5.1 KiB
| title | description |
|---|---|
| Import character bodies | 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.
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.
Keep in mind, your character model must also follow Roblox's avatar character specifications 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:
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From Studio's File menu, select 3D Importer.
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In the file browser, select the
.fbxor.gltffile 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 for additional information on import settings and troubleshooting.
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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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Set the Rig Scale to the appropriate Body Scale of your character.

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Select Import. The asset populates in your workspace as a
Class.Modelwith the appropriate textures applied as aClass.SurfaceAppearanceorClass.MeshPart.TextureID.
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In the Asset Manager, click the Import button.
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Upload your image files.
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After moderation clears for your image, select the
Class.MeshPartparented within your importedClass.Model. -
If you are using a single basic texture, set the
Class.MeshPart.TextureIDproperty to your uploaded texture image. -
If you are using PBR textures:
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Add a
Class.SurfaceAppearancechild to yourClass.MeshPart.
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In the
Class.SurfaceAppearanceproperties, click each property value and assign the appropriate texture image from the asset dropdown:- Set the ColorMap to the _ALB texture image.
- Set the MetalnessMap to the _MTL texture image.
- Set the NormalMap to the _NOR texture image.
- Set the RoughnessMap to the _RGH texture image.
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After successful fitting and converting, your 3D model should populate in your project as an Class.Model.
<GridContainer numColumns="2">
<figure>
<img src="../../assets/art/avatar/Avatar-Studio-Example.png" />
<figcaption>Avatar-ready character model in Workspace</figcaption>
</figure>
<figure>
<img src="../../assets/art/avatar/Avatar-Data-Model.png" />
<figcaption>Avatar-ready character model in Explorer</figcaption>
</figure>
</GridContainer>
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:
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Begin the process of uploading and publishing 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.
- Playtest as the character by renaming the
Class.ModeltoStarterCharacterand moving theClass.Modelto theClass.StarterPlayerfolder in the Explorer before play testing.
- Playtest as the character by renaming the
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Save the model to your Toolbox or make it public on the Creator Store to share or use within any of your experiences.