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Roblox API Reference

HumanoidDescription

Describes the appearance of a Humanoid character including body parts, accessories, colors, scales, animations, and emotes.
Memory category
Instances
Own members
55
Inherited members
75
Subclasses
0
Siblings
608

Properties68

Inherited fromObject2

Property categoryData

Inherited fromInstance21

Property categoryBehavior

Property categoryData

Property categoryPermissions

Defined byHumanoidDescription45

Property categoryAccessories

  • HumanoidDescription.AccessoryBlob: string = "[]"
    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.
    • Not replicated
    • Not scriptable
    • Read capabilities: AvatarAppearance
    • Load only
  • HumanoidDescription.BackAccessory: string = ""
    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).
    • Not replicated
    • Read capabilities: AvatarAppearance
    • Load only
  • HumanoidDescription.FaceAccessory: string = ""
    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).
    • Not replicated
    • Read capabilities: AvatarAppearance
    • Load only
  • HumanoidDescription.FrontAccessory: string = ""
    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).
    • Not replicated
    • Read capabilities: AvatarAppearance
    • Load only
  • HumanoidDescription.HairAccessory: string = ""
    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.
    • Not replicated
    • Read capabilities: AvatarAppearance
    • Load only
  • HumanoidDescription.HatAccessory: string = ""
    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.
    • Not replicated
    • Read capabilities: AvatarAppearance
    • Load only
  • HumanoidDescription.NeckAccessory: string = ""
    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).
    • Not replicated
    • Read capabilities: AvatarAppearance
    • Load only
  • HumanoidDescription.ShouldersAccessory: string = ""
    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).
    • Not replicated
    • Read capabilities: AvatarAppearance
    • Load only
  • HumanoidDescription.WaistAccessory: string = ""
    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).
    • Not replicated
    • Read capabilities: AvatarAppearance
    • Load only

Property categoryAnimation

  • HumanoidDescription.ClimbAnimation: number = 0
    When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Climbing.
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.FallAnimation: number = 0
    When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Freefall.
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.IdleAnimation: number = 0
    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.
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.JumpAnimation: number = 0
    When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Jumping.
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.MoodAnimation: number = 0
    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.
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.NumberEmotesLoaded: number = -1
    • Hidden
    • Roblox script security
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.RunAnimation: number = 0
    When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Running at a moderate speed.
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.StaticFacialAnimation: boolean = false
    When true, disables facial animations on a Dynamic Head, displaying a static mood pose instead. Defaults to false.
    • Capabilities: AvatarAppearance
  • HumanoidDescription.SwimAnimation: number = 0
    When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Swimming.
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.WalkAnimation: number = 0
    When this description is applied to a Humanoid, this determines the Animation.AnimationId to play when its state is Running at a low speed.
    • Read capabilities: AvatarAppearance

Property categoryBody Colors

Property categoryBody Parts

  • HumanoidDescription.Face: number = 0
    Determines the asset ID of the Face to be applied to the Humanoid.
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.Head: number = 0
    Determines the asset ID of the Head to be applied to the Humanoid.
    • Not replicated
    • Read capabilities: AvatarAppearance
    • Load only
  • HumanoidDescription.LeftArm: number = 0
    Determines the asset ID of the LeftArm to be applied to the Humanoid.
    • Not replicated
    • Read capabilities: AvatarAppearance
    • Load only
  • HumanoidDescription.LeftLeg: number = 0
    Determines the asset ID of the LeftLeg to be applied to the Humanoid.
    • Not replicated
    • Read capabilities: AvatarAppearance
    • Load only
  • HumanoidDescription.RightArm: number = 0
    Determines the asset ID of the RightArm to be applied to the Humanoid.
    • Not replicated
    • Read capabilities: AvatarAppearance
    • Load only
  • HumanoidDescription.RightLeg: number = 0
    Determines the asset ID of the RightLeg to be applied to the Humanoid.
    • Not replicated
    • Read capabilities: AvatarAppearance
    • Load only
  • HumanoidDescription.Torso: number = 0
    Determines the asset ID of the Torso to be applied to the Humanoid.
    • Not replicated
    • Read capabilities: AvatarAppearance
    • Load only

Property categoryClothes

  • HumanoidDescription.GraphicTShirt: number = 0
    Determines the Graphic used by a ShirtGraphic.
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.Pants: number = 0
    Determines the PantsTemplate used by a Pants instance.
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.Shirt: number = 0
    Determines the ShirtTemplate used by a Shirt instance.
    • Read capabilities: AvatarAppearance

Property categoryData

  • HumanoidDescription.EmotesDataInternal: string = ""
    • Hidden
    • Not scriptable
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.EquippedEmotesDataInternal: string = ""
    • Hidden
    • Not scriptable
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.ResetIncludesBodyParts: boolean = true
    • Hidden
    • Roblox script security
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.UseAvatarSettings: boolean = false
    When true, applying this description also applies the experience's Avatar Settings to the resulting model. Defaults to false.
    • Read capabilities: AvatarAppearance

