than one Camera View instead? :thinking:

Are there any plans to allow creators to use R6 UGC bundles? for example, allowing creators to providde optional r6 meshes to be included in the bundle if they choose to

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Are there any plans to bring new lighting/rendering technology to avatar thumbnails? I believe Roblox is going to invest significantly in making user profiles more exciting in the future, and this could contribute significantly to making them look nicer and allowing people to truly show off how cool their avatars look. Thanks!

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Are there any plans to create future polls by Roblox to allow the community to vote on which avatar accessories they want onsale or uploaded?

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Could we see management of ownership for avatar accessories after uploading & publishing? Other aspects such as experiences have seen this sort of system introduced.

will custom thumbnails come to avatars on the marketplace?

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Why are the golden clockwork headphones and blue clockwork headphones limited

but not the shades or the red clockworks ?

so many missing series should be limited why abandon items offsale ?

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Movement assets are definitely a focus for us. Stay tuned for more details on this in the near future!

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Is there a plan to allow for an outfit to be chosen depending on if you’re in r15 VS r6? Wearing custom bundles can be annoying, especially if you go from an r15 game to an r6 game

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Will trusted UGC creators be able to extend accessories bounds? That would be very useful to be able to be able to put the R baseball cap backwards for example, without having to reupload them adjusted.



Also see:

As a classic clothing maker, it is impossible to make them support new bundles. I want everyone to be able to use my clothings, and this could be very useful.

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Are there any plans of expanding the triangle limits when making avatar bundles? I see most of other games having somewhere around 20k. I believe that expanding them would allow us to have more futuristic avatars with special designs!

Hello! Please try to post one question at a time! Thank you! :slight_smile:

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This is a follow-up to my earlier point about higher joint counts.

Are there any plans to support higher-resolution cages in the future?

If Roblox is serious about supporting a realistic clothing or merchandise economy within the metaverse, then higher-resolution cages are a must.

Right now, subdividing a cage doesn’t actually improve visual fidelity. It simply doesn’t work.
When I created my first UGC bundle, I expected that subdividing the cage would enable interpolated smoothing and result in a more accurate shape, but it just threw an error.

A cage’s UVs act like its DNA, so Roblox’s system can detect which regions correspond to the chest, hands, and so on.
I believe subdivision could allow for more flexible, higher-fidelity cages through UV-based interpolation.

As Roblox continues pushing toward more realistic experiences, it needs to support increasingly complex character shapes.

This is especially noticeable when trying to create items like gloves that show individual fingers, toe socks, chokers, swimsuits, and other form-fitting gear.

While this isn’t a major issue for blocky characters, Roblox—if it’s aiming to be a true metaverse—should start preparing for the eventual inclusion of complex, human-like characters, even if performance limitations make that infeasible right now.

Is there any direction or plan for this?

In my opinion, cages need to support subdivision, and it should be possible to clearly indicate which face of the hand belongs to the thumb, index finger, middle finger, etc.

Vertex colors are already used in the templates, but the fingers aren’t marked individually.
To make the hand cage more precise, each finger should be marked like other regions.
I sometimes get confused while editing the hand cage because it’s not clear where the thumb ends and the other fingers begin,

and there’s also no clear guidance on how large each region should be.

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Will we be able to sell bundles with accessories and, if so, when can we expect that to be a feature for UGC? I know because of restrictions, we cannot sell hats on our bundles and instead have to link them in the description. However, that method is more of a hassle for users and I believe selling a combo set would be more convenient.

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Will you ever consider integrating AI features for avatar customisation, such as an assistant that helps you find items that fit your current avatar, or if you wanted to make a new one entirely? Would save loads of time over browsing the marketplace!

Has the Avatar Team seen this about Accessory Adjustment? :thinking:

https://devforum.roblox.com/t/3331195/3

Will the base Builders Club Hard Hat ever go limited?

The other two already are:

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Can we expect accessory adjustment for waist items in the future?

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