---
title: "Export rigid accessories"
url: /docs/en-us/avatar/rigid-accessories/export
last_updated: 2026-10-20T22:17:54Z
description: "Use the appropriate export settings in Blender and Maya to generate Studio-ready .fbx files."
---

# Export rigid accessories

When you are ready to export a rigid accessory model that meets Roblox's [rigid accessory specifications](/docs/en-us/avatar/rigid-accessories/specifications.md), it's important to review the following prerequisite information and step-by-step instructions for the `.fbx` or `.gltf` export files so that your creation takes advantage of all of Studio's [Importer](/docs/en-us/studio/importer.md) features.

This is particularly important for rigid accessory models because they contain all the mesh, texture, and attachment data that's essential for rigid accessories to attach to character bodies correctly.

> **Warning:** If you have any modifiers to your mesh or project objects, make sure to apply or delete them before export.
> **Info:** **For other types of 3D models:**- [General mesh](/docs/en-us/art/modeling/export-requirements.md) export settings. - [Layered accessory](/docs/en-us/avatar/layered-accessories/export.md) export settings.
## Blender export settings

Blender allows you to export your rigid accessory as either a `.fbx` or `.gltf` file. If you are exporting it as a `.fbx` file, familiarize yourself with [Blender's FBX scaling](/docs/en-us/art/blender.md#adjust-scale-fbx) to ensure that you successfully import the model into Studio at the correct scale.

To export your rigid accessory in Blender as a `.fbx` file:

1. In the topbar, click **File** > **Export** > **FBX (.fbx)**. The **Blender File View** window displays.
2. On the right-hand side, set **Path Mode** to **Copy**, then toggle the **Embed Textures** button.
3. In the **Transform** section, set **Apply Scalings** to **FBX Unit Scale**. If you run into scaling issues on import, see [Blender FBX scaling](/docs/en-us/art/blender.md#adjust-scale-fbx) for alternative approaches.
4. Click the **Export FBX** button and save the `.fbx` to the directory of your choice.![Screenshot of Blender export settings](../../assets/accessories/rigid-accessory-blender.png)

> **Success:** You now have a `.fbx` file that you can [import into Studio](/docs/en-us/avatar/rigid-accessories/import.md) as a `Class.Model` rigid accessory. Once the rigid accessory is in Studio, you can use the [Accessory Fitting Tool](/docs/en-us/avatar/accessory-fitting-tool.md) to convert the model into an accessory.
## Maya export settings

To export your rigid accessory in Maya as a `.fbx` file:

1. In the topbar, click **File** > **Export All**. The **Export All** window displays.
2. Near the bottom of the window, click the **Files of type** dropdown, then select **FBX export**.
3. On the right-hand side of the window, navigate to the **Options...** section.
4. In the **Geometry** section, enable **Smooth Mesh** and **Referenced Asset Content**.
5. In the **Animation** section, disable **Animation**.
6. If you need to import textures as a `.png`, in the **Embed Media** section, enable **Embed Media**.
7. In the **Advanced Options** section,
  - Navigate to **Units**, then enable **Automatic**.
  - Navigate to **Axis Conversion**, then set the **Up Axis** property to **Y**.
8. Click the **Export All** button and save the `.fbx` to the directory of your choice.![Screenshot of Maya export settings](../../assets/accessories/lc-requirements-maya-settings.png)

> **Success:** You now have a `.fbx` file that you can [import into Studio](/docs/en-us/avatar/rigid-accessories/import.md) as a `Class.Model` rigid accessory. Once the rigid accessory is in Studio, you can use the [Accessory Fitting Tool](/docs/en-us/avatar/accessory-fitting-tool.md) to convert the model into an accessory.