Property categoryScale

  • HumanoidDescription.BodyTypeScale: number = 0.300000012
    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).
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.DepthScale: number = 1
    Determines by what factor the depth (back-to-front distance) of a Humanoid is scaled.
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.HeadScale: number = 1
    Determines by what factor the Head object of a Humanoid is scaled, as well as any accessories attached to it.
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.HeightScale: number = 1
    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.
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.ProportionScale: number = 1
    Determines how wide (0) or narrow (1) a Humanoid rig is.
    • Read capabilities: AvatarAppearance
  • HumanoidDescription.WidthScale: number = 1
    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.
    • Read capabilities: AvatarAppearance

Methods50

Inherited fromObject3
  • Get an event that fires when a given property of the object changes.
    Parameters
    ParameterDescription
    property: string
    The property to connect to.
    Returns
    TypeDescription
    RBXScriptSignal
    A signal that fires whenever the property changes.
  • Object:IsA(className: string): boolean
    Returns true if an object's class matches or inherits from a given class.
    • Custom Lua state
    • Thread safe
    Parameters
    ParameterDescription
    className: string
    The class against which the Object's class will be checked. Case-sensitive.
    Returns
    TypeDescription
    boolean
    Describes whether the Object's class matched or is a subclass of the given class.
  • Object:isA(className: string): boolean
    Deprecated: This deprecated function is a variant of Object:IsA() which should be used instead.
    • Deprecated
    • Custom Lua state
    Parameters
    Parameter
    className: string
    Returns
    Type
    boolean

    Use IsA instead.

Inherited fromInstance39
Defined byHumanoidDescription8
  • HumanoidDescription:AddEmote(name: string, assetId: number)
    Adds the emote to the description given a name and its asset ID.
    • Capabilities: AvatarAppearance
    Parameters
    ParameterDescription
    name: string
    A string that identifies what emote is being added. Example: "Salute".
    assetId: number
    An emote asset ID.
  • HumanoidDescription:GetAccessories(includeRigidAccessories: boolean): { any }
    Returns a table of an avatar's current accessories.
    • Capabilities: AvatarAppearance
    Parameters
    ParameterDescription
    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
    TypeDescription
    { any }
    Returns an array where each entry specifies for an individual accessory the AccessoryType, AssetId, IsLayered, Order and Puffiness.
  • HumanoidDescription:GetEmotes(): { [string]: any }
    Returns a dictionary of emotes that have been added or set to this description.
    • Capabilities: AvatarAppearance
    Returns
    TypeDescription
    { [string]: any }
    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} }
    .
  • HumanoidDescription:GetEquippedEmotes(): { any }
    Returns an array of tables describing the equipped emotes that have been set.
    • Capabilities: AvatarAppearance
    Returns
    TypeDescription
    { any }
    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"}, }
    .
  • HumanoidDescription:RemoveEmote(name: string)
    Removes any emotes that have been added under the given name.
    • Capabilities: AvatarAppearance
    Parameters
    ParameterDescription
    name: string
    The name of the emote as it was set or added.
  • HumanoidDescription:SetAccessories(accessories: { any },includeRigidAccessories: boolean,)
    Accepts a table that sets the accessories and related properties for an avatar.
    • Capabilities: AvatarAppearance
    Parameters
    ParameterDescription
    accessories: { any }
    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).
  • HumanoidDescription:SetEmotes(emotes: { [string]: any })
    Sets all of the emotes on this description.
    • Capabilities: AvatarAppearance
    Parameters
    ParameterDescription
    emotes: { [string]: any }
    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} }
    .
  • HumanoidDescription:SetEquippedEmotes(equippedEmotes: { any })
    Sets the currently equipped emotes given an array of emote names.
    • Capabilities: AvatarAppearance
    Parameters
    ParameterDescription
    equippedEmotes: { any }
    An array of emote names. Example:
    { "Disagree", "Agree", "Salute" }
    – OR – 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"}, }
    .

Events12

Inherited fromObject1
Inherited fromInstance9
Defined byHumanoidDescription2
  • HumanoidDescription.EmotesChanged: RBXScriptSignal<(newEmotes: { [string]: any })>
    Fires when emotes are added, removed or set on this description.
    • Capabilities: AvatarAppearance
    Parameters
    Parameter
    newEmotes: { [string]: any }
  • HumanoidDescription.EquippedEmotesChanged: RBXScriptSignal<(newEquippedEmotes: { any })>
    Fires when the equipped emotes are set on this description.
    • Capabilities: AvatarAppearance
    Parameters
    Parameter
    newEquippedEmotes: { any }