--- title: Import and configure animations description: Use the 3D Importer to add third-party models to Studio before testing, using, or uploading the character model. --- Use the following steps to import and configure the animation for publishing emotes: 1. [Import](#import-into-animation-editor) the animation into Studio. 2. [Convert](#convert-to-curveanimation) the animation to a `CurveAnimation`. 3. [Generate an asset ID](#generate-asset-id) from your animation data. 4. [Create an Animation object](#create-an-animation-object) using the asset ID 5. [Upload](#upload-and-publish-an-emote) the animation as an avatar emote. ## Import into Animation Editor If your animation data is saved to a `.fbx` file and your animation meets the emote [technical specifications](./specifications.md), use the **Animation Editor** to import your animation. If your animation is already in Studio, skip this step.
To import your animation in Studio: 1. If you don't already have a rigged R15 character in your workspace, add one by selecting **Avatar** > **Character**. 2. Select **Avatar** > **Animation** to open the **Animation Editor**. 3. With editor open, select the rigged character in the 3D viewport. 4. In the **Animation Editor**, select **⋯** > **Import** > **From FBX Animation** and select your `.fbx` file. 5. Verify your animation populates and correctly animates on the target rig. 6. Follow steps to [convert to CurveAnimation](#convert-to-curveanimation). ## Convert to CurveAnimation To generate an asset ID for your animation, use the **Animation Editor** to convert the animation to a `CurveAnimation` and save the animation to Roblox to generate an asset ID. The animation data for emotes must be a `CurveAnimation` clip. To convert an existing keyframe sequence to a `CurveAnimation`: 1. In the **Animation Editor**, select the **Curve Editor** button next to the timeline. A confirmation prompt displays. 2. Press **Confirm** to convert your keyframes into a `CurveAnimation` clip. ## Generate Asset ID To create an asset ID of the `CurveAnimation`: 1. In the **Animation Editor**, select the **⋯** > **Publish to Roblox**. 2. Add a title and description and save the animation. 3. After processing, you should see a successful upload and an asset ID to copy. ## Create an Animation object To submit an emote to the Marketplace, you must submit an `Class.Animation` object with the `AnimationId` property set to the asset ID of your `CurveAnimation`.
`Animation` object in the Explorer.
`AnimationId` property in the Properties window.
To create an `Class.Animation` object you can publish as an emote: 1. In the **Explorer**, add a new `Animation` object. 2. In the **Properties** window, add the asset ID of the emote animation. ## Upload and publish an emote When you have an `Class.Animation` with your emote animation asset ID set, you can upload the emote to the Marketplace. This process requires an [upload fee](../../marketplace/marketplace-fees-and-commissions.md#upload-fees). 1. Right-click the `Animation` object and select **Save to Roblox**. 2. In the upload window, set the following fields: 1. Add a title and description. 2. Set the **Content Type** to **Avatar Item**. 3. Set the **Asset Category** to **Emotes**. 3. Press Submit to upload your asset for moderation. For more information on the upload and publishing process, see [publishing Marketplace items](../../marketplace/publish-to-marketplace.md#upload-an-asset).