--- title: Use heads in Studio description: If you have a model with a live head, you can import the model into Studio, equip face accessories, and create and save animations. --- You can import character models with animatable heads into Studio and use the automatically generated `Class.FaceControls` instance to pose or animate the face. To set up heads with facial animation in your experience: 1. [Import a model with an animatable head](../../../art/characters/testing/studio.md#import). You can either create your own or use one of the provided reference model files. 2. (Optional) [Import face accessories](#import-face-accessories) you want to deform with the facial expressions of your head. You can either create your own or use one of the provided reference accessory files. 3. [Animate the head](#animate-heads) in the **Animation Editor** by either adding in individual animation tracks, or by using the **Face Animation Editor**. If you want to experiment with pre-made heads before [making your own](../../../art/characters/facial-animation/create-basic-heads.md), Roblox has a reference experience you can access to see how heads interact with Studio's interface, as well as two reference models and accessories you can import directly into your own experience:
| Reference files | Description |
|---|---|
| [Head Animation In-Experience Editor](../../../assets/avatar/dynamic-heads/reference-files/Dynamic-Head-Editor.rbxl) | A reference experience that allows you to preview a Goblin and Blocky head with various accessories using an editor. |
| [Head Schema Reference](../../../assets/avatar/dynamic-heads/reference-files/Dynamic-Head-Schema.rbxl) | A reference experience with a head Blocky model with `Class.FaceControls`. |
| [Goblin Character Model](../../../assets/avatar/dynamic-heads/reference-files/GoblinCharacter.zip) | A Goblin character model with an animatable head. |
| [Blocky Character Model](../../../assets/avatar/dynamic-heads/reference-files/BlockyCharacter.fbx) | A Blocky character model with an animatable head. |
| [Blocky Face Accessories and Clothing](../../../assets/avatar/dynamic-heads/reference-files/Blocky-Face-Accessories.zip) | A `.zip` file of Blocky-specific accessories, including:
|
| Error message | Troubleshooting |
|---|---|
| Failed importing head with facial animation. | The .fbx file is corrupted. |
| Found more than one joint named X. All joints must have unique names. | Ensure that every joint that you import has a unique name. |
| Failed importing head with facial animation: Correctives can be for at most 3 control names. | Studio found a corrective with more than 3 corrective poses. This isn't supported, so you need to delete the corrective. |
| Failed importing head with facial animation: Unrecognized FACS control name X. | X is an unrecognized FACS pose name. Ensure that X is renamed to one of the [standard FACS poses](../../../art/characters/facial-animation/facs-poses-reference.md). |
| Failed importing head with facial animation: Invalid corrective name X: Neutral cannot be part of a corrective. | X is an invalid corrective name. Ensure you are following the correct naming format for correctives. |
| Failed importing head with facial animation: Found duplicate FACS control name X for corrective Y. | X is an invalid corrective name. You can only include a base pose that is listed as part of a corrective once in the corrective name. |
| Failed importing head with facial animation: Couldn't parse the frame number in Extra Attribute named X. | You must name any extra attributes "Frame0", "Frame1", etc. |
| Failed importing head with facial animation: Empty value found for Extra Attribute named X. | The extra attribute X has no value. Add a base pose name or corrective, or delete the extra attribute. |
| Failed importing head with facial animation: Duplicate control name found. | You set a FACS pose or corrective to multiple frames. Ensure that each FACS pose or corrective is set to only a single frame. |
| Failed importing head with facial animation: Head_Geo has no Extra Attributes that map FACS controls to animation frames. | The "Head_Geo" mesh in the FBX file must have extra attributes in order to animate facial expressions. The imported avatar will not animate facial expressions. |
| Failed importing head with facial animation: No frame was set to "Neutral" in animation. | Must have one frame set to "Neutral" in the animation timeline. |
| Failed importing head with facial animation: X has not been specified. This is needed for corrective Y. | All base poses for a corrective must be set in the extra attributes. For example, if the Funneler_JawDrop corrective is set, then there must be poses for Funneler and JawDrop alone. |
| Failed importing head with facial animation: Missing key frame X for Y. | There is an extra attribute "FrameX" set to Y, but the animation timeline has no frame X. |
| Failed importing head with facial animation: No joints were found under DynamicHead. | The .fbx file doesn't have any joints under the RootFaceJoint joint. |
| Could not load FACS control data. | There are corrupted joint parameters in the .fbx file. |
| Error message | Troubleshooting |
|---|---|
| You have corrective X, but missing corrective Y to support it. This may cause odd deformations. | You set a 3-corrective without setting the base 2-corrective. The imported head will animate, but there might be strange deformations. |
| Skipping attribute X: Y | Studio found an extra attribute named X, but since it didn't match the format of "Frame#", it was ignored. |
| Control X is nearly identical to Neutral. | The pose for X is very similar to Neutral. Studio reports this in case this was a mistake, but the import will be successful as long as there are no other failures. |
| Found only N base poses. Your character may not be able to express itself. | You only defined a subset of base poses in the .fbx file. The import will still be successful as long as there are no other failures. |