Roblox avatar statistics are easiest to understand as a set of technical classifications. Roblox assigns numeric values to avatar asset types, offers three game avatar-type choices, documents different body-part models, describes several approximate body sizes, and sets clear limits for avatar-item analytics. Together, these figures provide a compact reference for designing, organizing, and analyzing avatars.
Contents
- Asset-type statistics at a glance
- Classic clothing and body-part values
- Accessory and animation values
- Modern clothing and facial asset values
- R6, R15, and player choice
- Roblox avatar body-size statistics
- Avatar-item analytics limits
Asset-type statistics at a glance
The Roblox AvatarAssetType enum uses numeric values to identify different kinds of avatar content. The values are identifiers, not popularity scores, inventory counts, or rankings. They are useful when a design guide needs to distinguish a shirt from a shirt accessory, or an animation from a body component.
The supplied Roblox AvatarAssetType enum reference contains 43 distinct entries. The lowest listed value is 2 for TShirt; the highest is 90 for EyeMakeup. These values are not consecutive. For example, the list moves from 2 to 8 and 11 among early clothing and accessory categories, then reaches 41 through 47 for a run of accessory types.
| Avatar category | Listed enum values | What the values identify |
|---|---|---|
| Classic clothing | 2, 11, 12 | TShirt, Shirt, Pants |
| Core body parts | 17, 18, 27–31 | Head, Face, Torso, arms, and legs |
| Accessory group | 41–47 | Hair, face, neck, shoulder, front, back, and waist accessories |
| Animation group | 48, 50–55, 61, 78 | Movement, emote, and mood animation types |
| Newer clothing and appearance | 64–72, 76–77, 79, 88–90 | Clothing accessories, brows, lashes, dynamic heads, and makeup |
The category grouping above is a way to read the enum values by function. It does not change Roblox’s numeric identifiers. Each name and value below remains tied to the source label “AvatarAssetType enum.”
Classic clothing and body-part values
Three classic clothing entries appear in the Roblox enum. TShirt has the value 2, Shirt has the value 11, and Pants has the value 12. These are separate identifiers, so a data workflow that records an avatar’s clothing should preserve the exact asset type rather than treating all clothing as one field.
The same enum also identifies several fundamental avatar components. Head is 17 and Face is 18. The body and limb entries come later: Torso is 27, RightArm is 28, LeftArm is 29, LeftLeg is 30, and RightLeg is 31.
This gives six listed body-part values from torso through the four named limbs, plus the separate head and face values. The numeric order should not be interpreted as a physical layout. In particular, the values do not place the arms and legs in a simple left-to-right sequence: RightArm is 28, followed by LeftArm at 29, LeftLeg at 30, and RightLeg at 31.
Gear is another early enum entry, with value 19. It is listed separately from the clothing and body-part values. For avatar design references, that separation matters because gear is not represented by the TShirt, Shirt, or Pants identifiers.
Accessory and animation values
Roblox’s enum assigns a consecutive seven-value run to several accessory locations. HairAccessory is 41, FaceAccessory is 42, NeckAccessory is 43, ShoulderAccessory is 44, FrontAccessory is 45, BackAccessory is 46, and WaistAccessory is 47.
That sequence is useful for a location-based avatar checklist. A design can be documented by accessory position, while the implementation record retains the corresponding numeric value. The source does not state that every avatar uses all seven categories, so these values should be read as available type identifiers rather than a required outfit formula.
Animation-related entries begin with ClimbAnimation, value 48. The movement animation values then include FallAnimation at 50, IdleAnimation at 51, JumpAnimation at 52, RunAnimation at 53, SwimAnimation at 54, and WalkAnimation at 55. EmoteAnimation is 61, while MoodAnimation is 78.
The gap between 48 and 50 is part of the published enum values. It should not be filled with an assumed category. Likewise, the distance between 61 and 78 does not provide evidence about how many animation types Roblox has in total. The documented figures identify only the entries listed here.
Modern clothing and facial asset values
Another consecutive group begins with TShirtAccessory at 64, ShirtAccessory at 65, and PantsAccessory at 66. The clothing-related sequence continues with JacketAccessory at 67, SweaterAccessory at 68, and ShortsAccessory at 69.
Footwear and dress-related types follow. LeftShoeAccessory is 70, RightShoeAccessory is 71, and DressSkirtAccessory is 72. These names distinguish accessories associated with a garment or shoe from the earlier classic clothing identifiers. A catalog record can therefore preserve both the item’s broad design role and its exact enum type.
