Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.
Avatar Setup specifications
Avatar Setup supports the automatic conversion of basic custom models to Roblox-ready bodies, rigid accessories, and layered accessories. By bundling your models together, you can automatically setup multiple custom models into avatar items for use in-game or for upload to the Marketplace.
Character bodies
Avatar Setup can attempt to process a 3D model into a Roblox-ready character body model. This is one of the most common use cases for Avatar Setup and can help you save time by automating the rigging, caging, and other configurations required to make a Roblox-ready avatar character that you can upload to the Marketplace.
Avatar assets like rigid accessories and layered accessories may require processing with a base body. Avatar Setup is able to use this base body as a mannequin, creating more accurate attachment points and other components to ensure a better fit. If converting rigid or layered accessories, you must bundle them with a base body for fitting.
Supported inputs
Avatar Setup detects the following partial avatar body inputs:
| Reference Image | Avatar Setup support |
|---|---|
Note A single or multiple mesh body with no rigging. The most common input is a single mesh object that doesn't include rigging data or other components. The input character body must meet Avatar Setup's model requirements. | |
| Note A single or multiple mesh body with only body rigging. If the provided meshes include a compatible standard or advanced R15 rigging armature, Avatar Setup uses the provided rig and creates a facial rig and all other components. | |
| Note A multiple mesh with only facial rigging. If you intend to use your own custom facial rigging, set the FaceRootJoint (and all child bones) as a child of the standard or advanced rigging armature's head joint. For more information, see the optional rig requirements. | |
| Note A single mesh body with both body and facial rigging. If the character body's rigging armature, facial rig, and appropriate FACS data are included, Avatar Setup preserves that data and only generates the missing Roblox-specific components. Character bodies comprised of multiple meshes are not supported for this input. |
Mesh requirements
To achieve the best results when converting a model to a Roblox-ready avatar character body, it's important to configure your base model so the tool can properly generate avatar components.
Note
Many existing downloadable resources for avatar character bodies do not follow the Avatar Setup requirements below. Existing avatar references may need modification to ensure the asset follows the Avatar Setup models.
See the specific character reference models for assets that were created for Avatar Setup requirements.
The full requirements for the input character body model are as follows:
- Single or multiple mesh — In most cases, Avatar Setup accepts character bodies comprised of 1 or more meshes. If your character body includes multiple meshes, the tool automatically recombines all selected meshes as a single mesh, then decimates the combined parts to the appropriate body part structure.
Note
When you provide the standard 15 body part meshes that adhere to the required body part naming conventions, Avatar Setup attempts to place joints according to the user-partitioned body parts.
5 distinct head components — Whether you are using a single or multi-mesh character body model, the following head components are required:
- 2 eyes — Heads must include 2 connected eyebags containing half-sphere eyes that do not share any vertices with the head component.
- 3 mouthparts — Heads must include a connected mouthbag that houses the upper teeth, lower teeth, and tongue. Each of these mouthparts must be singly connected and not share any vertices with each other or with the head mesh.


Head geometry must not share vertices — Eyeballs, teeth, and tongue must be part of the model without sharing vertices with the body mesh.


Within triangle budget — The total character body mesh resolution must be within 10,742 triangles. Use the following guidance to ensure each part doesn't exceed expected polycounts:
Body part grouping Maximum triangles Maximum quads Head 4000 2000 Arms 1248 per arm 624 per arm Legs 1248 per leg 624 per arm Torso 1750 875 Total: 10,742 5495
Note
Avatar Setup segments and adds caps to the character's limbs, which may add to your total polycount. If your character body model is close to the polycount limit, the additional geometry may cause validation failures.
- Humanoid shape — The character body must follow a general humanoid shape, with two arms, two legs, a torso, and a head.
- A-pose or T-Pose — The character body should form an upright A-pose or T-Pose.
- Character bodies with I-pose may yield lower quality results.
- Ensure that no limbs obscure or overlap each other from the front view.
- Negative Z Axis — The character body's front should face the negative Z axis.
- Symmetrical — Asymmetrical character bodies may work on a case-to-case basis. Position the center of the body with the Y-axis to improve the accuracy of the result. If your asymmetrical model experiences setup issues, try using a more symmetrical version.
- Watertight — Ensure the model is watertight in all regions with the exception of the eyes and mouth. Watertight means that there are no holes in the mesh and no back faces are exposed.
- No accessories — Do not include any accessories, including face accessories, such as hair, eyebrows, beards, and eyelashes.
- Distinct neck area — Keep the neck distinct and not merged with the shoulders or upper torso.
