Rigid Accessories

*Ta zawartość będzie dostępna wkrótce w wybranym przez ciebie języku.



Rigid accessories are the most basic 3D cosmetic items that users can equip and wear on their avatar character, such props, weapons, hats, and more. Unlike clothing accessories that stretch and fit over a character body, rigid accessories attach to a specific point on an avatar character and don't deform or wrap over a target.

To create a custom Roblox accessory for your own experience or to sell on the Marketplace, it's important to start with the following:



Components of a Rigid Accessory

All accessory models are made up of the same base components of a mesh object, textures, and attachment.

When creating accessories, most of these components are created first in your modeling software, then converted to their appropriate Roblox Studio instance on import.

Mesh Part

Bow rigid accessory mesh object
T-shirt layered clothing mesh object

All accessories require a single mesh object that represents the geometry of the accessory object. In Studio, this mesh object is represented as a MeshPart nested under a single Model.

Textures

2D texture map for the t-shirt model
T-shirt model with texture applied

Textures are 2D image files that define the surface appearance of your 3D object. You can create textures within a texture painting program or a 3D modeling software.

In Studio, textures images are imported as image assets and are set to MeshPart objects by a child SurfaceAppearance object or a MeshPart.TextureID property.

Attachments

Attachment geometry defines where the attachment connects with the character
Geometry with the "_Att" suffix automatically convert to Attachment objects in Studio

Attachment points define where accessories attach to a character's body. In Studio, attachments are represented by Attachment objects.

Creation Process

Custom accessories are first created in 3D modeling programs, such as Blender or Maya, before importing the .fbx or .gltf model into Studio. To get started creating your first avatar asset, see Avatar Tutorials.

Depending on the type of asset you are creating, the creation process follows these high-level workflows:

Rigid Accessory Workflow
Layered Accessory Workflow

Resources

There are a variety of resources available for creators of all backgrounds to get started with accessory creation.

If you are interested in specific avatar creation topics, use the following table to find guides and resources that best match your needs: