Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.
HumanoidDescription
Inherits from: Instance → Object
HumanoidDescription is an object that stores a description of a Humanoid for R6 and R15 rigs. It can be applied in order to set a rig's scaling, clothing (Shirt, Pants, ShirtGraphic), Accessories, Animations and BodyColors.
You can get a HumanoidDescription by using the following functions:
Players:GetHumanoidDescriptionFromUserIdAsync(), for an outfit currently being worn by a user on Roblox.Players:GetHumanoidDescriptionFromOutfitIdAsync(), for an outfit created by a user on Roblox.- You can create a Humanoid rig model from a HumanoidDescription through
Players:CreateHumanoidModelFromDescriptionAsync().
See also:
- HumanoidDescription System, for more information on
HumanoidDescription.
Inherits from: Instance
Memory category: Instances
Properties
| Name | Type / Returns | Description |
|---|---|---|
| HumanoidDescription.AccessoryBlob | string | A JSON formatted array of Layered clothing where each table in the entry in the array describes an accessory's AssetId, AccessoryType, Order, and (optionally) Puffiness as key-value pairs. |
| HumanoidDescription.BackAccessory | string | A comma-separated list of asset IDs that will be added as Accessories to a Humanoid rig when applied, usually those attached to its back (such as capes). |
| HumanoidDescription.BodyTypeScale | float | Determines the factor by which the shape of a Humanoid is interpolated from the standard R15 body shape (0) to a taller and more slender body type (1). |
| HumanoidDescription.ClimbAnimation | int64 | When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Climbing. |
| HumanoidDescription.DepthScale | float | Determines by what factor the depth (back-to-front distance) of a Humanoid is scaled. |
| HumanoidDescription.Face | int64 | Determines the asset ID of the Face to be applied to the Humanoid. |
| HumanoidDescription.FaceAccessory | string | A comma-separated list of asset IDs that will be added as Accessories to a Humanoid rig when applied, usually those attached to the front of its face (such as glasses). |
| HumanoidDescription.FallAnimation | int64 | When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Freefall. |
| HumanoidDescription.FrontAccessory | string | A comma-separated list of asset IDs that will be added as Accessories to a Humanoid rig when applied, usually those attached to front of its torso (such as medals or ties). |
| HumanoidDescription.GraphicTShirt | int64 | Determines the Graphic used by a ShirtGraphic. |
| HumanoidDescription.HairAccessory | string | A comma-separated list of asset IDs that will be added as Accessories to a Humanoid rig when applied, usually those attached to its head resembling hair. |
| HumanoidDescription.HatAccessory | string | A comma-separated list of asset IDs that will be added as Accessories to a Humanoid rig when applied, usually those attached to its head. |
| HumanoidDescription.Head | int64 | Determines the asset ID of the Head to be applied to the Humanoid. |
| HumanoidDescription.HeadColor | Color3 | Determines the BodyColors.HeadColor3 and BodyColors.HeadColor of a Humanoid when applied. |
| HumanoidDescription.HeadScale | float | Determines by what factor the Head object of a Humanoid is scaled, as well as any accessories attached to it. |
| HumanoidDescription.HeightScale | float | Determines by what factor the height (top-to-bottom distance) of a Humanoid is scaled, as well as all accessories not attached to its head. |
| HumanoidDescription.IdleAnimation | int64 | When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Running at a speed near zero. |
| HumanoidDescription.JumpAnimation | int64 | When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Jumping. |
| HumanoidDescription.LeftArm | int64 | Determines the asset ID of the LeftArm to be applied to the Humanoid. |
| HumanoidDescription.LeftArmColor | Color3 | Determines the BodyColors.LeftArmColor3 and BodyColors.LeftArmColor of a Humanoid when applied. |
| HumanoidDescription.LeftLeg | int64 | Determines the asset ID of the LeftLeg to be applied to the Humanoid. |
| HumanoidDescription.LeftLegColor | Color3 | Determines the BodyColors.LeftLegColor3 and BodyColors.LeftLegColor of a Humanoid when applied. |
| HumanoidDescription.MoodAnimation | int64 | When this description is applied to a Humanoid, this determines the asset ID of the mood animation that gives the character's face its persistent expression. |
| HumanoidDescription.NeckAccessory | string | A comma-separated list of asset IDs that will be added as Accessories to a Humanoid rig when applied, usually those attached to its neck (such as scarves or necklaces). |
| HumanoidDescription.Pants | int64 | Determines the PantsTemplate used by a Pants instance. |
| HumanoidDescription.ProportionScale | float | Determines how wide (0) or narrow (1) a Humanoid rig is. |
| HumanoidDescription.RightArm | int64 | Determines the asset ID of the RightArm to be applied to the Humanoid. |
| HumanoidDescription.RightArmColor | Color3 | Determines the BodyColors.RightArmColor3 and BodyColors.RightArmColor of a Humanoid when applied. |
| HumanoidDescription.RightLeg | int64 | Determines the asset ID of the RightLeg to be applied to the Humanoid. |
| HumanoidDescription.RightLegColor | Color3 | Determines the BodyColors.RightLegColor3 and BodyColors.RightLegColor of a Humanoid when applied. |
| HumanoidDescription.RunAnimation | int64 | When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Running at a moderate speed. |
| HumanoidDescription.Shirt | int64 | Determines the ShirtTemplate used by a Shirt instance. |
| HumanoidDescription.ShouldersAccessory | string | A comma-separated list of asset IDs that will be added as Accessories to a Humanoid rig when applied, usually those attached to its shoulders (such as shoulder-mounted critters). |
| HumanoidDescription.StaticFacialAnimation | boolean | When true, disables facial animations on a Dynamic Head, displaying a static mood pose instead. Defaults to false. |
