Creator Guide
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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
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    • Object
      • Part
      • Model
      • Character
        • Humanoid Description
      • Camera
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      • Tool
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      • 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
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      • HttpCompression
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      • HumanoidDisplayDistanceType
      • HumanoidStateType
      • KeyCode
      • Material
      • MaterialPattern
      • NormalId
      • ParticleEmitterShape
      • ParticleEmitterShapeInOut
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      • ParticleFlipbookLayout
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      • PlaybackState
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      • UserInputState
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    • DataTypes
      • BlendSpaceSampleSata
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    • Classes
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      • FormFactorPart
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      • GuiBase2d
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      • Humanoid
      • HumanoidDescription
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      • PlayerScripts
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      • SoundService
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      • StarterCharacterScripts
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      • StarterPlayer
      • StarterPlayerScripts
      • StringValue
      • SurfaceGui
      • SurfaceGuiBase
      • Team
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      • TextLabel
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      • TweenBase
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      • VectorForce
      • Workspace
      • WrapLayer
      • WorldRoot
      • WrapTarget
  • 🅰️OVERDARE Glossary
  • 📰Release Note
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On this page
  • Overview
  • Character Types
  • Character Model Structure
  • Character Parts and Skeleton Structure
  • Humanoid System
  • Properties
  • Humanoid State
  • Key Humanoid States
  • Attachment
  • Character Animation
  • Default Animation
  • Creating Animations
  • Importing External Animations
  • Playing Animations
  1. Studio Manual
  2. Object

Character

Overview

OVERDARE provides an avatar system based on ODA (OVERDARE Deformable Avatar). Creators can use ODA to create games without implementing separate character systems. Using Cage Mesh Deformer technology, OVERDARE allows the creation and application of clothing and accessories compatible with various body parts.

Character Types

OVERDARE UGC has two main character types:

  • Default Character: An ODA-based character created using RigBuilder or imported from external sources.

  • Player Character: An avatar character that the user can customize with clothing and accessories on the OVERDARE platform and control.

Both characters are ODA-based, with the distinction being whether the character was created by the player on the OVERDARE platform or by the creator within the game. Players can enjoy adventures as their avatar in the UGC world.

Creators can create NPCs for their game or replace player characters with custom ones based on the game’s concept and features.

Character Model Structure

The OVERDARE character model consists of the following structures:

  • Model: The highest-level object containing the entire character.

  • Humanoid: Manages the character’s actions and states.

  • HumanoidRootPart: The RootPart serving as the character’s center.

  • 6 MeshParts: Head, Torso, RightArm, LeftArm, RightLeg, LeftLeg.

  • Skeleton: Skeletal structure composed of 22 bones.

Character Parts and Skeleton Structure

OVERDARE avatars are based on 6 BodyParts (head, torso, both arms, both legs) and a skeleton structure.

  • 6 MeshParts: The MeshParts are easy to assemble like building blocks, allowing the replacement of body parts without complex rigging in OVERDARE Studio.

  • Skeletal Mesh Conversion: When the game is launched, the 6 meshes are merged into one and converted into a skeletal mesh with 22 bones.

    • This allows for easy assembly of character appearances, similar to building with LEGO blocks, while also enabling smooth and dynamic animations.

The OVERDARE Avatar Bone Structure is as follows:

No
Name
Location
Attachments

1

Root

Center of the character (ground level)

2

LowerTorsor

Waist

3

UpperTorsor01

Lower abdomen

4

UpperTorsor02

Upper abdomen

5

Neck

Neck

6

Head

Head

7

LeftClavicle

Left collarbone

8

LeftUpperArm

Left upper arm

9

LeftLowerArm

Left lower arm

10

LeftHand

Left hand

11

LeftItem

Left equipment position

12

RightClavicle

Right collarbone

13

RightUpperArm

Right upper arm

14

RightLowerArm

Right lower arm

15

RightHand

Right hand

16

RightItem

Right equipment position

17

LeftUpperLeg

Left thigh

18

LeftLowerLeg

Left calf

19

LeftFoot

Left foot

20

RightUpperLeg

Right thigh

21

RightLowerLeg

Right calf

22

RightFoot

Right foot

Humanoid System

Humanoid is the core class that defines the character’s behavior and state.

Properties

Property
Description

DisplayDistanceType

Health

The character’s current health

JumpPower

The character’s jump power. When calculated with gravity, this determines maximum jump height.

MaxHealth

The character’s maximum health

RootPart

The character’s base Part (HumanoidRootPart)

WalkSpeed

The character’s walking speed

Humanoid State

Humanoid supports multiple states (HumanoidStateType), each triggering a default animation. For example, “Jumping” is activated when jumping, and “FreeFall” is activated when falling.

