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Class

HumanoidDescription

Inherits
Instance › Object
Memory category
Instances

Describes the appearance of a Humanoid character including body parts, accessories, colors, scales, animations, and emotes.

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:

See also:

Properties 41#

AccessoryBlobstringA 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.ReadSafeNotReplicatedNotScriptable
BackAccessorystringA 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).ReadSafeNotReplicated
BodyTypeScalefloatDetermines 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).ReadSafe
ClimbAnimationint64When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Climbing.ReadSafe
DepthScalefloatDetermines by what factor the depth (back-to-front distance) of a Humanoid is scaled.ReadSafe
Faceint64Determines the asset ID of the Face to be applied to the Humanoid.ReadSafe
FaceAccessorystringA 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).ReadSafeNotReplicated
FallAnimationint64When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Freefall.ReadSafe
FrontAccessorystringA 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).ReadSafeNotReplicated
GraphicTShirtint64Determines the Graphic used by a ShirtGraphic.ReadSafe
HairAccessorystringA 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.ReadSafeNotReplicated
HatAccessorystringA comma-separated list of asset IDs that will be added as Accessories to a Humanoid rig when applied, usually those attached to its head.ReadSafeNotReplicated
Headint64Determines the asset ID of the Head to be applied to the Humanoid.ReadSafeNotReplicated
HeadColorColor3Determines the BodyColors.HeadColor3 and BodyColors.HeadColor of a Humanoid when applied.ReadSafeNotReplicated
HeadScalefloatDetermines by what factor the Head object of a Humanoid is scaled, as well as any accessories attached to it.ReadSafe
HeightScalefloatDetermines by what factor the height (top-to-bottom distance) of a Humanoid is scaled, as well as all accessories not attached to its head.ReadSafe
IdleAnimationint64When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Running at a speed near zero.ReadSafe
JumpAnimationint64When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Jumping.ReadSafe
LeftArmint64Determines the asset ID of the LeftArm to be applied to the Humanoid.ReadSafeNotReplicated
LeftArmColorColor3Determines the BodyColors.LeftArmColor3 and BodyColors.LeftArmColor of a Humanoid when applied.ReadSafeNotReplicated
LeftLegint64Determines the asset ID of the LeftLeg to be applied to the Humanoid.ReadSafeNotReplicated
LeftLegColorColor3Determines the BodyColors.LeftLegColor3 and BodyColors.LeftLegColor of a Humanoid when applied.ReadSafeNotReplicated
MoodAnimationint64When 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.ReadSafe
NeckAccessorystringA 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).ReadSafeNotReplicated
Pantsint64Determines the PantsTemplate used by a Pants instance.ReadSafe
ProportionScalefloatDetermines how wide (0) or narrow (1) a Humanoid rig is.ReadSafe
RightArmint64Determines the asset ID of the RightArm to be applied to the Humanoid.ReadSafeNotReplicated
RightArmColorColor3Determines the BodyColors.RightArmColor3 and BodyColors.RightArmColor of a Humanoid when applied.ReadSafeNotReplicated
RightLegint64Determines the asset ID of the RightLeg to be applied to the Humanoid.ReadSafeNotReplicated
RightLegColorColor3Determines the BodyColors.RightLegColor3 and BodyColors.RightLegColor of a Humanoid when applied.ReadSafeNotReplicated
RunAnimationint64When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Running at a moderate speed.ReadSafe
Shirtint64Determines the ShirtTemplate used by a Shirt instance.ReadSafe
ShouldersAccessorystringA 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).ReadSafeNotReplicated
StaticFacialAnimationbooleanWhen true, disables facial animations on a Dynamic Head, displaying a static mood pose instead. Defaults to false.ReadSafe
SwimAnimationint64When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Swimming.ReadSafe
Torsoint64Determines the asset ID of the Torso to be applied to the Humanoid.ReadSafeNotReplicated
TorsoColorColor3Determines the BodyColors.TorsoColor3 and BodyColors.TorsoColor of a Humanoid when applied.ReadSafeNotReplicated
UseAvatarSettingsbooleanWhen true, applying this description also applies the experience's Avatar Settings to the resulting model. Defaults to false.ReadSafe
WaistAccessorystringA 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).ReadSafeNotReplicated
WalkAnimationint64When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Running at a low speed.ReadSafe
WidthScalefloatDetermines by what factor the width (left-to-right distance) of a Humanoid is scaled, as well as all accessories not attached to its head.ReadSafe

AccessoryBlob: string#

NotReplicatedNotScriptableReadSafe

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.

