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Copy file name to clipboardExpand all lines: content/en-us/art/accessories/classic-clothing.md
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@@ -7,7 +7,7 @@ description: Classic clothing are decals you can apply to a classic character mo
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Current user-generated avatars on the Marketplace do not support 2D classic clothing. For information on creating modern 3D cosmetics, including rigid accessories and clothing items, see [Get started](../../avatar/index.md).
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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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Classic clothing are a type of 2D cosmetic item that you can apply to the surface of a classic avatar character. You can [create](#create) your own classic clothing items and sell them on the [Marketplace](https://www.roblox.com/catalog).
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This guide covers the process of creating a classic clothes asset using the following steps:
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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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3. Follow the [Testing](#test) steps to ensure your 2D image looks as expected.
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4. Follow the [Uploading](#upload) 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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### RootFaceJoint
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The **RootFaceJoint** is a bone that is parented under the standard R15 head bone. This root bone does not control any vertices, but it must parent all other face bones. In Blender, you can quickly add a bone by **extruding** a child bone from the head bone and then map the bone name as a property in the Head_Geo mesh. The RootFaceJoint bone object is commonly named "DynamicHead" in the reference templates and examples, but you can use any name as long as you [map the root bone](#map) in custom properties.
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The **RootFaceJoint** is a bone that is parented under the standard R15 head bone. This root bone must parent all other face bones. In Blender, you can quickly add a bone by **extruding** a child bone from the head bone and then map the bone name as a property in the Head_Geo mesh. The RootFaceJoint bone object is commonly named "DynamicHead" in the reference templates and examples, but you can use any name as long as you [map the root bone](#map) in custom properties.
Copy file name to clipboardExpand all lines: content/en-us/art/characters/facial-animation/create-face-accessories.md
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@@ -7,7 +7,7 @@ description: Face accessories are 3D accessories that move and animate with a li
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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 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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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/index.md#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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description: The Facial Action Coding System (FACS) ensures that all face animations have a common pose reference and can create similar face animations.
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The [Facial Action Coding System](https://en.wikipedia.org/wiki/Facial_Action_Coding_System) (FACS) is a comprehensive, anatomically-based system for describing all visually discernible facial movement. This system breaks down all facial expressions into individual types of muscle movement, such as `LeftEyeClosed` or `MouthLeft`. You can [configure](../../../art/characters/facial-animation/creating-basic-heads.md#posing) and store these muscle movements, or **poses**, within the head model through a third-party modeling software, such as [Blender](https://www.blender.org) or [Maya](https://www.autodesk.com/products/maya/overview). When you import the head model into Studio, you can then access and [animate](../../../art/characters/facial-animation/animate-heads.md) these poses to create lively facial expressions.
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The [Facial Action Coding System](https://en.wikipedia.org/wiki/Facial_Action_Coding_System) (FACS) is a comprehensive, anatomically-based system for describing all visually discernible facial movement. This system breaks down all facial expressions into individual types of muscle movement, such as `LeftEyeClosed` or `MouthLeft`. You can [configure](../../../art/characters/facial-animation/create-basic-heads.md#pose) and store these muscle movements, or **poses**, within the head model through a third-party modeling software, such as [Blender](https://www.blender.org) or [Maya](https://www.autodesk.com/products/maya/overview). When you import the head model into Studio, you can then access and [animate](../../../art/characters/facial-animation/animate-heads.md) these poses to create lively facial expressions.
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The following is a list of 50 base poses that you can use in Roblox to portray a wide range of face emotions. Except for the first neutral pose, the order of poses you save to your character model doesn't matter since this information is set during the [mapping](../../../art/characters/facial-animation/create-basic-heads.md#map) process as a custom property.
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description: Moods are a type of facial animation that loop indefinitely, allowing users to express persistent facial emotion.
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A **mood** is a type of [facial animation](../../../art/characters/facial-animation/index.md) for animatable heads that loops indefinitely, allowing users to express themselves and react to others with a persistent facial emotion. Moods play simultaneously with other character [default animations](../../../animation/use.md#replace-default-animations), such as walking, climbing, and swimming, and if the default animation has a facial animation, the default animation blends with the character's mood.
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A **mood** is a type of [facial animation](../../../art/characters/facial-animation/index.md) for animatable heads that loops indefinitely, allowing users to express themselves and react to others with a persistent facial emotion. Moods play simultaneously with other character [default animations](../../../animation/using.md#default-character-animations), such as walking, climbing, and swimming, and if the default animation has a facial animation, the default animation blends with the character's mood.
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Each of the following sections include a brief description as well as additional links for further learning:
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-[Basic layout of Roblox Studio's interface](#basic-layout) - Familiarize yourself with the various panels and tools available in Roblox Studio to navigate effectively.
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-[Common Shortcuts](#common-shortcuts) - Increase efficiency by mastering essential keyboard shortcuts for faster workflows in Roblox Studio.
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-[Common shortcuts](#common-shortcuts) - Increase efficiency by mastering essential keyboard shortcuts for faster workflows in Roblox Studio.
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-[How to use assets and packages](#assets-and-packages) - Learn to import, edit, and share assets and packages to enhance your workflow and collaboration.
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-[3D modeling within Studio](#3d-modeling) - Explore the fundamentals of creating and importing 3D models within Roblox Studio.
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-[Materials and Textures](#materials-and-textures) - Discover how Roblox uses materials and textures with your models to enhance the surface appearance of your objects.
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<td>Anchoring a part locks it in place, even when other objects collide with it. </td>
<td>Modify how fast the camera moves by default. </td>
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Access the Creator Store through Studio's Toolbox or the [Creator Hub](https://create.roblox.com/store/models). For more information, see [Creator Store](../production/creator-store.md).
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#### Robloxcreated models
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#### Roblox-created models
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Roblox also provides free model packs that you can use within your experiences. These are high quality assets used in many of Roblox's showcase experiences. You can add these to your toolbox in various ways by directly adding them from the Creator Dashboard, or searching for them in the Toolbox.
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## Studio features
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You can access Assistant from [Studio](../studio/index.md) and the [documentation](/assistant), but Studio has the larger set of features. In Studio, Assistant consists of a large language model (LLM) that generates code and a run-command module (similar to the existing [command bar](../studio/ui-overview.md#command-bar)) that runs code.
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You can access Assistant from [Studio](../studio/index.md) and the documentation, but Studio has the larger set of features. In Studio, Assistant consists of a large language model (LLM) that generates code and a run-command module (similar to the existing [command bar](../studio/ui-overview.md#command-bar)) that runs code.
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As a result, Assistant can act directly on your data model, such as inserting and modifying objects, writing and inserting scripts, and automating repetitive tasks like modifying properties in bulk.
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### From the documentation
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To access Assistant from the [documentation](/assistant):
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To access Assistant from the documentation:
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1. In the upper navigation bar, click the **Assistant** button.
<td>Whether the text chat system shows autocomplete options for emojis and [commands](../chat/in-experience-text-chat.md#creating-custom-commands). Emojis are autocompleted by typing `:` followed by non-whitespace characters, while commands are autocompleted by typing `/`.</td>
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<td>Whether the text chat system shows autocomplete options for emojis and [commands](../chat/in-experience-text-chat.md). Emojis are autocompleted by typing `:` followed by non-whitespace characters, while commands are autocompleted by typing `/`.</td>
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