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https://create.roblox.com/docs/animation/events | content/en-us/animation/events.md | guide | 2026-03-29T11:46:36.702744+00:00 | # Events
You can define animation **event markers** across the timeline span and use
`Class.AnimationTrack:GetMarkerReachedSignal()|GetMarkerReachedSignal()`
to detect those markers as the animation runs.
## Show events
By default, the event track isn't visible. To show the event track:
1. Navigate to the right of the **timeline**, then click the **Gear** icon.
A pop-up menu displays.
<img
src="../assets/animation/animation-editor/Timeline-Options-Menu.png"
width="330" />
2. Select **Show Animation Events**. This opens the **Animation Events** bar directly below the media and
playback controls.
<img
src="../assets/animation/animation-editor/Animation-Events-Bar.png"
width="600" />
You can now [create](#create-events), [detect](#detect-events), and
[duplicate](#duplicate-events) events.
## Create events
Event markers are visual indicators of where an animation event begins. After you create an event
marker, you can move it to any frame position on the timeline.
To create a new event marker:
1. Navigate to the **timeline**, then click-and-drag the **scrubber** to the
frame position where the event should occur.
2. Navigate to the **event track**, then click the **Edit Animation Events**
button. The **Edit Animation Events** dialog displays.
<img
src="../assets/animation/animation-editor/Animation-Events-Edit-Button.png"
width="600" />
3. In the **Edit Animation Events** dialog, click **+ Add Event**, then enter an
event name.
<img
src="../assets/animation/animation-editor/Animation-Events-Add-Event.png"
width="507" />
4. **(Optional)** In the **Parameter** field, enter a parameter string for the event.
5. Click the **Save** button. In the events bar within the timeline, a new
marker symbol displays at the frame position.
<img
src="../assets/animation/animation-editor/Animation-Events-Marker-In-Timeline.png"
width="700" />
## Detect events
To detect animation events in a `Class.LocalScript`,
connect a function to the `Class.AnimationTrack:GetMarkerReachedSignal()|GetMarkerReachedSignal()` function of `Class.AnimationTrack`. For example:
```lua
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local animator = humanoid:WaitForChild("Animator")
-- Create new "Animation" instance
local walkAnim = Instance.new("Animation")
-- Set its "AnimationId" to the corresponding animation asset ID
walkAnim.AnimationId = "rbxassetid://5432167890"
-- Load animation onto the animator
local walkAnimTrack = animator:LoadAnimation(walkAnim)
-- Connect "GetMarkerReachedSignal" event to a specific named keyframe
walkAnimTrack:GetMarkerReachedSignal("FootStep"):Connect(function(paramString)
print(paramString)
end)
```
You can specify a <b>Parameter</b> value for any event
marker within the **Animation Editor**. This lets you pass a custom <b>string</b>
(single value, comma-separated string, etc.) to the `Class.AnimationTrack:GetMarkerReachedSignal()|GetMarkerReachedSignal()` function, as illustrated by the <b>paramString</b> argument in the code example above. This string can then be parsed or converted, if necessary, and used for whatever action you wish to perform in the event.
## Duplicate events
As you create events, they become available for usage throughout the whole
animation, not only at the frame position where you originally created them. For
instance, you can create a "FootStep" event marker at the point where a
character's **left** foot touches down, then use the same event when the
character's **right** foot touches down.
To duplicate an event:
1. Navigate to the **timeline**, then click an **event marker** in the **event bar**.
<img
src="../assets/animation/animation-editor/Animation-Events-Marker-Selected.png"
width="700" />
2. Press <kbd>Ctrl</kbd><kbd>C</kbd> (<kbd>⌘</kbd><kbd>C</kbd> on Mac).
3. Click-and-drag the **scrubber** to the frame position where you want to
duplicate the event.
4. Press <kbd>Ctrl</kbd><kbd>V</kbd> (<kbd>⌘</kbd><kbd>V</kbd> on Mac).
<img
src="../assets/animation/animation-editor/Animation-Events-Marker-Pasted.png"
width="700" />
If the original event uses a parameter
but the duplicated event should use a modified parameter, perform the following
steps:
1. Right-click the duplicated event marker. A pop-up menu displays.
2. Select **Edit Animation** Event. The **Edit Animation Events** dialog
displays.
3. Make your changes, then click the **Save** button.
You can also duplicate events by clicking the <b>Edit Animation Events</b> button (just as if you were <a href="#create-events">creating a new event</a>), clicking <b>Add Event</b> in the pop-up menu, selecting the desired event from the dropdown, and clicking <b>Save</b>. | 1,171 | 518685e9f78015cbd1e85eff86d2a24d11c5049abb3f5b78df2db5719429ca23 |
https://create.roblox.com/docs/animation/capture | content/en-us/animation/capture.md | guide | 2026-03-29T11:46:36.704704+00:00 | # Capture
You can record or upload video content to the [Animation Editor](../animation/editor.md) to quickly capture movement and expressions as animation keyframes. These tools can create unique and realistic animations within minutes while providing access to the animation keyframes for additional adjustments.
The animation capture tools allow you to:
- [Record your face](#face) with a webcam to puppeteer characters with [animation compatible heads](../art/characters/facial-animation/index.md).
- [Upload full-body video content](#body) to generate high quality realistic animations for an entire character.
## Face
**Animation Capture - Face** allows you to use your webcam to puppeteer rigs with [animation compatible heads](../art/characters/facial-animation/index.md) and generate corresponding keyframes to your movement. With the ability to record up to 60‑second animations, you can quickly provide both your playable and nonplayable characters the means to realistically grin, raise their eyebrows, drop their jaw, or any other expression necessary for your experience.
Before you begin to record your face, ensure that you're in a well lit room close enough to your camera so that your face is in the center of your camera's recording frame. This increases your camera's ability to distinguish you from your surroundings so that you can accurately puppeteer your avatar and create high-quality animations.
1. From the toolbar's **Avatar** tab, click **Animation**. The [Animation Editor](../animation/editor.md) window displays.
2. In the 3D viewport or the [Explorer](../studio/explorer.md) hierarchy, select the rig you want your video to animate. Enter a new animation name in the dialog window and click the **Create** button.
3. Navigate to the **track list** and click the **Face Capture** button. A popup displays asking you to acknowledge that you consent to the collection of your facial movements to enable the feature and camera access.
<img src="../assets/animation/face-recorder/Face-Recorder-Button.jpg"
width="80%" />
4.
If you have multiple cameras, choose which camera you want to use to record.
5. In the controls widget in the 3D viewport, click the red circle. Your camera begins recording your facial movements.
<img src="../assets/animation/face-recorder/Ready-Button.jpg" width="150" />
6. When you finish your recording, click either the red square or countdown timer. Keyframes that correspond to your facial movement display within the timeline.
<img src="../assets/animation/face-recorder/Countdown-Button.jpg" width="150" />
7.
If you'd like to delete the recording and try again, click **Re‑Record**.
After you finish your recording, you can [fine-tune](../animation/editor.md#keyframes) the keyframes, [save](../animation/editor.md#save-an-animation) your animation, then [export](../animation/editor.md#export-an-animation) it to use across all of your experiences.
## Body
The **Animation Capture - Body** allows you to quickly generate high-quality, realistic full-body animations for your R15 rigs by uploading videos to use to track the body's movement and generate corresponding keyframes. This significantly speeds up the manual process of creating animations, and allows you to personalize your avatars and NPCs with life-like mannerisms in a few minutes.
Before you import a video to the **Animation Editor**, ensure the `.mp4` or `.mov` file meets the following requirements:
- It includes just one person who is well-lit and visible throughout the video.
- It only contains a continuous single shot that's less than 15 seconds from a stable camera.
- It adheres to Roblox's [Community Rules](https://en.help.roblox.com/hc/articles/203313410) and [Terms of Use](https://en.help.roblox.com/hc/articles/115004647846).
To import a video to create an animation:
1. From the toolbar's **Avatar** tab, click **Animation**. The [Animation Editor](../animation/editor.md) window displays.
2. In the 3D viewport or the [Explorer](../studio/explorer.md) hierarchy, select the R15 rig you want your video to animate. Enter a new animation name in the dialog window and click the **Create** button.
3. Navigate to the **media and playback controls** and click the **⋯** button, then navigate to **Import** ⟩ **Live Animation Creator**.
<img src="../assets/animation/live-animation-creator/Media-Playback-Controls.jpg"width="330" />
4. In the popup dialog, click the **Choose Video** button.
5. Select the video you want to import from your local machine, then click the **Open** button. After about a minute, keyframes that correspond to movement in your video display within the timeline.
After your import is successful, you can [save](../animation/editor.md#save-an-animation) and [export](../animation/editor.md#export-an-animation) your animation to use across all of your experiences. | 1,066 | c97942967410729b8be1f1574a4698b45b8c54d897bc222d2a3d9fbaf40fd396 |
https://create.roblox.com/docs/animation/inverse-kinematics | content/en-us/animation/inverse-kinematics.md | guide | 2026-03-29T11:46:36.705256+00:00 | # Inverse Kinematics
[Inverse Kinematics](https://en.wikipedia.org/wiki/Inverse_kinematics) (IK) is a common technique in computer animation to efficiently make characters move and interact realistically with their environment. The process of creating a realistic movement for a character often requires many iterations and minor adjustments of the various joints. With IK, you can pose and animate multiple character parts by posing or adjusting a single object.
This animation technique can provide solutions to the following examples:
<figure>
<video controls src="../assets/animation/inverse-kinematics/IK-Place-Hand.mp4" width="90%"></video>
<figcaption>Grab and pose a character's hand while automatically adjusting the related limbs, such as the wrist, elbow, and shoulder.</figcaption>
</figure>
<figure>
<video controls src="../assets/animation/inverse-kinematics/IK-Uneven-Surfaces.mp4" width="90%"></video>
<figcaption>Make a character's feet interact realistically on different surfaces and slopes.</figcaption>
</figure>
<figure>
<video controls src="../assets/animation/inverse-kinematics/IK-Drag-Accessory.mp4" width="90%"></video>
<figcaption>Grab and move a single target object to quickly create realistic interactions with your character and props.</figcaption>
</figure>
## IKControl
You can use an `Class.IKControl` to procedurally add IK to your character rigs outside of the **Animation Editor**. Studio allows you to programmatically apply IK to all characters, such as R15, Rthro, and custom imported skinned characters, to create realistic movement and interactions in your experience.
When adding an `Class.IKControl`, set the [required properties](#required-properties) correctly to avoid unexpected and unnatural animation results. As with all animation, [test your IKControls](#test-ikcontrols) to ensure that you achieve the desired behavior.
### Required properties
When adding a `Class.IKControl` to your character's `Class.Humanoid` or `Class.AnimationController`, you must set the following required properties to enable IK:
<table>
<thead>
<tr>
<th>Property</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>`Class.IKControl.Type|Type`</td>
<td>Specifies the behavior type of the IK control. See `Enum.IKControlType` for the list of behavior options. Common behavior types are `Position` or `Transform`.</td>
</tr>
<tr>
<td>`Class.IKControl.EndEffector|EndEffector`</td>
<td>A `Class.BasePart` or `Class.Bone` in your character rig that tracks toward the `Class.IKControl.Target|Target`. For example, you can set a **LeftHand** bone as a `Class.IKControl.EndEffector|EndEffector` to reach a doorknob object set as the `Class.IKControl.Target|Target`.</td>
</tr>
<tr>
<td>`Class.IKControl.Target|Target`</td>
<td>The object the `Class.IKControl.EndEffector|EndEffector` reaches or points toward. A `Class.IKControl.Target|Target` can be any object with a world position.</td>
</tr>
<tr>
<td>`Class.IKControl.ChainRoot|ChainRoot`</td>
<td>Defines the chain of `Class.BasePart|BaseParts` or `Class.Bone|Bones` that the `Class.IKControl` affects. All connected parts between the `Class.IKControl.ChainRoot|ChainRoot` and the `Class.IKControl.EndEffector|EndEffector` are affected by the `Class.IKControl` using the behavior type defined. <br /><br /> For example, if your character's **LeftHand** is set as the `Class.IKControl.Target|Target`, you can apply IK to the entire left arm by setting `Class.IKControl.ChainRoot|ChainRoot` to the **LeftUpperArm**. To apply IK just to the parts below the elbow, set `Class.IKControl.ChainRoot|ChainRoot` to the **LeftLowerArm**.</td>
</tr>
</tbody>
</table>
### Test IKControls
You can add and edit `Class.IKControl` programmatically or directly through the **Explorer**. You can even add and make changes to `Class.IKControl` during a Play test to quickly check how various properties affect a character's movements.
To quickly test your `Class.IKControl` using an `Class.Attachment` as a target:
1. From Studio's mezzanine, [initiate a playtest](../studio/testing-modes.md#playtesting).
2. In the **Explorer**, navigate to **Workspace** → your user's `Class.Model`. This `Class.Model` instance is named as your current Roblox account.
3. Click the **⊕** icon next to your character model's `HumanoidRootPart` and add an **Attachment**.
<img src="../assets/animation/inverse-kinematics/IK-Add-Attachment.png"
width="40%" />
4. Select the **Attachment** and use the **Move** tool to position the object in front of your character in the viewport.
<img src="../assets/animation/inverse-kinematics/IK-Move-Attachment.png"
width="40%" />
5. In the **Explorer** window, select the **⊕** icon next to your character's `Class.Humanoid` and add an **IKControl**.
<img src="../assets/animation/inverse-kinematics/IK-Humanoid-Add.png"
width="40%" />
6. Select the `Class.IKControl` and set the following property values in the **Properties** window:
1. **Type**: Select `Transform` from the dropdown.
2. **EndEffector**: Select your model's **LeftHand** `Class.MeshPart` in the **Explorer**.
3. **Target**: Select the newly created **Attachment** object in the **Explorer**.
4. **ChainRoot**: Select your model's **LeftUpperArm** `Class.MeshPart` in the **Explorer**.
<figure>
<img src="../assets/animation/inverse-kinematics/IK-IKControl-Property.png" width="80%" />
<figcaption>IKControl Properties</figcaption>
</figure>
<figure>
<img src="../assets/animation/inverse-kinematics/IK-Explorer-Humanoid.png" width="67%" />
<figcaption>Explorer - Character Model</figcaption>
</figure>
Your character's left arm should now reach for the target `Class.Attachment`. You can experiment with moving the `Class.Attachment` or editing the `Class.IKControl` properties to achieve different results.
<video controls src="../assets/animation/inverse-kinematics/IK-Drag-Hand.mp4" width="40%"></video>
### Add constraints
You can use `Class.Constraint|Constraints` to restrict how joints can move when reaching its target. Constraints can ensure joints like the elbows and knees bend naturally, or to make the mechanical joints rotate in a specific orientation.
<figure>
<img src="../assets/animation/inverse-kinematics/elbow-unnatural-pose.png"/>
<figcaption>Elbow bending unnaturally</figcaption>
</figure>
<figure>
<img src="../assets/animation/inverse-kinematics/elbow-natural-pose.png"/>
<figcaption>Elbow bending correctly</figcaption>
</figure>
To add constraints to your character using `Class.IKControl`, your `Class.IKControl` and constraint must meet the following conditions:
- The attachments referenced in the constraint's `Class.Constraint.Attachment0|Attachment0`/`Class.Constraint.Attachment1|Attachment1` properties attaches to the same parts as the `Class.Motor6D` `Class.Motor6D.Part0|Part0`/`Class.Motor6D.Part1|Part1`.
- The relative positions of `Class.Constraint.Attachment0|Attachment0`/`Class.Constraint.Attachment1|Attachment1` must equal the corresponding positions of the `Class.Motor6D` `Class.Motor6D.C0|C0`/`Class.Motor6D.C1|C1` CFrames.
- The constraint and the IKControl share the same parent `Class.Model`.
The following instructions describe the process of adding a `Class.HingeConstraint` to restrict the rotation of a character's elbow and adding a `Class.BallSocketConstraint` to the wrist to limit the rotation angle.
#### Elbow
Roblox R15 characters already include attachments in their joints that you can use to apply the elbow constraint. For the elbow, both the LeftUpperArm and the LeftLowerArm include a `LeftElbowRigAttachment`. Along with adding a constraint, you also need to add additional child attachments to each part's `LeftElbowRigAttachment` to specify which axis the elbow can rotate about.
To add the `Class.HingeConstraint` and child attachments:
1. In the **Explorer**, locate your model's **LeftLowerArm** and click the **⊕ button**.
2. Add a **HingeConstraint** with the name `LeftElbowConstraint`.
3. In the **Explorer**, navigate to the **LeftUpperArm.LeftElbowRigAttachment** and add an attachment:
1. Click the **⊕ button** to add an **Attachment** with the name `LeftElbowConstraintAttachment0`.
2. In the viewport, select the attachment and use the **Rotate tool** to rotate the attachment so the yellow **PrimaryAxis** is the axis of your elbow's expected rotation.
<img src="../assets/animation/inverse-kinematics/elbow-primary-axis.png" width = "40%"/>
3. Set the **LeftElbowConstraint.Attachment0** property to this new attachment.
4. In the **Explorer**, navigate to your model's **LeftLowerArm.LeftElbowRigAttachment** add an attachment:
1. Click the **⊕ button** and add an **Attachment** with the name `LeftElbowConstraintAttachment1`.
2. Set the **LeftUpperArm.LeftElbowConstraint.Attachment1** property to this new attachment.
3. Copy the **LeftElbowConstraintAttachment0.CFrameOrientation** property and paste it as the **LeftElbowConstraint.Attachment1.CFrameOrientation** value.
<img src="../assets/animation/inverse-kinematics/elbow-natural-pose.png"/>
If you see a red arrow on the constraint's visualization, that means your attachment orientations are violating the hinge constraint. Go back and make sure the **LeftElbowConstraintAttachment1** has the same orientation as the **LeftElbowConstraintAttachment0**.
