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rules
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.cursor/rules/roblox/art/emotes/specifications.md
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---
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title: Emotes specifications
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description: Character specification lists the specific technical requirements for custom characters created outside of Studio.
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---
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Emotes are made up of an `Class.Animation` object with the `Class.Animation.AnimationId` property set to the asset ID of your animation sequence.
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<GridContainer numColumns="2">
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<figure>
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<img src="../../assets/avatar/avatar-emotes/Animation-Explorer.png" />
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<figcaption><center>`Animation` object in the Explorer.</center></figcaption>
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</figure>
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<figure>
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<img src="../../assets/avatar/avatar-emotes/Animation-Properties.png" />
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<figcaption><center>`AnimationId` property in the Properties window.</center></figcaption>
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</figure>
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</GridContainer>
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Only the `Class.Animation` object is required to upload an emote to the Marketplace. Animations do not require meshes, textures, or other 3D art components.
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## Animation requirements
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Emotes must also meet the following requirements or may fail validation:
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- Emotes must be less than 10 seconds.
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- The joint root of the character can not move too far from its starting position.
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- Movement speed can't exceed a certain threshold to prevent teleportation abuse (measured from a frame-by-frame basis).
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- Animation data must reference an R15 rig.
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- Animation must be sourced from a `CurveAnimation`. For information on converting animation data, see [import and configure](./import.md#generate-asset-id).
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- Animations must meet [Marketplace](../../marketplace/marketplace-policy.md) and [Community](https://en.help.roblox.com/hc/en-us/articles/203313410-Roblox-Community-Standards) policies.
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