You can use scripts to forcibly change states or restrict them from changing into a specific state.

Key Humanoid States

No
State
Description

1

Running

Default state; allows movement or jumping.

2

Jumping

The character is ascending after a jump.

3

Freefall

The character is descending in the air.

4

Landed

The character has landed on the ground from the air.

5

Climbing

The character is climbing an object.

6

Swimming

The character is swimming.

8

Ragdoll

Ragdoll is activated.

9

Dead

The character has died after health reaches 0.

Humanoid State Restrictions

You can use the Humanoid:SetStateEnabled function to restrict state transitions. For example, even if a character gets near a Part that can be climbed, you can prevent that state transition with the code below:

local Character = script.Parent
local Humanoid = Character.Humanoid

Humanoid:SetStateEnabled(Enum.HumanoidStateType.Climbing, false)

Humanoid State Transitions

By default, Humanoid States transition automatically based on player input or Humanoid properties. For example, when Health reaches 0, the state changes to Dead. When the jump button is pressed, the state transitions as follows: Jumping → Freefall → Landed → Running.

Ragdoll State

The Ragdoll state makes the character appear limp like a ragdoll. In this state, animations and player input are disabled, and the character responds only to physical forces based on the skeleton structure.

The Ragdoll state does not transition automatically and must be manually activated using the Humanoid:ChangeState function:

local Character = script.Parent
local Humanoid = Character.Humanoid

Humanoid:ChangeState(Enum.HumanoidStateType.Ragdoll)

To get back to the original state from the Ragdoll state, you need to force a state change, as follows:

local Character = script.Parent
local Humanoid = Character.Humanoid

Humanoid:ChangeState(Enum.HumanoidStateType.Ragdoll)
wait(3)
Humanoid:ChangeState(Enum.HumanoidStateType.Running)

Attachment

Attachments matched to each bone allow for features such as positioning effects, attaching accessories, and applying physical constraints. Attachments operate based on the dynamic movement of bones, enabling creators to easily place items that interact with the character model.

Character Animation

Default Animation

Animation
Animation Id

BasicIdleAnimation

BasicWalkAnimation

BasicRunAnimation

BasicJumpAnimation

BasicJumpLoopAnimation

BasicLandingAnimation

BasicAttackAnimation

BasicKickAnimation

BasicDashAnimation

BasicRunForwardAnimation

BasicRunLeftAnimation

BasicRunForwardLeftAnimation

BasicRunForwardRightAnimation

BasicRunRightAnimation

BasicRunBackLeftAnimation

BasicRunBackRightAnimation

BasicRunBackAnimation

Animation
Animation Id

BasicMeleeIdleAnimation

BasicMeleeWalkAnimation

BasicMeleeRunAnimation

BasicMeleeJumpAnimation

BasicMeleeJumpLoopAnimation

BasicMeleeLandingAnimation

BasicMeleeAttackAnimation

Animation
Animation Id

ovdrassetid://12139100 (Asset Name : PunchAnimations - PunchIdleAnimation)

ovdrassetid://12139300 (Asset Name : PunchAnimations - PunchAttackAnimation01)

ovdrassetid://12140200 (Asset Name : PunchAnimations - PunchAttackAnimation02)

ovdrassetid://12139200 (Asset Name : PunchAnimations - PunchAttackAnimation03)

ovdrassetid://12140300 (Asset Name : PunchAnimations - PunchAttackAnimation04)

ovdrassetid://12140100 (Asset Name : PunchAnimations - PunchDefenceAnimation)

ovdrassetid://12140400 (Asset Name : PunchAnimations - PunchDamageAnimation01)

ovdrassetid://12140500 (Asset Name : PunchAnimations - PunchDamageAnimation02)

ovdrassetid://12139500 (Asset Name : PunchAnimations - PunchDamageAnimation03)

ovdrassetid://12139400 (Asset Name : PunchAnimations - PunchKnockbackAnimation01)

Animation
Animation Id

ovdrassetid://12148100 (Asset Name : SwordAnimations - SwordIdleAnimation)

ovdrassetid://12148300 (Asset Name : SwordAnimations - SwordAttackAnimation01)

ovdrassetid://12147400 (Asset Name : SwordAnimations - SwordAttackAnimation02)

ovdrassetid://12148200 (Asset Name : SwordAnimations - SwordAttackAnimation03)

ovdrassetid://12147100 (Asset Name : SwordAnimations - SwordJumpAttackAnimation)

ovdrassetid://12147200 (Asset Name : SwordAnimations - SwordEquipAnimation)

ovdrassetid://12147300 (Asset Name : SwordAnimations - SwordUnequipAnimation)