- Includes texture — Models should include one or more texture maps. If the input character body includes multiple textures, the tool bakes the textures to a single map. This applies to PBR textures where the four textures are baked — one for each albedo, normal, metalness and roughness.
- Follows Community Standards and Marketplace policies — The model must conform to Roblox's Community Standards and Marketplace policies.
Rig requirements
Note
You do not need to include a custom rigging armature with your character body to use Avatar Setup. If you provide the standard 15 body part meshes that adhere to the required body part naming conventions without a rig, Avatar Setup attempts to generate joints according to the user-partitioned body parts.
To ensure that Avatar Setup uses your own custom body rig instead of generating you a new one:
- Ensure that your bones (Blender) or joints (Maya) meet Roblox's rigging armature requirements, and double-check naming conventions and hierarchy.
- Body rigs should not include additional bones beyond the standard or advanced R15 rigging armature specifications, and facial rigs (no bone limit) should be correctly parented to a
RootFaceJoint.
To ensure that Avatar Setup uses your own custom face rig with FACS data:
A standard or advanced R15 rigging armature is required when submitting custom facial rigs and facial animation data. Review supported character body inputs to ensure you are submitting a supported body input and facial rig combination.
Facial rig must include a
RootFaceJointbone (usually mapped asDynamicHead) whose parent is theHeadjoint of the standard rigging armature.All the other facial animation joints are descendants of the
RootFaceJoint, and not direct children of theHeadjoint.Animations need to be provided for the 17 required poses, at minimum.
Neutral animation must map to frame
0.Since the head is part of the single mesh with the body, the facial animation mappings must be included with the single character body mesh:
- The mapping between animation frames and facial poses are stored in the extra attributes / custom properties of the provided single mesh.
- The name of the root face joint is stored in the extra attributes / custom properties of the single mesh, mapping
RootFaceJointto the corresponding name (usuallyDynamicHead).
Examples of non-supported bodies
The following are common examples of bodies that may not yield expected results with Avatar Setup:
Non-supported model examples
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Rigid accessories
Note
You must bundle your rigid and layered accessory models with a base body to utilize Avatar Setup. For more information, see supported inputs.
Avatar Setup can convert models into rigid accessories and configure their scale type and attachment point requirements.
To convert a mesh model into a rigid accessory:
- Fit the model onto a base body in Studio or your 3D modeling software.
- Bundle the assets together in a single
Folder. - Use Avatar Setup on your folder of assets.
During this process, you can designate individual meshes or models as rigid accessories, layered accessories, or body parts. After conversion, a prompt displays allowing you to select the specific Asset Type.
For best results, ensure your models adhere to Roblox's rigid accessory geometry specifications.
Supported inputs
Rigid accessory meshes must be bundled with a character body for Avatar Setup to configure correctly. See the following supported inputs for rigid accessory meshes:
| Input object | Avatar Setup generates |
|---|---|
| [`Accessory`](/docs/accessory) containing layered accessory mesh, `BodyPartScaleType`, and attachment points |
Layered accessories
Avatar Setup can convert models into layered accessories and add in rigging and caging data that normally requires manual configuration in a separate software.
To convert a mesh model into an accessory using Avatar Setup:
- Fit the model onto a base character body in Studio or your 3D modeling software.
- (Optional) For best results, bundle the assets together in a single
Folder. - Use Avatar Setup on your folder of assets.
During this process, you will be able to designate individual meshes or models as rigid accessories, layered accessories, or body parts. After conversion, a prompt displays allowing you to select the specific Asset Type.
For best results, ensure your models adhere to Roblox's layered accessory geometry specifications.
Supported inputs
Avatar Setup can configure layered accessory models into a layered Accessory complete with caging and rigging data. While Avatar Setup can configure models without a bundled body, you may find better results if you include a base character body for setup.
| Input object | Avatar Setup generates |
|---|---|
| [`Model`](/docs/model) containing layered accessory mesh object with no additional components (this is the object created when importing a custom 3D object) |
Note Without an accompanying character body asset, Avatar Setup makes a best effort for generating cage data. |
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Bundle multiple assets
Avatar Setup can process multiple rigid or layered accessory models with a single character body model. To submit multiple models in the Avatar Setup tool, parent your models within a single folder.
To parent your objects to folder:
- In the Explorer window, hold Shift and select the
Modelobjects you intend to process with Avatar Setup. Ensure you are selecting a supported base character body as one of theModelobjects. - Right-click and select Group as Folder.
- Select the
Folderand then select the Avatar Setup tool to begin processing.
Note
You must bundle your rigid and layered accessory models with a base character body to utilize Avatar Setup.