---
title: "Import clothing accessories"
url: /docs/en-us/avatar/layered-accessories/import
last_updated: 2026-07-02T02:14:26Z
description: "Use the Importer to add third-party models to Studio before using the Accessory Fitting Tool to convert the model to an Accessory."
---

# Import clothing accessories

Use the following instructions to [import](#import-3d-assets) your `.fbx` or `.gltf` third-party model into Studio and [convert](#convert-layered-accessories) the asset to a clothing `Accessory` object that you can save to use in your experience, share with others, or upload to the Marketplace.

> **Info:** The following asset example and instructions are part of the [Clothing accessory tutorial](/docs/en-us/art/accessories/creating.md) which covers the process of converting a model from Blender to publishing the asset to the Marketplace.
## Import 3D assets

Studio's Importer provides a quick and easy way to import third-party 3D assets into your projects. The importer provides object previews and error-checking to ensure that your asset meets Roblox's [general 3D requirements](/docs/en-us/art/modeling/specifications.md).

Keep in mind, your 3D layered accessory must also follow Roblox's [clothing specifications](/docs/en-us/avatar/layered-accessories/specifications.md) to eventually use this asset as a layered `Class.Accessory`, or you may experience errors later in the workflow.

To import your asset:

1. From Studio's **File** menu, select **Importer**.
2. In the file browser, select the `.fbx` or `.gltf` file saved locally. The Importer loads a preview of the object.
  - If textures don't load for your asset, you can manually import your textures later.
  - See [Importer](/docs/en-us/studio/importer.md) for additional information on import settings and troubleshooting.
3. Select **Import**. The asset populates in your workspace as a `Class.Model` with the appropriate textures applied as a `Class.SurfaceAppearance` or `Class.MeshPart.TextureID`.

**Manually add textures**

If textures didn't load correctly, add them manually. You may need to save and publish your experience in order to access the [Asset Manager](/docs/en-us/projects/assets/manager.md).

1. In the **Asset Manager**, click the **Import** button.
2. Upload your image files.
3. After moderation clears for your image, select the `Class.MeshPart` parented within your imported `Class.Model`.
4. If you are using a single basic texture, set the `Class.MeshPart.TextureID` property to your uploaded texture image.
5. If you are using PBR textures:
  1. Add a `Class.SurfaceAppearance` child to your `Class.MeshPart`.
  2. In the `Class.SurfaceAppearance` properties, click each property value and assign the appropriate texture image from the asset dropdown:
    1. Set the **ColorMap** to the **_ALB** texture image.
    2. Set the **MetalnessMap** to the **_MTL** texture image.
    3. Set the **NormalMap** to the **_NOR** texture image.
    4. Set the **RoughnessMap** to the **_RGH** texture image.

> **Success:** After successful import, your model object should populate in your project as a `Class.Model` with the appropriate textures applied. See [Importer](/docs/en-us/studio/importer.md) for additional information on import settings and troubleshooting.
## Convert layered accessories

With the `Class.Model` in your project, the last step in the process of clothing creation requires you to use the [Accessory Fitting Tool](/docs/en-us/avatar/accessory-fitting-tool.md) (AFT) to convert this object to a standard `Class.Accessory` that avatar characters can equip.

> **Warning:** For shoes, you must convert the left shoe and the right shoe as separate accessories. Use the following instructions for each shoe before grouping both shoe accessories as a `Class.Model` when [saving to Roblox](/docs/en-us/marketplace/publish-to-marketplace.md#upload-an-asset).

To generate the accessory object:

1. In the toolbar's **Avatar** tab, click **Accessory** to open the AFT.
2. Select the `Class.Model` of the clothing item in the viewport. The tool's text field populates with the name of the object selected. Alternatively, you can select the object within the **Explorer** window.
3. Test out various sample characters, clothing, and animations. See [Test accessories](/docs/en-us/avatar/accessory-fitting-tool.md#test-accessories) for additional information.
  - If required, make minor cage adjustments using the editing features. Larger cage changes may require returning to your third-party modeling software and re-exporting the asset.
4. When ready to generate your accessory, click **Generate MeshPart Accessory**. The accessory object with your model populates in your workspace.

_Clothing accessory in viewport_

_Clothing accessory in Explorer_

After successful fitting and converting, your 3D model should populate in your project as an `Class.Accessory`. With this `Class.Accessory` you can perform any of the following:

- Begin the process of [uploading and publishing](/docs/en-us/marketplace/publish-to-marketplace.md#upload-an-asset) the clothing accessory to the Marketplace.
- Use the accessory in your current experience by equipping it to character models with [HumanoidDescription](/docs/en-us/characters/appearance.md#manually-modify-appearance), or by dragging and dropping the accessory under the appropriate character `Class.Model` object.
- Save the accessory to your [Toolbox](/docs/en-us/projects/assets/toolbox.md) or make it public on the [Creator Store](/docs/en-us/production/creator-store.md) to share or use within any of your experiences.