[Studio Beta] Visualizing UGC Validation

Hello Creators,

Today, we’re releasing a Studio Beta of visualization tools to help you identify, understand, diagnose and fix UGC validation issues before you publish your assets to the Marketplace.

We’ve completely overhauled and modularized the validation system to support Validation as a Service (VaaS) capabilities. This is the first step towards moving the platform to a unified validation system that can serve products developed for Studio and in-game creation. Additionally, we’ve seamlessly integrated the Asset Quality system with validation. Now, you’ll receive information on validation errors for non-compliant assets and a quality assessment for the compliant ones, in case you want to improve them further.

Figure 1: A major pain point when debugging dynamic heads is to visualize where the cage eyes and mouth project onto the face. Now you can easily see the projections and fix animation issues. Note in this example that the dynamic head score is low at 60 since the projected landmarks don’t properly align with the head eyes and mouth.

Validating Your Avatar Assets

We’re releasing the validation system as its own Studio plugin. You need to enable it in Beta features before you can load it in Studio:

  1. Open Studio

  2. In the menu, select File->Beta Features

  3. Toggle ON “Visualizing UGC Validation”

  4. Restart Studio

  5. In the Studio toolbar, add a new tab (click on the plus sign next to the rightmost tab in the toolbar – see Figure 2)

  6. Select the newly created tab and click on Add Tool. This will open a window. Search for “UGC Validation” and add it to the toolbar.

  7. Click on it to initialize the validation plugin.


Figure 2: The plus sign next to the rightmost tab in Studio.

With the validation plugin running, you have the option to select in the Explorer window:

  1. An entire avatar
  2. Just the avatar head
  3. One clothing item
  4. One rigid accessory

After you click on “Run Validation”, you will be prompted to select the asset type corresponding to each of your selections (see Figure 3). The validation service will run in the background and report back results as a combination of errors and/or warnings depending on the state of your asset. You can browse the feedback messages and click on them to visualize the issues.


Figure 3: Validating a layered clothing item; you need to select the appropriate asset type before running validation.


Figure 4: Validation errors are marked in red; warnings are used to flag validation checks that passed but can be made better to achieve a higher quality score. In this example, the cage for the pants is not tight enough and covers body parts that are unrelated to the pants themselves.

Figure 5: Validate dynamic heads by selecting the body model in Explorer and dynamic heads as the asset type for validation.

Note that not all messages have a visual component. Please, refer to documentation for a complete list of validation categories and the checks that have a visual component available.


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

Thank you!

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Thank you ROBLOX

Ur awesome WOw thanmks

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This is going to be so helpful!

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Awesome update! This is going to be really helpful.

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YESSS FINALLY!!!
THANK YOU :folded_hands: :folded_hands: :folded_hands:

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this is nice to have : D really useful!

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wow…thank you so much! really helful

finally, thanks lad ive been waiting for this for so long

Regarding UGC validation-
Is this only functioning for 3d layered clothing or animations/emotes inclusive?

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Took you guys long enough.
But at least we have it now

We currently only support for mesh based visualization and related validation errors. So basically body, heads, rigid accessories and layered clothing. We are looking to support more asset types in the future

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THANKYOU THANKYOU THANKYOU we’ve needed this for so long

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Will there be a visualization for UGC emotes & animation bundles? Currently, it’s extremely difficult to tell what keyframe in an animation the validation system is blocking and you end up needing to take multiple guesses.

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this sounds fire, sadly it doesn’t apply to ugc emotes though, i would love to see visualizations for emote animations

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I was looking through this, and saw this

“ValidateUGCAccessoryAsync”

when I read through it seems useful but then I saw that it says “Expects, Eyebrow, Eylash or hair”
Enum.AccessoryType is all accessories, does this “ValidateUGCAccessoryAsync” only work on the expected types listed here?

Sorry if I am misinterpreting this

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Thank you friend, I will remember and cherish this.

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Please, could you figure a way to let the tool try to “repair” or “fix” your ugc so it pass the validation even if it’s gonna look ugly.

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Wow this amazing!!
This will definitely be added to my workflow :purple_heart:

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