New features coming to Avatar Auto-Setup

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.

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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
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    When I try to select just the meshparts inside the model, the head is missing…
    image
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    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

4 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

1 Like

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

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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.

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

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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!

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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.

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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.

We’re in the process of updating the “import queue” to actually support group targeting during uploads. The import queue is in beta atm but it doesn’t support anything beyond 3D models. Soon it will support all media types – hopefully by EoY. Stay tuned!

2 Likes

Sorry for the delay, thanks!
So for export, all of the facial poses should be data on the single merged body mesh, just the same as they’d be on an isolated head mesh? Is there still an issue with the partitioning algorithm like NightlyShores mentioned, or has a fix for that shipped yet? I’m trying this again now and still running into the same issues.


It would be great if we could run this tool with a pre-partitioned mesh too, often avatar autosetup does not partition shoulders and hips in a clean way. In my example, it splits the arms and legs off in the middle of the surrounding muscle, which is ugly when mixing body parts from other bundles. Also, the most superfluous-feeling part of the avatar setup experience for me is simply setting up cages. It would be great if I could do everything else that I need precise control over, and have avatar autosetup handle caging for me only.

Awesome update! :slight_smile: I’ve been fiddling around with the auto-setup and am loving it so far for it’s versatility and user-friendliness! I do have a few notes and suggestions though.

  1. Auto-mapping of 2D clothing for more generalized morphs: humans or blocky-characters.

  2. Adding the ability to edit facial bone placements. Sometimes the auto-setup misses smaller facial features which causes awkward skinning on the face.

  3. If I import a avatar morph (all OBJ files, with no bones) that’s already segmented into 15 parts (Head, UpperTorso, LowerTorso, etc), please allow the auto-setup to recognize this, and avoid automatically segmenting the limbs for us. The auto-setup causes very jagged edges when cutting the limbs. My concern with this is how this will impact compatibility when swapping limbs between morphs.

I’ve attached a video to better help explain point 3!

1 Like

Hello Creators,

We are thrilled to announce the release of cage mesh editing features to the Studio Tools for Auto-Setup. Following the release of the Attachment Tool. you can now edit your body cage meshes and adjust how layered clothing fits and moves with your avatar, and you can do it all without leaving Studio.

Cage editing comes with the following options:

  1. Symmetrical and mirror edits along X-axis
  2. Brush with radius and falloff controls
  3. Brush falloff visualization over the vertices
  4. Ability to hide or display equipped layered clothing items. Layered clothing will update in real-time in the Avatar Setup’s preview window

See how to edit cage meshes using the Studio Edit Tools here:

Two examples of cage edits: (1) adjusting the length of layered clothing sleeves, (2) editing the cage to make ears always stay visible.

Your feedback is very important for us to continue developing Auto-Setup in a direction that meets your needs, so please share your thoughts and suggestions below.

Thank you!

5 Likes

Hi, HaloArbiter

New roblox studio doesn’t allow you to disable wrapping for layered clothing. This limits the creativity of holdable layered clothing items. In the documentation they treat the WrapLayer as if it were intentional, hence "allows for disabling of the wraplayer object as if it does not exist. So previously, it was perfectly fine. If they wanted to crack down on giant LC, they can just fix the caging, but they decide to go for something that doesnt allow possible really cool creative layered clothing items, and a lot of UGC creators rely on disabling the wrap. For example, items like these:


Here is from document, which allows for disabling of the WrapLayer.