Rigid Accessory Specifications

When creating rigid accessories for Roblox, it's important to meet specific technical requirements to ensure compatibility and optimize for performance and quality. Many of these requirements must be applied when designing and modeling your asset in a third-party modeling application.

Although rigid accessories and layerable clothing 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.

Classic

Asset TypeWidth (X)Height (Y)Depth (Z)
Hat343
Hair35*
(Not centered: 2 up, 3 down)
3.5*
(Not centered: 1.5 front, 2 behind)
Face322
Eyebrow and Eyelashes1.50.50.5
Neck332
Shoulder (attached to NeckAttachment)733
Shoulder (other)333
Front333
Back1074.5*
(Not centered: 1.5 front, 3 behind)
Waist43.5*
(Not centered: 1.5 up, 2 down)
7

Normal

Asset TypeWidth (X)Height (Y)Depth (Z)
Hat1.872.51.87
Hair1.873.12*
(Not centered: 1.25 up, 1.875 down)
2.18*
(Not centered: 0.9375 front, 1.25 behind)
Face1.871.251.25
Eyebrow and Eyelashes1.50.50.5
Neck2.953.682.16
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
Front2.953.683.24
Back9.868.594.87*
(Not centered: 1.623 front, 3.246 behind)
Waist3.944.29*
(Not centered: 1.842 up, 2.457 down)
7.57

Slender

Asset TypeWidth (X)Height (Y)Depth (Z)
Hat1.782.51.78
Hair1.783.12*
(Not centered: 1.25 up, 1.875 down)
2.08*
(Not centered: 10.892 front, 1.189 behind)
Face1.781.251.18
Eyebrow and Eyelashes1.50.50.5
Neck2.593.391.92
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
Front2.593.392.88
Back8.647.914.32*
(Not centered: 1.443 front, 2.886 behind)
Waist3.763.29*
(Not centered: 1.414 up, 1.885 down)
6.73

Attachment Points

Attachment objects indicate where an accessory model attaches to a point on a character body. Whether you are creating rigid or layered accessories, Studio's Accessory Fitting Tool automatically adds and configures the appropriate Attachment with the following specifications:

  • One attachment - Each accessory, including layered clothing, 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 or configuring attachments manually in Studio, use the following names for your Attachment object depending on the accessory type:

Accessory TypeAttachment Name
HatHatAttachment
HairHairAttachment
BackBodyBackAttachment
WaistWaistFrontAttachment, WaistCenterAttachment, WaistBackAttachment
ShoulderRightShoulderAttachment, RightCollarAttachment, NeckAttachment, LeftCollarAttachment, LeftShoulderAttachment
Face, Eyelash, EyebrowFaceFrontAttachment, FaceCenterAttachment
NeckNeckAttachment
FrontBodyFrontAttachment
  • 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.

Layered Properties

Accessories, such as clothing items, which stretch and fit around any character body type, must include additional configurations to achieve the layering effect. See Clothing Specifications for specifications required to create layerable accessories.

Marketplace Requirements

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