Creator Guide
English
English
  • 🚩Introduction to OVERDARE
  • 🐤Get Started
    • OVERDARE App
    • OVERDARE Studio
  • 📌Policy
    • Community Guidelines
    • UGC Creation Guidelines
    • Guidelines on the External Use of UGC
    • Logo Usage Guidelines
    • Intellectual Property Rights Policy
    • Reporting Guidelines
    • Guidelines on Disputing Suspensions and Bans
    • Creator Payout Policy
    • Monetization Guidelines
  • 🏰Studio Manual
    • Studio Interface
    • Asset Import
    • Coordinate System
    • Game Settings
    • Studio Test Play
    • World Publish
    • Collaboration
    • Script Editor
    • Align Tool
    • Animation Editor
    • Material Manager
    • Collision Groups
    • Tag Editor
    • Payout Guideline
    • Object
      • Part
      • Model
      • Character
        • Humanoid Description
      • Camera
      • Physics
      • Lighting
      • Tool
      • VFX
      • Sound
      • GUI
  • 📝Script Manual
    • Script Overview
    • Basic Guide to Lua
    • Coding Style
    • Object Reference
    • Event
    • Server-Client Communication
    • BindableEvent
    • Value Objects
    • Mobile Input Handling
    • Tween
    • Breakpoint
    • Module Script
    • TPS Strafing System
    • Saving & Loading Data
    • Unity Developer Guide
  • 📚API Reference
    • Enums
      • ActuatorRelativeTo
      • AnimationPriority
      • AspectType
      • AssetTypeVerification
      • BorderMode
      • CameraMode
      • CameraType
      • ContextActionResult
      • CoreGuiType
      • DominantAxis
      • EasingDirection
      • EasingStyle
      • ForceLimitMode
      • HttpCompression
      • HttpContentType
      • HumanoidDisplayDistanceType
      • HumanoidStateType
      • KeyCode
      • Material
      • MaterialPattern
      • NormalId
      • ParticleEmitterShape
      • ParticleEmitterShapeInOut
      • ParticleEmitterShapeStyle
      • ParticleFlipbookLayout
      • ParticleFlipbookMode
      • ParticleOrientation
      • PartType
      • PlaybackState
      • RaycastFilterType
      • RollOffMode
      • RotationType
      • UserInputState
      • UserInputType
      • VelocityConstraintMode
    • DataTypes
      • BlendSpaceSampleSata
      • BrickColor
      • CFrame
      • Color3
      • ColorSequence
      • ColorSequenceKeypoint
      • Content
      • Enum
      • EnumItem
      • NumberRange
      • NumberSequence
      • NumberSequenceKeypoint
      • OverlapParams
      • PhysicalProperties
      • Ray
      • RaycastParams
      • RaycastResult
      • ScriptConnection
      • ScriptSignal
      • TweenInfo
      • Udim
      • Udim2
      • Vector2
      • Vector3
    • Classes
      • Animation
      • AngularVelocity
      • AnimationTrack
      • Animator
      • Atmosphere
      • Attachment
      • Backpack
      • BackpackItem
      • BasePart
      • BaseScript
      • Beam
      • BindableEvent
      • BlendSpace
      • BoolValue
      • Bone
      • Camera
      • CharacterMesh
      • CollectionService
      • Constraint
      • ContextActionService
      • CoreGui
      • DataStore
      • DataModel
      • DataStoreGetOptions
      • DataStoreIncrementOptions
      • DataStoreInfo
      • DataStoreKeyPages
      • DataStoreKeyInfo
      • DataStoreService
      • DataStoreListingPages
      • DataStoreSetOptions
      • FormFactorPart
      • Frame
      • Folder
      • GlobalDataStore
      • GuiBase2d
      • GuiButton
      • GuiObject
      • HttpService
      • Humanoid
      • HumanoidDescription
      • ImageButton
      • ImageLabel
      • InputObject
      • IntValue
      • LayerCollector
      • Instance
      • Light
      • Lighting
      • LinearVelocity
      • LocalScript
      • LuaSourceContainer
      • MaterialService
      • MaterialVariant
      • MeshPart
      • Model
      • ModuleScript
      • Mouse
      • OrderedDataStore
      • Pages
      • Part
      • ParticleEmitter
      • PhysicsService
      • Player
      • PlayerGui
      • Players
      • PlayerScripts
      • PointLight
      • PVInstance
      • ReplicatedStorage
      • RemoteEvent
      • ScreenGui
      • RunService
      • Script
      • ServerStorage
      • ServiceProvider
      • Skeleton
      • ServerScriptService
      • Sound
      • SoundService
      • SoundGroup
      • SpotLight
      • SpawnLocation
      • StarterCharacterScripts
      • StarterPack
      • StarterGui
      • StarterPlayer
      • StarterPlayerScripts
      • StringValue
      • SurfaceGui
      • SurfaceGuiBase
      • Team
      • Teams
      • TextLabel
      • TextButton
      • Tool
      • Trail
      • Tween
      • TweenService
      • TweenBase
      • UIAspectRatioConstraint
      • UserGameSettings
      • UserInputService
      • UserSettings
      • VectorForce
      • Workspace
      • WrapLayer
      • WorldRoot
      • WrapTarget
  • 🅰️OVERDARE Glossary
  • 📰Release Note
Powered by GitBook
On this page
  • Overview
  • Description
  • Properties
  • AccessoryBlob
  • BackAccessory
  • FaceAccessory
  • FrontAccessory
  • HairAccessory
  • HatAccessory
  • NeckAccessory
  • ShoulderAccessory
  • WaistAccessory
  • IdleAnimation
  • WalkAnimation
  • RunAnimation
  • SwimmingIdleAnimation
  • SwimmingBreaststrokeAnimation
  • JumpAnimation
  • FallAnimation
  • LandedAnimation
  • DieAnimation
  • ClimbAnimation
  • MoodAnimation
  • HeadColor
  • LeftArmColor
  • LeftLegColor
  • RightArmColor
  • RightLegColor
  • TorsoColor
  • Face
  • Head
  • LeftArm
  • LeftLeg
  • RightArm
  • RightLeg
  • Torso
  • HeadTextureId
  • LeftArmTextureId
  • LeftLegTextureId
  • RightArmTextureId
  • RightLegTextureId
  • TorsoTextureId
  • GraphicTShirt
  • Pants
  • Shirt
  • BodyTypeScale
  • DepthScale
  • HeadScale
  • HeightScale
  • ProportionScale
  • WidthScale
  • Methods
  • AddEmote
  • GetAccessories
  • GetEmotes
  • GetEquippedEmotes
  • RemoveEmote
  • SetAccessories
  • SetEmotes
  • SetEquippedEmotes
  • Events
  • EmotesChanged
  • EquippedEmotesChanged
  1. API Reference
  2. Classes

