They did say this, which, to me, sounds like they are looking to continue investing in Dynamic Heads:
Q:
A:
This is, again, very vague. “Classic style” could mean so many different things.
To many users, “classic” means a blocky R6 avatar using a 2D Face and simplistic animations.
To Roblox, “classic” often means a blocky R15 avatar using a Dynamic Head.
They want all avatars to be fully compatible with the latest technologies such as facial animation, but don’t seem to realize that the lack of support for such technology is what makes those avatars “classic” in the first place.
There’s a lot of Classic Faces that would take quite the challenge to convert to Dynamic Heads; “Bird of Prey” is a good example.
This kind of explains why the current Dynamic Heads often look very different from the original face. Just a 1:1 translation would not work great with facial animation. (but I also feel like they just got lazy on some heads)
This is why the original version of Stevie Standard looked so much different; it actually worked a lot better with facial animation. They should’ve just released the newer version as a different head named “Smile” or something and kept the original.
Clearly they did not think this through. But if they were so hell-bent on converting everything to be dynamic, then they should’ve at least bundled the old faces in with the new heads, if they can’t be 1:1 translations.
Ultimately I don’t see the point in doing any of this at all. I feel like they got way too lost in the “metaverse” when they were developing this stuff a few years ago that they never stopped to actually think about what they were really doing. Like, yeah, it’s cool tech, but the truth is that nobody really cares. No one’s using the camera feature. It’s just kind of creepy. I still don’t understand why David thought this whole “immersive communication” thing would be the future of Roblox. Facial animation isn’t a bad thing, but their aggressive push for it was just really unnecessary.
