Breaking the Avatar

This doc goes into breaking up your custom Avatar for Roblox using Blender in order to break up like a standard character in Roblox experiences.

As a standard Roblox Character requires many parts we will need to break the model up into segments like the upper arms/legs, lower arms/legs etc.

Blender will keep the rigging information on the vertices even after you split up the assets.

Break up the Duplicate and name accordingly...
  • Duplicate the character. We can use the original asset to help make our split avatar asset normals more unified.

Required Assets...
  • Break up the duplicate character into the respective parts by :

    • Select the target polygons.

    • Right Click > Separate > Selection.

    • Name them (in white below) :

      • Head (including Neck)

        • Head_Geo

        • LeftEye_Geo

        • RightEye_Geo

        • Tongue_Geo

        • UpperTeeth_Geo

        • LowerTeeth_Geo

      • Torso (including Pelvis)

        • UpperTorso_Geo

        • LowerTorso_Geo

      • Upper Arms

        • LeftUpperArm_Geo

        • RightUpperArm_Geo

      • Lower Arms

        • LeftLowerArm_Geo

        • RightLowerArm_Geo

      • Hands

        • LeftHand_Geo

        • RightHand_Geo

      • Upper Legs

        • LeftUpperLeg_Geo

        • RightUpperLeg_Geo

      • Lower Legs

        • LeftLowerLeg_Geo

        • RightLowerLeg_Geo

      • Feet

        • LeftFoot_Geo

        • RightFoot_Geo

Cap ends of all assets...
  • Cap the parts so they are all closed assets. This includes things like the eyes if you have removed half the sphere to reduce polycount.

    • Select the edges of the hole.

    • Use the 'F' Key to create a Face from Vertices.

    • Right Click > Mark Sharp if you want the edge to be sharp.

Refining the results

Refining the Normals...
  • If you want the assets to look like they blend together rather than have an edge as they are different meshes there are different approaches to do so :

    Data Transfer Modifier...
    • Use the 'Data Transfer' modifier to copy data from your original asset onto your split model assets, or...

    • In Edit Mode on the mesh, use 'Mesh/Normals/Copy Vector' and 'Mesh/Normals/Paste Vector' to copy the normal from one vertex to another.

  • Make sure to Apply the Transform (Ctrl + A in Object Mode in Blender) to all meshes before export so that :

    • Location is 0,0,0.

    • Rotation is 0,0,0.

    • Scale is 1.0, 1.0, 1.0

Example of Applied Transforms...

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