Class
HumanoidDescription
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:
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.
Properties 41#
AccessoryBlobstring | 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.ReadSafeNotReplicatedNotScriptable |
BackAccessorystring | 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).ReadSafeNotReplicated |
BodyTypeScalefloat | 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).ReadSafe |
ClimbAnimationint64 | When this description is applied
to a Humanoid, this determines the Animation.AnimationId
to play when its state is
Climbing.ReadSafe |
DepthScalefloat | Determines by what factor the depth (back-to-front distance) of a
Humanoid is scaled.ReadSafe |
Faceint64 | Determines the asset ID of the Face to be applied to the Humanoid.ReadSafe |
FaceAccessorystring | 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).ReadSafeNotReplicated |
FallAnimationint64 | When this description is applied
to a Humanoid, this determines the Animation.AnimationId
to play when its state is
Freefall.ReadSafe |
FrontAccessorystring | 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).ReadSafeNotReplicated |
GraphicTShirtint64 | Determines the Graphic used by a
ShirtGraphic.ReadSafe |
HairAccessorystring | 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.ReadSafeNotReplicated |
HatAccessorystring | 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.ReadSafeNotReplicated |
Headint64 | Determines the asset ID of the Head to be applied to the Humanoid.ReadSafeNotReplicated |
HeadColorColor3 | Determines the BodyColors.HeadColor3 and
BodyColors.HeadColor of a Humanoid when
applied.ReadSafeNotReplicated |
HeadScalefloat | Determines by what factor the Head object of a Humanoid is
scaled, as well as any accessories attached to it.ReadSafe |
HeightScalefloat | 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.ReadSafe |
IdleAnimationint64 | 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.ReadSafe |
JumpAnimationint64 | When this description is applied
to a Humanoid, this determines the Animation.AnimationId
to play when its state is
Jumping.ReadSafe |
LeftArmint64 | Determines the asset ID of the LeftArm to be applied to the
Humanoid.ReadSafeNotReplicated |
LeftArmColorColor3 | Determines the BodyColors.LeftArmColor3 and
BodyColors.LeftArmColor of a Humanoid when applied.ReadSafeNotReplicated |
LeftLegint64 | Determines the asset ID of the LeftLeg to be applied to the
Humanoid.ReadSafeNotReplicated |
LeftLegColorColor3 | Determines the BodyColors.LeftLegColor3 and
BodyColors.LeftLegColor of a Humanoid when applied.ReadSafeNotReplicated |
MoodAnimationint64 | 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.ReadSafe |
NeckAccessorystring | 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).ReadSafeNotReplicated |
Pantsint64 | Determines the PantsTemplate used by a
Pants instance.ReadSafe |
ProportionScalefloat | Determines how wide (0) or narrow (1) a Humanoid rig is.ReadSafe |
RightArmint64 | Determines the asset ID of the RightArm to be applied to the
Humanoid.ReadSafeNotReplicated |
RightArmColorColor3 | Determines the BodyColors.RightArmColor3 and
BodyColors.RightArmColor of a Humanoid when applied.ReadSafeNotReplicated |
RightLegint64 | Determines the asset ID of the RightLeg to be applied to the
Humanoid.ReadSafeNotReplicated |
RightLegColorColor3 | Determines the BodyColors.RightLegColor3 and
BodyColors.RightLegColor of a Humanoid when applied.ReadSafeNotReplicated |
RunAnimationint64 | When this description is applied
to a Humanoid, this determines the Animation.AnimationId
to play when its state is
Running at a moderate speed.ReadSafe |
Shirtint64 | Determines the ShirtTemplate used by a
Shirt instance.ReadSafe |
ShouldersAccessorystring | 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).ReadSafeNotReplicated |
StaticFacialAnimationboolean | When true, disables facial animations on a Dynamic Head, displaying a
static mood pose instead. Defaults to false.ReadSafe |
SwimAnimationint64 | When this description is applied
to a Humanoid, this determines the Animation.AnimationId
to play when its state is
Swimming.ReadSafe |
Torsoint64 | Determines the asset ID of the Torso to be applied to the
Humanoid.ReadSafeNotReplicated |
TorsoColorColor3 | Determines the BodyColors.TorsoColor3 and
BodyColors.TorsoColor of a Humanoid when applied.ReadSafeNotReplicated |
UseAvatarSettingsboolean | When true, applying this description also applies the experience's
Avatar Settings to the resulting model. Defaults to false.ReadSafe |
WaistAccessorystring | 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).ReadSafeNotReplicated |
WalkAnimationint64 | When this description is applied
to a Humanoid, this determines the Animation.AnimationId
to play when its state is
Running at a low speed.ReadSafe |
WidthScalefloat | 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.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:
- HumanoidDescription System,
for more information on
HumanoidDescription. FaceAccessory,FrontAccessory,HairAccessory,HatAccessory,NeckAccessory,ShouldersAccessoryandWaistAccessory, which are similar properties that apply accessories like this one
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#
- 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
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:
