This looks great! I’m glad there are some improvements on the validation.
Actual helpful update from Roblox. This can’t be real.
Thank you roblox ![]()
We needed this
…Having AI use similar vertices to determine quality of an item?
Oh boy.
Really. hope this isn’t what i think it is. Otherwise this’d imply all the posts about items being pushed lower for weird reasons is true and a faulty AI is behind it.
Really odd to have this.
I know you guys were hired to build Roblox engineering tools, but I think an official Roblox UGC/Avatar plugin for Blender would have a much bigger impact.
Blender already has a mature set of modeling and editing tools, so there’s no need to reinvent features from scratch.
An official plugin could streamline the UGC workflow, reduce the constant back-and-forth between applications, and make creating and editing avatars and accessories much more efficient.
Or, you know, just add back 2D faces. I’m pretty sure those didn’t have ANY issues at all, since they were just a decal. Just a suggestion, but if you really care so much about your community, you would add it back.
the reimporting took ages! now we can finally see how it reads the cage to the face! Super improvement for the workflow.
Will there be something for UGC emote validation? Ideally a visualizer in the animation editor.
On a side note could you also relax the validation specifically on hands/lowerarms, it’s the most commonly flagged body part due to tangential speed, when the torso is spinning not even that fast, if the arm is out, it inherently travels at a higher studs/s. This results in us having to heavily nerf anything similar to a twirl or even a jump if there’s enough momentum in the arms
Hopefully you see this and respond @HaloArbiter_101
omg that would be so good! Lookin forward to this!
Thanks roblox! This is so hepful
Seems like a nice upgrade! Thanks very much!
It appears texture resolution isn’t working correctly? Everything I input from 256x to 2048x is reporting as 1024x. @HaloArbiter_101 @NoLegDay4Ever

Do you see a “Measure_Cage_Mesh_Distance” warning or something similar in the plugin? That should be the same as CageMeshDistanceBounded error you get here. We will do some cleanup do unify them properly soon
Thanks for reporting this. There might be a chance that high resolution textures get down sampled somewhere. We will take a look!
Idk but this is quite useless, the only good ish thing about it is that it shows the dynamic head key points (but I could see that myself in the blender anyway)
Validation takes too much time and doesn’t update validation in the avatar setup (or vice versa from avatar setup to this tool, even tho it should, if I recall correctly)
Validation itself is prone to failing often too
This is so annoying allat just to remove 2d faces and static heads + additional annoying restrictions that make some bundles impossible to make
This is a really great step in the right direction!
I’m still struggling to get my head to validate properly though.
For artistic reasons (it’s trying to imitate MS Paint’s circle drawing tool) I limit the dexterity of the facial expressions. Despite mapping it quite extensively, I still can’t get it to pass validation, and it’s not clear what threshold I’m failing to meet to satisfy these aggressive rules.
Can some kind of visuals be provided to explain what thresholds are failing to be met, and/or can more context be provided as to what could be done to make the test actually pass?
I had to make quite an elaborate cage mesh to make this work too…
I really need an update on this. I can’t make this face smile for legitimate artistic reasons.
It is a dynamic head that is able to express itself facially in its own artistic way, it is not trying to bypass dynamic head validation with a 2D face. This system is overly strict and unfair.
Hopefully these features are added soon, I cant wait!! ![]()