Test your IKControl to verify the elbow only rotates about its hinge axis:
<video controls src="../assets/animation/inverse-kinematics/hinge-constraint.mp4" width="100%"></video>
#### Wrists
Even with the elbow constraint, the IKControl can still produce unrealistic poses with the wrists.
<figure>
<img src="../assets/animation/inverse-kinematics/wrist-unnatural-pose.png" width = "40%"/>
<figcaption>The wrist bends unnaturally at certain orientations</figcaption>
</figure>
You can improve this by adding a `Class.BallSocketConstraint` to limit the rotation of the wrist. While this is similar to the process for adding a `Class.HingeConstraint` to the elbow, you can use the `Class.BallSocketConstraint.LimitsEnabled|LimitsEnabled` property on this constraint to further control the range of motion of the wrist.
To add a `Class.BallSocketConstraint` for the wrist:
1. In the **Explorer**, locate your model's **LeftHand** and click the **⊕ button**.
1. Add a **BallSocketConstraint** with the name `LeftWristConstraint`.
2. Locate your model's **LeftLowerArm.LeftWristRigAttachment** and add an attachment:
1. Click the **⊕ button** and add an **Attachment** with the name `LeftWristConstraintAttachment0`.
2. In the viewport, select the attachment and use the **Rotate tool** to rotate the attachment so the yellow PrimaryAxis points toward the model's fingertips.
<img src="../assets/animation/inverse-kinematics/wrist-primary-axis.png" width = "40%"/>
3. Set the **LeftWristConstraint.Attachment0** property to the new `LeftWristConstraintAttachment0`.
3. Locate your model's **LeftHand.LeftWristRigAttachment** and add an attachment:
1. Click the **⊕ button** and add an **Attachment** with the name `LeftWristConstraintAttachment1`.
2. Copy the **LeftWristConstraintAttachment0.CFrameOrientation** property and paste it as the **LeftWristConstraintAttachment1.CFrameOrientation** property.
3. Set the **LeftWristConstraint.Attachment1** property to this new **LeftWristConstraintAttachment1**.
4. In the **Explorer**, select the **LeftWristConstraint**.
5. In the **Properties** window, set the following:
1. Enable **LimitsEnabled**.
2. Set **UpperAngle** to `80`. This controls how much the constraint's axis can rotate, and 80 degrees is approximately how much the wrist should be able to bend.
6. Depending on your character you may want to tweak the direction the cone is pointing in. You can do this by using the **Rotate tool** to rotate the constraint's **Attachment0**.
When selecting the **LeftWristConstraint**, a green cone appears visualizing the wrist's range of motion.
<img src="../assets/animation/inverse-kinematics/wrist-cone.png" width = "40%"/>
With the constraint set up, test the IKControl with the hand pointing down in front of the character and the wrist should rotate and bend more realistically.
<video controls src="../assets/animation/inverse-kinematics/ball-socket-constraint.mp4" width="100%"></video> | 3,054 | 6524592d5403facb4291a24edbc4b417c647fee136f4d3c31774e373f53ddc75 |
https://create.roblox.com/docs/animation/curve-editor | content/en-us/animation/curve-editor.md | guide | 2026-03-29T11:46:36.705766+00:00 | # Curve Editor
The **Curve Editor** is a curve-based animation editing interface within the [Animation Editor](../animation/editor.md) that allows you to see and modify how a rig's position and orientation changes between keyframes through color‑coded curve graphs. It allows you to define independent tracks for the **X**, **Y** and **Z** angles, providing additional levels of control to make your animations more fluid and realistic.
<figure>
<img src="../assets/animation/curve-editor/Dope-Sheet-Editor.png" />
<figcaption>Dope Sheet Editor</figcaption>
</figure>
<figure>
<img src="../assets/animation/curve-editor/Curve-Editor-Example.png" />
<figcaption>Curve Editor</figcaption>
</figure>
Instead of using the default dope sheet editor's method of manually moving the scrubber from one frame to another to see how a rig's position and orientation change over time, the Curve Editor lets you quickly reference position and orientation values of your selected tracks through the **position ruler** on the left side of the timeline and the **rotation ruler** on the right side of the timeline.
<img
alt="Curve Editor Overview"
src="../assets/animation/curve-editor/UI-Overview.png"
width="780" />
## Open the Curve Editor
You can switch the editor's timeline between the dope sheet editor and the Curve Editor at any time.
1. Open the [Animation Editor](./editor.md) from Studio's **Avatar** tab or the **Window** ⟩ **Avatar** menu.
<img src="../assets/studio/general/Toolbar-Animation.png" width="800" alt="Animation Editor indicated in Studio's toolbar" />
2.
Studio automatically converts [quaternions](https://en.wikipedia.org/wiki/Quaternion) to [Euler angles](https://en.wikipedia.org/wiki/Euler_angles) when you open the Curve Editor, so it's important that you verify your rotation type **before** you switch to the Curve Editor. Once you convert quaternions to Euler angle tracks, it's impossible to convert them back into quaternions.
1. In the top-right corner of the editor window, click the gear icon. A contextual menu displays.
<img alt="Gear Icon" src="../assets/animation/curve-editor/Gear-Icon.png" width="600" />
2. Hover over **Default Rotation Type**, then select either **Euler Angles** or **Quaternions**. Your rotation type sets to your choice and becomes the default rotation type for future projects.
3. In the top-left corner of the **timeline**, click the **Curve Animation** icon. A popup window displays to confirm that your `Class.KeyframeSequence` clip will convert to a `Class.CurveAnimation` clip.
<img alt="Opening Curve Editor" src="../assets/animation/curve-editor/Opening-Curve-Editor.png" width="800" />
If you kept the default rotation type of Euler angles, Studio automatically converts any pre-existing quaternions to Euler angles following the [Euler angles order](#euler-angles-order) setting. Because `Class.KeyframeSequence|KeyframeSequences` work with quaternions and curve animations work with Euler angles by default, your animation might appear slightly different between keyframes, especially if any of your Euler angles approach [Gimbal lock](https://en.wikipedia.org/wiki/Gimbal_lock).
<img alt="Convert Euler Angles" src="../assets/animation/curve-editor/Convert-Euler-Angles.png" width="600" />
If you set the rotation type to quaternions, the conversion to curves preserves the quaternions and the animation remains the same.
<img alt="Curve Editor Overview" src="../assets/animation/curve-editor/Convert-Quaternion-Angles.png" width="600" />
## Interpolation
Interpolation is Studio's process of "filling in" position and orientation values between your keyframes. This allows the rig to seamlessly animate from one orientation or position to another instead of disjointedly jumping between keyframes. While Euler angle curves interpolate between the values of each keyframe, quaternion curves interpolate from `0` to `1` over a set time. To illustrate this, the following images display the same `Class.KeyframeSequence` after you open the Curve Editor with either a Euler angle or a quaternion rotation type:
<figure>
<img src="../assets/animation/curve-editor/Euler-Angle-Curve.png" />
<figcaption>Euler Angle Curve</figcaption>
</figure>
<figure>
<img src="../assets/animation/curve-editor/Quaternion-Curve-Interpolation.png" />
<figcaption>Quaternion Curve</figcaption>
</figure>
For **Euler angle curves**, the height of each keyframe represents its orientation value over time. For example, the highest keyframe represents a rotation of about 120 degrees around the **X** axis, and the lowest keyframe represents a rotation of about -10 degrees. For **quaternion curves**, each segment represents orientation changing between keyframes, and the line displays the interpolation between them. In the previous example, the animation starts from orientation A, then interpolates linearly to orientation B. Once it is at B, the interpolation starts again from orientation B to orientation C, then continues with this pattern until the rig reaches its final orientation.
You can modify how the Curve Editor handles interpolation for both Euler angle curves and quaternion curves by [setting tangents](#set), [changing the interpolation mode](#interpolation-mode), or by [generating interpolation curves](#generate-interpolation-curves) between two or more keyframes.
### Tangents
The Curve Editor provides **tangents**, or handles, that let you quickly adjust the interpolation either before or after a keyframe. Euler angle curves have a tangent both before and after the keyframe while quaternion curves have one tangent at the beginning and another at the end of a segment. The initial tangent controls the interpolation after the keyframe and the secondary tangent controls the interpolation before the keyframe. For example:
<figure>
<img src="../assets/animation/curve-editor/Euler-Angle-Curve-Tangents.png" />
<figcaption>Euler Angle Curve Tangents</figcaption>
</figure>
<figure>
<img src="../assets/animation/curve-editor/Quaternion-Curve-Tangents.png" />
<figcaption>Quaternion Curve Tangents</figcaption>
</figure>
For quaternion curve tangents, no matter how much you adjust each tangent, each segment always begins at `0` and ends at `1`. Although each segment of a quaternion curve graph is disconnected from subsequent segments, the two keyframes within the same frame always represent the same orientation.
Tangents change appearance when you set them to a new position. For example, when you manually set a tangent, the handle displays as a white circle, otherwise an unset tangent displays as a clear circle. For keyframes with two tangents, you can manually set either one or both tangents, and their appearance changes accordingly.
Tangents change appearance when you set them to a new position; an unset tangent displays as a clear circle, and a set tangent displays as a white circle. Studio automatically calculates the position for unset tangents based on the position of any set tangents. For instance, if you only set one tangent and leave the other unset, the unset tangent aligns with its opposite tangent:
<img
alt="Tangent Image"
src="../assets/animation/curve-editor/Tangent.png"
width="320" />
#### Set
To set a tangent:
1. Click and drag the tangent in the direction you want to pull the curve. The curve adjusts based on the location of your cursor.
2. Release the tangent. The interpolation between keyframes adjusts accordingly.
3.
If you set one tangent and want to align the unset tangent horizontally, right-click the unset tangent and select **Set Tangent to Zero** from the contextual menu.
#### Reset
If you ever set a tangent to a new position and the resulting interpolation is undesirable, you can always use "auto‑tangent mode" to clear a tangent's value and reset it back to its default interpolation behavior.
1. Right-click on a tangent. A contextual menu displays.
2. Select **Set Tangent To Zero**. The tangent resets to its default interpolation behavior.
### Interpolation mode
Interpolation mode is the rate at which an animation moves between different keyframe positions within the animation. There are three interpolation modes available for curve animations:
- **Linear** (default) — Moves at a constant speed from one keyframe to another.
- **Constant** — Removes interpolation between the selected keyframe and next keyframe, causing the animation to "snap" from keyframe to keyframe.
- **Cubic** — Eases in and/or out of the animation. Cubic is the only mode that allows you to define tangents.
To change interpolation mode:
1. Right-click a keyframe. A contextual menu displays.
2. Hover over **Interpolation Mode**, then select either **Linear**, **Constant**, or **Cubic**. The interpolation mode changes the curve following the keyframe.
<img
alt="Interpolation Mode"
src="../assets/animation/curve-editor/Interpolation-Mode.png"
width="600" />
### Generate interpolation curves
For curve animations, bounce and elastic easing styles are not available as standard interpolations like they are for `Class.KeyframeSequence|KeyframeSequences`. However, when you convert a `Class.KeyframeSequence` to a curve animation, Studio automatically adds additional keyframes to your animation to keep the animation intact, and you can select two or more keyframes and generate an **interpolation curve** that removes and replaces any of their intermediate keyframes to mimic bounce and elastic easing behavior.
To generate interpolation curves:
1. Select two or more keyframes. Each keyframe you select highlights.
2. Right-click one of these keyframes. A contextual menu displays.
3. Hover over **Generate Curve**, then over **Bounce** or **Elastic**, and then select either **Out**, **In**, or **InOut**. An interpolation curve between your selected keyframes generates according to your settings.
- **Out** — The motion is faster at the beginning and slower toward the end of the keyframe range.
- **In** — The motion is slower at the beginning and faster toward the end of the keyframe range.
- **InOut** — **In** and **Out** on the same tween, with **In** at the beginning and **Out** taking effect halfway through the keyframe range.
## Euler angles order
When you're working with Euler angles, Studio represents the **X**, **Y**, and **Z** axes through three channel values that follow a specific order to move your rig from its starting orientation to its next orientation. Each order is named after the [matrix multiplications](https://en.wikipedia.org/wiki/Matrix_multiplication) to get to the final orientation. For example, an **XYZ** order (**X**×**Y**×**Z**) means that the rig moves starting on the **Z** axis, then the **Y** axis, then the **X** axis.
How an animation changes when you set Euler angles order is dependent on **when** you change the order:
- If you load a `Class.KeyframeSequence` or a `Class.CurveAnimation` with a set quaternion rotation type then change the order, the new order doesn't affect the animation. This is because Studio uses quaternions to configure changes in your rig's orientation using the shortest path possible between its starting orientation to its next orientation. However, this method does affect how the quaternions of each keyframe transform into **X**, **Y**, and **Z** angles in the track list, which might visually affect the values within the timeline without affecting the animation itself.
- If you change the order of an existing Euler angle track, the animation might change since Studio preserves the values of each keyframe. This means that the ordered path Studio takes to change your rig's orientation from its starting orientation to its next orientation changes with the Euler angles order.
To set the Euler angles order:
1. In the top-right corner of the editor window, click the gear icon. A contextual menu displays.
<img alt="Gear Icon" src="../assets/animation/curve-editor/Gear-Icon.png" width="600" />
2. Hover over **Default Euler's Angles Order**, then select either **XYZ**, **XZY**, **YXZ**, **YZX**, **ZXY**, or **ZYX**. Your Euler angles order changes accordingly. | 2,650 | 03304e5e45f7cc7c50ce80308cbb19d135c4b0b3d21e603a9d4ac369ca9e39d7 |
https://create.roblox.com/docs/animation | content/en-us/animation/index.md | guide | 2026-03-29T11:46:36.719618+00:00 | # Animation
**Animation** is the process of applying motion to your characters, objects, and environments to create an engaging and dynamic experience. While there are many ways to make objects move and interact, animation in Roblox typically refers to customizing an expressive movement of a specific character, or group of parts, using the **Animation Editor** or **animation-related APIs**.
Animation can apply to any Roblox part or group of parts. Different types of objects can utilize various animation features. The following are the general categories of animatable objects:
- **Simple objects**, such as a basic part, can only animate changes across the part's single position or rotation property.
- **Rigs**, or parts connected by joints like `Class.Bone` or `Class.Motor6D`, can articulate positional and rotational movement between their joints, like elbows and wrists. Rigged models can take advantage of animation features like [inverse kinematics](#inverse-kinematics) to quickly and programmatically apply movement in response to environments and events.
- **R15 rigs**, rigs that incorporate the standardized [avatar character model](../characters/index.md#avatar-character-components), can use animations from Roblox's character animation library and other movement features, even if it's a player or non-player character model.
## Animation Editor
The [Animation Editor](../animation/editor.md) allows you to design and publish custom animations on rigs. You can move the joints that connect individual sections of a rig to create poses, and the **Animation Editor** smoothly animates the rig from pose-to-pose. As long as all moving parts are connected with `Class.Motor6D` objects, you can use the editor for both human and non-human rigs.
<video src="../assets/animation/inverse-kinematics/IK-Body-Part.mp4" controls width="80%"></video>
When creating animations, Studio provides the following features to animate effectively:
- Instantly create face and body animations through the [Animation Capture](../animation/capture.md) tool.
- Switch to the [Curve Editor](../animation/curve-editor.md) to access the curve-based animation UI and more control over your animation tracks.
- Make realistic animations by posing and animating `Class.Bone|Bones` of a [rigged mesh](../art/modeling/rigging.md).
## Inverse kinematics
You can use [inverse kinematics](../animation/inverse-kinematics.md) APIs to automatically create animations and poses based on environmental and external events. With inverse kinematics, you can procedurally generate various animation events, such as having a character's head track a bird flying in the sky, or making a character's arm automatically reach for a door knob when nearby.
## Animation events
An [animation event](../animation/events.md) is a specific point in an animation that triggers an action. You can define animation event markers across the **Animation Editor** timeline span, then use `Class.AnimationTrack:GetMarkerReachedSignal()` to detect those markers as the animation runs to perform specific actions, such as playing a sound effect whenever the user's foot touches the ground. | 637 | 898d115db3e02fd98ea3b193d3c87695a2e29d2bca03990aff7b747d7ebec9f8 |
https://create.roblox.com/docs/ai-data-sharing | content/en-us/ai-data-sharing.md | guide | 2026-03-29T11:46:36.741146+00:00 | # Ai Data Sharing
Roblox has a suite of AI-powered solutions, including [Code Assist](studio/script-editor.md#code-assist), [Material Generator](studio/material-generator.md), [Assistant](assistant/guide.md), in-experience chat translation, [Texture Generator](studio/texture-generator.md), and [Avatar Setup](/avatar-setup/index.md). These tools help you quickly find information, accelerate the creation process, and complement your existing skillset.
To improve these tools and build new ones, Roblox uses data to train its generative AI models.
When you publish an experience in Studio, upload an avatar item, or upload a **paid** asset to the [Creator Store](production/creator-store.md), you have the option to share your data. The default choice in the user interface is based on a setting in the [Creator Hub](https://create.roblox.com/).
<img src="assets/misc/Data-Share-Dialog.png" alt="An image of the publish experience dialog showing the data sharing toggle." width="70%" />
- The data sharing setting is **off by default** for experiences, avatar items, and paid assets published prior to July 10, 2024.
- The data sharing setting is **on by default** for experiences, avatar items, and paid assets published on or after July 10, 2024.
You can change your default choice at any time and override it as desired whenever you publish.
Because they're distributed with the intent of others using them, **free** [Creator Store](production/creator-store.md) assets are shared by default, with no ability to disable sharing.
## Manage data sharing preferences
To set your global data sharing preferences:
1. On the [Creator Hub](https://create.roblox.com/), click your user name and **Settings**.
1. Select **Data Sharing**.
1. Enable or disable **Make sharing data the default option when publishing experiences**.
1. (Optional) Choose individual experiences, avatar items, and paid Creator Store assets to share or not share.
## How Roblox uses data
All data shared with Roblox is for AI-enhancement purposes only and is not shared with third parties. Data is processed and stored in accordance with strict security protocols, contains no personal information, is split into tokens (small snippets) for further anonymization, and is retained for only as long as it is beneficial for model improvement. Roblox regularly reviews and purges shared data.
If you share something and then later stop sharing it, Roblox will remove it from the training dataset within 30 days. Any AI models that were trained using your data will be updated within 365 days.
<h5 style=}>Sources and ownership of the datasets</h5>
Roblox's generative AI systems made available to the public are trained on the following, with particular data sources varying for each system:
- Data from publicly accessible repositories under permissive licenses or released in the public domain
- Non-public data obtained from third-party providers via commercial arrangements
- Data from user activity on our platform and from our creators who have not opted-out from model training
- Data generated internally, including synthetic data
- Data provided by annotation services and other contractors
<h5 style=}>Purpose and methodology of data collection, cleaning, processing, or modification</h5>
Roblox uses training data to develop or enhance its AI offerings to its creators. Data enables contextual understanding and generation with respect to language capabilities, as well as within virtual, 3D environments, including with respect to materials, textures, geometry, and structures, to enhance details, interactions, and relevance among objects.
Data is retained for only as long as it is beneficial for model improvement. Roblox regularly reviews and purges data.
<h5 style=}>Data points included in the datasets, such as types, labels, and counters</h5>
Training data incorporates various types of (a) written and audio text including in a variety of languages; (b) visual content; and (c) annotations, rating, and preference data. The size of datasets varies by system type and version, but the amount of training can range up to over 3 million distinct assets.
<h5 style=}>Licensing status, indicating whether datasets are copyright-protected, purchased, licensed, or in the public domain</h5>
Training data may include data subject to third party intellectual property rights. Third party data is derived from data repositories under (a) permissive licenses or released in the public domain; (b) third-party providers via commercial arrangements; and (c) our creators on our platform who have not opted-out from model training. Roblox conducts diligence on training data, including from third-party sources.
<h5 style=}>Inclusion of personal or aggregate consumer information, as defined by the California Consumer Privacy Act</h5>
Roblox implements processes including filtering to exclude personal information from training generative AI systems available for public use. Creator data is also tokenized to ensure it is not associated with an individual. To the extent data may contain aggregate consumer information, Roblox does not use it to identify or target individuals. Creators on our platform can control their data sharing preferences, including opting-out of their content being used for training, and all users may request deletion of personal information generally.
<h5 style=}>Cleaning, processing, or other modification of datasets by the developer and the respective purpose for each modification</h5>
Roblox employs various data processing techniques to enhance efficiency, quality, and safety, and to protect sensitive information, including deduplication, classification, and safety and privacy filtering.
<h5 style=}>Use of synthetic data in development and/or training of the system</h5>
Generated synthetic data is included in datasets used in development and training.
<h5 style=}>Dates when datasets were first used and the time frame during which the data was collected</h5>
Roblox started compiling and using datasets for generative AI systems in 2023. Such use is ongoing.
<h5 style=}>Additional information</h5>
For additional information, refer to our model cards and research papers related to our published models.
This information is provided pursuant to California Civil Code Section 3111 (AB 2013) and is subject to update.
## Public Luau
Previously, Roblox launched a program that allowed you to share your scripts with Roblox, a public Luau dataset, or both. Roblox no longer uses the script data that was shared only with Roblox. Instead, you now decide if you want to share entire experiences, including their scripts.
The Luau public dataset is not affected by this change. You can set your sharing preferences on the Creator Hub in the **Public Luau** tab. For more details on the public dataset, see [Empower Luau creation](https://create.roblox.com/data-collection). | 1,403 | 566b429aef1510a736da81ba3505d53ec4863f4042be3cff19256e1149451541 |
https://create.roblox.com/docs/affiliates | content/en-us/affiliates.md | guide | 2026-03-29T11:46:36.769193+00:00 | # Affiliates
Effective July 24, 2025, the Creator Affiliate program is deprecated and has been replaced by the [Creator Rewards](./creator-rewards.md) program.
The [Creator Affiliate Program](https://create.roblox.com/affiliate) is a pilot program that lets you earn Robux using affiliate links. With it, you can:
- Generate affiliate share links for any Roblox experience, including other developers' experiences, through the Creator Hub.
- Promote your affiliate links off-platform on social media channels.
- Earn revenue in Robux whenever new users create a Roblox account and purchase Robux using your affiliate link. A new user is someone who doesn't already have an alternative Roblox account.
- Exchange your Robux earnings for real-world money using the Developer Exchange program.
When a user creates a Roblox account using your affiliate link and then buys Robux, you can receive up to 50% of the value of their Robux purchases during their first six months on the platform, for a maximum revenue of \$100 USD per new user. For example, if a new user joins Roblox and purchases \$100 USD of Robux, you can earn up to \$50 USD, minus certain fees like taxes and VAT.
You receive your revenue in Robux, which you can exchange for real-world money through Developer Exchange. | 275 | 8a4cbb1a4f3f01acc8e4845839282648750c1cc664e7bbbc271108067a5ae8d4 |
https://create.roblox.com/docs/animation/editor | content/en-us/animation/editor.md | guide | 2026-03-29T11:46:36.912940+00:00 | # Editor
The **Animation Editor**, accessible from Studio's **Avatar** tab or **Window** ⟩ **Avatar** menu, allows you to design and publish custom animations on rigs. A rig is an object with individual sections connected by joints. You can move these joints to [create poses](#create-poses) and then smoothly animate the rig from pose to pose.
<img src="../assets/studio/general/Toolbar-Animation.png" width="800" alt="Animation Editor indicated in Studio's toolbar" />
## Interface
<img src="../assets/animation/animation-editor/Editor-Sections-Labeled.png"
width="80%" />
### Media and playback controls
<table>
<tr>
<td><img src="../assets/animation/animation-editor/Controls-Animation-Name.png"
width="100%" /></td>
<td>The name of the animation.</td>
</tr>
<tr>
<td><img src="../assets/animation/animation-editor/Controls-File-Menu.png"
width="100%" /></td>
<td>
Opens a contextual menu with the following menu items:
<ul>
<li>**Load**</li>
<li>**Save**</li>
<li>**Save As**</li>
<li>**Import**</li>
<li>**Export**</li>
<li>**Create New**</li>
<li>**Set Animation Priority**</li>
</ul>
</td>
</tr>
<tr>
<td><img src="../assets/animation/animation-editor/Controls-First-Key.png"
width="100%" /></td>
<td>Moves the scrubber to the first key.</td>
</tr>
<tr>
<td><img src="../assets/animation/animation-editor/Controls-Previous-Key.png"
width="100%" /></td>
<td>Moves the scrubber to the previous key.</td>
</tr>
<tr>
<td><img src="../assets/animation/animation-editor/Controls-Preview-Reverse.png"
width="100%" /></td>
<td>Previews the animation in reverse.</td>
</tr>
<tr>
<td><img src="../assets/animation/animation-editor/Controls-Pause.png"
width="100%" /></td>
<td>Pauses the animation.</td>
</tr>
<tr>
<td><img src="../assets/animation/animation-editor/Controls-Preview.png"
width="100%" /></td>
<td>Previews the animation.</td>
</tr>
<tr>
<td><img src="../assets/animation/animation-editor/Controls-Next-Key.png"
width="100%" /></td>
<td>Moves the scrubber to the next key.</td>
</tr>
<tr>
<td><img src="../assets/animation/animation-editor/Controls-Last-Key.png"
width="100%" /></td>
<td>Moves the scrubber to the last key.</td>
</tr>
<tr>
<td><img src="../assets/animation/animation-editor/Controls-Looping.png"
width="100%" /></td>
<td>Toggles looping for the animation.</td>
</tr>
<tr>
<td><img src="../assets/animation/animation-editor/Controls-Position-Indicator.png"
width="100%" /></td>
<td>The **position indicator** that displays the timeline unit for the position of the scrubber in **seconds:frames**.</td>
</tr>
</table>
### Timeline
<table>
<tr>
<td><img src="../assets/animation/animation-editor/Timeline-Scrubber-Bar.png"
width="100%" /></td>
<td>A scrubber that marks the current frame position.</td>
</tr>
<tr>
<td><img src="../assets/animation/animation-editor/Timeline-Time-Units.png"
width="100%" /></td>
<td>Time units that allow you to move the scrubber to a precise time unit.</td>
</tr>
<tr>
<td><img src="../assets/animation/animation-editor/Timeline-Keyframe.png"
width="100%" /></td>
<td>A keyframe that marks the change in position or orientation of a part.</td>
</tr>
<tr>
<td><img src="../assets/animation/animation-editor/Timeline-Expand-Contract.png"
width="100%" /></td>
<td>Either expands or contracts the time unit marks.</td>
</tr>
<tr>
<td><img src="../assets/animation/animation-editor/Timeline-Options-Menu.png"
width="100%" /></td>
<td>
Opens a contextual menu with the following menu items:
<ul>
<li>**Timeline Unit**</li>
<li>**Frame Rate: 30fps**</li>
<li>**Show <a href="../animation/events.md">Animation Events</a>**</li>
<li>**Snap To Keys**</li>
</ul>
</td>
</tr>
</table>
### Track list
<table>
<tr>
<td><img src="../assets/animation/animation-editor/Track-List-Rig-Name.png"
width="100%" /></td>
<td>The name of the rig.</td>
</tr>
<tr>
<td><img src="../assets/animation/animation-editor/Track-List-IK-Button.png"
width="100%" /></td>
<td>Opens the **Manage IK** window.</td>
</tr>
<tr>
<td><img src="../assets/animation/animation-editor/Track-List-Add-Tracks.png"
width="100%" /></td>
<td>Opens a contextual menu of additional tracks you can add to the track list. </td>
</tr>
<tr>
<td><img src="../assets/animation/animation-editor/Track-List-Track-Name.png"
width="100%" /></td>
<td>The track displaying the name, position, and rotation of the part that
has been moved or rotated to a new position or orientation.</td>
</tr>
<tr>
<td><img src="../assets/animation/animation-editor/Track-List-Track-Options.png"
width="100%" /></td>
<td>
Opens a contextual menu with the following menu items:
<ul>
<li>**Add Keyframe**</li>
<li>**Delete Track**</li>
</ul>
</td>
</tr>
</table>
## Create an animation
You can only create animations using rigs. If you don't have a rig available, insert a pre-built rig using the [Rig Generator](../studio/rig-builder.md) tool. The pre-built rigs have all of the basic parts and mechanisms to
build a character animation.
If you have a rig, you can create a new animation for it using the following steps:
1. From the toolbar's **Avatar** tab, click **Animation**.
2. Select the rig you want to create an animation for to display the creation dialog.
<img src="../assets/animation/animation-editor/Create-Animation-Dialog.png" width="380" />
3. In the **Animation Name** field, enter a new animation name, then
click the **Create** button. The **Animation Editor** window displays
the [media and playback controls](#media-and-playback-controls), [timeline](#timeline), and [track list](#track-list).
From here, you can begin [creating poses](#create-poses)
for your rig and modifying the animation settings, such as [looping
the animation](#loop-an-animation) or [setting its
priority](#set-a-priority).
### Create poses
An animation consists of different **poses**, or specific positions and orientations of `Class.Bone` or `Class.MeshPart` objects within a rig. You can create poses by moving or rotating bones or meshes, such as the rig's hands, feet, or torso. After you create multiple poses on different positions of the timeline, the **Animation Editor** runs between them with your [easing settings](#easing) to smoothly animate the rig from pose-to-pose.
For example, a simple animation where a humanoid character turns
to look 45° to the left has two poses:
- The initial position looking forward.
- The turned position looking left.
<video src="../assets/animation/animation-editor/Animation-Poses.mp4" controls width="80%"></video>
To create a pose:
1. In the **Explorer** window, select the rig and expand its child instances to access the bones or meshes.
2. In the **Animation Editor** window, navigate to the timeline, then
click-and-move the **scrubber** to the frame position where you
want to set the pose. By default, Roblox represents timeline units as
**seconds:frames** and animations run at 30 frames per second. For example, 0:15 indicates ½ second.
<img src="../assets/animation/animation-editor/Scrubber-0-15.png" width="60%" />
3. In the **viewport**, hover your mouse over **rig** and select a bone or mesh. You can also select the ⊕ icon on the timeline and click **Add All** to add all bones or meshes to the animation.
<img src="../assets/modeling/skinned-meshes/Animation-Editor-Add-Tracks.png" width="60%" />
4. Move or rotate the bone or mesh to a new orientation. For bones, you can rotate them to pose the rig along the created bone joints.
<video controls src="../assets/modeling/skinned-meshes/Transform-Demo-Skinned.mp4" width="100%"></video>
When creating poses, you can toggle between **Move** and **Rotate**
modes by pressing <kbd>R</kbd>. These modes work exactly like moving and rotating base objects, including the snap settings and incremental values located in Studio's toolbar.
5. Continue moving or rotating bones or meshes until you get the desired pose.
Whenever you adjust a specific bone or mesh, a **new track** displays in the track list, and a **new keyframe** displays on the **timeline** for that bone more mesh at that specific frame position.
<img src="../assets/animation/animation-editor/Track-Keyframe-Added.png" width="80%" />
6. When you're ready to preview the animation, you can either:
- Navigate to the **Media and Playback Controls**, then click the
**Play** button.
<img src="../assets/animation/animation-editor/Controls-Preview.png"width="330" />
- Or press the **Spacebar**.
By default, the timeline displays a duration of 1 second (30 frames), but the final keyframe determines the animation's actual duration. To
add more time to the timeline, enter a new value in the right-side box of
the position indicator.
## Keyframes
Once you [create basic poses](#create-poses) for a rig,
fine-tuning individual keyframes can significantly improve the final
animation.
### Add keyframes
Whenever you change a part's position or orientation, a new keyframe
displays on the timeline. You can also add keyframes to a timeline
through the following methods.
To add a keyframe for a single part of the rig:
1. Navigate to the **timeline**, then move the **scrubber** to a new
position.
2. In the **track list**, navigate to the part's **track** and click
the **⋯** button. A contextual menu displays.
<img
src="../assets/animation/animation-editor/Track-List-Track-Options.png"
width="330" />
3. Select **Add Keyframe**.
To add a keyframe for multiple parts of the rig:
1. Navigate to the **timeline**, then right-click in the dark region
above the tracks. A pop-up menu displays.
<img
src="../assets/animation/animation-editor/Add-Multiple-Keyframes.png"
width="500" />
2. Select **Add Keyframe Here**.
Note that the keyframes insert at the frame position closest to where you click,
not at the position of the scrubber.
### Move keyframes
You can increase or decrease the amount of time between keyframes by moving
either individual keyframes or every keyframe in a frame position.
To move a single keyframe:
1. Navigate to the **timeline** and click on any **gray keyframe**.
Both the **gray keyframe** and the **white keyframe** are now
surrounded with a blue border.
<img
src="../assets/animation/animation-editor/Select-Single-Keyframe.png"
width="500" />
2. Click-and-drag it to a new frame position.
To move every keyframe in a frame position:
1. Navigate to the **timeline** and click on the **white keyframe** in
the dark region above the tracks. Every keyframe in the frame
position is now surrounded with a blue border.
<img
src="../assets/animation/animation-editor/Select-Multiple-Keyframes.png"
width="500" />
2. Click-and-drag it to a new frame position.
### Duplicate keyframes
You can duplicate either a specific keyframe or multiple keyframes for
multiple parts into a new position in the timeline. This is particularly
useful for when you want to
To duplicate one or more keyframes:
1. Navigate to the **timeline** and select one or more keyframes. Every selected keyframe is now surrounded by a blue border.
1. Press <kbd>Ctrl</kbd><kbd>C</kbd> (<kbd>⌘</kbd><kbd>C</kbd>). Every selected keyframe copies to your clipboard.
1. Move the **scrubber** to a new frame position.
1. Press <kbd>Ctrl</kbd><kbd>V</kbd> (<kbd>⌘</kbd><kbd>V</kbd>). The keyframe(s) paste into the new frame position.
### Delete keyframes
To delete one or more keyframes, select the keyframe(s), then press
**Delete** or **Backspace**.
### Optimize keyframes
Animators can often generate many keyframes during the course of animation, especially when using various animation tools and features. To help reduce the number of unnecessary keyframes and make it easier to animate on the timeline, the **Animation Editor** provides tools for [automatic](#automatic-optimization) and [on-demand](#on-demand-optimization) keyframe optimization.
#### Automatic optimization
The **Animation Editor** automatically detects and removes unnecessary keyframes when creating [facial animations](../art/characters/facial-animation/animate-heads.md) and when [promoting a keyframe animation to a curve animation](../animation/curve-editor.md#open-the-curve-editor).
If 3 or more consecutive keyframes have the same value in a track, the **Animation Editor** removes the intermediary keyframes and keeps only the first and last keyframes.
If the track only contains keyframes with default values, such as an `Datatype.CFrame.identity|Identity Cframe`, or a `0` value for a curve animation, the entire track is removed from the animation.
#### On-demand optimization
<img
alt="Optimize Keyframes"
src="../assets/animation/animation-editor/Optimization-Preview.png"
width="90%" />
During animating, you can use the editor's **Keyframe Optimization** tool to quickly reduce the number of unnecessary keyframes. Keyframe Optimization prioritizes the least impactful keyframes first. You can adjust the number of keyframes using the slider.
While using the slider, you can preview the animation and scrub through the timeline to check your animation but you can not perform editing operations, such as changing keyframe values or adding tracks.
To access the **Optimize Keyframes** tool:
1. In the **Animation Editor**, click \***\*⋯\*\*** button and select **Optimize Keyframes**. A dialog box with a slider displays.
<img
alt="Optimize Keyframes"
src="../assets/animation/animation-editor/Optimize-Keyframes.png"
width="20%" />
2. Move the slider to the desired number of keyframes. You can preview and playback the animation to verify the optimization.
<img
alt="Optimize Keyframes"
src="../assets/animation/animation-editor/Optimization-Slider.png"
width="40%" />
3. Click **OK** when complete.
### Easing
For each keyframe in the [Animation Editor](../animation/editor.md), you can choose both an
[easing style](#easing-style) and an [easing direction](#easing-direction).
#### Easing style
**Easing style** is the rate at which an animation moves between different frame
positions within the animation. By default, a part will move and/or rotate from
one keyframe to the next in an even, steady motion known as **linear easing**.
In the following video, linear easing makes the character's turning animation
appear stiff and robotic.
<figure>
<video src="../assets/animation/animation-editor/Easing-Linear.mp4" controls width="100%"></video>
<figcaption>Linear easing</figcaption>
</figure>
While that may look appropriate for some motions, compare the following video
where **cubic easing** makes the animation of the character's motion appear more
natural.
<figure>
<video src="../assets/animation/animation-editor/Easing-Cubic.mp4" controls width="100%"></video>
<figcaption>Cubic easing</figcaption>
</figure>
To change the easing style for one or more keyframes:
1. Navigate to the **timeline** and select one or more keyframes. Every selected
keyframe is now surrounded by a blue border.
2. Right-click on a **keyframe with a border**. A pop-up menu displays.
3. Hover over **Easing Style**, then choose from the following options:
- **Linear** - Moves at a constant speed.
- **Constant** - Removes interpolation between the selected keyframe and
next keyframe. The animation will "snap" from keyframe to keyframe.
- **Cubic** - Eases in or out with cubic interpolation.
- **Elastic** - Moves as if the object is attached to a rubber band.
- **Bounce** - Moves as if the start or end position of the tween is bouncy.
#### Easing direction
**Easing direction** defines which end of the animation movement is affected by
the [easing style](#easing-style). By default, the motion is slower at the
beginning and faster toward the end of the animation.
To change the easing direction for one or more keyframes:
1. Navigate to the **timeline** and select one or more keyframes. Every selected
keyframe is now surrounded by a blue border.
1. Right-click on a **keyframe with a border**. A pop-up menu displays.
1. Hover over **Easing Direction**, then choose from the following options:
- **Out** - The motion will be faster at the beginning and slower toward the
end.
- **InOut** - **In** and **Out** on the same tween, with **In** at the
beginning and **Out** taking effect halfway through.
- **In** - The motion will be slower at the beginning and faster toward the
end.
## Loop an animation
To make an animation automatically loop, navigate to the [Media and
Playback Controls](#media-and-playback-controls) and click
the **Looping** button.
<img src="../assets/animation/animation-editor/Controls-Looping.png"
width="330" />
A looping animation doesn't interpolate between the final
keyframes and first keyframes. To make the animation loop smoothly,
<a href="#duplicating-keyframes">duplicate</a> the first
keyframes and use them as the final keyframes.
## Set a priority
An animation's **priority** (`Enum.AnimationPriority`) dictates when it will play in an
experience. For example, if you play an animation with a higher priority
than another animation that's already playing, the new animation will
override the old. For example, a "jump" animation should take priority over an "idle" animation so that a character doesn't perform both at the same time.
Roblox uses seven levels of priority, ordered here from highest to lowest:
<img src="../assets/misc/Arrow-Highest.png" width="50" style=} />
**Action4**
<img src="../assets/misc/Arrow-Higher.png" width="50" style=} />
**Action3**
<img src="../assets/misc/Arrow-High.png" width="50" style=} />
**Action2**
<img src="../assets/misc/Arrow-Neutral.png" width="50" style=} />
**Action**
<img src="../assets/misc/Arrow-Low.png" width="50" style=} />
**Movement**
<img src="../assets/misc/Arrow-Lower.png" width="50" style=} />
**Idle**
<img src="../assets/misc/Arrow-Lowest.png" width="50" style=} />
**Core**
<br />
To set an animation to a different priority:
1. Navigate to the [Media and Playback Controls](#media-and-playback-controls)
and click the **⋯** button. A
contextual menu displays.
1. Hover over **Set Animation Priority**, then choose your desired
priority setting.
## Save an animation
When you save an animation, Studio saves it as a
`Class.KeyframeSequence` object in `Class.ServerStorage` and adds a reference to your rig object. Saving your animation is meant to preserve your animation progress and work. If you intend to use an animation, [export it](#export-an-animation) before referencing the published animation in your experience.
To save an animation:
1. Navigate to the [Media and Playback Controls](#media-and-playback-controls)
and click the **⋯** button. A
contextual menu displays.
<img src="../assets/animation/animation-editor/Controls-File-Menu.png"
width="330" />
2. Select **Save** or **Save As** to save the animation with a reference added to the **AnimSaves** object.
<img src="../assets/animation/animation-editor/Saved-Animation.png"
width="320" />
### Access local data
Roblox saves animation data locally to `Class.ServerStorage` to preserve your animation work. In most cases, your experience shouldn't directly access this local data and instead should reference a published animation.
In the rare cases that your experience requires accessing local data, reference the value of the `Class.ObjectValue` in your rig's AnimSaves folder rather than directly accessing the `Class.ServerStorage`. See the following examples:
```lua title="Access local animation data"
local myAnim = myRig.AnimSaves.Value.myAnimation
-- Accesses your local animation data with the value reference in your rig
```
```lua title="Incorrectly access local data"
local myAnim = ServerStorage.RBX_ANIMSAVES.myRig.myAnimation
-- Can conflict with other rigs sharing the same name
```
Since local data is stored in `Class.ServerStorage`, it doesn't replicate and isn't available from clients. If your clients need access to that data, you must move the `Class.KeyframeSequence` or `Class.CurveAnimation` objects and their descendants to `Class.ReplicatedStorage`.
### Migrate legacy data
The **Animation Editor** previously stored animation objects directly within a rig, not within `Class.ServerStorage`. If your experience references legacy animation objects in a rig, you can migrate this data to `Class.ServerStorage` using the animation migration tool, allowing you to [access local animation data](#access-local-data) in the same way.
To migrate your legacy animation data:
1. With the **Animation Editor**, select a rig with older animations that aren't saved in `Class.ServerStorage`. A migration window displays.
<img src="../assets/animation/animation-editor/Migrate-Animations.png" width = "65%" />
2. Select **Delete**, **Migrate**, or **Ignore** for each detected animation.
- **Delete**: Delete animations that are already published or no longer being used.
- **Migrate**: Migrate animations that are still in progress or that haven't yet been published.
- **Ignore**: Ignore animations if you have yet to update your experience's code to [access local data](#access-local-data) from `Class.ServerStorage`. Once updated, migrate these animations.
3. Press **OK** when complete.
## Export an animation
When you export an animation to Studio, it becomes available for use in
all experiences. This means that you only need to create an animation
once, then you can reuse it as many times as you want.
If your animation will be used for a **default** Roblox character animation like jumping or running, ensure that you rename the final keyframe as outlined in the first step below.
To export an animation:
1. **(Important)** If the animation will be used to [replace a default character animation](../animation/using.md#replace-default-animations) like running or jumping, rename the final keyframe **End** as follows:
1. Right-click the final white keyframe symbol in the upper bar region and choose **Rename Key Keyframe** from the
contextual menu.
<img src="../assets/animation/animation-editor/Select-Final-Keyframe.png" width="500" />
2. Type **End** (case-sensitive) into the input field.
3. Click the **Save** button.
2. Navigate to the [Media and Playback Controls](#media-and-playback-controls)
and click the **⋯** button.
<img src="../assets/animation/animation-editor/Controls-File-Menu.png"
width="330" />
3. Select **Publish to Roblox** from the contextual menu.
4. In the **Asset Configuration** window, enter an animation title and optional description.
5. **(Important)** If the animation will be used in any [group-owned](../projects/groups.md) experience, select the group from the **Creator** field.
6. Click the **Submit** button.
Once the upload is complete, you can copy the animation's asset ID
from the [Toolbox](../projects/assets/toolbox.md) for scripting custom animations or to replace default character animations, as outlined in [Use animations](../animation/using.md).
1. Click the **Creations** tab and select **Animations** from the dropdown menu.
2. Right-click the desired animation and select **Copy Asset ID** from the contextual menu.
3. See [Use animations](../animation/using.md) for instructions on how to play the animation from a script or use the animation as a default character animation. | 5,835 | 9ef2ac748490d9dfdd19f33862a42d031e7b7e87ad36c589624348fd5b289da2 |
https://create.roblox.com/docs/animation/using | content/en-us/animation/using.md | guide | 2026-03-29T11:46:37.078730+00:00 | # Using
Once you have [created an animation](../animation/editor.md), you need to use scripts to include them in your experience. You can either [play animations manually](#play-animations-from-scripts) from scripts or [replace default animations](#replace-default-animations) for player characters.
## Play animations from scripts
In some cases, you'll need to play an animation directly from inside a script, such as when a user presses a certain key or picks up a special item.
### Humanoids
To play an animation on a rig containing a `Class.Humanoid`
object, such as typical playable characters, follow this basic pattern:
1. Ensure that the local player's `Class.Humanoid` contains an `Class.Animator` object.
2. Create a new `Class.Animation` instance with the proper `Class.Animation.AnimationId|AnimationId`.
3. Load the animation via `Class.Animator:LoadAnimation()` to create an `Class.AnimationTrack`.
4. Play the track with `Class.AnimationTrack:Play()`.
For example, the following `Class.LocalScript`, when placed in
`Class.StarterPlayerScripts`, loads a "kick" animation onto the player's character and plays it. The script also utilizes the `Class.AnimationTrack:GetMarkerReachedSignal()|GetMarkerReachedSignal()` method to detect when a specific [animation event](../animation/events.md) occurs.
```lua title="LocalScript - Play Custom Animation on Player Character"
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
-- Ensure that the character's humanoid contains an "Animator" object
local humanoid = character:WaitForChild("Humanoid")
local animator = humanoid:WaitForChild("Animator")
-- Create a new "Animation" instance and assign an animation asset ID
local kickAnimation = Instance.new("Animation")
kickAnimation.AnimationId = "rbxassetid://2515090838"
-- Load the animation onto the animator
local kickAnimationTrack = animator:LoadAnimation(kickAnimation)
-- If a named event was defined for the animation, connect it to "GetMarkerReachedSignal()"
kickAnimationTrack:GetMarkerReachedSignal("KickEnd"):Connect(function(paramString)
print(paramString)
end)
task.wait(4)
-- Play the animation track
kickAnimationTrack:Play()
```
### Non-humanoids
To play animations on rigs that do **not** contain a `Class.Humanoid`, you must create an `Class.AnimationController` with a child `Class.Animator`. For example, the following `Class.Script` (assumed to be a direct child of the rig) loads a "kick" animation and plays it.
```lua title="Script - Play Custom Animation on Character Rig"
local rig = script.Parent
-- Create a new "Animation" instance and assign an animation asset ID
local kickAnimation = Instance.new("Animation")
kickAnimation.AnimationId = "rbxassetid://2515090838"
-- Create a new "AnimationController" and "Animator"
local animationController = Instance.new("AnimationController")
animationController.Parent = rig
local animator = Instance.new("Animator")
animator.Parent = animationController
-- Load the animation onto the animator
local kickAnimationTrack = animator:LoadAnimation(kickAnimation)
-- If a named event was defined for the animation, connect it to "GetMarkerReachedSignal()"
kickAnimationTrack:GetMarkerReachedSignal("KickEnd"):Connect(function(paramString)
print(paramString)
end)
task.wait(4)
-- Play the animation track
kickAnimationTrack:Play()
```
## Replace default animations
By default, Roblox player characters include common animations like running,
climbing, swimming, and jumping. You can replace these [default animations](#default-character-animations) with animations from the [catalog](#catalog-animations) or with your own [custom](../animation/editor.md) animations.
1. Obtain the **asset ID** of the new animation as follows:
- For a custom animation built with the [Animation Editor](../animation/editor.md), follow the [export](../animation/editor.md#exporting-an-animation) instructions.
- Copy an appropriate ID from the [catalog animation reference](#catalog-animations) below. For example, to replace the default run animation with the <a href="https://www.roblox.com/catalog/658830056/Ninja-Run" target="_blank" rel="noopener">Ninja Run</a> variant, use `656118852`.
2. In the [Explorer](../studio/explorer.md) window, add a new `Class.Script` to **ServerScriptService**.
1. Hover over **ServerScriptService** and click the ⊕ button.
2. From the contextual menu, insert a **Script**.
3. In the new script, paste the following code:
```lua title="Script - Replace Default Character Animations"
local Players = game:GetService("Players")
local function onCharacterAdded(character)
-- Get animator on humanoid
local humanoid = character:WaitForChild("Humanoid")
local animator = humanoid:WaitForChild("Animator")
-- Stop all animation tracks
for _, playingTrack in animator:GetPlayingAnimationTracks() do
playingTrack:Stop(0)
end
local animateScript = character:WaitForChild("Animate")
--animateScript.run.RunAnim.AnimationId = "rbxassetid://"
--animateScript.walk.WalkAnim.AnimationId = "rbxassetid://"
--animateScript.jump.JumpAnim.AnimationId = "rbxassetid://"
--animateScript.idle.Animation1.AnimationId = "rbxassetid://"
--animateScript.idle.Animation2.AnimationId = "rbxassetid://"
--animateScript.fall.FallAnim.AnimationId = "rbxassetid://"
--animateScript.swim.Swim.AnimationId = "rbxassetid://"
--animateScript.swimidle.SwimIdle.AnimationId = "rbxassetid://"
--animateScript.climb.ClimbAnim.AnimationId = "rbxassetid://"
end
local function onPlayerAdded(player)
player.CharacterAppearanceLoaded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(onPlayerAdded)
```
4. For each line that references a [default character animation](#default-character-animations), uncomment it and paste the replacement ID after `rbxassetid://`. For example, to change the default run animation to the <a href="https://www.roblox.com/catalog/658830056/Ninja-Run" target="_blank" rel="noopener">Ninja Run</a> variant:
```lua title="Script - Replace Default Character Animations" highlight="14"
local Players = game:GetService("Players")
local function onCharacterAdded(character)
-- Get animator on humanoid
local humanoid = character:WaitForChild("Humanoid")
local animator = humanoid:WaitForChild("Animator")
-- Stop all animation tracks
for _, playingTrack in animator:GetPlayingAnimationTracks() do
playingTrack:Stop(0)
end
local animateScript = character:WaitForChild("Animate")
animateScript.run.RunAnim.AnimationId = "rbxassetid://656118852"
--animateScript.walk.WalkAnim.AnimationId = "rbxassetid://"
--animateScript.jump.JumpAnim.AnimationId = "rbxassetid://"
--animateScript.idle.Animation1.AnimationId = "rbxassetid://"
--animateScript.idle.Animation2.AnimationId = "rbxassetid://"
--animateScript.fall.FallAnim.AnimationId = "rbxassetid://"
--animateScript.swim.Swim.AnimationId = "rbxassetid://"
--animateScript.swimidle.SwimIdle.AnimationId = "rbxassetid://"
--animateScript.climb.ClimbAnim.AnimationId = "rbxassetid://"
end
local function onPlayerAdded(player)
player.CharacterAppearanceLoaded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(onPlayerAdded)
```
## Set animation weights
You can use multiple animations for the same action. For example, there
are two `idle` variations in the code sample for [replacing default animations](#replace-default-animations).
When multiple animations exist for a character state, the **Animate** script
randomly chooses which one to play, but you can influence the outcome by
setting the animation's `Weight` value under the following formula:
- **animation weight / total weight of all state animations**
In the following example, `idle.Animation1` will play ⅓ of the time the character is idle, while `idle.Animation2` will play ⅔ of the time.
```lua title="Script - Replace Default Character Animations" highlight="3,4"
animateScript.idle.Animation1.AnimationId = "rbxassetid://656117400"
animateScript.idle.Animation2.AnimationId = "rbxassetid://656118341"
animateScript.idle.Animation1.Weight.Value = 5
animateScript.idle.Animation2.Weight.Value = 10
```
## Animation references
### Default character animations
The following table contains all of the default character animations that you can [replace](#replace-default-animations) with [catalog](#catalog-animations) animations or your own [custom](../animation/editor.md) animations. Note that **Idle** has two variations which you can [weight](#set-animation-weights) to play more or less frequently.
<table>
<tbody>
<tr>
<th>Character action</th>
<th>Animate script reference</th>
</tr>
<tr>
<td>**Run**</td>
<td>`animateScript.run.RunAnim.AnimationId`</td>
</tr>
<tr>
<td>**Walk**</td>
<td>`animateScript.walk.WalkAnim.AnimationId`</td>
</tr>
<tr>
<td>**Jump**</td>
<td>`animateScript.jump.JumpAnim.AnimationId`</td>
</tr>
<tr>
<td>**Idle**</td>
<td>
`animateScript.idle.Animation1.AnimationId`<br />
`animateScript.idle.Animation2.AnimationId`
</td>
</tr>
<tr>
<td>**Fall**</td>
<td>`animateScript.fall.FallAnim.AnimationId`</td>
</tr>
<tr>
<td>**Swim**</td>
<td>
`animateScript.swim.Swim.AnimationId`
</td>
</tr>
<tr>
<td>**Swim (Idle)**</td>
<td>
`animateScript.swimidle.SwimIdle.AnimationId`
</td>
</tr>
<tr>
<td>**Climb**</td>
<td>`animateScript.climb.ClimbAnim.AnimationId`</td>
</tr>
</tbody>
</table>
### Catalog animations
When using avatar animation bundles to [replace default animations](#replace-default-animations), use the following references for the respective asset IDs. For example, if you want to apply the <a href="https://www.roblox.com/catalog/658832070/Ninja-Jump" target="_blank" rel="noopener">Ninja Jump</a> animation, use `656117878`. Note that **Idle** has multiple variations.
