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update Open Source Docs from Roblox internal teams
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content/common/navigation/engine/guides.yaml

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path: /projects/data-model
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- title: Client-Server Runtime
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path: /projects/client-server
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- title: Instance Streaming
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path: /workspace/streaming
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- title: Managing
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path: /projects/managing
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- title: Instance Streaming
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path: /workspace/streaming
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- title: Working in Teams # needs some work with naming
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- title: Working in Teams
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section:
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- title: Setting Up a Team
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path: /projects/setting-up-a-team
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- title: Scheduler
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path: /scripting/scheduler
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- title: Multi-Threading
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path:
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/scripting/multithreading
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path: /scripting/multithreading
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# - title: Debouncing
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# path: /scripting/debounce
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- title: Security Tactics and Cheat Mitigation
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path: /production/monetization/business-resources
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- title: Randomized Virtual Items Policy
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path: /production/monetization/randomized-virtual-items-policy
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- title: Game Fund
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path: /production/monetization/game-fund
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- title: Localization
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section:
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- title: Overview
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path: /production/community/
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- title: Event Organizers
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path: /production/community/event-organizers
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- title: Creator Fund
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path: /creator-fund
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- title: Talent Hub Developer Safety
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path: /production/community/talent-hub-developer-safety
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- heading: For Educators

content/en-us/art/accessories/automatic-skinning-transfer.md

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### Modifying Character Cages
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You can modify character cages for the accessories to deform accurately to the expected character surfaces using the automatic skinning transfer. For example, auto-skinning may cause layered accessories to deform based on an incorrect body part because the transfer process is based on the closest distance between the accessory and its inner cage. In the following instance, a beard accessory was modeled using a blocky-type full-body cage. This causes the beard to deform incorrectly because parts of the beard are closer to the character cage's upper chest instead of the chin:
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You can modify character cages for the accessories to deform accurately to the expected character surfaces using the automatic skinning transfer. For example, auto-skinning may cause layered clothing to deform based on an incorrect body part because the transfer process is based on the closest distance between the accessory and its inner cage. In the following instance, a beard accessory was modeled using a blocky-type full-body cage. This causes the beard to deform incorrectly because parts of the beard are closer to the character cage's upper chest instead of the chin:
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<img src="../../assets/avatar/dynamic-heads/creating-face-accessories/Full-Body-Cage.png" width="60%" />
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content/en-us/art/accessories/body-scale.md

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Roblox supports three common avatar sizes, known as **Classic**, **Rthro**, and **Rthro Slender**. This standard sizing helps keep avatar characters consistent, allowing developers to create experiences and environments that can fit commonly sized character models.
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When modeling rigid accessories, like a helmet that contours around a character's head, it's important to use a mannequin to help ensure your proportions fit. The asset provided in this tutorial example was originally modeled using **Rthro** proportions. Layered accessories, such as clothing, don't require body scale specification, since layered assets automatically stretch and deform over any body scale.
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When modeling rigid accessories, like a helmet that contours around a character's head, it's important to use a mannequin to help ensure your proportions fit. The asset provided in this tutorial example was originally modeled using **Rthro** proportions. Layered clothing, such as clothing, don't require body scale specification, since layered assets automatically stretch and deform over any body scale.
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If you are modeling your asset, visit the [references resources](../../avatar/resources.md#references) to download any of the following mesh mannequin:
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content/en-us/art/accessories/classic-clothing.md

