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.cursor/rules/roblox/art/characters/import.md
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---
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title: Import character bodies
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description: Use the 3D Importer to add third-party models to Studio before testing, using, or uploading the character model.
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---
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Use the following instructions to import a full character body model into Studio as a `Model` object that you can save to use in your experience, share with others, or upload to the Marketplace.
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<Alert severity ='info'>
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If you are using a single-mesh character body for the Roblox Auto-Setup tool, see [Avatar auto-setup](../../avatar-setup/).
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</Alert>
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Studio's 3D 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](../modeling/specifications.md).
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Keep in mind, your character model must also follow Roblox's [avatar character specifications](../characters/specifications.md) to use or sell this asset as an avatar-ready character model, or you may experience errors later in the workflow.
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To import your asset:
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1. From Studio's **File** menu, select **3D Importer**.
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2. In the file browser, select the `.fbx` or `.gltf` file saved locally. The 3D Importer loads a preview of the object.
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<img src="../../assets/art/avatar/Avatar-3D-Importer.png" width = "60%"/>
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- If textures don't load for your asset, you can manually import your textures later.
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- See [3D importer](../../art/modeling/3d-importer.md) for additional information on import settings and troubleshooting.
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3. To begin body validation after import, enable **Validate UGC Body**. This can save you time if you intend on uploading your body to the Marketplace.
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4. Set the **Rig Scale** to the appropriate [Body Scale](../characters/specifications.md#body-scale) of your character.
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<img src="../../assets/art/avatar/Avatar-Rig-Scale.png" width = "60%"/>
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5. 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`.
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<BaseAccordion>
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<AccordionSummary>Manually add textures</AccordionSummary>
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<AccordionDetails>
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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](../../projects/assets/manager.md).
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1. In the **Asset Manager**, click the **Import** button.
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2. Upload your image files.
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3. After moderation clears for your image, select the `Class.MeshPart` parented within your imported `Class.Model`.
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4. If you are using a single basic texture, set the `Class.MeshPart.TextureID` property to your uploaded texture image.
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5. If you are using PBR textures:
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1. Add a `Class.SurfaceAppearance` child to your `Class.MeshPart`.
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<img src="../../assets/art/avatar/Avatar-Surface-Appearance.png" />
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2. In the `Class.SurfaceAppearance` properties, click each property value and assign the appropriate texture image from the asset dropdown:
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1. Set the **ColorMap** to the **\_ALB** texture image.
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2. Set the **MetalnessMap** to the **\_MTL** texture image.
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3. Set the **NormalMap** to the **\_NOR** texture image.
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4. Set the **RoughnessMap** to the **\_RGH** texture image.
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<img src="../../assets/art/avatar/Avatar-Roughness-Map.png" />
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</AccordionDetails>
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</BaseAccordion>
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<Alert severity = 'success'>
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After successful import, your model object should populate in your project as a `Class.Model` with the appropriate textures applied.
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</Alert>
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After successful fitting and converting, your 3D model should populate in your project as an `Class.Model`.
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<GridContainer numColumns="2">
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<figure>
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<img src="../../assets/art/avatar/Avatar-Studio-Example.png" />
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<figcaption>Avatar-ready character model in Workspace</figcaption>
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</figure>
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<figure>
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<img src="../../assets/art/avatar/Avatar-Data-Model.png" />
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<figcaption>Avatar-ready character model in Explorer</figcaption>
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</figure>
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</GridContainer>
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<Alert severity = 'warning'>
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Character creation is a complex process that requires lots of testing and iteration. See [Test characters](../../art/characters/testing/index.md) for steps on importing your character model into a test place and verifying your avatar and related components.
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</Alert>
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With this new character `Class.Model`, you can perform any of the following:
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- Begin the process of [uploading and publishing](../../marketplace/publish-to-marketplace.md#upload-an-asset) the character model to the Marketplace. This involves some additional validation and moderation steps.
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- Use the model in your current experience and modify the model's appearance with [HumanoidDescription](../../characters/appearance.md#manually-modify-appearance).
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- Playtest as the character by renaming the `Class.Model` to `StarterCharacter` and moving the `Class.Model` to the `Class.StarterPlayer` folder in the **Explorer** before play testing.
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- Save the model to your [Toolbox](../../projects/assets/toolbox.md) or make it public on the [Creator Store](../../production/creator-store.md) to share or use within any of your experiences.
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