HumanoidDescription

HumanoidDescription : Instance

Overview

The HumanoidDescription class is designed to provide a flexible way to define and configure the appearance and animations of humanoid models, allowing developers to dynamically change these aspects at runtime.

Description

The HumanoidDescription class manages character customization and animation data. It is responsible for organizing properties that define the humanoid’s appearance, such as accessories, body colors, and clothing items, alongside animation preferences. With methods to add or remove emotes, get or set accessories, and handle animation configurations, it allows for dynamic updates that enhance user interaction and character personalization in games.

Properties

AccessoryBlob

string

This property manages the serialized data of all attached accessories in a single string format.

Code Samples

BackAccessory

string

Defines the ID of an accessory applied to the back of the humanoid.

Code Samples

FaceAccessory

string

Specifies the ID of an accessory used on the humanoid’s face.

Code Samples

FrontAccessory

string

Determines the ID of an accessory equipped at the front side of the humanoid.

Code Samples

HairAccessory

string

Holds the ID of the hair accessory applied to the humanoid.

Code Samples

HatAccessory

string

Defines the ID of a hat accessory worn by the humanoid.

Code Samples

NeckAccessory

string

Specifies the ID of an accessory mounted on the neck of the humanoid.

Code Samples

ShoulderAccessory

string

Indicates the ID of an accessory attached to the humanoid’s shoulders.

Code Samples

WaistAccessory

string

Represents the ID of an accessory positioned at the humanoid’s waist.

Code Samples

IdleAnimation

number

Defines the asset ID for the humanoid’s idle animation.

Code Samples

WalkAnimation

number

Holds the asset ID for the humanoid’s walking animation.

Code Samples

RunAnimation

number

Specifies the asset ID for the humanoid’s running animation.

Code Samples

SwimmingIdleAnimation

number

The animation ID used for swimming idle animation

Code Samples

SwimmingBreaststrokeAnimation

number

The animation ID used for swimming breast stroke Aanimation

Code Samples

JumpAnimation

number

Contains the asset ID for the humanoid’s jump animation.

