Choose Rig Type as “R15” (also works in R6) and Body Shape as “Feminine”. Finally, click on “Mesh Avatar (2012)”.
Once the model is created and inserted into the Baseplate, export it as a .obj file. Open the file in any 3D software application (Blender was used in this case).
Import the file into your 3D software application and examine the edges in the head.
Expected Behavior
I anticipated the head to have a perfectly designed structure to enable accurate Roblox UGC accessories and concepts.
In reality, the head exhibits design errors, with certain edges positioned incorrectly. Dissolving these edges could be considered a partial solution, but it wouldn’t achieve the desired smoothness seen on the other side.
Issue Area: Catalog Assets Issue Type: Other Impact: Moderate Frequency: Constantly Date First Experienced: Creation of the Bundle Date Last Experienced: Current Date
This post just came to my attention. I think I know what you’re looking for, but please correct me if I’m wrong. You’re looking for a clean, symmetrical, quad mesh version of this head.
AFAIK, when geometry gets imported into Studio, Studio will automatically triangulate the geometry. We also have no control over how the geometry is triangulated. So any geometry that was originally clean, symmetrical, and quad based in your 3D software will no longer be quad based, but will be triangulated. So when you export that mesh as an OBJ, you’re going to get what you’re seeing right now.
Unfortunately, there isn’t a quick way to rectify this right now.
Let me know if you see otherwise. Thanks for flagging this!
While looking forward to a clean, symmetrical head, I am also trying to show that this head, specifically the Roblox female character from 2012, does not follow its symmetries, being as tris or quad:
The viable solution that should be okay is that it should be meshed and use a feature that mirrors the other side to be at least perfect and does not feature these problems, just like the new skinned mesh avatars!
Let me know if this makes sense. If not, I will try explaining in another way!
I see. So I think there are two different things going on. Unfortunately, we won’t be able to fix these, as we are focusing our efforts right now on Dynamic Heads, and won’t be making any fixes to older heads unless they are causing major crashes.
The good news though, is if you want to fix it for yourself on your end, you can. First, the geometry. The head is actually symmetrical. At least, the vertices are. What you’ll need to do is connect the dots, like in this image, and then get rid of the in-between edges.
As for the eyes being asymmetrical, that is actually in the face texture. The face texture is actually meant to be asymmetrical. You can see it more in the mouth and brows, but the eyes are every so slightly asymmetrical, which leads to what you’re illustrating with the blue and red lines.
Let me know if that makes sense, and also if I’m answering your question correctly. Thanks!
I understand that the team is prioritizing other things, but I felt like it was important to flag this issue as it seems that no one ever noticed it, whenever using prototypes to create UGC face masks and/or playing Roblox experiences using this bundle that contains this head…
It is fine if this is not possible right now, but I truly hope this can be fixed at some point…
This bit of a sample that you provided is something that I was looking forward to! The vertices are symmetrical, but the edges are not… As analyzing further of my screenshot, it is evident: