Accessory Requirements

When creating accessories and clothing for Roblox, it's important to meet specific technical requirements to ensure compatibility and optimize for performance and quality.

Although rigid accessories and layerable accessories share many technical requirements, layerable accessories must include additional components to ensure the accessories deform and stretch appropriately on different body scales. If you are intending to publish and sell these assets on the Marketplace, there are additional Marketplace Policy standards that you must follow for any accessory or clothing item.

When ready to export, see Export Requirements for mesh export settings for Blender and Maya.

Geometry and Budgets

  • Single Mesh - Accessories must be a single mesh.
  • Budgets - Accessories can't exceed 4k triangles.
  • Watertight - All geometry must be watertight without exposed holes or backfaces.
  • Use quads whenever possible. Avoid faces with 5 or more sides.
  • Mesh Size - Depending on the type of accessory asset, meshes must follow a standard size (in studs, centered on attachment point) depending on the body scale it is designed for.

Body Scale

Roblox supports 3 types of body scales: Classic, Normal, and Slender. When designing your accessory, the size of your accessory cannot exceed the following sizes based on body scale and accessory asset type.

See Body Scale for more information on the different types of body proportions Roblox supports.


Asset TypeWidth (X)Height (Y)Depth (Z)
T-Shirt, Shirt, Sweater, Jacket, Pants, Shorts, Dress & Skirt888
(Not centered: 2 up, 3 down)
(Not centered: 1.5 front, 2 behind)
Eyebrow and Eyelashes1.50.50.5
Shoulder (attached to NeckAttachment)733
Shoulder (other)333
(Not centered: 1.5 front, 3 behind)
(Not centered: 1.5 up, 2 down)


Asset TypeWidth (X)Height (Y)Depth (Z)
T-Shirt, Shirt, Sweater, Jacket, Pants, Shorts, Dress & Skirt888
(Not centered: 1.25 up, 1.875 down)
(Not centered: 0.9375 front, 1.25 behind)
Eyebrow and Eyelashes1.50.50.5
Shoulder (attached to NeckAttachment)6.903.683.24
Shoulder (attached to RightCollarAttachment, LeftCollarAttachment)2.953.683.24
Shoulder (attached to RightShoulderAttachment, LeftShoulderAttachment)2.674.403.09
(Not centered: 1.623 front, 3.246 behind)
(Not centered: 1.842 up, 2.457 down)


Asset TypeWidth (X)Height (Y)Depth (Z)
T-Shirt, Shirt, Sweater, Jacket, Pants, Shorts, Dress & Skirt888
(Not centered: 1.25 up, 1.875 down)
(Not centered: 10.892 front, 1.189 behind)
Eyebrow and Eyelashes1.50.50.5
Shoulder (attached to NeckAttachment)6.053.392.88
Shoulder (attached to RightCollarAttachment, LeftCollarAttachment)2.593.392.88
Shoulder (attached to RightShoulderAttachment, LeftShoulderAttachment)2.373.962.75
(Not centered: 1.443 front, 2.886 behind)
(Not centered: 1.414 up, 1.885 down)

Attachment Points

Attachments are points on the accessory model that connect to another attachment of the same name on a character model. When creating rigid accessories, accessory points are automatically created when using the Accessory Fitting Tool. Studio only recognizes third-party attachment objects when importing meshes with caging data, such as clothing or bodies.

See the following specifications for attachments:

  • One attachment - Each accessory, including layered accessories, require at least one attachment point to its associated body part.

  • Naming Convention - The Attachment name must follow a specific naming convention depending on the Accessory.AccessoryType. The Accessory Fitting Tool generates an appropriate Attachment name automatically.

    If setting attachment names manually, use the following Attachment name for each accessory type:

    Accessory TypeAttachment Name
    WaistWaistFrontAttachment, WaistCenterAttachment, WaistBackAttachment
    ShoulderRightShoulderAttachment, RightCollarAttachment, NeckAttachment, LeftCollarAttachment, LeftShoulderAttachment
    Face, Eyelash, EyebrowFaceFrontAttachment, FaceCenterAttachment
    Layered tops (Shirt, TShirt, Sweater, Jacket)BodyFrontAttachment
    Layered bottoms (Pants, Shorts, DressSkirt)WaistCenterAttachment
  • Shoulders and Collars - Even though they are in similar locations, Shoulder and Collar attachment points interact with character rigs differently for rigid accessories.

    • Items using RightShoulderAttachment or LeftShoulderAttachment move with the character's arm.
    • Items using RightCollarAttachment or LeftCollarAttachment do not move with the character's arm.

Face Accessories

Face accessories, such as hair, eyebrows, and eyelashes are unique accessories that you can bundle with an avatar body upload. At this time, eyebrows and eyelashes can not be uploaded as standalone accessories and must be bundled with avatar bodies. For more information on bundling your face accessories with avatar models, see Publishing Bodies with Eyelashes and Eyebrows.

  • Naming Convention when bundled - When including these assets with an avatar body upload, the accessory objects must use the following name conventions:
    • EyebrowAccessory
    • EyelashAccessory
    • HairAccessory


Textures created for accessories must meet Roblox's texture specifications. Keep in mind that smaller assets, such as accessories, can use smaller texture map sizes, such as 256×256px, to optimize performance with virtually no loss in detail.

Layered Requirements

Clothing and accessories that deform and fit around any characters and existing clothing items require additional configuration in a 3D modeling software such as Blender or Maya.

To achieve the layering effect, your clothing must meet the following requirements:

See Creating Layered Models for a basic guide on applying these requirements on a reference asset in Blender. Once the .fbx file is exported, see Accessory Fitting Tool for instructions on creating an accessory from your model.

Rigging and Skinning

Rigging and skinning a layered accessory allows the accessory to move naturally with a character body. You can perform this manually through a modeling tool, or use automatic skinning transfer to generate an accessory's skinning data at run time.

If using modeling software to skin your accessories, keep in mind that Joint Influences (Maya) or Bone Assignments (Blender) per vertex should be limited to 4.

For more information on basic skinning in third-party modeling software, such as Blender's Automatic Weights, see Skinning a Simple Mesh for instructions on rigging, applying weights, and skinning a basic mesh.

Cage Meshes

Cage meshes, or cages, are invisible meshes that define the inner and outer surfaces of your asset. Similar to collision boxes, these surfaces prevent other accessories or bodies from clipping or breaking and allow other accessory items with cages to layer on top of the previous object.

Inner Cage

The inner cage is the inner surface of your model and defines how the layered asset fits over another layered model. As a best practice, the shape of the inner and outer cage should match each other before editing the outer cage to completely cover your asset.

The inner cage mesh object must have the same name as the accessory model appended with _InnerCage.

Outer Cage

The outer cage defines the external surface that another item's inner cage would layer on top of. Avatar character models must have an outer cage included with its model in order to be compatible with layered clothing. All avatar models available on the Marketplace include a properly configured outer cage and are compatible with layered assets.

The outer cage of a layered clothing asset is a mesh that precisely covers the clothing item. The outer cage included in the template files is identical to the inner cage by default and must be the only cage adjusted to fit over an accessory.

The outer cage mesh object must have the same name as the accessory model appended with _OuterCage.

Marketplace Requirements

Your items must meet the following requirements before you upload them to the Marketplace to sell: