Introducing Avatar Settings: More Control for Developers, Better Expression for Players

I haven’t used the new normalization feature yet, but from my understanding it should resolve this issue. If it’s not resolved on other axis that feedback should be given in this thread :slight_smile:

Innerbox collisions, or custom collisionboxes (we do this in our games) prevent this in most, if not all cases.

That is just blatantly not true. R6 has a smaller range of motion than R15. R15 can have R6 animations, R6 cannot have R15 animations. “Ah yes a realistic FPS game with rigid stiff limbs”!

This problem applies to R6 too, not just R15. Animation blending is currently hard to accomplish unless you implement your own animation compositor, which is limited by the animationtrack APIs and their associated quirks.

This is an art asset issue that can affect R6 too, it is not a rig issue. My own avatar has mispositioned motor6D joints so my hands and feet completely detach with a lot of common animations. My package was made in 2012 for R6, long before R15 existed.

Classic clothing and layered clothing both have their places, and a developer really should not be forcing one or the other in most cases. It is the player’s avatar, after all.
Regarding the modesty layer, you are correct that this is a failing of Roblox moderation. Realistically the modesty layer should not be visible if classic clothing is being worn, and classic clothing should work on bundles.

1 Like