Code Samples

FallAnimation

number

Stores the asset ID for the humanoid’s fall animation.

Code Samples

LandedAnimation

number

The animation played when landing after a jump.

Code Samples

DieAnimation

number

{The animation played when character die.

Code Samples

ClimbAnimation

number

Holds the asset ID for the humanoid’s climb animation.

Code Samples

MoodAnimation

number

Manages the asset ID related to mood-based animations for humanoids.

Code Samples

HeadColor

Color3

Sets or gets the color of the humanoid’s head.

Code Samples

LeftArmColor

Color3

Defines the color of the humanoid’s left arm.

Code Samples

LeftLegColor

Color3

Specifies the color of the humanoid’s left leg.

Code Samples

RightArmColor

Color3

Manages the color of the humanoid’s right arm.

Code Samples

RightLegColor

Color3

Controls the color of the humanoid’s right leg.

Code Samples

TorsoColor

Color3

Manages the color of the humanoid’s torso.

Code Samples

Face

number

Holds the asset ID of the humanoid’s face design.

Code Samples

Head

number

Represents the asset ID for the humanoid’s head design.

Code Samples

LeftArm

number

Contains the asset ID for the humanoid’s left arm.

Code Samples

LeftLeg

number

Holds the asset ID for the humanoid’s left leg.

Code Samples

RightArm

number

Specifies the asset ID for the humanoid’s right arm.

Code Samples

RightLeg

number

Stores the asset ID for the humanoid’s right leg.

Code Samples

Torso

number

Defines the asset ID for the humanoid’s torso.

Code Samples

HeadTextureId

number

Texture Id for Head MeshPart

Code Samples

LeftArmTextureId

number

Texture Id for LeftArm MeshPart

Code Samples

LeftLegTextureId

number

Texture Id for LeftLeg MeshPart

Code Samples

RightArmTextureId

number

Texture Id for RightArm MeshPart

Code Samples

RightLegTextureId

number

Texture Id for RightLeg MeshPart

Code Samples

TorsoTextureId

number

Texture Id for Torso MeshPart

Code Samples

GraphicTShirt

number

Represents the asset ID for the humanoid’s graphic T-shirt.

Code Samples

Pants

number

Specifies the asset ID for the humanoid’s pants.

Code Samples

Shirt

number

Holds the asset ID for the humanoid’s shirt.

Code Samples

BodyTypeScale

number

Controls the scaling factor of the humanoid’s body type.

Code Samples

DepthScale

number

Manages the scaling factor for the depth of the humanoid’s body.

Code Samples

HeadScale

number

Adjusts the scaling factor for the humanoid’s head size.

Code Samples

HeightScale

number

Determines the scaling factor for the humanoid’s height.

Code Samples

ProportionScale

number

Manages the proportion scaling for the humanoid’s body.

Code Samples

WidthScale

number

Controls the width scaling factor for the humanoid.

Code Samples

Methods

AddEmote

Adds a custom emote to the humanoid description, associating a name with a corresponding animation asset ID.

Parameters

string InName

Name of the emote

number InAssetId

Asset ID of the animation

Return

void

Code Samples

GetAccessories

Retrieves all accessories assigned to the humanoid, with an option to include rigid accessories.

Parameters

bool InIncludeRigidAccessories

Whether to include rigid accessories in the result

Return

Tuple

Code Samples

GetEmotes

Retrieves the list of all emotes available for the humanoid.

Parameters

Return

Value

Code Samples

GetEquippedEmotes

Gets the emotes currently equipped for the humanoid.

Parameters

Return

Tuple

Code Samples

RemoveEmote

Removes an emote from the humanoid description by emote name.

Parameters

string InName

Name of the emote to remove

Return

void

Code Samples

SetAccessories

Replaces the humanoid’s accessories with a new set, with an option to include rigid accessories.

Parameters

array InAccessories

An array of new accessories

bool InIncludeRigidAccessories

Whether to replace rigid accessories

Return

void

Code Samples

SetEmotes

Sets the emote to use.

Parameters

Value InEmotes

Return

void

Code Samples

SetEquippedEmotes

Sets the emote to equip.

Parameters

array InEquippedEmotes

Return

void

Code Samples

Events

EmotesChanged

Called when the Emotes changes.

Parameters

Code Samples

EquippedEmotesChanged

Called when the EquippedEmotes changes.

Parameters

Code Samples

PreviousHumanoidNextImageButton

Last updated 25 days ago

📚