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Rigid Accessory Specifications
Rigid accessory specifications lists the specific technical requirements for basic avatar accessories.

When creating rigid accessories for Roblox, it's important to meet specific technical requirements to ensure compatibility and optimize for performance and quality. Many of these requirements must be applied when designing and modeling your asset in a third-party modeling application.

Although rigid accessories and layerable clothing accessories share many technical requirements, layerable accessories must include additional components to ensure the accessories deform and stretch appropriately on different body scales.

If you are intending to publish and sell these assets on the Marketplace, there are additional Marketplace Policy standards that you must follow for any accessory or clothing item.

When ready to export, see Export Requirements for mesh export settings for Blender and Maya.

If creating other types of 3D models:
  • When creating a generic mesh, your model must meet [General Mesh Specifications](../modeling/specifications.md).

  • When creating a clothing accessory model, see [Clothing Specifications](../../art/accessories/clothing-specifications.md).

  • when creating avatar characters, see [Avatar Specifications](../../art/characters/specifications.md).

Geometry and Budgets

  • Single Mesh - Accessories must be a single mesh.
  • Budgets - Accessories can't exceed 4k triangles.
  • Watertight - All geometry must be watertight without exposed holes or backfaces.
  • Use quads whenever possible. Avoid faces with 5 or more sides.
  • Mesh Size - Depending on the type of accessory asset, meshes must follow a standard size (in studs, centered on attachment point) depending on the body scale it is designed for.

Body Scale

Roblox supports 3 types of body scales: Classic, Normal, and Slender. When designing your accessory, the size of your accessory cannot exceed the following sizes based on body scale and accessory asset type.

See Body Scale for more information on the different types of body proportions Roblox supports.

You can use tools like the [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md) to help visualize and adjust the scale of your mesh on a mannequin within a visualized boundary before uploading and publishing the asset.

Classic

Asset Type Width (X) Height (Y) Depth (Z)
Hat 3 4 3
Hair 3 5*
(Not centered: 2 up, 3 down)
3.5*
(Not centered: 1.5 front, 2 behind)
Face 3 2 2
Eyebrow and Eyelashes 1.5 0.5 0.5
Neck 3 3 2
Shoulder (attached to NeckAttachment) 7 3 3
Shoulder (other) 3 3 3
Front 3 3 3
Back 10 7 4.5*
(Not centered: 1.5 front, 3 behind)
Waist 4 3.5*
(Not centered: 1.5 up, 2 down)
7

Normal

Asset Type Width (X) Height (Y) Depth (Z)
Hat 1.87 2.5 1.87
Hair 1.87 3.12*
(Not centered: 1.25 up, 1.875 down)
2.18*
(Not centered: 0.9375 front, 1.25 behind)
Face 1.87 1.25 1.25
Eyebrow and Eyelashes 1.5 0.5 0.5
Neck 2.95 3.68 2.16
Shoulder (attached to NeckAttachment) 6.90 3.68 3.24
Shoulder (attached to RightCollarAttachment, LeftCollarAttachment) 2.95 3.68 3.24
Shoulder (attached to RightShoulderAttachment, LeftShoulderAttachment) 2.67 4.40 3.09
Front 2.95 3.68 3.24
Back 9.86 8.59 4.87*
(Not centered: 1.623 front, 3.246 behind)
Waist 3.94 4.29*
(Not centered: 1.842 up, 2.457 down)
7.57

Slender

Asset Type Width (X) Height (Y) Depth (Z)
Hat 1.78 2.5 1.78
Hair 1.78 3.12*
(Not centered: 1.25 up, 1.875 down)
2.08*
(Not centered: 10.892 front, 1.189 behind)
Face 1.78 1.25 1.18
Eyebrow and Eyelashes 1.5 0.5 0.5
Neck 2.59 3.39 1.92
Shoulder (attached to NeckAttachment) 6.05 3.39 2.88
Shoulder (attached to RightCollarAttachment, LeftCollarAttachment) 2.59 3.39 2.88
Shoulder (attached to RightShoulderAttachment, LeftShoulderAttachment) 2.37 3.96 2.75
Front 2.59 3.39 2.88
Back 8.64 7.91 4.32*
(Not centered: 1.443 front, 2.886 behind)
Waist 3.76 3.29*
(Not centered: 1.414 up, 1.885 down)
6.73

Attachment Points

Attachments are points on the accessory model that connect to another attachment of the same name on a character model.

The Accessory Fitting Tool automatically applies the following specifications for attachments on clothing assets:

  • One attachment - Each accessory, including layered clothing, require at least one attachment point to its associated body part.
  • Naming Convention - The Class.Attachment name must follow a specific naming convention depending on the Class.Accessory.AccessoryType. The Accessory Fitting Tool generates an appropriate Class.Attachment name automatically.

If setting attachment names manually, use the following Class.Attachment name for each accessory type:

Accessory Type Attachment Name
Hat `HatAttachment`
Hair `HairAttachment`
Back `BodyBackAttachment`
Waist `WaistFrontAttachment`, `WaistCenterAttachment`, `WaistBackAttachment`
Shoulder `RightShoulderAttachment`, `RightCollarAttachment`, `NeckAttachment`, `LeftCollarAttachment`, `LeftShoulderAttachment`
Face, Eyelash, Eyebrow `FaceFrontAttachment`, `FaceCenterAttachment`
Neck `NeckAttachment`
Front `BodyFrontAttachment`
  • Shoulders and Collars - Even though they are in similar locations, Shoulder and Collar attachment points interact with character rigs differently for rigid accessories.
    • Items using RightShoulderAttachment or LeftShoulderAttachment move with the character's arm.
    • Items using RightCollarAttachment or LeftCollarAttachment do not move with the character's arm.

Layered Properties

Accessories, such as clothing items, which stretch and fit around any character body type, must include additional configurations to achieve the layering effect. See Clothing Specifications for specifications required to create layerable accessories.

Marketplace Requirements

Your items must meet the following requirements before you upload them to the Marketplace to sell:

  • Ensure that your items adhere to the Marketplace Program Guidelines.
  • Whenever applicable, ensure that your items adhere to Roblox's custom mesh specifications.
  • Object Class.MeshPart.Material|Material is set to Plastic.
  • Object Class.MeshPart.Transparency|Transparency is set to 0.
  • Object Class.MeshPart.VertexColor|VertexColor is the default 1, 1, 1.
  • Your Class.Accessory instance does not contain extraneous objects, like Class.Script or additional Class.Part instances.