Animation
Animation Id

ovdrassetid://12150300 (Asset Name : TwoHandedSwordAnimations - TwoHandedSwordIdleAnimation)

ovdrassetid://12151400 (Asset Name : TwoHandedSwordAnimations - TwoHandedSwordAttackAnimation01)

ovdrassetid://12151100 (Asset Name : TwoHandedSwordAnimations - TwoHandedSwordAttackAnimation02

ovdrassetid://12151300 (Asset Name : TwoHandedSwordAnimations - TwoHandedSwordAttackAnimation03)

ovdrassetid://12150200 (Asset Name : TwoHandedSwordAnimations - TwoHandedSwordJumpAttackAnimation)

ovdrassetid://12151200 (Asset Name : TwoHandedSwordAnimations - TwoHandedSwordEquipAnimation)

ovdrassetid://12150100 (Asset Name : TwoHandedSwordAnimations - TwoHandedSwordUnequipAnimation)

Animation
Animation Id

ovdrassetid://12153200 (Asset Name : BowAnimations - BowIdleAnimation)

ovdrassetid://12153300 (Asset Name : BowAnimations - BowChargeAnimation)

ovdrassetid://12154300 (Asset Name : BowAnimations - BowAttackAnimation)

ovdrassetid://12154200 (Asset Name : BowAnimations - BowJumpAttackAnimation)

ovdrassetid://12154100 (Asset Name : BowAnimations - BowEquipAnimation)

ovdrassetid://12153100 (Asset Name : BowAnimations - BowUnequipAnimation)

Animation
Animation Id

ovdrassetid://12158300 (Asset Name : SpearAnimations - SpearIdleAnimation)

ovdrassetid://12158200 (Asset Name : SpearAnimations - SpearAttackAnimation01)

ovdrassetid://12157300 (Asset Name : SpearAnimations - SpearAttackAnimation02)

ovdrassetid://12158100 (Asset Name : SpearAnimations - SpearJumpAttackAnimation)

ovdrassetid://12157200 (Asset Name : SpearAnimations - SpearEquipAnimation)

ovdrassetid://12157100 (Asset Name : SpearAnimations - SpearUnequipAnimation)

Animation
Animation Id

BasicHandgunIdleAnimation

BasicHandgunWalkAnimation

BasicHandgunRunAnimation

BasicHandgunJumpAnimation

BasicHandgunJumpLoopAnimation

BasicHandgunLandingAnimation

BasicHandgunAttackAnimation

BasicHG_ReloadAnimation

BasicHG_Boost_F_LoopAnimaton

ovdrassetid://12217100 (Asset Name : FirearmsEquipAnimations - PistolEquipAnimation)

ovdrassetid://12218200 (Asset Name : FirearmsEquipAnimations - PistolUnequipAnimation)

Animation
Animation Id

BasicRifleIdleAnimation

BasicRifleWalkAnimation

BasicRifleRunAnimation

BasicRifleJumpAnimation

BasicRifleJumpLoopAnimation

BasicRifleLandingAnimation

BasicRifleAttackAnimation

BasicRifleReloadAnimation

BasicRifleBoost_F_LoopAnimation

ovdrassetid://12217200 (Asset Name : FirearmsEquipAnimations - RifleEquipAnimation)

ovdrassetid://12217300 (Asset Name : FirearmsEquipAnimations - RifleUnequipAnimation)

Animation
Animation Id

ovdrassetid://12186300 (Asset Name : ShotgunAnimations - ShotgunIdleAnimation)

ovdrassetid://12189200 (Asset Name : ShotgunAnimations - ShotgunWalkAnimation)

ovdrassetid://12186200 (Asset Name : ShotgunAnimations - ShotgunRunAnimation)

ovdrassetid://12189400 (Asset Name : ShotgunAnimations - ShotgunJumpStartAnimation)

ovdrassetid://12186600 (Asset Name : ShotgunAnimations - ShotgunJumpLoopAnimation)

ovdrassetid://12186700 (Asset Name : ShotgunAnimations - ShotgunJumpEndAnimation)

ovdrassetid://12597100 (Asset Name : ShotgunAnimations - ShotgunFireAnimation)

ovdrassetid://12189100 (Asset Name : ShotgunAnimations - ShotgunReloadAnimation)

ovdrassetid://12189300 (Asset Name : ShotgunAnimations - ShotgunLoadAnimation)

ovdrassetid://12186500 (Asset Name : ShotgunAnimations - ShotgunBoostAnimation)

ovdrassetid://12217100 (Asset Name : ShotgunAnimations - ShotgunEquipAnimation)

ovdrassetid://12217200 (Asset Name : ShotgunAnimations - ShotgunUnequipAnimation)