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---
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<Alert severity="warning">
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Modern user-generated avatars do not support classic clothing.
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Current user-generated avatars do not support 2D classic clothing. For information on creating modern 3D cosmetics, including rigid accessories and clothing items, see [Getting Started](../../avatar/index.md).
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</Alert>
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Classic clothing are a type of 2D cosmetic item that you can apply to the surface of a classic avatar character. You can [create](#creating) your own classic clothing items and sell them on the [Marketplace](https://www.roblox.com/catalog).
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### T-shirts
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T-shirts are square images applied to the front of an avatar's torso. To make a t-shirt, create a square image (such as 512×512 pixels) and then upload it to Roblox using the [Asset Manager](../../projects/assets/manager.md) to test in your own experience.
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T-shirts are square images applied to the front of an avatar's torso. To make a t-shirt:
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1. Create a square image (such as 512×512 pixels).
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2. Use an image editor to apply changes in the specific square sections of the template images.
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3. Upload it to Roblox using the [Asset Manager](../../projects/assets/manager.md) to test in your own experience.
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4. Follow the [Testing](#testing) steps to ensure your 2D image looks as expected.
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5. Follow the [Uploading](#uploading) steps to upload and sell your asset on the Marketplace.
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### Shirts and Pants
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Classic shirts and pants are image assets that wrap around an avatar's body. To create shirts and pants, [download and unzip](../../assets/accessories/classic-clothing/Classic-Clothing-Templates.zip) the following clothing templates and draw your own art on top. Once completed, you can upload it to Roblox using the [Asset Manager](../../projects/assets/manager.md) to [test](#testing) in your own experience.
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Classic shirts and pants are image assets that wrap around an avatar's body. Because classic shirts and pants have specific size requirements, download and modify the provided template files to begin creating these assets.
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<GridContainer numColumns="2">
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<figure>
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</figure>
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</GridContainer>
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<br />
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The following table includes sizes for each template part:
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<BaseAccordion>
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<AccordionSummary>
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Table of sizes for each template part
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</AccordionSummary>
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<AccordionDetails>
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<table>
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<thead>
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<tr>
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</tr>
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</tbody>
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</table>
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</AccordionDetails>
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</BaseAccordion>
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<Alert severity="info">
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8-bit alpha channels can be used for transparent regions.
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</Alert>
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<br />
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To begin creating classic shirts and pants:
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1. [Download and unzip](../../assets/accessories/classic-clothing/Classic-Clothing-Templates.zip) the following clothing templates to use as a canvas for your art.
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2. When complete, upload the image to Roblox using the [Asset Manager](../../projects/assets/manager.md) to test in your own experience.
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3. Follow the [Testing](#testing) steps to ensure your 2D image looks as expected.
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4. Follow the [Uploading](#uploading) steps to upload and sell your asset on the Marketplace.
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When applying clothing to R15 avatars in Roblox, some limits exist with the templates and may require some testing to get right, as shown in the following examples:
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content/en-us/art/accessories/creating-in-blender.md

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To import and parent the accessory model:
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1. In Blender, open the [rig template project](../../assets/modeling/meshes/reference-files/Rig_and_Attachments_Template.blend). This file contains the default armature required for layered accessories.
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1. In Blender, open the [rig template project](../../assets/modeling/meshes/reference-files/Rig_and_Attachments_Template.blend). This file contains the default armature required for layered clothing.
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<img
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alt="Blender Mannequin Template Project"

content/en-us/art/accessories/creating/index.md

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next: /art/accessories/creating/modeling-setup
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---
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You can create your own custom avatar clothing using Blender and Roblox's downloadable project templates. These project templates include [components required for layered accessories](../../../art/accessories#layered-components), and can double as a mannequin to quickly begin shaping and sculpting your clothing assets. By the end of this tutorial, you will have a clothing asset that contains all the required components for a layered clothing accessory on the Marketplace.
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You can create your own custom avatar clothing using Blender and Roblox's downloadable project templates. These project templates include [components required for layered clothing](../../../art/accessories/layered-clothing.md#components-of-a-layered-clothing-accessory), and can double as a mannequin to quickly begin shaping and sculpting your clothing assets. By the end of this tutorial, you will have a clothing asset that contains all the required components for a layered clothing accessory on the Marketplace.
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<Alert severity ='info'>
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While this content and the provided examples cover the Blender workflow and tools, you can apply the same concepts to other third-party modeling applications.

content/en-us/art/accessories/layered-clothing.md

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<figure><img src="../../assets/art/accessories/Attachment-Data-Model-Example.png" width="80%"/><figcaption>Geometry with the "_Att" suffix automatically convert to `Class.Attachment` objects in Studio</figcaption></figure>
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For layered accessories, the attachment point is used to associate with the correct body part when the body ragdolls or is dismembered. In Studio, attachments are represented by `Class.Attachment` objects.
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For layered clothing, the attachment point is used to associate with the correct body part when the body ragdolls or is dismembered. In Studio, attachments are represented by `Class.Attachment` objects.
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Attachments for clothing items are automatically generated in Studio using the [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md).
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<figure><img src="../../assets/art/accessories/Outer-Cage-Example.png" /><figcaption>The outer cage defines the outer surface of the clothing item where any additional clothes can wrap and layer over</figcaption></figure>
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Cage meshes indicate the inner and outer surfaces of a layered accessory. The inside cage of a t-shirt defines how the t-shirt stretches and fits over a character body. The outer cage of a t-shirt defines how additional layered accessories fit over the t-shirt. In Studio, these cages are represented by `Class.WrapLayer` objects.
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Cage meshes indicate the inner and outer surfaces of a layered accessory. The inside cage of a t-shirt defines how the t-shirt stretches and fits over a character body. The outer cage of a t-shirt defines how additional layered clothing fit over the t-shirt. In Studio, these cages are represented by `Class.WrapLayer` objects.
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## Creation Process
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content/en-us/art/accessories/publishing-eyebrows-eyelashes.md