| HumanoidDescription.SwimAnimation | int64 | When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Swimming. |
| HumanoidDescription.Torso | int64 | Determines the asset ID of the Torso to be applied to the Humanoid. |
| HumanoidDescription.TorsoColor | Color3 | Determines the BodyColors.TorsoColor3 and BodyColors.TorsoColor of a Humanoid when applied. |
| HumanoidDescription.UseAvatarSettings | boolean | When true, applying this description also applies the experience's Avatar Settings to the resulting model. Defaults to false. |
| HumanoidDescription.WaistAccessory | string | A comma-separated list of asset IDs that will be added as Accessories to a Humanoid rig when applied, usually those attached to its waist (such as belts). |
| HumanoidDescription.WalkAnimation | int64 | When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Running at a low speed. |
| HumanoidDescription.WidthScale | float | Determines by what factor the width (left-to-right distance) of a Humanoid is scaled, as well as all accessories not attached to its head. |
Inherited from Instance
| Name | Type / Returns | Description |
|---|---|---|
| Instance.Archivable | boolean | Determines if an Instance and its descendants can be cloned using Instance:Clone(), and can be saved/published. |
| Instance.archivable | boolean | |
| Instance.Capabilities | SecurityCapabilities | The set of capabilities allowed to be used for scripts inside this container. |
| Instance.IsInSandbox | boolean | Indicates whether the instance is inside a sandboxed container. |
| Instance.Name | string | A non-unique identifier of the Instance. |
| Instance.Parent | Instance | Determines the hierarchical parent of the Instance. |
| Instance.PredictionMode | PredictionMode | Reflects the client-side prediction mode applied to the instance under server-authoritative physics. |
| Instance.RobloxLocked | boolean | A deprecated property that used to protect CoreGui objects. |
| Instance.Sandboxed | boolean | When enabled, the instance can only access abilities in its Capabilities list. |
| Instance.UniqueId | UniqueId | A unique identifier for the instance. |
Inherited from Object
| Name | Type / Returns | Description |
|---|---|---|
| Object.ClassName | string | A read-only string representing the class this Object belongs to. |
| Object.className | string |
HumanoidDescription.AccessoryBlob
A JSON formatted array of Layered clothing where each table in the entry in the array describes an accessory's AssetId, AccessoryType, Order, and (optionally) Puffiness as key-value pairs. This can be edited in the properties windows for the HumanoidDescription.
To make changes from Luau (which is recommended over editing the JSON directly), use HumanoidDescription:SetAccessories() and HumanoidDescription:GetAccessories(). These methods can also be enabled to work with rigid accessories by setting IncludeRigidAccessories parameters to true.
| Field | Value |
|---|---|
| type | string |
| tags | ["NotReplicated","NotScriptable"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Accessories |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.BackAccessory
BackAccessory is a comma-separated list of asset IDs that determine what accessories should be added when the description is applied. The list cannot contain duplicates.
An error is thrown if you try to apply a new description which shares any assets with the existing description but a different accessory property.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. FaceAccessory,FrontAccessory,HairAccessory,HatAccessory,NeckAccessory,ShouldersAccessoryandWaistAccessory, which are similar properties that apply accessories like this one
| Field | Value |
|---|---|
| type | string |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Accessories |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.BodyTypeScale
BodyTypeScale determines the factor by which the shape of a Humanoid is interpolated from the standard R15 body shape (0) to a taller and more slender body type (1). Values outside the range of 0 to 1 are clamped. When the description is applied through Humanoid:ApplyDescriptionAsync(), this value maps to a BodyTypeScale NumberValue within the Humanoid.
Note that when the value of this property is 0, the ProportionScale property has no effect.
See Also
- HumanoidDescription System, for more information on
HumanoidDescription. ProportionScale, which also affects rig proportions when this property is non-zeroWidthScale,HeightScaleandDepthScale, which provide finer control over the dimensions of a rigHeadScale, which provides specific control over the scale of the rig's head
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Scale |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.ClimbAnimation
When this description is applied to a Humanoid, ClimbAnimation determines the Animation.AnimationId to play when its state is Climbing.
See also:
FallAnimation,IdleAnimation,JumpAnimation,RunAnimation,SwimAnimationandWalkAnimation, which are similar properties that determine animations to play on the rig
| Field | Value |
|---|---|
| type | int64 |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Animation |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.DepthScale
DepthScale determines by what factor the depth (back-to-front distance) of a Humanoid is scaled, as well as all accessories not attached to its head. When the description is applied through Humanoid:ApplyDescriptionAsync(), this value maps to a BodyDepthScale NumberValue within the Humanoid.
See Also
- HumanoidDescription System, for more information on
HumanoidDescription. BodyTypeScaleandProportionScale, which can provide more realistic rig proportionsWidthScaleandHeightScale
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Scale |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.Face
Face determines the asset ID of the Face to be applied to a Humanoid. The type of the asset ID provided must be for a Face type asset and not a Decal or Image type asset.