The enum also includes two small facial-detail categories: EyebrowAccessory is 76 and EyelashAccessory is 77. DynamicHead is 79. The listed makeup values are FaceMakeup at 88, LipMakeup at 89, and EyeMakeup at 90.
| Appearance type | Enum value |
|---|---|
| TShirtAccessory | 64 |
| ShirtAccessory | 65 |
| PantsAccessory | 66 |
| JacketAccessory | 67 |
| SweaterAccessory | 68 |
| ShortsAccessory | 69 |
| LeftShoeAccessory | 70 |
| RightShoeAccessory | 71 |
| DressSkirtAccessory | 72 |
| EyebrowAccessory | 76 |
| EyelashAccessory | 77 |
| DynamicHead | 79 |
| FaceMakeup | 88 |
| LipMakeup | 89 |
| EyeMakeup | 90 |
The “AvatarAssetType enum” source label is retained for these values. The figures describe classification identifiers, not item counts or usage rates.
R6, R15, and player choice
Roblox’s GameAvatarType enum lists three choices: R6 has the value 0, R15 has the value 1, and PlayerChoice has the value 2. These values describe game avatar-type options. They should not be confused with the AvatarAssetType values above, which identify individual content categories such as shirts, hair accessories, or animations.
Roblox’s Humanoid documentation provides a corresponding limb-part distinction. R6 uses 6 parts for limbs, while R15 uses 15 parts for limbs. The two model descriptions therefore differ by 9 documented limb parts. That subtraction only compares the two stated counts; it does not estimate performance, player preference, or the total number of assets available.
| Avatar model or setting | Documented value |
|---|---|
| R6 in GameAvatarType | 0 |
| R15 in GameAvatarType | 1 |
| PlayerChoice in GameAvatarType | 2 |
| R6 limb-part count | 6 parts |
| R15 limb-part count | 15 parts |
For an avatar design guide, this distinction helps separate a model choice from an accessory choice. A model-type value identifies the game avatar configuration, while an asset-type value identifies a particular category of wearable, body, facial, or animated content.
Roblox avatar body-size statistics
Roblox body-scale documentation gives approximate heights for three body-size descriptions. The Classic body size is approximately 4.75 studs tall. Normal is approximately 5.75–6.5 studs tall. Slender is approximately 5.25–6.25 studs tall.
These are ranges where the documentation provides ranges, and they are explicitly approximate. They should not be presented as exact measurements for every avatar. They also describe body-size categories rather than the height of every possible combination of clothing, accessories, animation, or gear.
| Body-size description | Approximate documented height |
|---|---|
| Classic | 4.75 studs |
| Normal | 5.75–6.5 studs |
| Slender | 5.25–6.25 studs |
The ranges overlap: Slender reaches from 5.25 to 6.25 studs, while Normal reaches from 5.75 to 6.5 studs. That overlap means the labels should not be treated as three non-overlapping height bands. Classic is the only one of the three listed as a single approximate height in the supplied body-scale reference.
Avatar-item analytics limits
Roblox’s Avatar items documentation states that avatar item analytics can show up to 8 top items and a catalog table with up to 400 items. These are display or reporting limits for the documented analytics view. They are not statements about the total number of avatar items on Roblox, the number owned by a player, or the number created by a developer.
The two limits serve different purposes. The “top items” view is capped at 8 entries, while the catalog table can contain up to 400 entries. In a compact report, the top-items list is therefore 392 entries smaller than the maximum catalog table. That comparison is between the two stated display limits only; it does not measure the size of the underlying catalog.
When using these figures in an avatar design workflow, keep the reporting scope visible. A list of 8 top items is a limited ranked view, and a table of up to 400 items is a broader catalog view. Neither figure should be used as a popularity percentage without additional measurements, dates, geography, and methodology.
The Roblox AvatarAssetType enum, GameAvatarType enum, Humanoid documentation, body-scale documentation, and Avatar items documentation together provide a technical snapshot of avatar structure. The snapshot covers 43 listed asset-type identifiers, three game avatar-type values, two documented limb-part counts, three approximate body-size descriptions, and two analytics display limits. Those measurements are most useful when each one remains attached to its original source label and is kept separate from unsupported claims about adoption, popularity, or growth.