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

A skinned R15 avatar ahh yes, when the legs and arms are connect with a poor quality screenshot and bad lighting my bad that I didn’t know oops.

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i was testing the r6 animations and they seem to be missing equipping items, sitting and “/e” emote animations

climbing is also super fast for some reason

also, this is pretty specific but i forgot to record it on video. the strafing animations feature (under game.Players, i don’t remember if it’s a beta feature) seem to override the r6 animations

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First it was the shirt lines, now its throwing in a skinned mesh character… youre trying so hard to make people look dumb and its just backfiring

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If you want a rational discussion maybe stop being extremely obtuse and trying to force your opinion on everyone else! just a thought

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Yea I been saying the same thing, if they’re trying to emulate R6 I think its best that we still have the r6 emote animations.

No. The interaction between the Avatar Settings and the HumanoidDescription you provide in an API call like this is not clear, so we’re not handling this yet. This kind of stuff is what we need to hash out before we make the API public (although there are also other things we also need to resolve, it’s not just this).

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Would it be possible to have some kind of ApplyAvatarSettingsToAvatar() API, where you provide some sort of avatar settings to the API which are then applied to the avatar? If none are provided, it would read from game settings.

Here’s a related bug report that was made some time back, the issue was never resolved :

yeah others have also posted about this, we’re working on a fix and hope to have it out in a few days.

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hey thanks - a couple of other people have also posted about the “missing” animations, but thanks for the additional info about the strafing animations! Good catch.

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I haven’t touched this place in a while, big drama going on, personally, I’m still a fan of the super old SetDesiredAngle based animations, older lighting, but as both a roblox player and scripter who’s been on here since ~2015, proud of how this platform originally presented itself:

I do not approve of this fake-R6 nonsense, r6 still has a place as it stands, unlike what some people r saying it needs work, my suggestions on it:

  1. the emotes should be the same

  2. the obvious character lines should not be present (S15, roblox, why havent you made it standard? am i missing something),

  3. I’m not sure if it’s just me, but the animations feel weird, specifically jumping, this one is probably just me seeing the character lines as weird however, I haven’t looked into it much.

  4. Judging from how this is setup, I don’t think it’s supposed to eventually replace r6, not sure, but if it is, then r6 has amazing physics that I do not believe are replicated inside of the r15 rig entirely.

-I see people saying a skinned r15 rig can be as good as R6, and otherwise hearing loud supporters claiming they should cut r6 entirely in favor of this

Skinned R15 is a decent option, it looks good, it’d probably work well to get rid of character lines combined with these fancy r6 r15 animations I’m hearing about, however, as it is now, not really

  1. however, I had purchased a skinned r15 bundle in the catalog which was removed due to “modesty guidelines”, I haven’t touched r15 and sworn it off as evil modern nonsense since, so no, with how roblox currently is, skinned r15 does not count as a proper replacement for r6 rigs, roblox does not allow you to use it properly anyway, a dev would have to manually add in the proper rig, so it isn’t a real option for the whole platform, honestly roblox should’ve used S15 for just r15 not r6 a long time ago, why do default R15 characters still have awkward lines? am i missing something?

  2. R6 physics are amazing as they are now, the R15 rig does not entirely replicate this, Roblox could fix all these issues most likely and create this amazing one unified rig some people seem to want, but they do not.

These presets are not great, they need work, they could be great, but right now, they do not represent the playerbase, or a lot of the developers, and they definitely could not replace R6 entirely.
People here and outside here are fighting amongst themselves divided, “they should do this! they should do that!” they could do one and accomplish unity properly with the benefits of both (mostly), rn, there are obvious differences, acknowledge them, they seem to be able to be worked out, if Big Roblox actually does something good for once.

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You explained this very nicely thank you, I found it pretty interesting today to hear peoples opinion on this situation, as a player who owns a game that the community I’m in heavily uses. Knowing specifically what is the vision forward and what exactly will happen is on my mind. After quiet a lot of research, reading, and conversations. There is a pretty clear direction they want to go with this.

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With the r6 animations for r15, why not release the set as an animation pack (if you havent). That would be totally awesome

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The r15 r6 animation pack’s idle has an eeever so slight error with the uppertorso moving forward awkwardly

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Yes, we do plan to have some API to be able to apply settings to either players or to NPCs through scripting, but we don’t have a timeline for that yet.

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Hey thanks for your detailed feedback, much appreciated.

I do want to clarify one specific thing you mentioned, though: you said

The Mass will still vary by character unless you use the Single Collider option. With this turned on, you should get the same mass for every character. Please let us know if that’s not working for you.

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There’s a difference between “Allow” and “Force”. I never said an R6 version should be uploaded, infact I think I made that obvious enough by saying “You can add that to your marketing”, that sentence wouldn’t make sense if everyone was forced to have an R6 variant.
I mean optionally allow creators to upload R6 variants.