The actual face texture is rendered using a Decal in the Head named "face" or "Face".
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. GraphicTShirt,ShirtandPants, which also apply textures to a rigHead, which can change the mesh of the headFaceAccessory, which can apply one or moreAccessoryobjects to the face
| Field | Value |
|---|---|
| type | int64 |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Body Parts |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.FaceAccessory
FaceAccessory is a comma-separated list of asset IDs that determine what accessories should be added when the description is applied, usually those attached to the front of its face (such as glasses). The list does not contain duplicates.
An error is thrown if you try to apply a new description which shares any assets with the existing description but a different accessory property.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. BackAccessory,FrontAccessory,HairAccessory,HatAccessory,NeckAccessory,ShouldersAccessoryandWaistAccessory, which are similar properties that apply accessories like this oneFace, a property that determines what Face texture is used on the head
| Field | Value |
|---|---|
| type | string |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Accessories |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.FallAnimation
When this description is applied to a Humanoid, FallAnimation determines the Animation.AnimationId to play when its state is Freefall.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. ClimbAnimation,IdleAnimation,JumpAnimation,RunAnimation,SwimAnimationandWalkAnimation, which are similar properties that determine animations to play on the rig
| Field | Value |
|---|---|
| type | int64 |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Animation |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.FrontAccessory
FrontAccessory is a comma-separated list of asset IDs that determine what accessories should be added when the description is applied, usually those attached to front of its torso (such as medals or ties). The list does not contain duplicates.
An error is thrown if you try to apply a new description which shares any assets with the existing description but a different accessory property.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. BackAccessory,FaceAccessory,HairAccessory,HatAccessory,NeckAccessory,ShouldersAccessoryandWaistAccessory, which are similar properties that apply accessories like this one
| Field | Value |
|---|---|
| type | string |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Accessories |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.GraphicTShirt
GraphicTShirt determines the Graphic used by a ShirtGraphic instance when Humanoid:ApplyDescriptionAsync() is called on a Humanoid. The asset type must be for a T‑Shirt, not a Decal or Image.
See Also
- HumanoidDescription System, for more information on
HumanoidDescription. Shirt, which can provide the same functionality in addition to providing textures for the entire torso and armsTorsoColor, which can change the color of the torso underneath the t-shirt texture
| Field | Value |
|---|---|
| type | int64 |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Clothes |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.HairAccessory
HairAccessory is a comma-separated list of asset IDs that determine what accessories should be added when the description is applied, usually those attached to its head resembling hair. The list does not contain duplicates.
An error is thrown if you try to apply a new description which shares any assets with the existing description but a different accessory property.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. BackAccessory,FaceAccessory,FrontAccessory,HatAccessory,NeckAccessory,ShouldersAccessoryandWaistAccessory, which are similar properties that apply accessories like this one
| Field | Value |
|---|---|
| type | string |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Accessories |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.HatAccessory
HatAccessory is a comma-separated list of asset IDs that determine what accessories should be added when the description is applied, usually those attached to its head. The list does not contain duplicates.
An error is thrown if you try to apply a new description which shares any assets with the existing description but a different accessory property.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. BackAccessory,FaceAccessory,FrontAccessory,HairAccessory,NeckAccessory,ShouldersAccessoryandWaistAccessory, which are similar properties that apply accessories like this one
| Field | Value |
|---|---|
| type | string |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Accessories |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.Head
Head determines the asset ID of the Head to be applied to a Humanoid.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. Torso,RightArm,LeftArm,RightLegandLeftLeg, which are similar properties that also control body partHeadColor, which controls the color of this limbHatAccessory,HairAccessoryandFaceAccessory, which all can applyAccessoryobjects which are joined to the head
| Field | Value |
|---|---|
| type | int64 |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Body Parts |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.HeadColor
HeadColor determines the BodyColors.HeadColor3 and BodyColors.HeadColor of a Humanoid when the description is applied.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. TorsoColor,LeftArmColor,RightArmColor,LeftLegColor, andRightLegColor, which are similar properties that also control body colorsHead, which controls the mesh used for the headFace, which applies a texture to the front of the head
| Field | Value |
|---|---|
| type | Color3 |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Body Colors |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.HeadScale
HeadScale determines by what factor the Head object of a Humanoid is scaled, as well as any accessories attached to it (such as those specified by HatAccessory and HairAccessory). When the description is applied through Humanoid:ApplyDescriptionAsync(), this value maps to a HeadScale NumberValue within the Humanoid.
See Also
- HumanoidDescription System, for more information on
HumanoidDescription. BodyTypeScaleandProportionScale, which can provide realistic rig proportionsWidthScale,HeightScaleandDepthScale, which provide finer control over other dimensions of a rig
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Scale |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.HeightScale
HeightScale determines by what factor the height (top-to-bottom distance) of a Humanoid is scaled, as well as all accessories not attached to its head. When the description is applied through Humanoid:ApplyDescriptionAsync(), this value maps to a BodyHeightScale NumberValue within the Humanoid.