<table>
<tbody>
<tr>
<td>
<a href="https://www.roblox.com/bundles/34/Astronaut-Animation-Pack" target="_blank" rel="noopener">**Astronaut**</a>
</td>
<td>
**Run**<br />891636393
**Walk**<br />891636393
**Jump**<br />891627522
**Idle**<br />891621366, 891633237, 1047759695
**Fall**<br />891617961
**Swim**<br />891639666
**Swim (Idle)**<br />891663592
**Climb**<br />891609353
</td>
</tr>
<tr>
<td>
<a href="https://www.roblox.com/bundles/39/Bubbly-Animation-Package" target="_blank" rel="noopener">**Bubbly**</a>
</td>
<td>
**Run**<br />910025107
**Walk**<br />910034870
**Jump**<br />910016857
**Idle**<br />910004836, 910009958, 1018536639
**Fall**<br />910001910
**Swim**<br />910028158
**Swim (Idle)**<br />910030921
**Climb**<br />909997997
</td>
</tr>
<tr>
<td>
<a href="https://www.roblox.com/bundles/56/Cartoony-Animation-Package" target="_blank" rel="noopener">**Cartoony**</a>
</td>
<td>
**Run**<br />742638842
**Walk**<br />742640026
**Jump**<br />742637942
**Idle**<br />742637544, 742638445, 885477856
**Fall**<br />742637151
**Swim**<br />742639220
**Swim (Idle)**<br />742639812
**Climb**<br />742636889
</td>
</tr>
<tr>
<td>
<a href="https://www.roblox.com/bundles/48/Elder-Animation-Package" target="_blank" rel="noopener">**Elder**</a>
</td>
<td>
**Run**<br />845386501
**Walk**<br />845403856
**Jump**<br />845398858
**Idle**<br />845397899, 845400520, 901160519
**Fall**<br />845396048
**Swim**<br />845401742
**Swim (Idle)**<br />845403127
**Climb**<br />845392038
</td>
</tr>
<tr>
<td>
<a href="https://www.roblox.com/bundles/68/Knight-Animation-Package" target="_blank" rel="noopener">**Knight**</a>
</td>
<td>
**Run**<br />657564596
**Walk**<br />657552124
**Jump**<br />658409194
**Idle**<br />657595757, 657568135, 885499184
**Fall**<br />657600338
**Swim**<br />657560551
**Swim (Idle)**<br />657557095
**Climb**<br />658360781
</td>
</tr>
<tr>
<td>
<a href="https://www.roblox.com/bundles/79/Levitation-Animation-Pack" target="_blank" rel="noopener">**Levitation**</a>
</td>
<td>
**Run**<br />616010382
**Walk**<br />616013216
**Jump**<br />616008936
**Idle**<br />616006778, 616008087, 886862142
**Fall**<br />616005863
**Swim**<br />616011509
**Swim (Idle)**<br />616012453
**Climb**<br />616003713
</td>
</tr>
<tr>
<td>
<a href="https://www.roblox.com/bundles/63/Mage-Animation-Package" target="_blank" rel="noopener">**Mage**</a>
</td>
<td>
**Run**<br />707861613
**Walk**<br />707897309
**Jump**<br />707853694
**Idle**<br />707742142, 707855907, 885508740
**Fall**<br />707829716
**Swim**<br />707876443
**Swim (Idle)**<br />707894699
**Climb**<br />707826056
</td>
</tr>
<tr>
<td>
<a href="https://www.roblox.com/bundles/75/Ninja-Animation-Package" target="_blank" rel="noopener">**Ninja**</a>
</td>
<td>
**Run**<br />656118852
**Walk**<br />656121766
**Jump**<br />656117878
**Idle**<br />656117400, 656118341, 886742569
**Fall**<br />656115606
**Swim**<br />656119721
**Swim (Idle)**<br />656121397
**Climb**<br />656114359
</td>
</tr>
<tr>
<td>
<a href="https://www.roblox.com/bundles/55/Pirate-Animation-Package" target="_blank" rel="noopener">**Pirate**</a>
</td>
<td>
**Run**<br />750783738
**Walk**<br />750785693
**Jump**<br />750782230
**Idle**<br />750781874, 750782770, 885515365
**Fall**<br />750780242
**Swim**<br />750784579
**Swim (Idle)**<br />750785176
**Climb**<br />750779899
</td>
</tr>
<tr>
<td>
<a href="https://www.roblox.com/bundles/82/Robot-Animation-Pack" target="_blank" rel="noopener">**Robot**</a>
</td>
<td>
**Run**<br />616091570
**Walk**<br />616095330
**Jump**<br />616090535
**Idle**<br />616088211, 616089559, 885531463
**Fall**<br />616087089
**Swim**<br />616092998
**Swim (Idle)**<br />616094091
**Climb**<br />616086039
</td>
</tr>
<tr>
<td>
<a href="https://www.roblox.com/bundles/356/Rthro-Animation-Package" target="_blank" rel="noopener">**Rthro**</a>
</td>
<td>
**Run**<br />2510198475
**Walk**<br />2510202577
**Jump**<br />2510197830
**Idle**<br />2510197257, 2510196951, 3711062489
**Fall**<br />2510195892
**Swim**<br />2510199791
**Swim (Idle)**<br />2510201162
**Climb**<br />2510192778
</td>
</tr>
<tr>
<td>
<a href="https://www.roblox.com/bundles/83/Stylish-Animation-Pack" target="_blank" rel="noopener">**Stylish**</a>
</td>
<td>
**Run**<br />616140816
**Walk**<br />616146177
**Jump**<br />616139451
**Idle**<br />616136790, 616138447, 886888594
**Fall**<br />616134815
**Swim**<br />616143378
**Swim (Idle)**<br />616144772
**Climb**<br />616133594
</td>
</tr>
<tr>
<td>
<a href="https://www.roblox.com/bundles/81/Superhero-Animation-Pack" target="_blank" rel="noopener">**Superhero**</a>
</td>
<td>
**Run**<br />616117076
**Walk**<br />616122287
**Jump**<br />616115533
**Idle**<br />616111295, 616113536, 885535855
**Fall**<br />616108001
**Swim**<br />616119360
**Swim (Idle)**<br />616120861
**Climb**<br />616104706
</td>
</tr>
<tr>
<td>
<a href="https://www.roblox.com/bundles/43/Toy-Animation-Pack" target="_blank" rel="noopener">**Toy**</a>
</td>
<td>
**Run**<br />782842708
**Walk**<br />782843345
**Jump**<br />782847020
**Idle**<br />782841498, 782845736, 980952228
**Fall**<br />782846423
**Swim**<br />782844582
**Swim (Idle)**<br />782845186
**Climb**<br />782843869
</td>
</tr>
<tr>
<td>
<a href="https://www.roblox.com/bundles/33/Vampire-Animation-Pack" target="_blank" rel="noopener">**Vampire**</a>
</td>
<td>
**Run**<br />1083462077
**Walk**<br />1083473930
**Jump**<br />1083455352
**Idle**<br />1083445855, 1083450166, 1088037547
**Fall**<br />1083443587
**Swim**<br />1083464683
**Swim (Idle)**<br />1083467779
**Climb**<br />1083439238
</td>
</tr>
<tr>
<td>
<a href="https://www.roblox.com/bundles/32/Werewolf-Animation-Pack" target="_blank" rel="noopener">**Werewolf**</a>
</td>
<td>
**Run**<br />1083216690
**Walk**<br />1083178339
**Jump**<br />1083218792
**Idle**<br />1083195517, 1083214717, 1099492820
**Fall**<br />1083189019
**Swim**<br />1083222527
**Swim (Idle)**<br />1083225406
**Climb**<br />1083182000
</td>
</tr>
<tr>
<td>
<a href="https://www.roblox.com/bundles/80/Zombie-Animation-Pack" target="_blank" rel="noopener">**Zombie**</a>
</td>
<td>
**Run**<br />616163682
**Walk**<br />616168032
**Jump**<br />616161997
**Idle**<br />616158929, 616160636, 885545458
**Fall**<br />616157476
**Swim**<br />616165109
**Swim (Idle)**<br />616166655
**Climb**<br />616156119
</td>
</tr>
</tbody>
</table> | 5,207 | d15e60fefdd5755053c659468f7d6f973da273699c577354227067757c648c7f |
https://create.roblox.com/docs/art/accessories/body-scale | content/en-us/art/accessories/body-scale.md | guide | 2026-03-29T11:46:37.082063+00:00 | # Body Scale
Roblox supports three common avatar sizes, known as **Classic**, **Rthro**, and **Rthro Slender**. This standard sizing helps keep avatar characters consistent, allowing developers to create experiences and environments that can fit commonly sized character models.
When modeling rigid accessories, like a helmet that contours around a character's head, it's important to use a mannequin to help ensure your proportions fit. The asset provided in this tutorial example was originally modeled using **Rthro** proportions. Layered clothing, such as clothing, don't require body scale specification, since layered assets automatically stretch and deform over any body scale.
If you are modeling your asset, visit the [references resources](../../avatar/resources.md#references) to download any of the following mesh mannequin:
<figure>
<img src="../../assets/art/resources/Body-Scale-Classic.png" />
<figcaption>
Classic blocky body scale. <br /><br /> Roughly 4.75 studs tall.
</figcaption>
</figure>
<figure>
<img src="../../assets/art/resources/Body-Scale-Rthro-Normal.png" />
<figcaption>
Normal body scale. <br /><br /> Roughly 5.75-6.5 studs tall, with wider shoulders and narrower hips.
</figcaption>
</figure>
<figure>
<img src="../../assets/art/resources/Body-Scale-Rthro-Slender.png" />
<figcaption>
Slender body scale. <br /><br /> Roughly 5.25-6.25 studs tall, with narrower shoulders and wider hips.
</figcaption>
</figure>
See the [accessory apecifications](../../art/accessories/specifications.md#body-scale) and the [body specifications](../../art/characters/specifications.md#body-scale) for specific range values and other geometry requirements.
## AvatarPartScaleType
Roblox represents body scale in the engine by an `AvatarPartScaleType` `Class.StringValue` object within each avatar character part and associated accessory. In most cases, asset creators do not need to directly access or modify this value object since tools, such as the [Accessory Fitting Tool](../accessories/accessory-fitting-tool.md), automatically generate the appropriate value object on accessory creation.
In cases where you may need to identify the current body scale of a body part or accessory, the following table defines the `AvatarPartScaleType` value for each type of body size. When importing your model, use the 3D Importer's [Rig Scale](../modeling/3d-importer.md#rig-general) to automatically apply a scale to your icustom asset.
<table>
<thead>
<tr>
<th>Body Scale</th>
<th>AvatarPartScaleType value</th>
</tr>
</thead>
<tbody>
<tr>
<td>Classic</td>
<td>`Classic`</td>
</tr>
<tr>
<td>Normal</td>
<td>`ProportionsNormal`</td>
</tr>
<tr>
<td>Slender</td>
<td>`ProportionsSlender`</td>
</tr>
</tbody>
</table> | 670 | 6d4641fdae707ce1c9e34632a1fdbf2471bf339265b0f1a55332207a66437771 |
https://create.roblox.com/docs/art/accessories/clothing-export-settings | content/en-us/art/accessories/clothing-export-settings.md | guide | 2026-03-29T11:46:37.122630+00:00 | # Clothing Export Settings
Export your mesh or model as a `.fbx` or `.gltf` to take advantage of all of Studio's 3D import features. When rigging or skinning a layerable model, these file types contains all the mesh and texture data, including the rig and influence data, you need to later [import](../../art/modeling/3d-importer.md) into Studio.
If creating other types of 3D models:
<ul>
<li>For generic meshes, see [general mesh specifications](../modeling/specifications.md) and [general export settings](../modeling/export-requirements.md).</li> <br />
<li>For rigid accessories, see [accessory specifications](../accessories/specifications.md) and [accessory export settings](../accessories/export-settings.md).</li> <br />
<li>For avatar characters, see [avatar specifications](../characters/specifications.md) and [avatar export settings](../characters/export-settings.md).</li>
</ul>
## Before exporting
Before exporting, ensure that you are only exporting the Roblox supported objects related to your model. If you have any modifiers to your mesh or project objects, make sure to apply or delete them before export.
You can export layered clothing models with the following object structure:
<img src="../../assets/modeling/skinned-meshes/Clothing-Data-Model.png" width="60%" alt="Blender clothing data model example" />
- Armature parent
- Bones / joints
- Primary mesh object
- Cage parent object
- Inner cage mesh object
- Outer cage mesh object
You can also export shoes together. Even though left and right shoes are separate accessories, you can either export the left and right shoe individually, or export both shoes at the same time using the following structure:
<img src="../../assets/modeling/skinned-meshes/Shoe-Data-Model.png" width="60%" alt="Shoe clothing data model example"/>
- Armature parent
- Bones / joints
- Left shoe mesh object
- Right shoe mesh object
- Cage parent object
- Left shoe inner cage
- Left shoe outer cage
- Right shoe inner cage
- Right shoe outer cage
Each shoe must include their own inner and outer cage.
## Blender
Blender allows you to export in `.fbx` or `.gltf` as well as other formats. If you are using `.fbx` export, familiarize yourself with [Blender's FBX scaling](../blender.md#adjust-scale-fbx) to ensure that you successfully import the model into Studio at the correct scale.
### Export settings
To export the `.fbx` file in Blender:
1. In the topbar, click **File**. A pop-up menu displays.
2. Select **Export**, then **FBX (.fbx)**. The **Blender File View** window displays.
3. On the right-hand side, change the **Path Mode** property to **Copy**, then toggle the **Embed Textures** button.
<img src="../../assets/modeling/skinned-meshes/Blender-Export-Settings-1.png" width="320" />
4. If your project doesn't already have `.01` scene unit scaling, set the **Transform** > **Apply Scalings** to `FBX Unit Scale`. For more details, see [Blender FBX scaling](../blender.md#adjust-scale-fbx).
<img src="../../assets/modeling/skinned-meshes/Blender-Export-Settings-5.png" width="320" />
5. Under the **Armature** section, disable **Add Leaf Bones**.
<img src="../../assets/modeling/skinned-meshes/Blender-Export-Settings-3.png" width="320" />
6. Click the **Export FBX** button.
7. After exporting, use Studio's [3D Importer](../../art/modeling/3d-importer.md) to import your model and the [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md) to convert the model into an accessory.
## Maya export settings
To export a mesh in Maya as a `.fbx` file:
1. In the topbar, click **File**. A pop-up menu displays.
2. Select **Export All**. The **Export All** window displays.
3. Near the bottom of the window, click the **Files of type** dropdown, then select **FBX export**.
4. On the right-hand side of the window, navigate to the **Options...** section.
5. In the **Geometry** section, enable **Smooth Mesh** and **Referenced Asset Content**.
6. If you need to import textures as a `.png`, in the **Embed Media** section, enable **Embed Media**.
7. In the **Advanced Options** section,
- Navigate to **Units**, then enable **Automatic**.
- Navigate to **Axis Conversion**, then set the **Up Axis** property to **Y**.
8. Click the **Export All** button.
<img src="../../assets/accessories/lc-requirements-maya-settings-with-animation.png" />
9. After exporting, use Studio's [3D Importer](../../art/modeling/3d-importer.md) to import your model and the [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md) to convert the model into an accessory. | 1,147 | 9a02d6b58aef387b35b99e8635c765153748cde0d5ec47ee6994e409a4780a70 |
https://create.roblox.com/docs/art/accessories/clothing-specifications | content/en-us/art/accessories/clothing-specifications.md | guide | 2026-03-29T11:46:37.132298+00:00 | # Clothing Specifications
When creating clothing for Roblox, it's important to meet specific technical requirements to ensure compatibility and optimize for performance and quality. Many of these requirements must be applied when designing and modeling your asset in a third-party modeling application.
Although [rigid accessories](../../art/accessories/specifications.md) and layerable accessories share many technical requirements, layerable clothing accessories must include additional components to ensure the accessories deform and stretch appropriately on different body scales.
If you are intending to publish and sell these assets on the Marketplace, there are additional [Marketplace policy](../../marketplace/marketplace-policy.md) standards that you must follow for any accessory or clothing item.
When ready to export, see [export requirements](../../art/accessories/clothing-export-settings.md) for mesh export settings for Blender and Maya.
If creating other types of 3D models:
<ul>
<li>For generic meshes, see [general mesh specifications](../modeling/specifications.md) and [general export settings](../modeling/export-requirements.md).</li> <br />
<li>For rigid accessories, see [accessory specifications](../accessories/specifications.md) and [accessory export settings](../accessories/export-settings.md).</li> <br />
<li>For avatar characters, see [avatar specifications](../characters/specifications.md) and [avatar export settings](../characters/export-settings.md).</li>
</ul>
## Geometry and Budgets
- **Single Mesh** - Accessories must be a single mesh.
- **Budgets** - Accessories can't exceed **4k** triangles.
- **Watertight** - All geometry must be watertight without exposed holes or backfaces.
- Use **quads** whenever possible. Avoid faces with 5 or more sides.
- **Mesh Size** - Depending on the type of accessory asset, meshes must follow a standard size (in studs, centered on attachment point) depending on the [body scale](#size-requirements) it is designed for.
### Size Requirements
Depending on the type of layerable asset, the size requirements can't exceed the following maximum width, height, and depth (in studs).
