Rigid Accessories

Rigid accessories are 3D wearable assets that equip to a static location on a character model, such as a bow or backpack. You can model custom rigid accessories in a 3D modeling software, such as Blender or Maya, then import the model into Studio to create an Accessory object.

This guide covers the process for creating an Accessory from an existing 3D model file (.fbx, .obj, .rbxm) using the following steps:

  1. Importing the 3D model into Studio.
  2. Selecting the imported MeshPart with the Accessory Fitting Tool and choose the accessory type.
  3. Editing the position, scale, and rotation 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 final 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 sell accessories on the Avatar Marketplace.


The MeshPart that will be 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 rigid bow 3D asset.

To import a rigid accessory into Studio from a .fbx or .obj 3D model, see Importing Assets.

If importing .rbxm models:

  1. Right click in the Explorer window.
  2. Select Insert From File and select the .rbxm file.


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 you would like to generate. Click Next when finished.

    Selecting the correct type of accessory generates the appropriate attachment point and fitting options.


After selecting a rigid accessory, you can use the Edit Panel to make adjustments to the position, rotation, and scale. To have finer grain controls of your adjustments, navigate to the ModelSnap to Grid options and toggle off the options Rotate and Move.

When editing, a black bounding box populates around the mannequin, indicating the maximum accessory size and position acceptable in the catalog. If the accessory is too large for the bounds, the bounding box turns red.

Valid accessory size (blue)
Invalid accessory size (red)

You can use the Mesh opacity slider in the Edit panel to reduce the opacity of the previewed accessory. This may be useful to verify the placement of the accessory on the mannequin.

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.