Converting Models to Layered Accessories in Studio

After creating and exporting your 3D model in Blender or Maya following the Layered Modeling Requirements, you can create an accessory from the model with the following steps:

  1. Importing the 3D model .fbx file into Studio.
  2. Selecting the imported MeshPart with the Accessory Fitting Tool and choose the correct layered accessory type.
  3. When required, perform minor editing to the inner and outer cage of the accessory.
  4. Previewing the look and feel of the accessory on different avatars or animations before converting the object into an Accessory.

When creating accessories with the Accessory Fitting Tool, the created accessory includes the appropriate Attachment Point and Asset ID for use in your experience or to save in your Toolbox or Asset Manager. At this time, only participants of the UGC Catalog program can upload accessories to the Avatar Catalog.


The MeshPart that is generated into an Accessory must be selectable in the workspace before using the Accessory Fitting Tool. This may require importing the 3D model. You can follow this process using a reference layered jacket 3D asset.

To create a layered accessory from a .fbx 3D model:

  1. In the Plugins menu, open the Avatar Importer.

  2. Select Custom.

  3. Select the .fbx file to import.


When the MeshPart is available on the workspace, use the following steps to select the object within the Accessory Fitting Tool and choose the asset type:

  1. In the Avatar tab, open the Accessory Fitting Tool.

  2. Click on a MeshPart in either the Explorer or 3D view to reference the object. If the selection is valid, you should see its name in the Part field. Click Next when finished.

  3. Select the asset type of the accessory in the Clothing category you would like to generate. Click Next when finished.


After selecting a layered accessory, use the Edit Panel to make minor caging adjustments to change how the accessory fits on a body and how additional layered accessories fit over it.

For layered accessories, you can adjust the individual vertices of the inner and outer cage meshes by selecting the vertices and using the transform tools to position, scale, or rotate. To have finer grain controls of your adjustments, navigate to the ModelSnap to Grid options and toggle off the options Rotate and Move.

Adjusting vertices with the transform tools

Use the following adjustment options in the Edit panel:

Adjustment Description
Cage Selection Indicates whether you're adjusting the Outer Cage or the Inner Cage.
Mesh Slider Adjusts the opacity of the previewed accessory mesh to view the cage through the asset.
OuterCage and InnerCage Slider Adjusts the opacity of the cage vertices to view the accessory mesh.
Point Tool Adjusts the individual vertices on the cages for minor adjustments using the Select, Move, and Rotate tools. Adjust the Falloff Distance slider to change the number of nearby points that are influenced.
Reset Resets all adjustments made to the outer or inner cages.

Previewing and Converting

Use the Preview panel to test your accessories on different avatars, additional accessories, and animations.

You can select a preset avatar or load your own custom character from the workspace. This character model populates next to your mannequin with the accessory equipped. This same process works with additional clothing accessories and animations.

When ready, click Next to generate the accessory. The finalized Accessory displays in the workspace. With the accessory created, see Character Customization for information on equipping custom accessories to one or more users in your experience.