See Also
- HumanoidDescription System, for more information on
HumanoidDescription. BodyTypeScaleandProportionScale, which can provide more realistic rig proportionsWidthScaleandDepthScale
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Scale |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.IdleAnimation
When this description is applied to a Humanoid, IdleAnimation determines the Animation.AnimationId to play when its state is Running at a speed near zero.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. ClimbAnimation,FallAnimation,JumpAnimation,RunAnimation,SwimAnimationandWalkAnimation, which are similar properties that determine animations to play on the rig
| Field | Value |
|---|---|
| type | int64 |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Animation |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.JumpAnimation
When this description is applied to a Humanoid, JumpAnimation determines the Animation.AnimationId to play when its state is Jumping.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. ClimbAnimation,FallAnimation,IdleAnimation,RunAnimation,SwimAnimationandWalkAnimation, which are similar properties that determine animations to play on the rig
| Field | Value |
|---|---|
| type | int64 |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Animation |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.LeftArm
LeftArm determines the asset ID of the LeftArm to be applied to a Humanoid.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. Head,Torso,RightArm,RightLegandLeftLeg, which are similar properties that also control body partLeftArmColor, which controls the color of this limb
| Field | Value |
|---|---|
| type | int64 |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Body Parts |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.LeftArmColor
LeftArmColor determines the BodyColors.LeftArmColor3 and BodyColors.LeftArmColor of a Humanoid when the description is applied. For R15 and Rthro rigs, this property controls both the upper, lower, and hand parts of the left arm.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. HeadColor,TorsoColor,RightArmColor,LeftLegColor, andRightLegColor, which are similar properties that also control body colorsLeftArm, which controls the mesh used for this limbShirt, which can apply a texture to this limb
| Field | Value |
|---|---|
| type | Color3 |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Body Colors |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.LeftLeg
LeftLeg determines the asset ID of the LeftLeg to be applied to a Humanoid.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. Head,Torso,RightArm,LeftArm, andRightLeg, which are similar properties that also control body partLeftLegColor, which controls the color of this limb
| Field | Value |
|---|---|
| type | int64 |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Body Parts |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.LeftLegColor
LeftLegColor determines the BodyColors.LeftLegColor3 and BodyColors.LeftLegColor of a Humanoid when the description is applied. For R15 and Rthro rigs, this property controls both the upper, lower, and foot parts of the left leg.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. HeadColor,TorsoColor,LeftArmColor,RightArmColor, andRightLegColor, which are similar properties that also control body colorsLeftLeg, which controls the mesh used for this limbPants, which can apply a texture to this limb
| Field | Value |
|---|---|
| type | Color3 |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Body Colors |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.MoodAnimation
When this description is applied to a Humanoid, this property sets the asset ID of the mood animation to apply. The asset ID must be for a Mood animation asset. Defaults to 0, in which case the character's face uses its neutral rest pose.
A mood animation applies a static facial pose to a character with a Dynamic Head, giving the face a characteristic expression (such as a smile) that persists while the head is otherwise idle.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. StaticFacialAnimation, which disables animated facial movement so that a Dynamic Head displays a static mood pose instead
| Field | Value |
|---|---|
| type | int64 |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Animation |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.NeckAccessory
NeckAccessory is a comma-separated list of asset IDs that determine what accessories should be added when the description is applied, usually those attached to its neck (such as scarves or necklaces). The list does not contain duplicates.
Any accessory can used in this property, even if it is meant to go in a different accessory spot. For example, an accessory meant to go on your back (such as a cape) could be included in HairAccessory. An error is thrown if you try to apply a new description which shares any assets with the existing description but a different accessory property.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. BackAccessory,FaceAccessory,FrontAccessory,HairAccessory,HatAccessory,ShouldersAccessoryandWaistAccessory, which are similar properties that apply accessories like this one
| Field | Value |
|---|---|
| type | string |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Accessories |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.Pants
Pants determines the PantsTemplate used by a Pants instance when Humanoid:ApplyDescriptionAsync() is called on a Humanoid. The asset type must be for Pants, not a Decal or Image.
See Also
- HumanoidDescription System, for more information on
HumanoidDescription. Shirt, a similar property which applies to aShirtobjectTorsoColor,LeftLegColorandRightLegColor, which can change the color of the body parts underneath the pants texture
| Field | Value |
|---|---|
| type | int64 |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Clothes |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.ProportionScale
ProportionScale determines how wide (0) or narrow (1) a Humanoid rig is. Values outside the range of 0 to 1 are clamped. When the description is applied through Humanoid:ApplyDescriptionAsync(), this value maps to a BodyProportionScale NumberValue within the Humanoid.
Note that when the value of BodyTypeScale is 0, this property has no effect.
See Also
- HumanoidDescription System, for more information on
HumanoidDescription. BodyTypeScale, which also affects rig proportionsWidthScale,HeightScaleandDepthScale, which provide finer control over the dimensions of a rigHeadScale, which provides specific control over the scale of the rig's head
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Scale |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.RightArm
RightArm determines the asset ID of the RightArm to be applied to a Humanoid.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. Head,Torso,LeftArm,RightLegandLeftLeg, which are similar properties that also control body partRightArmColor, which controls the color of this limb
| Field | Value |
|---|---|
| type | int64 |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Body Parts |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.RightArmColor
RightArmColor determines the BodyColors.RightArmColor3 and BodyColors.RightArmColor of a Humanoid when the description is applied. For R15 and Rthro rigs, this property controls both the upper, lower, and hand parts of the right arm.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. HeadColor,TorsoColor,LeftArmColor,LeftLegColor, andRightLegColor, which are similar properties that also control body colorsRightArm, which controls the mesh used for this limbShirt, which can apply a texture to this limb
| Field | Value |
|---|---|
| type | Color3 |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Body Colors |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.RightLeg
RightLeg determines the asset ID of the RightLeg to be applied to a Humanoid.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. Head,Torso,RightArm,LeftArmandLeftLeg, which are similar properties that also control body partRightLegColor, which controls the color of this limb
| Field | Value |
|---|---|
| type | int64 |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Body Parts |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.RightLegColor
RightLegColor determines the BodyColors.RightLegColor3 and BodyColors.RightLegColor of a Humanoid when the description is applied. For R15 and Rthro rigs, this property controls both the upper, lower, and foot parts of the right leg.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. HeadColor,TorsoColor,LeftArmColor,RightArmColor, andLeftLegColor, which are similar properties that also control body colorsRightLeg, which controls the mesh used for this limbPants, which can apply a texture to this limb
| Field | Value |
|---|---|
| type | Color3 |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Body Colors |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.RunAnimation
When this description is applied to a Humanoid, RunAnimation determines the Animation.AnimationId to play when its state is Running at a moderate speed.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. ClimbAnimation,FallAnimation,IdleAnimation,JumpAnimation,SwimAnimationandWalkAnimation, which are similar properties that determine animations to play on the rig
| Field | Value |
|---|---|
| type | int64 |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Animation |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.Shirt
Shirt determines the ShirtTemplate used by a Shirt instance when Humanoid:ApplyDescriptionAsync() is called on a Humanoid. The asset type must be for Shirt, not a Decal or Image.
See Also
- HumanoidDescription System, for more information on
HumanoidDescription. Pants, a similar property which applies to aPantsobjectGraphicTShirt, a similar property which applies to aShirtGraphicobjectTorsoColor,LeftArmColorandRightArmColor, which can change the color of the body parts underneath the shirt texture
| Field | Value |
|---|---|
| type | int64 |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Clothes |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.ShouldersAccessory
ShouldersAccessory is a comma-separated list of asset IDs that determine what accessories should be added when the description is applied, usually those attached to its shoulders (such as shoulder-mounted critters). The list does not contain duplicates.
An error is thrown if you try to apply a new description which shares any assets with the existing description but a different accessory property.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. BackAccessory,FaceAccessory,FrontAccessory,HairAccessory,HatAccessory,NeckAccessoryandWaistAccessory, which are similar properties that apply accessories like this one
| Field | Value |
|---|---|
| type | string |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Accessories |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.StaticFacialAnimation
StaticFacialAnimation controls whether facial animations play when this description is applied to a Humanoid with a Dynamic Head. When set to true, the head displays a static mood pose without any animated facial movement, achieving visual parity with classic face decals.
Even with StaticFacialAnimation set to true, MoodAnimation still applies a static pose to give the face its characteristic expression. Setting StaticFacialAnimation to true is different from setting MoodAnimation to 0, which would result in the Dynamic Head's neutral rest pose.
This is a per-description setting and does not affect other descriptions or the user's avatar globally.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Animation |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.SwimAnimation
When this description is applied to a Humanoid, SwimAnimation determines the Animation.AnimationId to play when its state is Swimming
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. ClimbAnimation,FallAnimation,IdleAnimation,JumpAnimation,RunAnimationandWalkAnimation, which are similar properties that determine animations to play on the rig
| Field | Value |
|---|---|
| type | int64 |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Animation |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.Torso
Torso determines the asset ID of the Torso to be applied to a Humanoid.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. Head,RightArm,LeftArm,RightLegandLeftLeg, which are similar properties that also control body partTorsoColor, which controls the color of this limb
| Field | Value |
|---|---|
| type | int64 |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Body Parts |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.TorsoColor
TorsoColor determines the BodyColors.TorsoColor3 and BodyColors.TorsoColor of a Humanoid when the description is applied. For R15 and Rthro rigs, this property controls both the upper and lower parts of the torso.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. HeadColor,TorsoColor,LeftArmColor,RightArmColor,LeftLegColor, andRightLegColor, which are similar properties that also control body colorsTorso, which controls the mesh used for this body partGraphicTShirtandShirt, which can apply a texture to this body part
| Field | Value |
|---|---|
| type | Color3 |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Body Colors |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.UseAvatarSettings
When true, Humanoid:ApplyDescriptionAsync or Players:CreateHumanoidModelFromDescriptionAsync will also apply the Avatar Settings set for the universe to the model.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.WaistAccessory
WaistAccessory is a comma-separated list of asset IDs that determine what accessories should be added when the description is applied, usually those attached to its waist (such as belts). The list does not contain duplicates.
An error is thrown if you try to apply a new description which shares any assets with the existing description but a different accessory property.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. BackAccessory,FaceAccessory,FrontAccessory,HairAccessory,HatAccessory,NeckAccessoryandShouldersAccessory, which are similar properties that apply accessories like this one
| Field | Value |
|---|---|
| type | string |
| tags | ["NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Accessories |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.WalkAnimation
When this description is applied to a Humanoid, WalkAnimation determines the Animation.AnimationId to play when its state is Running at a low speed
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. ClimbAnimation,FallAnimation,IdleAnimation,JumpAnimation,RunAnimationandSwimAnimation, which are similar properties that determine animations to play on the rig
| Field | Value |
|---|---|
| type | int64 |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Animation |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.WidthScale
WidthScale determines by what factor the width (left-to-right distance) of a Humanoid is scaled, as well as all accessories not attached to its head. When the description is applied through Humanoid:ApplyDescriptionAsync(), this value maps to a BodyWidthScale NumberValue within the Humanoid.