<table>
<thead>
<tr>
<th>Asset Type</th>
<th>Width (X)</th>
<th>Height (Y)</th>
<th>Depth (Z)</th>
</tr>
</thead>
<tbody>
<tr>
<td>T-Shirt, Shirt, Sweater, Jacket, Pants, Shorts, Dress & Skirt</td>
<td>8</td>
<td>8</td>
<td>8</td>
</tr>
<tr>
<td>Eyebrow and Eyelashes</td>
<td>1.5</td>
<td>0.5</td>
<td>0.5</td>
</tr>
</tbody>
</table>
### Attachment Points
`Class.Attachment` objects indicate where an accessory model attaches to a point on a character body. Whether you are creating rigid or [layered](./layered-clothing.md) accessories, Studio's [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md) (AFT) automatically adds and configures the appropriate `Class.Attachment` with the following specifications:
- **One attachment** - Each accessory, including layered clothing, require at least one attachment point to its associated body part.
- **Naming Convention** - The `Class.Attachment` name must follow a specific naming convention depending on the `Class.Accessory.AccessoryType`. The AFT generates an appropriate `Class.Attachment` name automatically.
If setting attachment names manually in Studio, use the following `Class.Attachment` name for each accessory type:
<table>
<thead>
<tr>
<th>Accessory Type</th>
<th>Attachment Name</th>
</tr>
</thead>
<tbody>
<tr>
<td>Hat</td>
<td>`HatAttachment`</td>
</tr>
<tr>
<td>Back</td>
<td>`BodyBackAttachment`</td>
</tr>
<tr>
<td>Waist</td>
<td>`WaistFrontAttachment`, `WaistCenterAttachment`, `WaistBackAttachment`</td>
</tr>
<tr>
<td>Shoulder</td>
<td>`RightShoulderAttachment`, `RightCollarAttachment`, `NeckAttachment`, `LeftCollarAttachment`, `LeftShoulderAttachment`</td>
</tr>
<tr>
<td>Face, Eyelash, Eyebrow</td>
<td>`FaceFrontAttachment`, `FaceCenterAttachment`</td>
</tr>
<tr>
<td>Neck</td>
<td>`NeckAttachment`</td>
</tr>
<tr>
<td>Front</td>
<td>`BodyFrontAttachment`</td>
</tr>
<tr>
<td>Layered tops (Shirt, TShirt, Sweater, Jacket)</td>
<td>`BodyFrontAttachment`</td>
</tr>
<tr>
<td>Layered bottoms (Pants, Shorts, DressSkirt)</td>
<td>`WaistCenterAttachment`</td>
</tr>
</tbody>
</table>
The 3D Importer automatically recognizes mesh objects as attachment points if the objects include the affix `\_Att`. This only applies when importing meshes with caging data, such as clothing or bodies.
- **Shoulders and Collars** - Even though they are in similar locations, Shoulder and Collar attachment points interact with character rigs differently for rigid accessories.
- Items using `RightShoulderAttachment` or `LeftShoulderAttachment` move with the character's arm.
- Items using `RightCollarAttachment` or `LeftCollarAttachment` do not move with the character's arm.
### Face Accessories
Face accessories, such as hair, eyebrows, and eyelashes are unique accessories that you can bundle with an avatar body upload. At this time, eyebrows and eyelashes can not be uploaded as standalone accessories and must be bundled with avatar bodies. For more information on bundling your face accessories with avatar models, see [Publishing bodies with eyelashes and eyebrows](../accessories/publish-eyebrows-eyelashes.md).
- **Naming Convention when bundled** - When including these assets with an avatar body upload, the accessory objects must use the following name conventions:
- `EyebrowAccessory`
- `EyelashAccessory`
- `HairAccessory`
## Textures
- Textures for Marketplace assets can't exceed 2048x2048 resolution.
- Textures created for accessories must meet Roblox's [texture specifications](../../art/modeling/texture-specifications.md). High resolution textures are automatically converted to lower-resolution textures to optimize performance.
## Layerable Properties
Clothing and accessories that deform and fit around any characters and existing clothing items require additional configuration in a 3D modeling software such as [Blender](https://www.blender.org) or [Maya](https://www.autodesk.com/products/maya/overview).
To achieve the layering effect, your clothing must meet the following requirements:
- Asset must be [weighted and bound](#rigging-and-skinning) to an R15 skeleton (Maya) or armature (Blender).
- Asset must contain an [inner mesh cage](#inner-cage) and an [outer mesh cage](#outer-cage).
- Asset must continue to follow any applicable [custom mesh requirements](../../art/characters/specifications.md), such as best practices on watertightness, textures, and polycount budgets.
See [Creating Layered Models](../../art/accessories/creating/index.md) for a basic guide on applying these requirements on a reference asset in Blender. Once the `.fbx` file is [exported](../../art/accessories/export-settings.md), see [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md) for instructions on creating an accessory from your model.
### Rigging and Skinning
Rigging and skinning a layered accessory allows the accessory to move naturally with a character body. You can perform this manually through a modeling tool, or [use automatic skinning transfer](../../art/accessories/automatic-skinning-transfer.md) to generate an accessory's skinning data at run time.
If using modeling software to skin your accessories, keep in mind that **Joint Influences** (Maya) or **Bone Assignments** (Blender) per vertex should be limited to **4**.
For more information on basic skinning in third-party modeling software, such as Blender's [Automatic Weights](https://docs.blender.org/manual/en/latest/animation/armatures/skinning/parenting.html#with-automatic-weights), see [Skinning a Simple Mesh](../../art/modeling/skin-a-simple-mesh.md) for instructions on rigging, applying weights, and skinning a basic mesh.
### Cage Meshes
**Cage meshes**, or **cages**, are invisible meshes that define the inner and outer surfaces of your asset and are fundamental to the layerable properties of clothing items. The inner cage determines the inside surface of a clothing item while the outer cage determines the outside surface of a clothing item.
Assets with invalid cage configurations may fail validation and are subject to moderation. See [Caging best practices](./caging-best-practices.md) for examples and instructions.
For a basic overview on caging, see the [Basic Clothing Tutorial](../accessories/creating/caging-setup.md) and the relevant section of the tutorial video at [8:32](https://www.youtube.com/watch?v=C-DwGRBHvmE&t=512s):
<iframe width="800" height="450" src="https://www.youtube-nocookie.com/embed/C-DwGRBHvmE" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowFullScreen></iframe>
#### Inner Cage
The inner cage is the inner surface of your model and defines how the layered asset fits over another layered model. As a best practice, the shape of the inner and outer cage should match each other before editing the outer cage to completely cover your asset.
The inner cage mesh object must have the same name as the accessory model appended with **\_InnerCage**.
<img src="../../assets/accessories/lc-requirements-innercage.png" width="60%" />
<img src="../../assets/accessories/lc-requirements-innercage-outliner.png" width="60%" />
#### Outer Cage
The outer cage defines the external surface that another item's inner cage would layer on top of. Avatar character models must have an outer cage included with its model in order to be compatible with layered clothing. All avatar models available on the [Marketplace](https://www.roblox.com/catalog) include a properly configured outer cage and are compatible with layered assets.
The outer cage of a layered clothing asset is a mesh that precisely covers the clothing item. The outer cage included in the template files is identical to the inner cage by default and must be the only cage adjusted to fit over an accessory.
The outer cage mesh object must have the same name as the accessory model appended with **\_OuterCage**.
<img src="../../assets/accessories/lc-requirements-outercage.png" width="60%" />
<img src="../../assets/accessories/lc-requirements-outercage-outliner.png" width="60%" />
The vertexes and UVs of the inner and outer cage meshes should not be deleted or removed, as they are used to match coordinates between other cages.
## Marketplace Requirements
Your items must meet the following requirements before you upload them to the Marketplace to sell:
- Ensure that your items adhere to the [Marketplace Program Guidelines](../../marketplace/marketplace-policy.md).
- Whenever applicable, ensure that your items adhere to Roblox's [custom mesh specifications](../../art/modeling/specifications.md) and [rigid accessory specifications](../../art/accessories/specifications.md).
- Object `Class.MeshPart.Material|Material` is set to `Plastic`.
- Object `Class.MeshPart.Transparency|Transparency` is set to 0.
- Object `Class.MeshPart.VertexColor|VertexColor` is the default `1, 1, 1`.
- Your `Class.Accessory` instance does not contain extraneous objects, like `Class.Script` or additional `Class.Part` instances. | 2,661 | 67920a37ca1b22018ee4a6e73375c46a110e3c9964c0a88a6de2ec4737e66db3 |
https://create.roblox.com/docs/art/accessories/caging-best-practices | content/en-us/art/accessories/caging-best-practices.md | guide | 2026-03-29T11:46:37.236899+00:00 | # Caging Best Practices
<iframe width="800" height="450" src="https://www.youtube-nocookie.com/embed/QwZaA9Gc-WQ" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowFullScreen></iframe>
<br /><br />
Caging is a complex process required to define the inner and outer surface of a layered clothing item. Properly caged assets allow your clothing items to stretch and layer in combination with each other. Cages that are improperly configured can lead to cosmetic issues with the look and feel of your clothing item.
<figure>
<img src="../../assets/accessories/caging-best-practices/7-Typical-Caging-Example-D.png" width="100%" alt=""/>
<figcaption>A properly configured cage typically includes a tight layering of the inner cage, clothing mesh, and the outer cage.</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/caging-best-practices/7-Typical-Caging-Example-B.png" width="100%" alt=""/>
<figcaption>The t-shirt stretches and fits naturally over a base body.</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/caging-best-practices/7-Typical-Caging-Example-C.png" width="100%" alt=""/>
<figcaption>Other layered objects, such as a jacket, should stretch and fit naturally over a target body and any other caged assets.</figcaption>
</figure>
In extreme cases, improper cages may interfere with gameplay or social elements on Roblox. If your asset includes improper cages, Roblox may prevent you from uploading them to the Marketplace and may remove existing assets with improper cages from the catalog.
Roblox is enforcing a stricter set of validation rules to improve the overall quality of layered clothing accessories in the Marketplace.
The following [best practices](#best-practices) and [common issues](#common-issues) is useful for 3D clothing creators of all levels and can elevate the quality of your clothing creations and save time with troubleshooting.
## Best practices
Always start any caging work with one of Roblox's [provided caging templates](../../assets/modeling/meshes/reference-files/Clothing_Cage_Templates.zip). These templates include an inner cage and outer cage with properly set UVs.
You should not edit the cage UVs since this will introduce visual artifacts.
When caging your clothing items, use these important universal guidelines:
- Any clothing mesh positioned between the inner cage and outer cage will be deformed by the layering system. This is the typical configuration for nearly all layered clothing assets.
<figure>
<img src="../../assets/accessories/caging-best-practices/7-Typical-Caging-Example-D.png" width="80%" alt=""/>
<figcaption>The t-shirt mesh fits snugly between the inner and outer cage.</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/caging-best-practices/7-Typical-Caging-Example-B.png" width="80%" alt=""/>
<figcaption>The correctly configured t-shirt naturally stretches over a target body.</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/caging-best-practices/7-Typical-Caging-Example-C.png" width="80%" alt=""/>
<figcaption>Other layered assets should stretch and fit naturally over a target body and any equipped caged assets.</figcaption>
</figure>
- You must follow the [naming conventions](../../art/accessories/clothing-specifications.md#cage-meshes) for the clothing geometry and the cage.
- Many caging issues start from incorrect outer cage setup. See [working with outer cages](#working-with-outer-cages) for specific details.
- Do not modify areas of your cage that are unrelated to the clothing item you are caging. For example, do not modify the inner or outer cages of the lower leg areas when caging a t-shirt.
- Review any specific best practices for [form-fitting clothes](#caging-form-fitting-clothing), [bulky clothes](#caging-bulky-clothing-items), and [clothing with protrusions](#caging-protrusions).
- If troubleshooting any issues, review [common issues](#common-issues) to help identify problematic clothing items or specific validation errors.
### Working with outer cages
As long as the clothing mesh properly fits **over the inner cage** and **under the outer cage**, you can edit the outer cage in various ways depending on the final visual effect you intend to achieve.
When working with the outer cage, use the following guidelines when possible:
- Move vertices outwards in the normal's direction.
<img src="../../assets/accessories/caging-best-practices/8-Symmetry.png" width="60%" alt=""/>
- Keep the outer cage as close to the clothing as possible.
- Work symmetrically as much as possible to save time.
- Do not alter the UVs in any way.
- Do not stack your vertices.
<figure>
<img src="../../assets/accessories/caging-best-practices/9-Stacking-Vertices.png" width="100%" alt=""/>
<figcaption>Two vertices stacked directly over each other. This will introduce visual artifacts when layering other layered accessories on top.</figcaption>
</figure>
- Keep the vertex, edge, and face count exactly the same as when you started.
- Keep your cage's edge spacing as evenly as possible.
<figure>
<img src="../../assets/accessories/caging-best-practices/10-Even-Spacing-A.png" width="100%" alt=""/>
<figcaption>
Outer cage with even spacing whenever possible on the faces.
</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/caging-best-practices/10-Even-Spacing-B.png" width="100%" alt=""/>
<figcaption>
Outer cage with uneven spacing throughout the torso area. Uneven cages can create visual artifacts and uneven deformations.
</figcaption>
</figure>
- Keep your cage's break lines between body parts lined up to the joint's position as possible. For example, try to align the elbow to where the LowerArm joint is located.
<figure>
<img src="../../assets/accessories/caging-best-practices/11-Positioning-Along-Joints.png" width="50%" alt=""/>
<figcaption>Proportional changes can help improve animation and posing quality.</figcaption>
</figure>
### Caging form-fitting clothing
Form-fitting clothing, like t-shirts, yoga pants, shorts, sweaters and slim jackets, are the most common type of layered clothing.
In this case, the outer cage needs to completely envelop the clothing accessory with minimal gaps between inner cage, clothing, and outer cage.
- Move outer cage vertices outwards to completely cover the clothing item, while maintaining the silhouette of the clothing as much as possible.
- Do not move outer cage vertices that don't contribute to covering the clothing item. For example, don't move outer cage vertices in the lower leg when the clothing item is a t-shirt.
- The entire clothing item should be located in-between the outer and inner cages.
### Caging bulky clothing items
Bulky clothing items, like puffy jackets, sweat pants, and hoodies, require additional displacement of the outer cage vertices will be much larger to envelop the bulky asset. The outer cage should still completely wrap the external surface of a bulky item.
- Pay special attention to the direction neighboring outer cage vertices are moved.
- Move along vertex normal directions as much as possible.
- Move vertices nearby each other more or less along the same directions (smooth relative displacements).
- Avoid moving vertices that are not covered by the clothing item, such as moving vertices in the arm region if you are making pants.
### Caging protrusions
Some clothing items may have assets that may protrude or extend past the rest of the clothing. Examples include clothing with puffy hoods, shoulder pads, and spikes.
<figure>
<img src="../../assets/accessories/caging-best-practices/12-Protusions-A.png" width="100%" alt=""/>
<figcaption>Like all clothing, clothing with protrusions should fit over inner cages.</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/caging-best-practices/12-Protusions-B.png" width="100%" alt=""/>
<figcaption>
Setting the outer cage below the puffy hood allows the hood to be visible even when equipping other layered assets.
</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/caging-best-practices/12-Protusions-C.png" width="100%" alt=""/>
<figcaption>
Setting the outer cage above the puffy hood causes additional layered assets to stretch and cover the protrusion which is often undesired.
</figcaption>
</figure>
To ensure that the protruded region stays visible independent of the number of layers:
- Leave the protruded region outside the outer cage. Alternatively, edit the outer cage to pass under the regions that are meant to be visible and undeformed.
- Avoid moving vertices that are not covered by the clothing item
## Common issues
Improper caging can cause various rendering and deformation issues. The following common examples can help diagnose and troubleshoot any caging issues you may encounter.
### Uneven caging
Unexpected outer cage shapes causes issues when other layered assets are equipped. While the clothing may fit correctly on a target body, any additional layers will fail to stretch and deform appropriately.
<figure>
<img src="../../assets/accessories/caging-best-practices/1-Uneven-Cage-A.png" width="80%" alt=""/>
<figcaption>The outer cage of the black shirt is set up with uneven vertices producing an undulated caging surface.</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/caging-best-practices/1-Uneven-Cage-B.png" width="80%" alt=""/>
<figcaption>Any layered clothing accessory fit on top will have visual artifacts even if the clothing asset itself looks fine.</figcaption>
</figure>
### Identical inner and outer cage
If the inner cage and outer cage are exactly the same, the layered clothing system cannot properly determine the accessory and may not deform or deform unexpectedly.
<figure>
<img src="../../assets/accessories/caging-best-practices/2-Inner-Outer-Identical-A.png" width="80%" alt=""/>
<figcaption>An example of an identical inner and outer cages.</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/caging-best-practices/2-Inner-Outer-Identical-B.png" width="80%" alt=""/>
<figcaption>The tshirt deforms in an unexpected manner and fails to render in its original shape or placement.</figcaption>
</figure>
### Clothing inside inner cage
Any part of the clothing mesh positioned **inside** the **inner cage** will introduce visual artifacts when the clothing is layered on top of other clothing. You should always avoid this type of configuration.
<figure>
<img src="../../assets/accessories/caging-best-practices/3-Clothing-Under-Inner-A.png" width="80%" alt=""/>
<figcaption>The clothing mesh intersects and is positioned within the inner cage at the shoulders and abdomen areas.</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/caging-best-practices/3-Clothing-Under-Inner-B.png" width="80%" alt=""/>
<figcaption>When equipped, the t-shirt does not fit properly, exposing the problematic areas in the shoulders and abdomen.</figcaption>
</figure>
### Clothing partially outside outer cage
Any part of the clothing mesh positioned **outside** the **outer cage** will not be deformed by the layered system. This configuration can sometimes be intentional for effect, such as when [caging clothing assets that include protrusions](#caging-protrusions).
