New features coming to Avatar Auto-Setup

Actually seems kinda great to me!

9 Likes

This is shaping up to be one of the best features, considering the condition it was in at release… keep up the solid work :saluting_face:

9 Likes

Where is this located in Studio?

7 Likes

Hey @Valkenheim,

Thank you for the great suggestion :+1: Let me follow up with the Studio team on this.

I will let you know as soon as I hear back from them.

Best,
HaloArbiter_101

8 Likes

Great Work Roblox Staff Team! we would love to see more upcoming features!

7 Likes
  1. glTF export of Auto-Setup generated avatars

Is this an early precursor to FBX Exporting Option

5 Likes

Can we be able to adjust the head CFrame.C0 position, sometimes the head is too close/far from the torso and it makes the neck unseen

5 Likes

If I were to train the ML model, I would show it more unusual bodies like spiders, frogs or even the tiger like monster I recently created.

Once it manages to set up bodies like these and fix potential issues, I will see the tool as a useful resource.

3 Likes

I love this tech, this would have been the stuff of dreams to me when I was younger.

With respect to this, I’m trying to get a custom character through auto-setup and the whole process is very frustrating to figure out.

This character is rigged for R15, both body and head with FACS poses. I’ve attempted to import it into Roblox both segmented into capped R15 body parts, and as a singular rigged mesh.

  • For the segmented case, I get a myriad of issues trying to get through auto-setup. For example, the below errors when imported as an R15 character, and then the tool ran on the root model.
    image
    image
    image
    When I try to select just the meshparts inside the model, the head is missing…
    image
    image
    Nothing has been moderated.

  • And for the singular rigged mesh case, it is either imported as a custom rig and I’m not sure if studio understands where the face rig is, or it doesn’t even make it into studio with the facial animation data. Either way, the result ends up re-rigged by the tool and the FACS poses are lost.

Please, pray tell, what am I doing wrong here?

Here are reproduction files.
https://devforum.roblox.com/t/avatar-autosetup-issue-example/3556303

5 Likes

Is there any way to insert already done caging(1) and some separated limbs(2)?

For example

(1) you weightpainted the whole body and caged it, besides the head and you want the head to be done by Roblox’s setup, BUT want the cage to stay the same

(2) You sepeated and renamed the limbs the right way but left the other half of the body unsepareted like this:
Снимок экрана 2025-03-15 в 22.35.28

2 Likes

Thank you so much for the video demo, these are super helpful! :partying_face: Congrats team!

2 Likes

Looks like we’re going in the right direction. Now all I need is for it to accept a cage I make. Only thing I want the AI for is doing the facial animations because getting those to validate is absolute torture. There’s always one animation that’s off and it doesn’t say which one so I spend hours trying to figure it out.

2 Likes

Thank you for this excellent report. We’re taking a look here to get this model working! Thank you for your patience.

5 Likes

Update here, we’re still investigating, but here’s some fun technical details while we look into it.

  1. The input as a partitioned mesh lost us animations + custom properties, forcing a loss of the rig, which means we tried to re-merge and then re-partition your character.
  2. The partitioning algorithm itself failed and labeled everything as a head, so we’re looking to get that to be more robust.

We have a working version of this asset using a different import technique if you’d like it (if it’s blocking you from something), but if you wait a bit, we’ll end up deploying a more robust pipeline in general.

This is helping us focus in on the weakest part of our pipeline, so once again, thank you for all the details!

4 Likes

I’m in no rush with this character, it was made for fun so I’m okay to wait. I still have to make the PBR textures anyway. I assume the different import technique is something internal you had to change.

Thanks for the details!

Getting into all of this new avatar tech has been an exercise, so I’m happy to provide problematic test cases if they can help you make the experience smoother.

5 Likes

Hey @PeZsmistic,

You would need to merge the body parts (which you already have separated) into a single body mesh, and then export (1) the single body mesh, (2) the rig + skin weights, (3) the facial poses.

Auto-setup should reuse the body and face rigs, and it will cage and split the body for you.

Please, let me know if you still have issues.

Sincerely,
HaloArbiter_101

1 Like

Hey @len_ny,

The editing tool UI come sup after you run auto-setup on an input body model. We updated the post with a video showing how to access and use the attachment editing.

Hope this helps!

Best,
HaloArbiter_101

1 Like

Hey @Rootie_DaHoodie,

We are planning to support glTF export (instead of FBX) since it is open source and readily available in most 3rd party modeling tools.

Best,
HaloArbiter_101

2 Likes

Hey @ryzieisq,

These options you mentioned are not yet supported by auto-setup. The challenge would be to reconcile your partially setup info with the one produced by the ML model. For example, if you provide a partially segmented body then the model needs to segment the remaining body parts while preserving your input and enforcing symmetry.

For now, the model does the full segmentation.

Hope this helps!
HaloArbiter_101

1 Like

GLTF is even better! So this sounds amazing.