BackAccessory: string#

NotReplicatedReadSafe

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:

BodyTypeScale: float#

ReadSafe

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#

ClimbAnimation: int64#

ReadSafe

When this description is applied to a Humanoid, ClimbAnimation determines the Animation.AnimationId to play when its state is Climbing.

See also:

DepthScale: float#

ReadSafe

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#

Face: int64#

ReadSafe

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:

FaceAccessory: string#

NotReplicatedReadSafe

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:

FallAnimation: int64#

ReadSafe

When this description is applied to a Humanoid, FallAnimation determines the Animation.AnimationId to play when its state is Freefall.

See also:

FrontAccessory: string#

NotReplicatedReadSafe

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:

GraphicTShirt: int64#

ReadSafe

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#

HairAccessory: string#

NotReplicatedReadSafe

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:

HatAccessory: string#

NotReplicatedReadSafe

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:

HeadColor: Color3#

NotReplicatedReadSafe

HeadColor determines the BodyColors.HeadColor3 and BodyColors.HeadColor of a Humanoid when the description is applied.

See also:

HeadScale: float#

ReadSafe

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#

HeightScale: float#

ReadSafe

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#

IdleAnimation: int64#

ReadSafe

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:

JumpAnimation: int64#

ReadSafe

When this description is applied to a Humanoid, JumpAnimation determines the Animation.AnimationId to play when its state is Jumping.

See also:

LeftArm: int64#

NotReplicatedReadSafe

LeftArm determines the asset ID of the LeftArm to be applied to a Humanoid.

See also:

LeftArmColor: Color3#

NotReplicatedReadSafe

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:

LeftLeg: int64#

NotReplicatedReadSafe

LeftLeg determines the asset ID of the LeftLeg to be applied to a Humanoid.

See also:

LeftLegColor: Color3#

NotReplicatedReadSafe

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:

MoodAnimation: int64#

ReadSafe

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:

NeckAccessory: string#

NotReplicatedReadSafe

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:

Pants: int64#

ReadSafe

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#

ProportionScale: float#

ReadSafe

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#

RightArm: int64#

NotReplicatedReadSafe

RightArm determines the asset ID of the RightArm to be applied to a Humanoid.

See also:

RightArmColor: Color3#

NotReplicatedReadSafe

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:

RightLeg: int64#

NotReplicatedReadSafe

RightLeg determines the asset ID of the RightLeg to be applied to a Humanoid.

See also:

RightLegColor: Color3#

NotReplicatedReadSafe

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:

RunAnimation: int64#

ReadSafe

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:

Shirt: int64#

ReadSafe

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#

ShouldersAccessory: string#

NotReplicatedReadSafe

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:

StaticFacialAnimation: boolean#

ReadSafe

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:

SwimAnimation: int64#

ReadSafe

When this description is applied to a Humanoid, SwimAnimation determines the Animation.AnimationId to play when its state is Swimming

See also:

Torso: int64#

NotReplicatedReadSafe

Torso determines the asset ID of the Torso to be applied to a Humanoid.

See also:

TorsoColor: Color3#

NotReplicatedReadSafe

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:

UseAvatarSettings: boolean#

ReadSafe

When true, Humanoid:ApplyDescriptionAsync or Players:CreateHumanoidModelFromDescriptionAsync will also apply the Avatar Settings set for the universe to the model.

WaistAccessory: string#

NotReplicatedReadSafe

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:

WalkAnimation: int64#

ReadSafe

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:

WidthScale: float#

ReadSafe

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#

Methods 8#

AddEmoteAdds the emote to the description given a name and its asset ID.
GetAccessoriesReturns a table of an avatar's current accessories.
GetEmotesReturns a dictionary of emotes that have been added or set to this description.
GetEquippedEmotesReturns an array of tables describing the equipped emotes that have been set.
RemoveEmoteRemoves any emotes that have been added under the given name.
SetAccessoriesAccepts a table that sets the accessories and related properties for an avatar.
SetEmotesSets all of the emotes on this description.
SetEquippedEmotesSets the currently equipped emotes given an array of emote names.

