UGC Avatar Bodies [Guidelines]

Looking forward to UGC creators making creative avatar bodies :+1:

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I believe with the right moderation with this being rolled out to users, this could turn out to be an exceptionally well update for the site.

And hopefully better moderated than when UGC accessories/clothing were released to the public, that’d be a grand turn of events.

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Please don’t lock us into this. Being able to mix and match avatar pieces is part of what gives Roblox avatars so much variety and dynamic choice. While I understand that

… completely shutting the door on legacy accessory, body, and clothing compatibility is not something I’m a fan of. You’ve got perfectly acceptable 1.0-style dynamic heads on the catalog, and I don’t understand what part of this is used to justify the forced inclusion of heads in all packages.

This is part of the reason I have generally avoided the use of new Rthro-style packages up until recently, and even then, the only reason I have used Rthro-style bodies is because of full-body-suit layered clothing accessories that allow me to overlay the entire body so I can achieve a specific look. The baked-in textures and flourishes on many of the current Rthro bodies has severely limited any sort of customization, though the free anime-style bodies that come with layered clothing are a good first step towards resolving this (in retrospect, as I’m writing this post, I can see how these were used to make the guidelines for UGC bodies.)

Please, before you open this system to the public, consider the following:

  • Don’t require a custom head for each and every body package. This lets us continue to mix-and-match, and supports classic 1.0-styled heads and the titanic library of accessories that are designed to be compatible with classic 1.0/3.0 rigs.
    • If, for whatever reason, you can’t get around this onerous requirement to have a head, please at least allow us to link to existing free-to-acquire heads like Dylan Default within the same body package.
  • Don’t require SurfaceAppearance on new bodies. This grants support to classic clothes, which still have a place even in a world of layered clothing. A previous poster already mentioned using them as a “skin” layer for things like tattoos, but they’re still useful for things like undershirts when you’re spending most of your layered clothing slots elsewhere.

I’ve got a longer-winded complaint related to the fragmentation of bodies/heads with the release of Rthro bodies and the lack of compatibility; I doubt any sort of standardization is possible at this point, but I would strongly urge whatever team is handling avatars at Roblox to take a little extra time to think about backwards compatibility with legacy avatar assets. If nothing else, give UGC creators that choice.

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Are there any proofs of concept of this? I’ve been shying away from using layered clothing tech for skin-tight body markings because of concerns with clipping around joints.

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When do you all think the next wave of transparency on this will be ?
i think it must be releasing soon…

I Would like to say late june, early july because im EXCITED and i dont normally say that about the marketplace announcements as most are disappointment. There wont be much flaws with this update so it would be nice to see it release soon, new diverse avatars, new bundles , new unique avatars, free bundles ?, i dont really see much issue now in this feature, question is when will they release this.

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Eyy, more free body types. Fine by me, and a lot of the younger community, who just can’t afford much. If having no robux becomes less of a problem in the future, a lot of players wont complain! Hell, if people can start creating S15 (or more if you want finger movement) variants of old body types (primarily the 2.0, 3.0, and Rthro series’), that would help make R15 feel more natural!

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While it’s good to give players more freedom in their avatar customization without needing to spend robux I fear it might hurt the quality and sales from creators who’ve spent a lot of time and effort making high-quality bundles, myself included.
I’m hoping there’s a minimum price for these items, at the very least something with the likes of the 2.0 body.

Another thing that concerns me are the dynamic faces. As innovative as the feature is, I really don’t have intentions to use it; all of the concepts I’m currently planning are robotic, most of them don’t even have mouths and/or feature visors instead of eyes. The Metal Menace bundle is a good example of this.
Seeing that this feature is a “must” throws me off in the wrong direction. It’s worth mentioning plenty of games I play only have R6 mechanics, meaning dynamic faces won’t be used at all.
I really hope there’s an option to disable this while uploading a bundle.

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When rig a dynamic head, you can leave out certain features to not be animated regardless of the state.

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well no transparency and isnt it past mid the year.

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Will the R15 work in R6 games soon or? I see that the new R15 bodies people have made don’t work with R6 games.

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Sadly, no. For a bundle to work on both R6 and R15 it needs two different versions, each modeled with the proper amount of limbs, which currently cannot be done. Only the older official bundles have this.
Roblox is working on a system (called Roblox Classic) which will replace R6 movement and proportions using R15 instead.

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Is there any info when that’ll come out?

Not at the moment, as far as I know.

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I thought this was a great Idea but since then the catalog’s character page looks like a mess. Please at least check the characters that are being uploaded before letting them get uploaded. If you check them before them being uploaded that would be really good to be honest.

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