You can insert creator-uploaded meshes or import custom meshes into Studio. Once added to your experience, you can access meshes in the Toolbox or Asset Manager and configure them in the following ways:
- Configure collision fidelity for your mesh object.
- Set the level of detail for your meshes to optimize for performance and visual quality.
- Pose and animate your rigged meshes to add an extra level of visual customization to your models.
Navigate to the View tab and select Toolbox.
From the Marketplace tab, select the category dropdown and choose Meshes.
(Optional) Click the filter button to the right of the search bar to filter meshes by verified creators and/or a specific creator's username.
In the Search field, type anything you'd like to find.
Either click or drag-and-drop a mesh to insert it into the viewport.
Navigate to the View tab and select Asset Manager.
Open the Meshes folder, then either:
- Drag-and-drop a mesh into the 3D viewport.
- Right-click on a mesh and select Insert, or select Insert With Location if you'd like to preserve mesh location data that was stored during the import process.
To import one or more standard meshes through the Asset Manager:
Click the Bulk Import button.
Select the meshes you want to import from your local machine, then click the Open button.
For each mesh being imported, set the applicable options listed below and click Apply, or select Apply All to apply your choices to every mesh.
- Rescale if too large
- Reverse inward-pointing mesh normals
- Import file as single mesh
After a moment, the meshes display with a status icon. Successfully imported meshes enter the moderation queue and are only visible to you within the Meshes folder of the Asset Manager and in the Creations tab of the Toolbox.
In the menu bar, navigate to the Plugins tab and click Avatar Importer.
Select Custom. A file browser displays.
Select the rigged mesh you want to import. The mesh displays in your workspace.
Image textures wrap around a 3D mesh. Most meshes already include textures, although textures can be changed or altered by changing the TextureID field to an appropriate image asset ID.
To apply a mesh texture in Studio:
In the Properties window, select the TextureID field.
Enter a new texture ID or locate a specific texture.
The CollisionFidelity property determines how closely the visual representation of the object matches the physical bounds, or hitbox, of the object. By changing the CollisionFidelity property, you can change how far away a user has to be from a mesh until they collide with each other.
Level of Detail
By default, meshes will always display in precise fidelity, no matter how far they are from the camera, but you can dynamically control a mesh's level of detail through its RenderFidelity property. Setting less important meshes to a lower render fidelity will improve an experience's performance if you have many detailed meshes. When it is set to Automatic, the mesh renders at a different level of detail of detail depending on its distance from the camera:
|Distance From Camera||Render Fidelity||Example|
|Less than 250 studs||Highest|
|500 or more studs||Lowest|
Posing and Animating
Rigged meshes contain Bone instances that you can rotate and position to articulate your mesh at different points. These bones and their inherited influences are identical to their Blender or Maya counterparts.
To pose a rigged mesh in Studio:
In the Explorer window, select the imported mesh and expand its child instances to access the bones.
Select a bone and rotate it to pose the model along the created bone joints.
To animate a rigged mesh in Studio:
Open the Animation Editor.
Select the mesh object in the workspace.
In the timeline, navigate to the ⊕ icon and click Add All to add all the created bones to the animation.
Test and animate your new rig by applying transforms to the specific bones you've created. See Animation for additional instructions on animating.