See Also
- HumanoidDescription System, for more information on
HumanoidDescription. BodyTypeScaleandProportionScale, which can provide more realistic rig proportionsHeightScaleandDepthScale
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Scale |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["AvatarAppearance"] |
Methods
| Name | Type / Returns | Description |
|---|---|---|
| HumanoidDescription:AddEmote | () | Adds the emote to the description given a name and its asset ID. |
| HumanoidDescription:GetAccessories | List | Returns a table of an avatar's current accessories. |
| HumanoidDescription:GetEmotes | Dictionary | Returns a dictionary of emotes that have been added or set to this description. |
| HumanoidDescription:GetEquippedEmotes | Array | Returns an array of tables describing the equipped emotes that have been set. |
| HumanoidDescription:RemoveEmote | () | Removes any emotes that have been added under the given name. |
| HumanoidDescription:SetAccessories | () | Accepts a table that sets the accessories and related properties for an avatar. |
| HumanoidDescription:SetEmotes | () | Sets all of the emotes on this description. |
| HumanoidDescription:SetEquippedEmotes | () | Sets the currently equipped emotes given an array of emote names. |
Inherited from Instance
| Name | Type / Returns | Description |
|---|---|---|
| Instance:AddTag | () | Applies a tag to the instance. |
| Instance:children | Instances | Returns an array of the object's children. |
| Instance:ClearAllChildren | () | This method destroys all of an instance's children. |
| Instance:Clone | Instance | Create a copy of an instance and all its descendants, ignoring instances that are not Archivable. |
| Instance:clone | Instance | |
| Instance:Destroy | () | Sets the Instance.Parent property to nil, locks the Instance.Parent property, disconnects all connections, and calls Destroy() on all children. |
| Instance:destroy | () | |
| Instance:FindFirstAncestor | Instance? | Returns the first ancestor of the Instance whose Instance.Name is equal to the given name. |
| Instance:FindFirstAncestorOfClass | Instance? | Returns the first ancestor of the Instance whose Object.ClassName is equal to the given className. |
| Instance:FindFirstAncestorWhichIsA | Instance? | Returns the first ancestor of the Instance for whom Object:IsA() returns true for the given className. |
| Instance:FindFirstChild | Instance? | Returns the first child of the Instance found with the given name. |
| Instance:findFirstChild | Instance | |
| Instance:FindFirstChildOfClass | Instance? | Returns the first child of the Instance whose ClassName is equal to the given class name. |
| Instance:FindFirstChildWhichIsA | Instance? | Returns the first child of the Instance for whom Object:IsA() returns true for the given className. |
| Instance:FindFirstDescendant | Instance? | Returns the first descendant found with the given Instance.Name. |
| Instance:GetActor | Actor? | Returns the Actor associated with the Instance, if any. |
| Instance:GetAttribute | Variant | Returns the value which has been assigned to the given attribute name. |
| Instance:GetAttributeChangedSignal | RBXScriptSignal | Returns an event that fires when the given attribute changes. |
| Instance:GetAttributes | Dictionary | Returns a dictionary of the instance's attributes. |
| Instance:GetChildren | Instances | Returns an array containing all of the instance's children. |
| Instance:getChildren | Instances | |
| Instance:GetDebugId | string | Returns a coded string of the debug ID used internally by Roblox. |
| Instance:GetDescendants | Instances | Returns an array containing all of the descendants of the instance. |
| Instance:GetFullName | string | Returns a string describing the instance's ancestry. |
| Instance:GetStyled | Variant | Returns the styled or explicitly modified value of the specified property, or else the default property value if it hasn't been styled/modified. |
| Instance:GetStyledPropertyChangedSignal | RBXScriptSignal | Returns an event that fires when the given style property changes on the instance. |
| Instance:GetTags | Array | Gets an array of all tags applied to the instance. |
| Instance:HasTag | boolean | Check whether the instance has a given tag. |
| Instance:IsAncestorOf | boolean | Returns true if an Instance is an ancestor of the given descendant. |
| Instance:IsDescendantOf | boolean | Returns true if an Instance is a descendant of the given ancestor. |
| Instance:isDescendantOf | boolean | |
| Instance:IsPropertyModified | boolean | Returns true if the value stored in the specified property is not equal to the code-instantiated default. |
| Instance:QueryDescendants | Instances | Returns an array containing all descendants of the instance that match the selector string. |
| Instance:Remove | () | Sets the object's Parent to nil, and does the same for all its descendants. |
| Instance:remove | () | |
| Instance:RemoveTag | () | Removes a tag from the instance. |
| Instance:ResetPropertyToDefault | () | Resets a property to its default value. |
| Instance:SetAttribute | () | Sets the attribute with the given name to the given value. |
| Instance:WaitForChild | Instance | Returns the child of the Instance with the given name. If the child does not exist, it will yield the current thread until it does. |
Inherited from Object
| Name | Type / Returns | Description |
|---|---|---|
| Object:GetPropertyChangedSignal | RBXScriptSignal | Get an event that fires when a given property of the object changes. |
| Object:IsA | boolean | Returns true if an object's class matches or inherits from a given class. |
| Object:isA | boolean |
HumanoidDescription:AddEmote
AddEmote will add an Emote asset to the description given a name and its asset ID. The asset ID must be for an "Emote" asset (see Featured emotes in the Catalog).