Animation
Animation Id

ovdrassetid://12162200 (Asset Name : BazookaAnimations - BazookaIdleAnimation)

ovdrassetid://12162100 (Asset Name : BazookaAnimations - BazookaAttackAnimation)

ovdrassetid://12160100 (Asset Name : BazookaAnimations - BazookaJumpAttackAnimation)

ovdrassetid://12161200 (Asset Name : BazookaAnimations - BazookaEquipAnimation)

ovdrassetid://12161100 (Asset Name : BazookaAnimations - BazookaUnequipAnimation)

Animation
Animation Id

BasicHitAnimation

BasicDefenceAnimation

BasicStunAnimation

BasicDeathAnimation

BasicDeath_FrontAnimation

BasicClimbAnimation

BasicFallDieAnimation

Animation
Animation Id

BasicSwimRallyStartAnimation

BasicSwimIdleAnimation

BasicSwimBreaststrokeAnimation

BasicSwimCroulAnimation

BasicSwimDashAnimation

BasicUnderwaterIdleAnimation

BasicSwimDeathAnimation

Animation
Animation Id

BasicSitAnimation

BasicSit_LoopAnimation

BasicAttackIdleAnimation

BasicConversationAnimation

BasicSolvingAnimation

BasicLyingAnimation

BasicDiggingAnimation

BasicEattingAnimation

BasicRollingAnimation

ovdrassetid://12225100 (Asset Name : WinLoseTieAnimations - WinAnimation01)

ovdrassetid://1222620 (Asset Name : WinLoseTieAnimations - WinAnimation02)

ovdrassetid://12225200 (Asset Name : WinLoseTieAnimations - WinAnimation03)

ovdrassetid://12225400 (Asset Name : WinLoseTieAnimations - LoseAnimation01)

ovdrassetid://12225300 (Asset Name : WinLoseTieAnimations - LoseAnimation02)

ovdrassetid://12226400 (Asset Name : WinLoseTieAnimations - LoseAnimation03)

ovdrassetid://12226100 (Asset Name : WinLoseTieAnimations - TieAnimation01)

ovdrassetid://12226300 (Asset Name : WinLoseTieAnimations - TieAnimation02)

ovdrassetid://12228500 (Asset Name : WarmUpAnimations - WarmUpAnimation01)

ovdrassetid://12228400 (Asset Name : WarmUpAnimations - WarmUpAnimation02)

Animation
Animation Id

BasicPushingAnimation

BasicPushWalkAnimation

BasicCarryAnimation

BasicCarryRunAnimation

BasicSkill_Directed_IdleAnimation

BasicSkill_Directed_ThrowAnimation

BasicSkill_InstantAnimation

ovdrassetid://12222100 (Asset Name : PullLeverAnimation)

ovdrassetid://12213100 (Asset Name : SpecialMovementAnimations - HangIdleAnimation)

ovdrassetid://12213200 (Asset Name : SpecialMovementAnimations - HangMoveAnimation)

ovdrassetid://12214300 (Asset Name : SpecialMovementAnimations - SquatIdleAnimation)

ovdrassetid://12213300 (Asset Name : SpecialMovementAnimations - SquatMoveAnimation)

ovdrassetid://12214200 (Asset Name : SpecialMovementAnimations - CrawlIdleAnimation)

ovdrassetid://12214100 (Asset Name : SpecialMovementAnimations - CrawlMoveAnimation)

Creating Animations

The ODA-based Bone (Skeleton) structure allows the use of animations created in external programs.

When creating animations in external programs like Blender, ensure the skeletal mesh matches the ODA Bone structure.

You can export the created animations in FBX format to use in OVERDARE Studio.

Importing External Animations

Click the Import3D button to import the animation FBX file.

When an FBX file is imported, OVERDARE Studio sends the animation to the Creator Hub, assigns an Asset Id, and adds it to the Workspace as an Animation instance.

Playing Animations

To play animations, use the Humanoid's Animator to create an animation track for the avatar and play the track.

local animation = Instance.new("Animation")
animation.AnimationId = "ovdrassetid://Animation_ID"

local animator = character.Humanoid:WaitForChild("Animator")
local animationTrack = animator:LoadAnimation(animation)

animationTrack:Play()
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Last updated 8 days ago

🏰
Climbing state
When the transition to the Climbing state is prevented
798KB
SKM_PC_ODA_Nutty001.fbx
4MB
SKM_PC_ODA_Nutty001.max