We would like to share a change in Avatar Type detection in the new 3D importer.
Currently, when you import an avatar, under settings on the right-hand side, there is a drop-down menu called Avatar Type. We set a default value for that Avatar Type after running the rig through criteria that determines its likely type. Developers can override this type.
After hearing your feedback, we have made the criteria more lenient - it is now the bare minimum required for an R15 animation to play on an avatar. That means that we only check for the R15 mesh names, the R15 joint names, and the R15 joint hierarchy. Extra meshes and joints are allowed. Attachments and cages are no longer considered when determining if a rig is R15.
Previously, the criteria for determining an R15 was very strict - expecting a rig to have the exact number and names of meshes, cages (if relevant), attachments, and joints. The criteria also expected the joint hierarchy to be correct. This led to many rigs that were intended to be imported as R15 originally set to be imported as Custom.
We expect this change to be the better default for R15. If the importer miscategorizes your rig, or you prefer to import as custom, you can easily override it in the Avatar Type dropdown menu.
A similar change will soon be made to animation import in the Animation Clip Editor.
We hope this speeds up the importing workflow as the automatic type detection should now align more with the expectations. Please let us know if you run into any issues!