Models

A Model is a container object for geometric groupings, such as BaseParts, Motor6D objects, and other models. Unlike Folder objects that merely store objects, model objects have additional behaviors.

A model named Octavia
The groupings that comprise the model

Creating Models

When you group objects together, they automatically become a Model object.

  1. In the 3D viewport or the Explorer window, select every object that you want to group into a model.

  2. Right-click on one of the objects and select Group, or press Ctrl/+G. A new model object displays with all of the objects that make up the model nested underneath.

Setting a Primary Part

If you have a model with parts that are joined together through physical joints like WeldConstraints or Motor6Ds, you should specify a BasePart within the model to become a PrimaryPart. A model's PrimaryPart is the physical reference that specifies which BasePart the pivot point and bounding box should move with when the model changes position or orientation.

To set a primary part:

  1. In the Explorer window, select a model.
  2. In the Properties window, select the PrimaryPart property. Your cursor changes.
  3. Back in the Explorer window, select the BasePart that you want to become your primary part.

When you select the model object, the model's PrimaryPart displays with a grey outline. For example, the following wizard's PrimaryPart is its torso.

Moving Models

Move Tool

You can move a model to a new position using the Move tool within the Home or Model tabs. Unless you've set a primary part, a model moves based on the center of its bounding box.

Origin Position

Alternatively to the Move tool, you can move a model to a specific position by setting its Origin Position in the Properties window. This position is based around the model's pivot point.

Scripting

Within a Script or LocalScript, you can move a model through the following methods:

Method Description
MoveTo() Moves the model's PrimaryPart to the given position. If a primary part has not been specified, the root part of the model will be used.
TranslateBy() Shifts a model by the given Vector3 offset, preserving the model's orientation.
PivotTo() Transforms the model along with all of its descendant PVInstances such that the pivot is located at the specified CFrame.

Rotating Models

Rotate Tool

You can rotate a model to a new angle using the Rotate tool within the Home or Model tabs. Models rotate along the X, Y, and Z axes based on their pivot point which is, by default, the center of the model.

Origin Orientation

Alternatively to the Rotate tool, you can rotate a model to a specific orientation by setting its Origin Orientation in the Properties window.

Scripting

Within a Script or LocalScript, you can rotate a model through the following methods:

Method Description
PivotTo() Transforms the model along with all of its descendant PVInstances such that the pivot is located at the specified CFrame.

Model Behaviors

While models act similarly to Folder objects for most purposes in your experience, they also exhibit some unique behaviors.

Character Models

When a Humanoid is present inside a model that contains a Part named Head, Roblox displays a name and/or health bar above that part. For more information, see Character Name/Health Display.

Destroy Height

To prevent parts that have fallen off of an experience's map from continuing to fall forever, Studio automatically destroys parts that fall below the Workspace.FallenPartsDestroyHeight value. If a part destroyed due to this behavior is the last part in a model, then that model will also be destroyed.

Uploading Models

After you create your model, you can upload it to your inventory to use across all of your places and experiences.

To upload a model:

  1. In the Explorer window, navigate to the model you would like to upload.

  2. Right-click on the model. A pop-up menu displays.

  3. Click on the Save to Roblox… menu item. The Asset Configuration dialog displays.

  4. Fill in the following fields:

    • Title: A name for your model.
    • Description: A description that describes what a potential user should expect from your model.
    • Creator: The creator you'd like to attribute as the creator of the model. If you are using Team Create, every creator appears, otherwise "Me" is the only option.
  5. Click the Submit button.

Your model is now within the moderation queue and is only visible to you within your inventory.