Export your model as a .fbx or .gltf to take advantage of all of Studio's 3D import features. When rigging or skinning a layerable model, these file types contains all the mesh and texture data, including the rig and influence data, you need to later import into Studio.
Check that your model meets Roblox's avatar character specifications before exporting to ensure Studio compatibility.
- If you are creating a layered clothing accessory, ensure that your model follows layered clothing specifications and use the layered clothing export settings.
- If you are creating a rigid accessory, ensure that your model follows rigid accessory specifications and use the rigid export settings.
- If you are creating a generic mesh, ensure that your model follows Roblox's general specifications and use the general export settings.
Before exporting
Before exporting, ensure that you are only exporting the Roblox supported objects related to your model. If you have any modifiers to your mesh or project objects, make sure to apply or delete them before export.
Use the following guidance before exporting:
While your mesh objects must be parented within an armature object, you can also parent your outer cage objects to a single empty object to simplify your workspace.
In the cage parent object, ensure you have an outer cage for each of your 15 body parts with appropriate naming affix.
In the armature object, ensure that you include the all 15 mesh objects and 19 attachments with the appropriate naming affix.
Software specific export settings
Whether you are exporting your character for testing, or are performing a final export out of Blender, you must apply the appropriate export settings to ensure that Blender exports the proper character data.
Before exporting a mesh from Blender, make sure either your Scene Properties > Unit Scale to .01 or your export settings Transform > Scale is set to .01 to ensure similar .fbx scaling within Studio.
When exporting characters with animation or FACS animation, ensure that your animation timeline Start and End include the entire range of your animations.

- In the topbar, click File > Export > FBX (.fbx). The Blender file browser window displays.
- Set Path Mode to Copy and enable the Embed Textures icon.
- In the Include section, enable Custom Properties.
- Expand the Armature section and uncheck Add Leaf Bones.
- Enable Bake Animation.
- Expand Bake Animation and uncheck NLA Strips, All Actions, and Force Start/End Keyframes.
- Ensure your project animation timeline has the correct Start and End range of all your keyframes.
- In Bake Animation, set Simplify to 0.0.
- Click the Export FBX button. Save the .fbx to the directory of your choice.
