---
title: "Use the Accessory Fitting Tool"
url: /docs/en-us/art/accessories/creating-rigid/converting
last_updated: 2026-10-20T22:17:49Z
description: "Use the Accessory Fitting Tool to convert your model to a rigid accessory."
---

# Use the Accessory Fitting Tool

After importing your asset into Studio, you can begin **fitting** your imported object to a mannequin and **converting** the `Class.Model` object into a `Class.Accessory`. When fitting and converting your accessory, it's important to use the [Accessory Fitting Tool](/docs/en-us/avatar/accessory-fitting-tool.md) (AFT) to correctly preview the placement and apply the correct configurations to your accessory.

To fit and generate your accessory:

1. In the **Avatar** tab, click **Accessory** to open the AFT. The **Accessory Fitting Tool** panel displays.
2. In the panel:
  1. Select the **Part** field, then in the **Explorer** window, select the rigid accessory `Class.MeshPart` object.
  2. Back in the panel, click the **Next** button. The **Asset Type** page displays.
3. In the **Asset Type** page:
  1. Set asset type to **Accessory**, then use the dropdown menu to choose the location of where you want the rigid accessory to attach to a character's body. This tutorial sets it to **Back**.
  2. Click the **Next** button. A preview panel displays with a default character wearing your rigid accessory.
4. Using both the AFT preview window and the viewport, adjust the position, scale, and rotation of the rigid accessory.
  1. Use the AFT preview window and the default character as an accurate preview of how your asset fits on the character. The clothing mannequin in the viewport does not accurately portray how rigid accessories attach.
  2. In the viewport, use the **Move**, **Scale**, and **Rotate** tools to adjust the positioning of your rigid accessory.
  3. If you accidentally select something else, click back into the AFT panel to reselect the accessory and resume your adjustments using the transformation tools.
5. After previewing and fitting your asset, click the **Generate MeshPart Accessory** button. Your 3D model populates in your project as an `Class.Accessory` object.
6. Test your accessory by equipping it to a character and using the **Avatar Setup** tool.

> **Success:** After successful fitting and converting, your 3D model populates in your project as a `Class.Accessory`. With your new `Class.Accessory` you can perform any of the following: - [Upload the accessory](/docs/en-us/art/accessories/creating-rigid/publishing.md) to the Marketplace. - Use the accessory in your current game by equipping it to character models with a [`HumanoidDescription`](/docs/en-us/characters/appearance.md#manually-modify-appearance), or by dragging and dropping the accessory under the appropriate character `Class.Model` object. - Save the accessory to your [Toolbox](/docs/en-us/projects/assets/toolbox.md) to share or use within any of your games.