<figure>
<img src="../../assets/accessories/caging-best-practices/4-Outer-Not-Fully-Covering-A.png" width="80%" alt=""/>
<figcaption>The outer cage of the tshirt is positioned within the clothing mesh near the abdomen.</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/caging-best-practices/4-Outer-Not-Fully-Covering-B.png" width="80%" alt=""/>
<figcaption>When equipped, layered assets fail to fit properly at the affected areas.</figcaption>
</figure>
### Oversized outer cage
Ensure that the gap between the layered accessory and the outer cage is not too large. This can cause severe deformation issues when combined with other layered assets.
<img src="../../assets/accessories/caging-best-practices/6-Oversized-Cage.png" width="50%" alt=""/>
### Collapsed cage vertices
When cage vertices are collapsed into one vertex or a small region, any additional layer placed on top of your clothing item will have weird artifacts near the collapsed region.
<figure>
<img src="../../assets/accessories/caging-best-practices/9-Stacking-Vertices.png" width="100%" alt=""/>
<figcaption>Most 3D applications can indicate if vertices are directly overlapping</figcaption>
</figure>
This setup will be rejected during validation.
### Cages with missing limbs
<img src="../../assets/accessories/caging-best-practices/13-Cage-Missing-Parts.png" width="60%" alt=""/>
The cage is meant to match the shape of the template body used to model your clothing item. Cages without heads or missing limbs won't work properly with the layered clothing system.
This setup will be rejected during validation.
### Outer cage inside the inner cage
Setting the outer cage inside the inner cage creates a clothing item that can't properly layer with other assets.
<img src="../../assets/accessories/caging-best-practices/14-Outer-Inside-Inner.png" width="60%" alt=""/>
This setup will be rejected during validation.
### Mesh outside of outer cage
Layered assets placed outside their outer cages do not deform. If the item is completely outside then it will behave similar to a rigid accessory.
<figure>
<img src="../../assets/accessories/caging-best-practices/15-Orbitting-Accessory-B.png" width="80%" alt=""/>
<figcaption>Assets outside of the cage meshes are not supported.</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/caging-best-practices/15-Orbitting-Accessory-A.png" width="80%" alt=""/>
<figcaption>Even with a correct hierarchy, assets outside the cages will not deform.</figcaption>
</figure>
This setup will be rejected during validation. | 3,079 | b5161921b004374dc4e3f9df79b931a0d6c95c8bf27030522a2a0355e40f004d |
https://create.roblox.com/docs/art/accessories/accessory-fitting-tool | content/en-us/art/accessories/accessory-fitting-tool.md | guide | 2026-03-29T11:46:37.247220+00:00 | # Accessory Fitting Tool
The **Accessory Fitting Tool** (AFT) is a built-in Studio tool that allows you to test your custom models on multiple combinations of character bodies, animations, and accessories before generating the final `Class.Accessory` object. When testing your accessories, you can make minor fit and positional changes to ensure that you get the best result possible.
The AFT automatically handles the conversion of the custom `Class.Model` or `Class.MeshPart` based on the user menu selections, allowing you to create **layerable clothing accessories** or **rigid accessories**. After generating your accessory, the AFT creates the correct `Class.Accessory` object hierarchy with any updated fit edits, sets the appropriate `AccessoryType` property, and generates any required body attachment points.
<figure>
<img src="../../assets/accessories/accessory-fitting-tool/Layered-Example.png" />
<figcaption>Test and edit the cages of your layered clothing assets.</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/accessory-fitting-tool/Rigid-Example.png" />
<figcaption>Test and edit the orientation and placement of your rigid assets.</figcaption>
</figure>
If you are intending to sell your accessory on the Marketplace, make sure your accessory model design adheres to the [Marketplace Requirements](../../marketplace/marketplace-policy.md).
## Set up accessories
The first stage of the fitting workflow allows you to configure the type of accessory to correctly populate the correct fitting tools and generate the appropriate accessory object. When selecting the type of accessory, the following options are available:
- **Clothing**: Layerable accessories that use an inner and outer cage to stretch and wrap around a body and other clothing items.
- **Accessory**: Rigid accessories that attach to a specific attachment point of a character and remain static in that position and orientation.
Before using the tool, ensure that you have the `Class.MeshPart` or `Class.Model` you intend to create into an accessory selectable in your project. As a reference, you can test the AFT using a reference [clothing](../../assets/accessories/reference-files/Additional-FBX-assets.zip) or [rigid accessory](../../assets/accessories/reference-files/Bow-rigid.rbxm) custom model.
To setup your accessories:
1. Ensure that your custom asset is selectable in your project. See [3D Importer](../../art/modeling/3d-importer.md) for instructions on importing a custom model into your experience.
2. In the toolbar's **Avatar** tab, click **Accessory** to open the AFT.
3. Select the **Part** field and click on the `Class.MeshPart` or `Class.Model` in the viewport that you intend to preview. The text field populates with the name of the object selected.
<img src="../../assets/accessories/accessory-fitting-tool/MeshPart-Selected.png" />
4. Click **Next**. The Asset Type menu screen displays.
5. Select the correct Asset Type for your accessory. An additional dropdown displays for a specific `AssetType` selection.
<img src="../../assets/accessories/accessory-fitting-tool/Accessory-Setup-Menu.png" />
6. Use the dropdown to select the specific type of accessory to preview. This sets the correct `AssetType` and attachment points when creating the accessory.
<img src="../../assets/accessories/accessory-fitting-tool/Asset-Type-Dropdown.png" />
7. Select the expected scaling of an accessory. This only affects rigid accessories if the specific body part has a different `AvatarPartScaleType` `Class.StringValue` object. This does not affect clothing accessories.
1. **Classic**: Sets the scaling of the accessory to classic R15 proportions.
2. **Proportions Slender**: Sets the `AvatarPartScaleType` value to `ProportionsSlender`.
3. **Proportions Normal**: Sets the `AvatarPartScaleType` value to `ProportionsNormal`.
8. Click **Next** to continue. A preview panel and workspace tools display.
<img src="../../assets/accessories/accessory-fitting-tool/Preview-Display.png" />
## Test accessories
After you provide the initial accessory details, the tool displays a preview panel. With the preview panel, you can test how your accessory looks on different combinations of character bodies, clothing items, animations, or even custom assets in your experience.
At any point of the testing process, you can [initiate a playtest](../../studio/testing-modes.md#playtesting) to launch an instance of your experience where your avatar is replaced with the currently selected character body and accessories from the AFT.
If you notice any fitting issues with your accessory, you can use the [edit](#edit-accessory-fit) tools to make minor adjustments to your accessory.
### With different bodies
You can select different bodies to test the fit and wear of your accessories. The AFT supplies several default character models you can use to ensure your accessories fit as expected.
<figure>
<img src="../../assets/accessories/accessory-fitting-tool/Body-Example-1.png" />
<figcaption>Bazooka Bones character preview</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/accessory-fitting-tool/Body-Example-2.png" />
<figcaption>Goblin character preview</figcaption>
</figure>
To test your accessory with a different body:
1. In the tool's catalog, navigate to **Avatars** > **Default**.
2. Click one of the character model tiles. The preview loads with the selected character model.
1. If two character tiles are selected, click a selected tile to deselect it.
2. In the character preview, **click** and **drag** to rotate and **right-click** to pan to inspect your character.
### With different clothing
You can select different clothing accessories to test the fit and layering of your caged accessories. The AFT supplies several default character models you can use to ensure your accessories fit as expected.
<figure>
<img src="../../assets/accessories/accessory-fitting-tool/Clothing-Example-1.png" />
<figcaption>Goblin character preview with reference clothing</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/accessory-fitting-tool/Clothing-Example-2.png" />
<figcaption>Magma Fiend character preview with reference clothing</figcaption>
</figure>
To test your accessory with a different accessory:
1. In the tool's catalog, navigate to **Clothing** > **Default**.
2. Click one or more of the available catalog items. The character preview loads with the selected clothing accessory.
1. In the catalog, click an active tile to deselect the asset.
2. In the character preview, **drag** and **drop** the accessory boxes to change the layer order.
3. In the character preview, **click** and **drag** to rotate and **right-click** to pan to inspect your character.
### With animations
You can select different animations to test the movement of your accessory asset. The AFT supplies several default animation assets you can use to ensure your accessories fit as expected when a model is performing various movements.
<figure>
<img src="../../assets/accessories/accessory-fitting-tool/Animation-Example-1.png" />
<figcaption>Walking animation reference</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/accessory-fitting-tool/Animation-Example-2.png" />
<figcaption>Shy emote reference</figcaption>
</figure>
To test your accessory with different animations:
1. In the tool's catalog, navigate to **Animations** > **Default**.
2. Click one of the animation asset tiles.
1. In the catalog, press the play and pause icon to control the playback.
2. In the character preview, **click** and **drag** to rotate and **right-click** to pan to inspect your character.
### With custom assets
You can add custom character models, clothing accessories, and animations that are part of your workspace to the AFT preview catalog. Use this functionality to verify that your accessory works with any other custom models or accessories they may interact with in your experience.
To add custom assets:
1. Click the ⊕ icon next to the catalog search. A prompt appears, allowing you to choose a supported object.
<img src="../../assets/accessories/accessory-fitting-tool/Custom-Asset-Icon.png" />
2. Select any `Class.Accessory`, `Class.Model`, `Class.MeshPart`, `Class.Animation` or `Class.Folder` within the 3D viewport or **Explorer**. The asset displays in the corresponding **Custom** category.
1. If no selection is made, click the tool panel again to exit the prompt.
<img src="../../assets/accessories/accessory-fitting-tool/Custom-Asset.png" />
## Edit accessory fit
The AFT populates different fitting tools depending on the type of accessory being created.
### Layered clothing
When editing clothing items, the following tools populate in the viewport:
<table>
<thead>
<tr>
<th>Icon</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<th><img src="../../assets/accessories/accessory-fitting-tool/Cage-Editing-Icon.png"/></th>
<th>Toggles the [Cage Editing](#cage-editing) interface in the viewport for making minor inner or outer cage changes to your clothing. </th>
</tr>
<tr>
<td><img src="../../assets/accessories/accessory-fitting-tool/Autoskin-Icon.png"/></td>
<td>Toggles [auto-skinning](../../art/accessories/automatic-skinning-transfer.md#enabling-automatic-skinning-transfer) between `EnabledPreserved` and `EnabledOverride`. Depending on the asset and skinning quality, auto-skinning may provide better results.<br /><br />EnabledPreserved uses the asset's original skinning data applied in a modeling software. <br />`EnabledOverride` transfers skinning data from the avatar character instead of using the asset's original skinning data.<br /></td>
</tr>
<tr>
<td><img src="../../assets/accessories/accessory-fitting-tool/Expand-Button.png"/></td>
<td>Displays a button to **Bring Mannequin in View** which centers mannequin in front of the camera.</td>
</tr>
<tr>
<td><img src="../../assets/accessories/accessory-fitting-tool/Center-Mannequin.png" /></td>
<td>Centers the camera on the mannequin.</td>
</tr>
</tbody>
</table>
#### Cage editing
When the Cage Editing interface is enabled, additional tools display in the viewport. The viewport also displays the vertices of the selected cage over the mannequin, allowing you to make positional edits to the cage and change how a clothing item can fit on a body.
<img src="../../assets/accessories/accessory-fitting-tool/Cage-Editing-Example.png" />
You can use these Cage Editing tools for minor to moderate cage edits. If your asset requires major fit or sculpting changes, edit the cage meshes directly in a third-party modeling software, such as Blender or Maya, and import the updated model into Studio.
Use the following cage editing tools to help visualize and edit any cage vertices:
<table>
<thead>
<tr>
<th>Icon</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<th><img src="../../assets/accessories/accessory-fitting-tool/Cage-Editing-Icon.png"/></th>
<th>Toggles the selection for the inner and outer cage vertices. When selected, the vertices of that specific cage are available to edit. </th>
</tr>
<tr>
<td><img src="../../assets/accessories/accessory-fitting-tool/Autoskin-Icon.png"/></td>
<td>**Falloff Distance** sets the radius of influence when editing vertices of the cage mesh. When editing a cage vertex, nearby vertices follow the changes for efficient cage editing. <br /> <br />A higher Falloff Distance applies influence to vertices further away from the origin.</td>
</tr>
<tr>
<td><img src="../../assets/accessories/accessory-fitting-tool/Expand-Button.png"/></td>
<td>Displays additional buttons: <ul><li>Bring Mannequin in View - centers camera on the mannequin. </li><li>Reset Inner/Outer Cage - resets any changes made to the selected cage.</li></ul></td>
</tr>
<tr>
<td><img src="../../assets/accessories/accessory-fitting-tool/Center-Mannequin.png" /></td>
<td>Use the slider to set the opacity of the mesh or the cage vertices. Setting the opacity allows you to better see and access certain vertices and angles of your clothing item.</td>
</tr>
</tbody>
</table>
To make changes to the vertices of the currently selected cage:
1. In the Studio toolbar, disable **Move** snapping. This enables you to make detailed changes to a vertex's position.
2. Select a vertex and use the **Move** tool to reposition. Changes to the cage apply immediately and display in the preview panel.
1. Use the opacity sliders to better visualize the changes to your cage.
2. Set the **Falloff Distance** depending on the number of vertices being adjusted at once.
<img src="../../assets/accessories/accessory-fitting-tool/Edit-Vertex-Example.png" />
### Rigid accessories
When fitting rigid accessories, a bounding box appears around the mannequin indicating the possible placement of that specific type of accessory. You can **position**, **rotate**, and **scale** objects within this bounding box to ensure your accessory fits on different character models.
<figure>
<img src="../../assets/accessories/accessory-fitting-tool/Bounding-Box-Example-1.png" />
<figcaption>Adjust your rigid accessory fit within the bounding box.</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/accessory-fitting-tool/Bounding-Box-Example-2.png" />
<figcaption>If the accessory is outside the appropriate space, the bounding box turns red.</figcaption>
</figure>
### Create accessory
You can create the accessory at any time. The tool applies any fit changes and generates the appropriate Accessory instance in the workspace depending on the type of accessory selected and any configurations applied.
When you are ready to generate your accessory, select **Generate MeshPart Accessory**.
<figure>
<img src="../../assets/accessories/accessory-fitting-tool/LC-Hierarchy.png" />
<figcaption>Hierarchy generated for layered clothing.</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/accessory-fitting-tool/Rigid-Hierarchy.png" />
<figcaption>Hierarchy generated for rigid accessories.</figcaption>
</figure>
With an accessory successfully created, you can now try the following:
- Equip the accessory on an avatar-ready character by drag and dropping the accessory on an existing model, or using [HumanoidDescription](../../characters/appearance.md#manually-modify-appearance).
- Save the accessory as an [avatar asset](../../projects/assets/index.md#for-avatars) for use in an experience later.
- If you meet certain account requirements, you can [upload your asset](../../marketplace/publish-to-marketplace.md) for moderation and start selling it on the Marketplace. | 3,310 | ec423edb220dbdc26f6e330c102968a00a24e0a311169e7c9d87a530b6d2ed0c |
https://create.roblox.com/docs/art/accessories/creating-rigid/exporting | content/en-us/art/accessories/creating-rigid/exporting.md | guide | 2026-03-29T11:46:37.493911+00:00 | # Exporting
<video controls src="../../../assets/art/accessories/creating-rigid/Exporting.mp4" width="100%"></video>
After modeling and texturing your asset, you can begin the process of **exporting** your Blender project as a `.fbx` or `.gltf`. For up-to-date settings, see [Export settings](../../modeling/export-requirements.md).
If you are creating your own accessory object, it's important to clean up your project, which can involve deleting or removing any extra objects, such as lights, cameras, or mannequins, to ensure you only export the accessory mesh, and applying any modifiers to your mesh object.
To export your model as a `.fbx`:
1. In the topbar, click **File**.
2. Select **Export**, then **FBX (.fbx)**.
3. On the right-hand side of the file view window, change the **Path Mode** property to **Copy**, then toggle the **Embed Textures** button.
<img src="../../../assets/modeling/skinned-meshes/Blender-Export-Settings-1.png" width="320" />
4. Set the **Transform** > **Scale** to `.01`. This is required to maintain scale size for `.fbx` exports.
<img src="../../../assets/modeling/skinned-meshes/Blender-Export-Settings-2.png" width="320" />
5. Click the **Export FBX** button.
You've completed the exporting section of this tutorial. If desired, download a [reference sample](../../../assets/art/accessories/creating-rigid/Rigid_Mask_Export.fbx) of this exported file for comparison. You can use this reference in the next importing step. | 367 | 65205bb6ab841002d78a509f1841a751ad063592f65dcf3677cf18ce73a8f75a |
https://create.roblox.com/docs/art/accessories/creating-rigid/modeling-setup | content/en-us/art/accessories/creating-rigid/modeling-setup.md | guide | 2026-03-29T11:46:37.506385+00:00 | # Modeling Setup
<img src="../../../assets/art/accessories/creating-rigid/Modeling-Complete.png" alt="A screenshot of blender showing the final 3d shape of a treasure chest in the viewport"/>
**Modeling** is the process of creating and shaping the 3D geometry of an object. **Box modeling** is a fundamental technique in 3D modeling combining basic shapes and steps to create a more complex object.
The following instructions are based off of the [Box Modeling 101 staff article](https://devforum.roblox.com/t/modeling-101-in-blender-box-modeling/2963814). The original article includes additional information, as well as Blender setup instructions, best practices, and advanced modeling examples that are not included in this accessory tutorial.
Whether you are using an existing shape or creating your own 3D object, it's important to consider [technical requirements](../../../art/accessories/specifications.md), such as keeping your geometry within a polycount budget, and [policy requirements](../../../marketplace/marketplace-policy.md), such as ensuring your design does not infringe on other creator's IP both within and outside of the Roblox ecosystem.
