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Copy file name to clipboardExpand all lines: content/en-us/art/characters/creating/modeling-best-practices.md
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@@ -16,7 +16,7 @@ By understanding how to make non-destructive sculpting changes to the head, the
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When editing templates, **don't delete or add vertices to your character body**. This ensures that your character's skinning and facial animation data remains unaltered and fully functional. See [Best Practices](#best-practices) for additional information on customizing your character body without breaking the underlying structure of the avatar template.
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When editing templates, **don't delete or add vertices to your character body**. This ensures that your character's skinning and facial animation data remains unaltered and fully functional.
Copy file name to clipboardExpand all lines: content/en-us/art/characters/creating/sculpting.md
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-**Elastic Deform** - Similar to Grab, but adds an organic stretch and elasticity to the neighboring vertices.
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You can use Blender's other sculpting tools, though it's important to use a tool that aligns with the [Non-Destructive Modeling](#non-destructive-modeling) concepts to preserve the vertices of the model.
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You can use Blender's other sculpting tools, though it's important to use a tool that aligns with the [Non-Destructive Modeling](./modeling-best-practices.md#non-destructive-modeling) concepts to preserve the vertices of the model.
<td><Alert severity = 'success'>A single or multiple mesh body with **no rigging**.</Alert>The most common input is a single mesh object that doesn't include rigging data or other components. The input body must meet auto-setup's [model requirements](#body-model-requirements). <br /><br /> In this case, auto-setup creates the rest of the avatar components automatically.</td>
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<td><Alert severity = 'success'>A single or multiple mesh body with **no rigging**.</Alert>The most common input is a single mesh object that doesn't include rigging data or other components. The input body must meet auto-setup's [model requirements](#body). <br /><br /> In this case, auto-setup creates the rest of the avatar components automatically.</td>
<td><Alert severity = "success">A single or multiple mesh body with **only body rigging**.</Alert>If the provided meshes include a compatible R15 body rig, auto-setup uses the provided rig, and creates the facial rig and all other components. <br /><br /> The input body rig must follow Roblox's [rigging configuration](../art/characters/specifications.md#rigging), otherwise auto-setup creates a brand new rig for you.</td>
<td><Alert severity = "success">A multiple mesh with **only facial rigging**.</Alert>If you intend to use your own custom facial rigging, set the FaceRootJoint (and all child bones) as a child of the R15 head joint. For more information, see [optional rig requirements](#optional-rig-requirements). </td>
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<td><Alert severity = "success">A multiple mesh with **only facial rigging**.</Alert>If you intend to use your own custom facial rigging, set the FaceRootJoint (and all child bones) as a child of the R15 head joint. For more information, see [optional rig requirements](#rig-requirements-optional). </td>
<td><Alert severity = "success">A **single mesh** body with **both body and facial rigging**.</Alert>If the body rig, facial rig, and appropriate FACS data is included, auto-setup preserves that data and only generates the missing Roblox-specific components. **Bodies comprised of multiple meshes are not supported for this input.**<br /><br />For more information, see [optional rig requirements](#optional-rig-requirements).</td>
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<td><Alert severity = "success">A **single mesh** body with **both body and facial rigging**.</Alert>If the body rig, facial rig, and appropriate FACS data is included, auto-setup preserves that data and only generates the missing Roblox-specific components. **Bodies comprised of multiple meshes are not supported for this input.**<br /><br />For more information, see [optional rig requirements](#rig-requirements-optional).</td>
Copy file name to clipboardExpand all lines: content/en-us/avatar-setup/auto-setup.md
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<td>Accessory</td>
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<td>`Class.Model` containing one or more `Class.MeshPart` objects that meet's auto-setup's supported [accessory inputs](./auto-setup-requirements.md#accessories). <br /> <br />Must [bundle](#bundle-multiple-assets) with an avatar body `Class.Model` for auto-setup.</td>
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<td>`Class.Model` containing one or more `Class.MeshPart` objects that meet's auto-setup's supported [accessory inputs](./auto-setup-requirements.md#accessories). <br /> <br />Must [bundle](./auto-setup-requirements.md#bundle-multiple-assets) with an avatar body `Class.Model` for auto-setup.</td>
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<td>`Class.Accessory` that includes all expected [rigid accessory components](../art/accessories/index.md#components-of-a-rigid-accessory).</td>
Copy file name to clipboardExpand all lines: content/en-us/characters/name-health-display.md
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### Set directly
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You can set the `Class.Humanoid.DisplayName|DisplayName` property of any `Class.Humanoid` instance which you gain reference to through a `Class.Script`, such as the [team customization](#team-customization-script) example, or directly on an [NPC](#npc-characters) character's **Humanoid** object.
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You can set the `Class.Humanoid.DisplayName|DisplayName` property of any `Class.Humanoid` instance which you gain reference to through a `Class.Script`, such as the [team customization](#user-avatars) example, or directly on an [NPC](#npc-characters) character's **Humanoid** object.
Copy file name to clipboardExpand all lines: content/en-us/characters/pathfinding.md
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```
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Currently, `Class.Model|Models` containing a `Class.Humanoid` instance, including typical player characters, will **not** be considered for path [computation](#computing-the-path) or path blockage, although the agent may still be blocked by those models physically.
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Currently, `Class.Model|Models` containing a `Class.Humanoid` instance, including typical player characters, will **not** be considered for path [computation](#compute-the-path) or path blockage, although the agent may still be blocked by those models physically.
Copy file name to clipboardExpand all lines: content/en-us/production/experiments.md
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description: Experiments let you run A/B tests within your experiences.
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Configs and experiments are rolling out soon to all users.
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**Experiments** let you run in-game and matchmaking A/B tests to measure the causal impact of changes to your experience. For example, you can show different onboarding experiences to different players and measure the difference in playtime, retention, and other key performance indicators.
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Experiments are excellent for measuring the following:
Copy file name to clipboardExpand all lines: content/en-us/production/monetization/commerce-products.md
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4. Double-check the details of your products and click **Preview** to preview the product listing for each product. For details on what this page contains and how it's populated, see [Customizing the Product Detail Page](#customizing-the-product-detail-page). Click **Submit for review**.
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4. Double-check the details of your products and click **Preview** to preview the product listing for each product. For details on what this page contains and how it's populated, see [Customizing the Product Detail Page](#product-detail-page). Click **Submit for review**.
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5. The status of your newly created commerce products is **Pending** as the product awaits moderation and potential bundling fee processing. You can hover over the information icon to see which tasks are pending.
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1.**Moderation**
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1. If your commerce product is found to violate Roblox community standards, you will see the **Status** of the commerce product change to **Moderated**.
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