You can add multiple emotes of the same name. All emotes of the same name can be removed using RemoveEmote. If an emote with the same ID is added under the same name, EmotesChanged fires.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. GetEmotes, which can be used to retrieve the emotes that have been added by this functionSetEmotesandRemoveEmote, which also manipulate what emotes have been addedEmotesChanged, which fires after this function is called
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| name | string | A string that identifies what emote is being added. Example: "Salute". | |
| assetId | int64 | An emote asset ID. |
Returns
| Type | Description |
|---|---|
| () |
| Field | Value |
|---|---|
| security | None |
| thread safety | Unsafe |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription:GetAccessories
Returns a table of an avatar's current accessories. If the second parameter (includeRigidAccessories) is true then the returned table will also include entries for rigid accessories from the rigid accessory properties.
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| includeRigidAccessories | boolean | Set to true if rigid accessories from the rigid accessory properties should also be included in the return array. False means only include layered clothing accessories from the AccessoryBlob. |
Returns
| Type | Description |
|---|---|
| List | Returns an array where each entry specifies for an individual accessory the AccessoryType, AssetId, IsLayered, Order and Puffiness. |
| Field | Value |
|---|---|
| security | None |
| thread safety | Unsafe |
| capabilities | ["AvatarAppearance"] |
Code samples: View on Creator Hub (get-accessories).
HumanoidDescription:GetEmotes
GetEmotes returns a dictionary of emotes that have been added or set to this description. The keys of this dictionary are the names of the emotes, and the values are a non-empty array of emote IDs for that name.
Example
local hd = Instance.new("HumanoidDescription")
hd:AddEmote("Salute", 3360689775)
local emotes = hd:GetEmotes()
for name, ids in emotes do
print(("The emote %s has %d ids:"):format(name, #ids))
for _, id in ids do
print(id)
end
end See also:
- HumanoidDescription System, for more information on
HumanoidDescription. SetEmotesandAddEmote, which can add emotes that may be returned by this functionEmotesChanged, which fires with the value returned this function after it may have changed
Returns
| Type | Description |
|---|---|
| Dictionary | A dictionary of emotes where the key is the emote name and the value is an array of emote asset IDs. Example: lua { Salute = {3360689775}, Agree = {4849487550}, Disagree = {4849495710} } . |
| Field | Value |
|---|---|
| security | None |
| thread safety | Unsafe |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription:GetEquippedEmotes
GetEquippedEmotes returns an array of tables which indicate the Name and Slot of each equipped emote as it was set by SetEquippedEmotes.
Example
local hd = Instance.new("HumanoidDescription")
hd:SetEmotes({Salute = {3360689775}, Agree = {4849487550}})
hd:SetEquippedEmotes({"Salute", "Agree"})
-- Iterate over the equipped emotes:
for _, t in hd:GetEquippedEmotes() do
print(("In slot %d: emote %s is equipped"):format(t.Slot, t.Name))
end See also:
- HumanoidDescription System, for more information on
HumanoidDescription. SetEquippedEmotes, which sets the currently equipped emotes and changes what this function returnsEquippedEmotesChanged, which fires when the function returned by this value may have changed
Returns
| Type | Description |
|---|---|
| Array | An array of tables describing the name and slot which each emote is equipped. Example: lua { {Slot = 3, Name = "Salute"}, {Slot = 2, Name = "Agree"}, {Slot = 1, Name = "Disagree"}, } . |
| Field | Value |
|---|---|
| security | None |
| thread safety | Unsafe |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription:RemoveEmote
RemoveEmote removes all emotes from the description that have been added or set under the given name. If there are no added emotes with the given name, no error is thrown and EmotesChanged does not fire.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. SetEmotesandAddEmote, which can add emotes that may be removedGetEmotes, which can retrieve a dictionary of emotes that may be removed
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| name | string | The name of the emote as it was set or added. |
Returns
| Type | Description |
|---|---|
| () |
| Field | Value |
|---|---|
| security | None |
| thread safety | Unsafe |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription:SetAccessories
Accepts a table that sets the accessories and related properties for an avatar. If the second parameter (includeRigidAccessories) is true, then this function can also be used to set the rigid accessories in the rigid accessory properties. In this case any table entry that does not have an Order will be considered a rigid accessory and put in the appropriate property according to the AccessoryType.
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| accessories | Array | Each entry specifies for an individual accessory the AccessoryType, AssetId, IsLayered, Order and Puffiness. | |
| includeRigidAccessories | boolean | Set to true if rigid accessories are also included in the passed in array (they would have to not specify Order). |
Returns
| Type | Description |
|---|---|
| () |
| Field | Value |
|---|---|
| security | None |
| thread safety | Unsafe |
| capabilities | ["AvatarAppearance"] |
Code samples: View on Creator Hub (set-accessories).
HumanoidDescription:SetEmotes
SetEmotes sets all of the emotes on this description given a table similar to that returned by GetEmotes. It fires EmotesChanged
Example
local emotes = {
Salute = {3360689775}, -- Syntax note: can also use ["Salute"] = ...
