Roblox, if you’re own reference files can’t even get past your own requirements for bundles, how do you expect people to learn how to make bundles? Please update your reference files to meet the current bundle upload requirements, and make it easier for people to access and learn how to make UGC bundles.
hello sometimes the dynamic head can be hard to get pass one work i found was if you don’t have a modesty layer and you still find it should pass it would say error on dynamic head,
maybe try adding a modesty layer on your character then try again.
Why would a dynamic head need a modesty layer? That’s not what the error says. The error states that there are zero-area triangles, which I don’t know and can’t fix because it is Roblox’s own project file that they provide as a template for documentation.
i have no idea that was one of the same error with dynamic head that i fixed by adding a modesty layer the error went away.
from your standpoint if the modesty layer don’t work could be something wrong with your model.
check your normals and see if its any red showing.
you can always let roblox generate the cage using the auto avatar setup
Ok, I’ll try the avatar setup later, but either way, it’s not my model, its a model Roblox provides the community to learn, so I assume it should work.
To add to this, zero-area triangles are such a common issue that some of the example bundles fall victim to multiple errors over it. The blocky character example has probably 50 different zero-area triangles, all across different limbs in its outer-cage. The fact that you can’t remove vertices on an outer-cage makes it an extra hard issue to get around too since nearly every 3D modelling software assumes you are able to remove unneeded vertices.
This has become such a prevalent issue that I have had to create a tool via EditableMeshes to highlight all the zera area tris in a mesh.
I have a little command bar snippet that uses the EditableMesh API to detect any triangles in a mesh that are of zero area; highlighting them with a WireframeHandleAdornment. Unfortunately the tool isn’t public just yet but I’ll likely open-source my solution as soon as I can find a way to make it more user-friendly; as of currently it requires so many parameters that it isn’t really worth it for most people. Plus the only way to remove the highlighted wireframe is via the undo button / manually finding and destroying the WireframeHandleAdornment. It seems like the tool would be of great help to others though, so I’ll look into getting a version of the tool out as soon as I can!