--- title: Import character bodies description: Use the 3D Importer to add third-party models to Studio before testing, using, or uploading the character model. --- 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. If you are using a single-mesh character body for the Roblox Auto-Setup tool, see [Avatar auto-setup](../../avatar-setup/). 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). 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. To import your asset: 1. From Studio's **File** menu, select **3D Importer**. 2. In the file browser, select the `.fbx` or `.gltf` file saved locally. The 3D Importer loads a preview of the object. - If textures don't load for your asset, you can manually import your textures later. - See [3D importer](../../art/modeling/3d-importer.md) for additional information on import settings and troubleshooting. 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. 4. Set the **Rig Scale** to the appropriate [Body Scale](../characters/specifications.md#body-scale) of your character. 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`. 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](../../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. After successful import, your model object should populate in your project as a `Class.Model` with the appropriate textures applied. After successful fitting and converting, your 3D model should populate in your project as an `Class.Model`.
Avatar-ready character model in Workspace
Avatar-ready character model in Explorer
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. With this new character `Class.Model`, you can perform any of the following: - 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. - Use the model in your current experience and modify the model's appearance with [HumanoidDescription](../../characters/appearance.md#manually-modify-appearance). - 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. - 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.