FallAnimation,IdleAnimation,JumpAnimation,RunAnimation,SwimAnimationandWalkAnimation, which are similar properties that determine animations to play on the rig
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#
- HumanoidDescription System,
for more information on
HumanoidDescription. BodyTypeScaleandProportionScale, which can provide more realistic rig proportionsWidthScaleandHeightScale
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:
- 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
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:
- 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
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:
- HumanoidDescription System,
for more information on
HumanoidDescription. ClimbAnimation,IdleAnimation,JumpAnimation,RunAnimation,SwimAnimationandWalkAnimation, which are similar properties that determine animations to play on the rig
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:
- HumanoidDescription System,
for more information on
HumanoidDescription. BackAccessory,FaceAccessory,HairAccessory,HatAccessory,NeckAccessory,ShouldersAccessoryandWaistAccessory, which are similar properties that apply accessories like this one
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#
- 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
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:
- HumanoidDescription System,
for more information on
HumanoidDescription. BackAccessory,FaceAccessory,FrontAccessory,HatAccessory,NeckAccessory,ShouldersAccessoryandWaistAccessory, which are similar properties that apply accessories like this one
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:
- HumanoidDescription System,
for more information on
HumanoidDescription. BackAccessory,FaceAccessory,FrontAccessory,HairAccessory,NeckAccessory,ShouldersAccessoryandWaistAccessory, which are similar properties that apply accessories like this one
Head: int64#
NotReplicatedReadSafe
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
HeadColor: Color3#
NotReplicatedReadSafe
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
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#
- 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
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#
- HumanoidDescription System,
for more information on
HumanoidDescription. BodyTypeScaleandProportionScale, which can provide more realistic rig proportionsWidthScaleandDepthScale
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:
- HumanoidDescription System,
for more information on
HumanoidDescription. ClimbAnimation,FallAnimation,JumpAnimation,RunAnimation,SwimAnimationandWalkAnimation, which are similar properties that determine animations to play on the rig
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:
- HumanoidDescription System,
for more information on
HumanoidDescription. ClimbAnimation,FallAnimation,IdleAnimation,RunAnimation,SwimAnimationandWalkAnimation, which are similar properties that determine animations to play on the rig
LeftArm: int64#
NotReplicatedReadSafe
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
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:
- 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
LeftLeg: int64#
NotReplicatedReadSafe
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
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:
- 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
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:
- HumanoidDescription System,
for more information on
HumanoidDescription. StaticFacialAnimation, which disables animated facial movement so that a Dynamic Head displays a static mood pose instead
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:
- HumanoidDescription System,
for more information on
HumanoidDescription. BackAccessory,FaceAccessory,FrontAccessory,HairAccessory,HatAccessory,ShouldersAccessoryandWaistAccessory, which are similar properties that apply accessories like this one
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#
- 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
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#
- 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
RightArm: int64#
NotReplicatedReadSafe
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
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:
- 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
RightLeg: int64#
NotReplicatedReadSafe
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
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:
- 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
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:
- HumanoidDescription System,
for more information on
HumanoidDescription. ClimbAnimation,FallAnimation,IdleAnimation,JumpAnimation,SwimAnimationandWalkAnimation, which are similar properties that determine animations to play on the rig
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#
- 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
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:
- HumanoidDescription System,
for more information on
HumanoidDescription. BackAccessory,FaceAccessory,FrontAccessory,HairAccessory,HatAccessory,NeckAccessoryandWaistAccessory, which are similar properties that apply accessories like this one
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:
- HumanoidDescription System,
for more information on
HumanoidDescription.
