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The Humanoid is a special object that gives models the functionality of a character. It grants the model with the ability to physically walk around and interact with various components of a Roblox level.

Humanoids are always parented inside of a Model, and the model is expected to be an assembly of BasePart and Motor6D; the root part of the assembly is expected to be named HumanoidRootPart. It also expects a part named Head to be connected to the character’s torso part, either directly or indirectly.

By default, there are two official types of character rigs supplied by Roblox, each with their own set of rules:


  • A basic character rig that uses 6 parts for limbs.
  • The Head part must be attached to a part named Torso, or the Humanoid will die immediately.
  • BodyPart appearances are applied using CharacterMesh objects.
  • Certain properties, such as Humanoid/LeftLeg and Humanoid/RightLeg, only work with R6.
  • R15

  • More complex than R6, but also far more flexible and robust.
  • Uses 15 parts for limbs.
  • The Head part must be attached to a part named UpperTorso or the Humanoid will die immediately.
  • BodyPart appearances have to be assembled directly.
  • Can be dynamically rescaled by using special NumberValue objects parented inside of the Humanoid.
    • The Humanoid will automatically create Vector3Value objects named OriginalSize inside of each limb.
    • If a NumberValue is parented inside of the Humanoid and is named one of the following, it will be used to control the scaling functionality:
      • BodyDepthScale
      • BodyHeightScale
      • BodyWidthScale
      • HeadScale
  • Properties

    Name Type Description

    Sets whether the character will automatically jump when they hit an obstacle as a player on a mobile device.


    AutoRotate sets whether or not the Humanoid will automatically rotate to face in the direction they are moving in.


    An offset applied to the Camera’s subject position when its CameraSubject is set to this Humanoid.


    Controls the distance behavior of the Humanoid’s name and health display.


    Describes the type of Material that the Humanoid is currently standing on. If the Humanoid isn’t standing on anything, the value of this property will be Air.


    The current health of the Humanoid, from 0 to MaxHealth.
    If the health value reaches 0, the Humanoid will die and its connecting joints will be removed.


    Used in conjunction with the Humanoid’s DisplayDistanceType property to either determine how far a player controlling this Humanoid can see another humanoid’s health bar, or how far this Humanoid’s health displays to other viewing players.


    Controls when the Humanoid’s health bar is allowed to be displayed.


    Sets how many studs off the ground the Humanoid’s RootPart should be.


    Whether the Humanoid is jumping. If set to true, it will cause the Humanoid to jump.


    Determines how much upwards force is applied to the humanoid when jumping.


    The maximum value of a humanoid’s Health.


    The maximum slope angle that a humanoid can walk on without slipping.
    This value is clamped between 0° and 89°.


    Describes the direction that the Humanoid is walking in, as a unit vector along the X/Z axis.


    Used in conjunction with the Humanoid’s DisplayDistanceType property to either determine how far a player controlling this Humanoid can see another humanoid’s name, or how far this Humanoid’s name displays to other viewing players.


    Controls whether a Humanoid’s name can be seen behind walls or other objects.


    When set to true on a humanoid, it will be put into a state where it cannot move.


    Describes whether this character is utilizing the legacy R6 character rig, or the new R15 character rig.


    A reference to the Humanoid’s HumanoidRootPart.


    A reference to the seat that a humanoid is currently sitting in, if any.



    When set to true, forces the humanoid into a sitting state.


    Describes the 3D position where the player controlling this humanoid last clicked in the world while using a Tool.


    Describes the Humanoid’s maximum movement speed in studs/sec.


    A reference to a part whose position is trying to be reached by a humanoid.


    The position that a humanoid is trying to reach, after a call to Humanoid/MoveTo is made.

    Inherited from Instance

    Archivable ClassName DataCost Name Parent RobloxLocked


    Name Type Description

    Attaches the specified Accessory to the humanoid.


    Recursively assembles a tree of Motor6D joints by fusing together Attachment objects in a humanoid’s character, whose names are the same, and whose names end with RigAttachment.


    Sets the current activity that the Humanoid is carrying out.


    Makes a humanoid forcefully equip the specified Tool.


    Returns a table of accessories that a humanoid is currently wearing.


    Returns the Enum/Limb that is associated with the given part.


    Returns an array of the AnimationTracks currently being played on the Humanoid.


    Returns the Enum of the current activity being carried out by Humanoid.


    Gets whether or not a HumanoidStateType is allowed to be fired/selected


    Used to load an animation into the Humanoid as a variable.


    Causes the Humanoid to walk in a given direction


    Causes the Humanoid to attempt to walk to the given location.


    Removes all Accessories from the humanoid.


    Sets whether or not a HumanoidStateType is allowed to be fired/selected


    Subtracts the damage from the health of the targeted humanoid unless the character has a ForceField.


    Unequips all tools that the humanoid might have equipped at the time of use.

    Inherited from Instance

    ClearAllChildren Clone Destroy FindFirstAncestor FindFirstAncestorOfClass FindFirstAncestorWhichIsA FindFirstChild FindFirstChildOfClass FindFirstChildWhichIsA GetChildren GetDebugId GetDescendants GetFullName GetPropertyChangedSignal IsA IsAncestorOf IsDescendantOf WaitForChild


    Name Type Description

    Fires whenever the Humanoid in question begins playing an animation

    Fired when a player is climbing either bricks or truss.

    Fired after a character has entered the dead state, usually when their health reaches 0.

    Fired when the Humanoid is falling due to being tripped over.

    Fired when the Humanoid is falling.

    Fired when a Humanoid gets up after falling over.

    Fired when the Humanoid’s Health changes to a value equal to or below the Humanoid’s MaxHealth value.

    Fired when the Humanoid jumps.

    Fires when the Humanoid finishes walking to a goal declared by Humanoid/MoveTo.

    Fired when the Humanoid’s PlatformStand property is changed.

    Fires when a player gets hit by a large, fast-moving object, causing the character to get tripped and get shoved in the direction it was hit.

    Fired after the Humanoid starts or stops running.

    Fired when a Humanoid sits.

    Fired when the state of the Humanoid is changed.

    Fired when SetStateEnabled is called on the Humanoid.

    Fired when the player is strafing.

    Fired when a humanoid is swimming in water created with the terrain. The average speed of a Humanoid swimming is 87.5% of their WalkSpeed per second.

    Fires when one of the Humanoid’s limbs come in contact with another part.

    Inherited from Instance

    AncestryChanged Changed ChildAdded ChildRemoved DescendantAdded DescendantRemoving