Well yes but as I’ve mentioned, what if I don’t want the UGC bundles and only the official roblox ones? Am I supposed to go through the entire catalogue and create a list of allowed bundles for me to then painstakingly implement into my game? Again, why not just force a certain rig in that case, and then at that point when you’re making R6-Like animations, why not just use R6 and not force a rig? You’re already 90% of the way there, and as I said, this method allows more customization.

Roblox officials have even noted that their replacements still aren’t good enough, there’s still issues with them, so no, it shouldn’t be deprecated. I’m not downgrading to a worse method. Only time you’ll see me actually use R15 is when they allow creators to block UGC bundles from their games without a blacklist, just a toggle, but even then I’d still be blacklisting the human bundles, but its a hell of a lot less work compared to the latter.

The only ones that were got deleted because roblox sees 4 blocks and goes “HUMAN SHAPE!! NEED CENSORING!!” and had a massive censor bar added that goes over classic clothing, thus making them not “indistinguishable”, quite the opposite.

Most bundles I’ve used, such as S15, didn’t properly support Layered Clothing. It’d always glitch out and go all spikey. Sorry to break it to you, but that’s not supporting the features. Even the bundle I’m using now, which is relatively new, doesn’t support layered clothing properly. It has problems. The only thing it does support is Dynamic Heads.
image



Sure looks like supporting layered clothing to me.

Guys I have bad news, if your code is over 10 years old you can’t update it anymore. Why? Because this guy says so.

Because it hasn’t been programmed to work on R6. Could be, hasn’t been. You’re argument of “well- it jus’t cant be updated, okay!?!?” is stupid.
Code can be updated. I’m not saying to just build these features ontop of current R6, no. I literally stated already that I know a full rewrite of the R6 logic would have to take place for these updates to even be possible. I’m not stupid, I’m aware of the problems it faces and I’ve already mentioned them, you’re just ignoring them as expected from someone such as yourself, someone who’s ignorant to the problems of the modern features in certain scenarios. Physics on R6 is different, the hitboxes (not collision boxes) are different. Most games using R6 for the characters now only use R6 for either of these features, or again, purely as a style choice.

And as I’ve stated like 4 times now, even if people were to use R15 with R6 animations in place of R6, odds are they’d disable the exact features you’re complaining that R6 doesn’t have to get R15 to have that real R6 feel to it. If someones aiming for an authentic R6 feel, they aren’t going to use Layered Clothing or Dynamic Heads.
Again, the exact things you’re complaining about will remain problems even if R6 were to be replaced by an imitation of itself. The toggles exist, and people will use them.
When bundles become a problem for a given game, they’ll start blacklisting them, and now we’re just where R6 was, but with a lot more hassle in getting it working.

And again, whether a game uses R6 or R15 is a choice for preference. Games that use either will use it for one reason or another, whether it be reasons I mention, or reasons others, such as @opsonic992, have mentioned.

I end my point here. If you’re too ignorant to face the truth, then so be it. I’m not continuing this, as you’re just blatantly wrong and refuse to back down. Keep digging your grave, and have a good day.

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Same density HumanoidRootPart, different size. That’s the cause of the characters’ mass variations:

  • Every body part is set to Massless, with the exception of the HumanoidRootPart
  • The HumanoidRootPart has CustomPhysicalProperties on and always has the density set to 3.5
  • The HumanoidRootPart’s size is dependent on the character package and scaling (HumanoidRootPart size varying due to character scaling and body package choices has been completely normal for at least 5 years)

I only tested this within Studio, and the characters’ masses varying issue happens with both my avatar when I use Play and the example avatars in the Preview option. And just to clarify, I did use the Consistent Gameplay preset, which turns on the Single Collider option.

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Ngl I don’t even think the hitbox thing is needed for R6, unlike R15 packages in R6 don’t change the collision for the parts, as they work similar to SpecialMesh, there is no unfairness when using packages with r6, idk why people want this feature for it when it simply isn’t necessary

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I have just started to test this update after it released a couple of moons ago and I will say that it works quite efficiently (aside from a few physics inconsistencies when set to “consistent physics” for different bundles).

This update even nailed NeoR6 quite well (albeit the lower torso does not move with the upper torso). It has done it much better than the “Unification Mode” ever could. At least the proportions here are correct (my width is set to 85%, I tested with a 100% width avatar and it looks fine).

Here is how my avatar looks with “NeoR6”:

If the R6 to R15 adapter was updated to look like this, I would consider using it. Just because there are tools to emulate R6 on R15 doesn’t give you the right to silently remove it one day without our knowledge though. You need to consider how these new adapter tools will break tons of games that use the legacy R6 technology stack.

EDIT: Oh, and maybe this could be a great time to release the R6 animation pack on the catalog! I’m sure lots of players would buy it!

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Wish there was a grace period or actual transferring so some R6 games didn’t just get turned it R15 (Giant example being Natural Disaster Survival)