AddEmote(name: string, assetId: int64): ()#

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:

NameTypeDefaultDescription
namestringA string that identifies what emote is being added. Example: "Salute".
assetIdint64An emote asset ID.
Returns
  • ()

GetAccessories(includeRigidAccessories: boolean): List<AccessoriesInfo>#

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.

NameTypeDefaultDescription
includeRigidAccessoriesbooleanSet 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
  • List<AccessoriesInfo> — Returns an array where each entry specifies for an individual accessory the AccessoryType, AssetId, IsLayered, Order and Puffiness.

GetEmotes(): Dictionary#

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#

Luau
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:

Returns
  • Dictionary — A dictionary of emotes where the key is the emote name and the value is an array of emote asset IDs. Example:

    Luau
    {
        Salute = {3360689775},
        Agree = {4849487550},
        Disagree = {4849495710}
    }

    .

GetEquippedEmotes(): Array#

GetEquippedEmotes returns an array of tables which indicate the Name and Slot of each equipped emote as it was set by SetEquippedEmotes.

Example#

Luau
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:

Returns
  • Array — An array of tables describing the name and slot which each emote is equipped. Example:

    Luau
    {
        {Slot = 3, Name = "Salute"},
        {Slot = 2, Name = "Agree"},
        {Slot = 1, Name = "Disagree"},
    }

    .

RemoveEmote(name: string): ()#

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:

NameTypeDefaultDescription
namestringThe name of the emote as it was set or added.
Returns
  • ()

SetAccessories(accessories: Array, includeRigidAccessories: boolean): ()#

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.

NameTypeDefaultDescription
accessoriesArrayEach entry specifies for an individual accessory the AccessoryType, AssetId, IsLayered, Order and Puffiness.
includeRigidAccessoriesbooleanSet to true if rigid accessories are also included in the passed in array (they would have to not specify Order).
Returns
  • ()

SetEmotes(emotes: Dictionary): ()#

SetEmotes sets all of the emotes on this description given a table similar to that returned by GetEmotes. It fires EmotesChanged

Example#

Luau
local emotes = {
    Salute = {3360689775}, -- Syntax note: can also use ["Salute"] = ...
    Agree = {4849487550},
    Disagree = {4849495710}
}
local hd = Instance.new("HumanoidDescription")
hd:SetEmotes(emotes)

See also:

NameTypeDefaultDescription
emotesDictionaryA dictionary of emotes where the key is the emote name and the value is an array of emote asset IDs. Example:

Luau
{
    Salute = {3360689775},
    Agree = {4849487550},
    Disagree = {4849495710}
}

.

Returns
  • ()

SetEquippedEmotes(equippedEmotes: Array): ()#

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#

Luau
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:

NameTypeDefaultDescription
equippedEmotesArrayAn array of emote names. Example:

Luau
{ "Disagree", "Agree", "Salute" }

– OR – An array of tables describing the name and slot which each emote is equipped. Example:

Luau
{
    {Slot = 3, Name = "Salute"},
    {Slot = 2, Name = "Agree"},
    {Slot = 1, Name = "Disagree"},
}

.

Returns
  • ()

Events 2#

EmotesChangedFires when emotes are added, removed or set on this description.
EquippedEmotesChangedFires when the equipped emotes are set on this description.

EmotesChanged(newEmotes: Dictionary)#

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:

NameTypeDefaultDescription
newEmotesDictionaryA dictionary of emotes where the key is the emote name and the value is an array of emote asset IDs. Example:

Luau
{
    Salute = {3360689775},
    Agree = {4849487550},
    Disagree = {4849495710}
}

.

EquippedEmotesChanged(newEquippedEmotes: Array)#

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#

Luau
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:

NameTypeDefaultDescription
newEquippedEmotesArrayAn array of tables describing the name and slot which each emote is equipped. Example:

Luau
{
    {Slot = 3, Name = "Salute"},
    {Slot = 2, Name = "Agree"},
    {Slot = 1, Name = "Disagree"},
}

.

Inherited members#

Inherited from Instance 58
Inherited from Object 6
Properties (2)

ClassName, className

Events (1)

Changed