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:
- HumanoidDescription System,
for more information on
HumanoidDescription. ClimbAnimation,FallAnimation,IdleAnimation,JumpAnimation,RunAnimationandWalkAnimation, which are similar properties that determine animations to play on the rig
Torso: int64#
NotReplicatedReadSafe
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
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:
- 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
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:
- HumanoidDescription System,
for more information on
HumanoidDescription. BackAccessory,FaceAccessory,FrontAccessory,HairAccessory,HatAccessory,NeckAccessoryandShouldersAccessory, which are similar properties that apply accessories like this one
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:
- HumanoidDescription System,
for more information on
HumanoidDescription. ClimbAnimation,FallAnimation,IdleAnimation,JumpAnimation,RunAnimationandSwimAnimation, which are similar properties that determine animations to play on the rig
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#
- HumanoidDescription System,
for more information on
HumanoidDescription. BodyTypeScaleandProportionScale, which can provide more realistic rig proportionsHeightScaleandDepthScale
Methods 8#
| AddEmote | Adds the emote to the description given a name and its asset ID. |
| GetAccessories | Returns a table of an avatar's current accessories. |
| GetEmotes | Returns a dictionary of emotes that have been
added or
set to this description. |
| GetEquippedEmotes | Returns an array of tables describing the equipped emotes that have been
set. |
| RemoveEmote | Removes any emotes that have been added under the given name. |
| SetAccessories | Accepts a table that sets the accessories and related properties for an avatar. |
| SetEmotes | Sets all of the emotes on this description. |
| SetEquippedEmotes | Sets 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:
- 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
| Name | Type | Default | Description |
|---|---|---|---|
name | string | A string that identifies what emote is being added. Example:
"Salute". | |
assetId | int64 | An 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.
| 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
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#
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
endSee 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
Dictionary— A dictionary of emotes where the key is the emote name and the value is an array of emote asset IDs. Example:{ 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#
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))
endSee 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
Array— An array of tables describing the name and slot which each emote is equipped. Example:{ {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:
- 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
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.
| 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
()
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#
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
| 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:
. |
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#
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
| Name | Type | Default | Description |
|---|---|---|---|
equippedEmotes | Array | An array of emote names. Example:
– OR – An array of tables describing the name and slot which each emote is equipped. Example: . |
Returns
()
Events 2#
| EmotesChanged | Fires when emotes are added, removed or set on this description. |
| EquippedEmotesChanged | Fires 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:
- HumanoidDescription System,
for more information on
HumanoidDescription. AddEmote,RemoveEmoteandHumanoidDescription:SetEmotes(), which can cause this event to be fired
| 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:
. |
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#
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 equippedSee 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
| Name | Type | Default | Description |
|---|---|---|---|
newEquippedEmotes | Array | An array of tables describing the name and slot which each emote is
equipped. Example:
. |
Inherited members#
Inherited from Instance 58
Properties (10)
Archivable, archivable, Capabilities, IsInSandbox, Name, Parent, PredictionMode, RobloxLocked, Sandboxed, UniqueId
Methods (39)
AddTag, children, ClearAllChildren, Clone, clone, Destroy, destroy, FindFirstAncestor, FindFirstAncestorOfClass, FindFirstAncestorWhichIsA, FindFirstChild, findFirstChild, FindFirstChildOfClass, FindFirstChildWhichIsA, FindFirstDescendant, GetActor, GetAttribute, GetAttributeChangedSignal, GetAttributes, GetChildren, getChildren, GetDebugId, GetDescendants, GetFullName, GetStyled, GetStyledPropertyChangedSignal, GetTags, HasTag, IsAncestorOf, IsDescendantOf, isDescendantOf, IsPropertyModified, QueryDescendants, Remove, remove, RemoveTag, ResetPropertyToDefault, SetAttribute, WaitForChild