Top 5 bundles need to be updated next month but poor validation error design not showcasing what the actual issue is

Hi,

I tried what you told me to do, but it doesnt work


Do you mind if I sent you my file in private message? Could you take a look at what exactly about it doesnt get validated?

Sure, please DM me the RBXM file that triggers this error so I can take a look

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It’s extremely complex for very little gain.I am very worried about the future of dynamic heads. I feel like you need an IQ of 200 to understand that

i genuinely dont know what this staff is trying to say or get at, how are we supposed to fix our bundles?

dude can you just fix all our bundles for us youre a roblox staff youre supposed to know how and help us with this kinda stuff

He is right,

I was wrong about the validator only looking at a front view camera position to validate, you are probably having problems because of the bad validator error design not telling you exactly what the problem is. If I was you I should wait until that is out so you can properly cage your stuff with information given from the errors on the validator

Have u looked into this documentation about the landmark projection from your cages?
Head validation | Documentation - Roblox Creator Hub

The more detailed error message update should be out. With that, the error message should be able to tell you which expression fails the validation. And in most cases, if you run into those error, it is very likely is the cage not aligning with the animated area that triggers the issue.

Sorry about all these trouble. We are working on the visualization but as I mentioned above, it may take some time as it involves Studio UI changes

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Also for anyone who may be still confused about how the validation works, here is a video to explain in much more details https://www.youtube.com/watch?v=OwhkWzSBnf0. Hope this would help.

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Hi staff,

I’d like to know how many facial bones are currently needed at the minimal to ensure that all 17 FACS are met and also ensure that caging landmarks can be projected successfully without issues. Would appreciate if there is a sample image to show this. thank you

Hi, you only need 17 bones as minimum to pass validation. If you are failing validation, it is likely because the cage. You need to make sure cage can be projected to the place that is actually animating. For example, if the eyeball is a separate mesh on the head and the eyeball is animating, you need to make sure the cage eye can be projected to the eyeball. On the other hand, if your eye ball is not animating, but eye close is achieved by eye lid on the head mesh, then you need to make sure the cage can be projected to the head mesh.

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thank you for your reply. Just to clarify the 17 bones are supposed to be correspondent to each validation landmark, am i right? so like in this image the poster used, each landmark here means theres a bone there right?

Not exactly. The FACS bones are used to skin the vertices of the head mesh and drive the facial animation to achieve certain facial expressions (eye close, moth open, smile or frown etc). You can find which FACS are used for which expression here (https://create.roblox.com/docs/art/characters/head-specifications)

The landmarks are vertices on the head cage that will be projected to the head mesh for validation to detect if specific area is moving when certain expressions are enabled.

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thank you. just one last question, for this mouth open error, does it correlate to the one in the documentation on action unit tests, where “mouth opens” is determined by jawdrop expression? since this character im fixing does not have an mouth im only stuck witht this error. any suggestions or advice on fixing this?
Screenshot 2026-03-07 110048

Screenshot 2026-03-07 110036

Hi, based on the new head schema, an animated mouth is required to pass validation