Studio's Importer lets you import 3D assets into your projects, such as character bodies, makeup, and rigid accessories. The following instructions detail how to import a rigid accessory .fbx or .gltf file into Studio as a Model object and convert it into an Accessory object that you can use in your games, upload to the Marketplace, or share with other creators.
While the Importer provides object previews and error-checking to ensure that your creation meets Roblox's general 3D requirements, it's important to ensure that your character model also meets Roblox's rigid accessory specifications to use or sell this asset as an avatar-ready rigid accessory, otherwise you can encounter errors at different points in the workflow.
Import accessories
To import your asset as a rigid accessory:
In the Home tab, click the Import button to open the 3D Importer. A file browser opens.
Select your rigid accessory's .fbx or .gltf file. The 3D Importer loads a preview of the rigid accessory.

Select Import. The asset populates in your workspace as a Model with the appropriate textures applied as a SurfaceAppearance or MeshPart.TextureID.
If your textures didn't load correctly, you can import them manually using the Asset Manager:
In the Asset Manager, click the Import button. If you are unable to access the Asset Manager, save and publish your game first.
Upload your image files.
After moderation clears your images, select the MeshPart parented within your imported Model, then add a SurfaceAppearance child to your MeshPart.

Select the SurfaceAppearance object, then in the Properties window, click each property value and assign the appropriate texture image from the asset dropdown:
- Set the ColorMap to the _ALB texture image.
- Set the MetalnessMap to the _MTL texture image.
- Set the NormalMap to the _NOR texture image.
- Set the RoughnessMap to the _RGH texture image.

Convert rigid accessories
After importing your asset into Studio, you can begin fitting your imported object to a mannequin and converting the Model object into a Accessory. When fitting and converting your accessory, it's important to use the Accessory Fitting Tool (AFT) to correctly preview the placement and apply the correct configurations to your accessory.
To fit and generate your rigid accessory:
In the toolbar's Avatar tab, click Accessory to open the AFT. The Accessory Fitting Tool panel displays.
In the panel:
- Back in the panel, click the Next button. The Asset Type page displays.

In the Asset Type page:
- 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.
- Set body type to the body scale you determined while sculpting and sizing of the asset during the creation process, then click the Next button. A preview panel displays with a default character wearing your rigid accessory.

Select one of the humanoid characters as a mannequin:
In the Avatars section, select a humanoid character body.
In the preview panel, deselect the previous selection. Your character body selection displays in the preview window.

Using both the AFT preview window and the viewport, adjust the position, scale, and rotation of the rigid accessory.
Use the AFT preview window and your mannequin 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.
In the viewport, use the Move, Scale, and Rotate tools to adjust the positioning of your rigid accessory.
If you accidentally select something else, click back into the AFT panel to reselect the accessory and resume your adjustments using the transformation tools.
After previewing and fitting your asset, click the Generate MeshPart Accessory button. Your 3D model populates in your project as an Accessory object.
With this Accessory object, you can perform any of the following:
Begin the process of uploading and publishing the rigid accessory to the Marketplace.
Use the rigid accessory in your current game by equipping it to character models with HumanoidDescription, or by dragging and dropping the rigid accessory under the appropriate character Model object.
Save the rigid accessory to your Toolbox or make it public on the Creator Store to use within any of your games or share with other creators.