Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.
Remove extra bones
The helper bones used to help place the head geometries also require removal to validate correctly. While these extra bones do not include any skinning data, do not delete any of the facial animation bones parented within DynamicHead, as these include important skinning data that drives facial animation.
Note
Failure to combine head geometry and remove head bones will cause issues with validation, as the character will no longer adhere to the standard geometry and joint hierarchy.
Remove the additional head bones by selecting them and deleting them in edit mode:
If required for your template, toggle visibility on your Armature object. The bones display in the viewport.
In the Outliner, expand the character's armature object and find the Joints object that parents the bone structure of the character.
Expand the Joints object's hierarchy by holding Shift and clicking the expansion dropdown.
In the viewport, select any bone and switch to Edit mode.
Under the
Headjoint, hold Shift and select all the head child joints exceptDynamicHead.
With the extra head bones selected, right-click in the viewport and select Delete Selected Bones from the contextual menu.