Importing Rigid Accessories

Use the following instructions to import your .fbx or .gltf third-party model into Studio and convert the asset to an Accessory object that you can save to use in your experience, share with others, or upload to the Marketplace.

Importing 3D Assets

Studio's 3D Importer provides a quick and easy way to import third-party 3D assets into your projects. The importer provides object previews and error-checking to ensure that your asset meets Roblox's general 3D requirements.

Keep in mind, the model that you intend to create as a rigid accessory must also follow Roblox's Accessory Specifications to eventually use this asset as an Accessory, or you may experience errors later in the workflow.

To import your asset:

  1. In Studio, navigate to the Avatar tab and select the 3D Importer.

  2. In the file browser, select the .fbx or .gltf file saved locally. The 3D Importer loads a preview of the object.

    • If textures don't load for your asset, you can manually import your textures later.
    • See 3D Importer for additional information on import settings and troubleshooting.
  3. Select Import. The asset populates in your workspace as a Model with the appropriate textures applied as a SurfaceAppearance or MeshPart.TextureID.

If textures didn't load correctly, add them manually. You may need to save and publish your experience in order to access the Asset Manager.

  1. Open the Asset Manager. You may need to save and publish your experience before accessing your assets.

  2. In the Asset Manager, and select the Bulk Import button.

  3. Upload your image files.

  4. After moderation clears for your image, select the MeshPart parented within your imported Model.

  5. Add a SurfaceAppearance child to your MeshPart.

  6. In the SurfaceAppearance properties, click each property value and assign the appropriate texture image from the asset dropdown:

    1. Set the ColorMap to the _ALB texture image.

    2. Set the MetalnessMap to the _MTL texture image.

    3. Set the NormalMap to the _NOR texture image.

    4. Set the RoughnessMap to the _RGH texture image.

Converting 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 accessory:

  1. In the Avatar tab, open the Accessory Fitting Tool (AFT).

  2. In the new AFT panel, select the Part field and, in the workspace, select the accessory MeshPart object in the workspace and press Next.

  3. On the Asset Type page, select the type of asset and the expected body scale. Press Next when complete.

    1. This example uses a Hat asset with an Proportions Normal scale.

    2. Body scale is typically set based on the original sculpting and sizing of the asset. See Body Scale for additional information on rigid accessory scaling.

  4. On the preview screen, select one of the humanoid characters as a mannequin:

    1. In the Avatars section, select a humanoid base body character.

    2. In the preview panel, deselect the previous selection. Only the humanoid body displays in the preview window.

  5. Using both the AFT preview window and the workspace, adjust the position, scale, and rotation of the accessory.

    1. 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 workspace does not accurately portray how rigid accessories attach.

    2. In the workspace, use the Move, Scale, and Rotate tools in the workspace 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.

  6. After previewing and fitting your asset, select Generate MeshPart Accessory to create the Accessory and add it to your explorer.

After successful fitting and converting, your 3D model should populate in your project as an Accessory. With this Accessory you can perform any of the following:

  • Begin the process of uploading and publishing the accessory to the Marketplace.

  • Use the accessory in your current experience by equipping it to character models with HumanoidDescription, or by dragging and dropping the accessory under the appropriate character Model object.

  • Save the accessory to your Toolbox or make it public on the Creator Store to share or use within any of your experiences.