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description: Eyelashes and eyebrows are optional accessory items you can equip to an avatar to publish in the Marketplace.
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Eyelashes and eyebrows are cosmetics that can help emphasize facial features and create a unique way of customizing a character. Similar to clothing, eyelashes and eyebrows are [3D layered accessories](../../art/accessories#layered-components) that can stretch and fit over different face shapes and can deform and stretch with character face animations.
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Eyelashes and eyebrows are cosmetics that can help emphasize facial features and create a unique way of customizing a character. Similar to clothing, eyelashes and eyebrows are [3D layered clothing](../../art/accessories/layered-clothing.md) that can stretch and fit over different face shapes and can deform and stretch with character face animations.
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<GridContainer numColumns="3">
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<figure>

content/en-us/art/accessories/specifications.md

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The [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md) automatically applies the following specifications for attachments on clothing assets:
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- **One attachment** - Each accessory, including layered accessories, require at least one attachment point to its associated body part.
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- **One attachment** - Each accessory, including layered clothing, require at least one attachment point to its associated body part.
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- **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.
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If setting attachment names manually, use the following `Class.Attachment` name for each accessory type:

content/en-us/art/characters/facial-animation/creating-face-accessories.md

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<b>This guide covers advanced topics.</b> Before you begin, you should have prior knowledge on modeling, UV mapping, rigging, animation, and how to set up a character in [Blender](https://www.blender.org) or [Maya](https://www.autodesk.com/products/maya/overview).
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A face accessory is a cosmetic `Class.Accessory` that attaches to the head and can include items such as hair, eyebrows, glasses, and facial hair. To create a face accessory that is compatible with animatable heads, you use a similar design process as [layered accessories](../../../art/accessories#creation-process) to allow your accessory model to deform and stretch on a head when the head is posed or animated.
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A face accessory is a cosmetic `Class.Accessory` that attaches to the head and can include items such as hair, eyebrows, glasses, and facial hair. To create a face accessory that is compatible with animatable heads, you use a similar design process as [layered clothing](../../../art/accessories#creation-process) to allow your accessory model to deform and stretch on a head when the head is posed or animated.
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To create a face accessory, use a third-party modeling tool, such as [Blender](https://www.blender.org) or [Maya](https://www.autodesk.com/products/maya/overview), to create a 3D model with the following requirements:
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content/en-us/art/modeling/avatar-setup.md

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</figure>
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<figcaption>Using the various Avatar Setup features, test out skin tones, animations, rigid and layered accessories, and more.</figcaption>
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<figcaption>Using the various Avatar Setup features, test out skin tones, animations, rigid and layered clothing, and more.</figcaption>
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- **Rigging** - adds an R15 armature to your body model to enable movement and animation.
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- **Skinning** - adds weights and influences to various surfaces of your mesh, ensuring an organic and natural flexibility during movement.
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- **Facial animation** - generates the FACS poses, facial rigging, skinning, and animation data required for facial animation and avatar chat.
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- **Caging** - adds the outer cage mesh to your avatar, enabling it to wear layered accessories.
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- **Caging** - adds the outer cage mesh to your avatar, enabling it to wear layered clothing.
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- **Partitioning** - separates the single body mesh into the appropriate R15 parts.
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- **Creating attachments** - adds the appropriate attachment points enabling the character to wear rigid accessories.
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content/en-us/creator-fund.md

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---
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title: Creator Fund
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description: Creator Fund is a partnership program between creators and Roblox to bring funding and support to content development.
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---
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The **Creator Fund** program is for creators and developers who want to build the next generation of experiences on Roblox. Our goal is to work closely with you to provide funding, support, and insights for the development of your content. Funding for approved participants starts at a minimum of $500,000 per project.
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With the launch of the Creator Fund, we want new and existing developers to have the resources necessary to build something special and bring people together through play. This program is designed to support developers who are eager to push the boundaries of what Roblox experiences can deliver.
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## Eligible Projects
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We are looking for ambitious, innovative projects that enable creative ideas that are unlike anything else on the platform.
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We prioritize projects that encompass:
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- Multiplayer-focused.
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- Cross-platform, with mobile optimization in mind.
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- Social mechanics as key to the experience.
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- Strong retention, monetization, and live operations plans.
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- In-experience avatars that reflect elements of the user's platform avatar identity. Ability to leverage items that you can equip on platform avatars, like the ones you buy in the [Marketplace](https://www.roblox.com/catalog).
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If you are accepted into the program, we partner with you to define key deliverables for your project and provide funding based off of your progress towards these milestones.
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## Application Requirements
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- 18+ age requirement.
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- Details about you and/or your team.
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- Short description of your project.
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- Pitch deck of high-level strategy, design specifications, etc.
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- Project milestone schedule and budget.
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If you feel like you and your project are a perfect fit for this program, please submit your application.
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<figure>
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<Button size="large" variant="contained" href="https://roblox.qualtrics.com/jfe/form/SV_a4PdqU3StYp6crI">Apply Now</Button>
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</figure>

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