Agree = {4849487550},
Disagree = {4849495710}
}
local hd = Instance.new("HumanoidDescription")
hd:SetEmotes(emotes) See also:
- HumanoidDescription System, for more information on
HumanoidDescription. AddEmoteandRemoveEmotewhich can modify the added emotes on an individual levelEmotesChanged, which fires when this function is called
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| emotes | Dictionary | A dictionary of emotes where the key is the emote name and the value is an array of emote asset IDs. Example: lua { Salute = {3360689775}, Agree = {4849487550}, Disagree = {4849495710} } . |
Returns
| Type | Description |
|---|---|
| () |
| Field | Value |
|---|---|
| security | None |
| thread safety | Unsafe |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription:SetEquippedEmotes
SetEquippedEmotes sets the currently equipped emotes given an array of emote names as they were passed to AddEmote or SetEmotes. It can also take an array of tables similar to that returned by GetEquippedEmotes. Calling this function fires EquippedEmotesChanged.
Example
local hd = Instance.new("HumanoidDescription")
hd:SetEmotes({Salute = {3360689775}, Agree = {4849487550}})
-- Can provide either an array of strings... (index is slot number)
hd:SetEquippedEmotes({"Salute", "Agree"})
-- ...or an array of tables as returned by GetEquippedEmotes (Slot and Name keys set)
hd:SetEquippedEmotes({{Slot = 1, Name = "Salute"}, {Slot = 2, Name = "Agree"}}) See also:
- HumanoidDescription System, for more information on
HumanoidDescription. GetEquippedEmotes, which returns a value describing the equipped emotes set by this functionEquippedEmotesChanged, which fires when this function is called
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| equippedEmotes | Array | An array of emote names. Example: lua { "Disagree", "Agree", "Salute" } – OR – An array of tables describing the name and slot which each emote is equipped. Example: lua { {Slot = 3, Name = "Salute"}, {Slot = 2, Name = "Agree"}, {Slot = 1, Name = "Disagree"}, } . |
Returns
| Type | Description |
|---|---|
| () |
| Field | Value |
|---|---|
| security | None |
| thread safety | Unsafe |
| capabilities | ["AvatarAppearance"] |
Events
| Name | Type / Returns | Description |
|---|---|---|
| HumanoidDescription.EmotesChanged | Fires when emotes are added, removed or set on this description. | |
| HumanoidDescription.EquippedEmotesChanged | Fires when the equipped emotes are set on this description. |
Inherited from Instance
| Name | Type / Returns | Description |
|---|---|---|
| Instance.AncestryChanged | Fires when the Instance.Parent property of this object or one of its ancestors is changed. | |
| Instance.AttributeChanged | Fires whenever an attribute is changed on the Instance. | |
| Instance.ChildAdded | Fires after an object is parented to this Instance. | |
| Instance.childAdded | ||
| Instance.ChildRemoved | Fires after a child is removed from this Instance. | |
| Instance.DescendantAdded | Fires after a descendant is added to the Instance. | |
| Instance.DescendantRemoving | Fires immediately before a descendant of the Instance is removed. | |
| Instance.Destroying | Fires immediately before (or is deferred until after) the instance is destroyed via Instance:Destroy(). | |
| Instance.StyledPropertiesChanged | Fires whenever any style property is changed on the instance, including when a property is set to nil. |
Inherited from Object
| Name | Type / Returns | Description |
|---|---|---|
| Object.Changed | Fires immediately after a property of the object changes, with some limitations. |
HumanoidDescription.EmotesChanged
EmotesChanged fires when emotes are added, removed or set on the description. The event fires with the new emote table as returned by GetEmotes.
If AddEmote is called with the same name and ID as an existing emote, this event fires.
See also:
- HumanoidDescription System, for more information on
HumanoidDescription. AddEmote,RemoveEmoteandHumanoidDescription:SetEmotes(), which can cause this event to be fired
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| newEmotes | Dictionary | A dictionary of emotes where the key is the emote name and the value is an array of emote asset IDs. Example: lua { Salute = {3360689775}, Agree = {4849487550}, Disagree = {4849495710} } . |
| Field | Value |
|---|---|
| security | None |
| capabilities | ["AvatarAppearance"] |
HumanoidDescription.EquippedEmotesChanged
EquippedEmotesChanged fires when the equipped emotes are set on this description using SetEquippedEmotes. It provides the new equipped emotes in a table like that returned by GetEquippedEmotes.
Example
local hd = Instance.new("HumanoidDescription")
hd.EquippedEmotesChanged:Connect(function(equippedEmotes)
print(("We have %d emotes equipped"):format(#equippedEmotes))
for _, t in equippedEmotes do
print(("In slot %d: emote %s is equipped"):format(t.Slot, t.Name))
end
end)
hd:SetEquippedEmotes({"Salute", "Agree"}) --> We have 2 emotes equipped See also:
- HumanoidDescription System, for more information on
HumanoidDescription. SetEquippedEmotes, which fires this eventGetEquippedEmotes, which can be used to query the currently equipped emotes without this event firing
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| newEquippedEmotes | Array | An array of tables describing the name and slot which each emote is equipped. Example: lua { {Slot = 3, Name = "Salute"}, {Slot = 2, Name = "Agree"}, {Slot = 1, Name = "Disagree"}, } . |
| Field | Value |
|---|---|
| security | None |
| capabilities | ["AvatarAppearance"] |