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Head validation



Roblox runs a rigorous validation to ensure the asset being uploaded to the Marketplace is compatible with all other assets on the Marketplace. For heads, validation primarily ensures that the head asset includes:

  • A correctly configured cage — to wear clothing and accessories.
  • Correctly configured facial animation poses — to perform basic universal expressions, such as blinking and smiling.

The primary validation check for heads uses the cage to detect facial animation. See below for a reference of how validation processes, as well as common issues.

Facial animation detection

One of the primary dynamic head validation checks verifies if your head asset has visually discernable animations. To achieve this, the validation tool uses the head cage to "project" landmarks onto your base mesh.

After these landmarks created, validation tests various face animation poses to ensure that these landmarks move and deform appropriately. Validation succeeds when it detects appropriate movement of the landmarks for eyes closed, mouth open, and basic happy/sad expressions.

Failure to either assign landmarks onto the base mesh, or failure to deform landmarks appropriately can occur for several reasons. For more information, see common issues.

Landmark projection

Validation uses the head cage to project landmarks onto the head mesh. This helps Roblox establish where the eyes and mouth are and helps guide the facial animation test.

Cage mesh: Specific vertices of the cage mark eyes and mouth.
Roblox validation projects these points onto the head mesh.
Head mesh: All landmarks projected from cage mesh to head mesh.

Test face animations

Now that the validation system knows where to check for the eyes and mouth, the validation checks for facial animations to ensure that the following basic actions are possible:

  • Left and right eyes can close
  • Mouth can open
  • Basic happy and sad expressions

The validation looks for the relative change in the landmarks. For example, when testing for right eye closing (FACS pose: RightEyeClosed), validation checks if the landmarks move from their original neutral state accordingly.

Common issues

Validation checks for several aspects of your head asset. If you are receiving an error related to dynamic head animation, use the following table for potential culprits:

IssuePotential fixes
The validation tool is unable to successfully apply landmarks.

See Unable to project landmarks.
- Verify that the cage landmark vertices are positioned directly over the corresponding areas of the face.

- Verify that the cage is not intersecting with the head mesh. Landmark projection expects the cage to be over the head mesh.

- Check for any gaps, holes, or difficult surfaces of the face where landmarks can fail to project.
The validation tool is able to apply landmarks, but can not detect animation.

See Animations not displacing landmarks.
- Verify that landmarks are on the areas of the eyes and mouth that move during animation.

- Verify that the cage is not intersecting with the head mesh. Landmark projection expects the cage to be over the head mesh.

- If using separate meshes for eyeballs and mouthbags, ensure that your landmarks are applied to the head mesh, not the eyeballs or mouthbag. This can be achieved by slightly widening the area where your cages project landmarks.
The validation tool doesn't detect FACS animations.- Your head doesn't include FACS animation. Verify that your head includes FACS poses and mapping.

Unable to project landmarks

If validation is unable to apply the projection correctly onto the surface of the head, the validation fails. This often occurs if your cage extends beyond your head mesh, or if your head mesh has a hole or gap that prevents the application of the landmark. See the following examples:

Animations not displacing landmarks

In the case where landmarks are correctly applied to the base mesh and the base mesh includes FACS data, it's possible that the facial animations do not displace the landmarks enough to pass validation. See the following example:

There may also be cases where the landmarks are correct, but the animation itself does not alter the projected landscapes enough to pass validation. In these cases, fixing the animation and/or optimizing the cage could help the validation properly identify the facial animation.

Animation data missing

Heads require 17 specific FACS poses that are used to test the 5 basic actions. Regardless of landmarks or other FACS animations, validation immediately fails if the minimum 17 poses were not detected.

For information on how to pose and map dynamic heads, see Creating basic heads.

Working with non-humanoids

Some character models, typically non-humanoids, have unnatural or missing eyes and mouths. The most common case of this is the classic blocky features.

In this case, the cage still applies the expected landscapes to the head surface, and Roblox validates if facial animations correctly displace the facial animations.

The cage for a blocky character applies landmarks to the surface of the head.
Ensure that the landmarks are applied in areas where animation can effectively move the landmarks.
Validation checks the displacement of the landmarks to verify facial animation.

Make sure that your FACS animations properly affect the region where landmarks are applied.

In cases where eyes and mouths might be missing, the validation still projects landmarks and expects facial animation in those areas.

Although this character doesn't have eyes or mouth, the cage still attempts to project landmarks for those features.
In this example, the cage landmarks apply to the surface of this eye-less character head.
Validation checks the displacement of the landmarks to verify facial animation.

Make sure that your FACS animations properly affect the regions where the landmarks are applied.
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