## General shape
<video controls src="../../../assets/art/accessories/creating-rigid/General-Shape.mp4" width="100%"></video>
In a new Blender file, delete everything except the starter cube, then create the basic shape of the treasure chest.
1. In a new project, select the non-cube objects and press <kbd>X</kbd> to delete.
2. Select the cube and press <kbd>S</kbd> for scale.
1. Press <kbd>Y</kbd> to lock scaling to the y-axis.
2. Drag with the mouse to create a rectangle.
3. Switch to Edit mode (<kbd>Tab</kbd>).
4. Near the Edit mode dropdown, select the Face selection.
5. Select the top face of the box and press <kbd>E</kbd> to extrude.
6. Drag your mouse to extrude the lid. Extend the lid to about half the height of the main body.
## Rounded lid
<video controls src="../../../assets/art/accessories/creating-rigid/Rounded-Lid.mp4" width="100%"></video>
Create the rounded lid shape using segmentation:
1. Near the Edit mode dropdown, select the Line selection.
2. Holding <kbd>Shift</kbd>, click the top front and back lines of your chest.
3. With both lines selected, press <kbd>Ctrl</kbd><kbd>B</kbd>/<kbd>⌘</kbd><kbd>B</kbd> to bevel.
4. In the context menu at the bottom right, set the number of segments to `6` and enable **Clamp Overlap**.
### Merge vertices
Sometimes tools like the **Bevel** tool may move vertices very close to each other without merging them. Use the Merge Vertices function to ensure that your object shares vertices wherever possible.
1. Near the Edit mode dropdown, select the Vertices selection.
2. Press <kbd>A</kbd> to select all vertices.
3. Right-click and select **Merge Vertices by Distance**.
4. In the pop-up modal, set the distance to `.01`.
## Side insets
<video controls src="../../../assets/art/accessories/creating-rigid/Side-Insets.mp4" width="100%"></video>
Create the left and right insets of your chest:
1. Near the Edit mode dropdown, select the Face selection.
2. Hold <kbd>Shift</kbd> and click both sides of your shape. This selects both the left and right faces.
3. Press <kbd>I</kbd> for inset. Drag the mouse to adjust the amount of inset for the new face.
1. Set the inset about the size of your bevel segmentations.
4. With your new insets selected, right-click and select **Extrude Along Normals**.
5. Use the mouse to drag and adjust the distance of extrusion into the chest.
## Front insets
Create the front and back insets of your chest by creating new lines and then extruding your faces between those lines.
### Vertical loop cuts
<video controls src="../../../assets/art/accessories/creating-rigid/Vertical-Loop-Cuts.mp4" width="100%"></video>
To create your vertical loop cuts:
1. Near the Edit mode dropdown, select the Line selection.
2. Press <kbd>A</kbd> to select the entire chest.
3. Use <kbd>Ctrl</kbd><kbd>R</kbd>/<kbd>⌘</kbd><kbd>R</kbd> to create a loop cut.
4. Using your mouse, hover over the object until the highlighted cut is vertical. Click to confirm.
5. In the context menu, set the number of cuts to `2`.
6. With the new lines selected, press <kbd>S</kbd> to scale and <kbd>Y</kbd> to scale within the y-axis.
7. Use the mouse to drag the lines until they nearly reach the edges of your chest. Click to confirm.
### Horizontal loop cuts
<video controls src="../../../assets/art/accessories/creating-rigid/Horizontal-Loop-Cuts.mp4" width="100%"></video>
To create your horizontal loop cuts:
1. Select the chest, and press <kbd>Ctrl</kbd><kbd>R</kbd>/<kbd>⌘</kbd><kbd>R</kbd> to loop cut.
2. Using the mouse, click to confirm a horizontal cut.
3. Using the context menu, set the number of cuts to `2`.
4. To straighten each line across your object, select the one of your new lines:
1. Press <kbd>S</kbd> for scale.
2. Press <kbd>Z</kbd> to scale within the z-axis.
3. Press <kbd>0</kbd> to set the scale value to `0` across the z-axis.
5. Repeat step 4 with the other line.
6. Position the top line near the top below the segmentations.
7. Position the bottom line near the bottom.
1. Enable **Magnet Snapping** so the bottom line merges with the existing vertices and lines from the side insets.
### Extrusions
Create the extrusions for the front, top, and back of the chest.
1. Near the Edit mode dropdown, select the Face selection.
2. Hold <kbd>Alt</kbd>/<kbd>⌥</kbd> and click on your front faces to select the front, top, and back faces.
3. With the faces selected, hold <kbd>Shift</kbd> and click on the metal borders to deselect them. The front and back faces, and the top segmentations, should remain selected.
4. Right click and select **Extrude Faces Along Normals**. Drag the mouse to extrude the faces about the same width as the metal borders.
## Complete border
<video controls src="../../../assets/art/accessories/creating-rigid/Complete-Border.mp4" width="100%"></video>
The chest is almost ready, but is still missing the continuous metal border across the top edge. Remove the existing faces and add new geometry to the treasure chest.
### Delete faces
Delete the faces of the top side metal borders:
1. Near the Edit mode dropdown, select the Face selection.
2. Starting on any side, shift click the three faces of the top metal border.
3. Press <kbd>X</kbd> to delete.
4. Repeat steps 2-3 on the other side.
### Add faces
Add new faces to the sides that complete the geometry of the treasure chest box.
1. Near the Edit mode dropdown, select the Line selection.
2. Starting with any side, Hold <kbd>Shift</kbd> and click the two top corner edges of the missing face.
3. Right click and select **New Face from Edges** to create a top face.
4. Repeat steps 2-3 with the bottom corner edges to create a bottom face.
5. On the other side of the chest, repeat steps 2-4 to complete the metal border.
You've completed the modeling section of this tutorial. If desired, download a [reference version](../../../assets/art/accessories/creating-rigid/Chest-Modeling-Complete.blend) of this stage of the project for comparison.
This tutorial represents an extremely basic overview of the 3D modeling process. Tools like Blender offer many features, workflows, and techniques to create unique and complex models. Check out Blender's official and community tutorials for additional instructional content. | 1,795 | 8fd220278cb1930487c4f974519b6c279d002e1ac7ae31d90c7e8d32e5594c6a |
https://create.roblox.com/docs/art/accessories/creating-rigid | content/en-us/art/accessories/creating-rigid/index.md | guide | 2026-03-29T11:46:37.539324+00:00 | # Creating Rigid
<iframe width="800" height="450" src="https://www.youtube-nocookie.com/embed/Eed29gV0hLA" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowFullScreen></iframe>
<br /><br />
Rigid accessories are 3D objects that users can equip to their avatar characters in an experience or through Roblox's [Marketplace](https://www.roblox.com/catalog) and [Avatar Editor](https://www.roblox.com/my/avatar).
Unlike clothing or bodies, rigid accessories do not require additional configuration in a third-party application beyond modeling and texturing, rigid accessories are typically the most basic type of 3D avatar item to create.
This tutorial covers the basics of each step in the workflow to create your own simple 3D model in Blender and import it into Studio. From there, you can upload the accessory to the Marketplace to sell, save the asset to your toolbox, or use the asset in your experiences.
Creating, building, and sharing on Roblox is free. However, the last step of listing your item to sell requires a Premium Roblox account, an upload fee, and a publishing advance. For more information, see the [Marketplace policy](../../../marketplace/marketplace-policy.md#creator-requirements).
<figure>
<img src="../../../assets/art/accessories/creating-rigid/Chest-Blender.png" />
<figcaption>
3D mesh object created in Blender
</figcaption>
</figure>
<figure>
<img src="../../../assets/art/accessories/creating-rigid/Chest-Studio.png" />
<figcaption>
Mesh object equipped as an `Class.Accessory` in Studio
</figcaption>
</figure>
While this content covers the Blender workflow with a provided reference example, you can apply the same concepts to other third-party modeling applications and custom assets. | 403 | 6c0c59d2df1beb6871d81f648c97c2c519b7df6c90679e9c0bc769948320ad86 |
https://create.roblox.com/docs/art/accessories/creating-rigid/texturing | content/en-us/art/accessories/creating-rigid/texturing.md | guide | 2026-03-29T11:46:37.618397+00:00 | # Texturing
<img src="../../../assets/art/accessories/creating-rigid/Texturing-Complete.png" alt="A screenshot of blender showing the final 3d shape and color of a treasure chest in the viewport"/>
**Texturing** is the process of applying a surface appearance to a 3D object. **Texture painting** is a technique that allows you to digitally brush your surface colors onto your 3D object, or onto the 2D image that represents the surface of your object.
This tutorial covers basic texture painting in Blender. Common workflows in the industry utilize additional third-party tools to create textures, especially high-definition PBR textures that mimic realistic lighting and texture properties.
While PBR textures are not required for accessories and is not covered in this tutorial, adding PBR textures can add extra visual flair and realism to elevate your creations. This typically requires additional software. <br /> <br /> For more information, see [PBR textures](../../modeling/surface-appearance.md).
## UV projecting
<video controls src="../../../assets/art/accessories/creating-rigid/UV-Projecting.mp4" width="100%"></video>
Use Blender's automatic UV Project feature to "unwrap" your 3D object onto a 2D plane. This allows you to associate a 2D image to the 3D surface of your object.
1. In Edit mode, press <kbd>A</kbd> to select your object.
2. In the top UV menu, select **Smart UV Project**.
3. Set Island Margin to `.02`.
## Add new material
<video controls src="../../../assets/art/accessories/creating-rigid/Adding-New-Material.mp4" width="100%"></video>
Add a new material for Blender to associate this new texture, and assign it to a new blank 2D image.
1. In the bottom right panel, select the red **Materials** tab.
2. Select the **+ New** button. Additional material options display below.
3. In **Base Color**, select the dot. A dropdown appears.
1. Select **Image Texture**.
4. Under Base Color, select the **+ New** button.
1. Name the texture image file. Using an affix like "\_TXT" can help organize your files later.
2. Select the color and pick a color. This tutorial recommends using a metallic color for your metal borders to save time.
## Texture painting
Texture painting allows you to paint directly on the 3D object or the 2D mapping of the surface.
Since Blender automatically mapped the 2D atlas of the texture, it's not easy to tell what parts of the 2D image maps to the 3D object. First mark the sections of the 3D object you want to paint solid before completing your texture by painting the 2D map.
There are many ways to texture within Blender. To keep this process simple, the tutorial used Blender's [Smart UV Project](https://docs.blender.org/manual/en/2.79/editors/uv_image/uv/editing/unwrapping/mapping_types.html), but there are many ways to manually create your 2D texture islands and organize your mesh and texture.
### Mark 3D object
<video controls src="../../../assets/art/accessories/creating-rigid/Marking-3d-Object.mp4" width="100%"></video>
Switch to Texture Paint mode and use the paintbrush to track the "wood" parts of the treasure chest.
1. In Edit mode, select your object.
2. Switch to **Texture Paint** mode. A side-by-side panel displays with your 2D atlas on the left and the 3D object on the right.
3. Expand the Tool submenu in the top-right of either window.
4. Select your brush settings and mark the wooden areas of your chest.
1. Use <kbd>Ctrl</kbd><kbd>Z</kbd>/<kbd>⌘</kbd><kbd>Z</kbd> to undo any accidental brushes on the metal border.
2. Hold <kbd>F</kbd> and drag the mouse to adjust brush size.
### Paint 2D map
<video controls src="../../../assets/art/accessories/creating-rigid/Painting-2d-Map.mp4" width="100%"></video>
With all of the wooden areas of your chest marked, you can now quickly texture your 2D atlas. First adjust your brush settings to have a hard edge and then begin painting the 2D image.
1. On the left window, access to **Tool** menu in the top right of the window.
1. Set the **Falloff** shape to the flattest icon to ensure the edges are sharp.
2. Set the color or any other brush settings here.
2. In the left window, begin coloring in each island of your texture. You can quickly preview the changes on your 3D object on the right side.
1. Use <kbd>Ctrl</kbd><kbd>Z</kbd>/<kbd>⌘</kbd><kbd>Z</kbd> to undo any accidental brushes on the metal border.
2. Hold <kbd>F</kbd> and drag the mouse to adjust brush size.
3. After completion, navigate to **Image** > **Save** to save your image file.
You've completed the texturing section of this tutorial. If desired, download a [reference version](../../../assets/art/accessories/creating-rigid/Chest-Texturing-Complete.blend) of this stage of the project for comparison. | 1,158 | e2aaa02c4cf42be97f07df21f23259667bf504d7247c3639071171e7f1af75a4 |
https://create.roblox.com/docs/art/accessories/creating-rigid/converting | content/en-us/art/accessories/creating-rigid/converting.md | guide | 2026-03-29T11:46:37.705194+00:00 | # Converting
After importing your asset into Studio, you can begin **fitting** your imported object to a mannequin and **converting** the `Class.Model` object into a `Class.Accessory`. When fitting and converting your accessory it's important to use the [Accessory Fitting Tool](../../../art/accessories/accessory-fitting-tool.md) (AFT) to correctly preview the placement and apply the correct configurations to your accessory.
<video controls src="../../../assets/art/accessories/creating-rigid/Converting.mp4" width="100%"></video>
To fit and generate your accessory:
1. In the toolbar's **Avatar** tab, click **Accessory** to open the AFT.
2. In the new AFT panel, select the **Part** field and, in the workspace, select the accessory `Class.MeshPart` object in the workspace and press **Next**.
3. Set **type** of asset to **Back**. Press **Next** when complete.
4. Using both the AFT preview window and the workspace, adjust the position, scale, and rotation of the accessory.
1. Use the AFT preview window and your mannequin as an accurate preview of how your asset fits on the character. The clothing mannequin in the workspace does not accurately portray how rigid accessories attach.
2. In the workspace, use the **Move**, **Scale**, and **Rotate** tools to adjust the positioning of your rigid accessory.
3. If you accidentally select something else, click back into the AFT panel to reselect the accessory and resume your adjustments using the transformation tools.
5. After previewing and fitting your asset, select the **dropdown** next to **Generate** button to select **Generate Legacy Accessory**. The accessory object populates in your viewport and in the **Explorer**.
- For rigid accessories that you intend to sell on the Marketplace you must use the [generate legacy accessory](../accessory-fitting-tool.md#generate-legacy-accessory) option when creating your Marketplace accessories.
<img src="../../../assets/accessories/accessory-fitting-tool/Generate-Legacy-Accessory.png" width ="60%" alt="A dropdown appears above the GenerateMeshPartAccessory when expanded, displaying a Generate Legacy Accessory option."/>
6. Test your accessory by equipping it to a character and using the **Avatar Setup** tool.
<video controls src="../../../assets/art/accessories/creating-rigid/Testing.mp4" width="100%"></video>
After successful fitting and converting, your 3D model should populate in your project as a `Class.Accessory`. With this `Class.Accessory` you can perform any of the following:
- [Upload the accessory](../../../art/accessories/creating-rigid/publishing.md) to the Marketplace.
- Use the accessory in your current experience by equipping it to character models with [HumanoidDescription](../../../characters/appearance.md#manually-modify-appearance), or by dragging and dropping the accessory under the appropriate character `Class.Model` object.
- Save the accessory to your [Toolbox](../../../projects/assets/toolbox.md) to share or use within any of your experiences. | 659 | 53add20d2326501d957e1ab1a44676b3b4752e23aa471e4bd6d005a98b9b2c3e |
https://create.roblox.com/docs/art/accessories/automatic-skinning-transfer | content/en-us/art/accessories/automatic-skinning-transfer.md | guide | 2026-03-29T11:46:37.731269+00:00 | # Automatic Skinning Transfer
**Automatic Skinning Transfer** allows layered clothing and facial accessories to deform accurately along with the character model it's attached to without having to skin the accessory itself. Instead of the complex task of manually [rigging and skinning](../../art/modeling/rigging.md) models in 3D modeling software, you can use this feature to transfer or generate skinning data to the accessory. When using Automatic Skinning Transfer, the Roblox Engine creates and applies skinning at runtime.
**No skinning of accessory geometry is required to use Automatic Skinning Transfer**. In fact, auto-skinned accessories work well with most characters they're attached to, even if those characters have a different number of joints, bones, or use a different kind of skinning, and the accessories move accurately with characters as they animate.
<img src="../../assets/avatar/dynamic-heads/creating-face-accessories/Automatic-Skinning-Transfer-Intro.jpg" width="70%" />
Skinning is still an important concept for character creation, and if you're creating custom characters, you may want to apply skinning data to the model to create a character with more natural looking poses and animations. For information on how to skin a mesh, see [Skin a humanoid model](../../art/modeling/skin-a-humanoid-model.md).
Because the skinning transfer process uses a character's outer cage to help calculate skinning data to apply onto the accessory, it's important that all [layered clothing requirements](../../art/accessories/project-files.md) are still met when creating accessories.
## Enable Automatic Skinning Transfer
To enable the Automatic skinning transfer process, you must enable the `Class.WrapLayer.AutoSkin|AutoSkin` property within the `Class.WrapLayer` instance of the layered `Class.Accessory` you want to automatically skin, then set it to one of the following values:
- `Disabled`: Disables the Automatic Skinning Transfer process. This is the default value.
- `EnabledOverride`: Enables the Automatic Skinning Transfer process, and allows it to override any existing skinning information found on the accessory at runtime.
- `EnabledPreserve`: Enables the Automatic Skinning Transfer process, but doesn't allow it to override any existing skinning information found on the accessory at runtime. If there isn't any skinning to maintain, the Automatic Skinning Transfer process automatically creates new skinning data.
When there isn't any skinning data on the accessory, or if you choose to override any existing skinning data associated with the accessory, the Roblox Engine calculates skinning data from the character's geometry and cages, then the new skinning data and rig associated with the accessory drives the accessory's deformations and motions in sync with the source geometry itself.
## Best practices
While Automatic Skinning Transfer often works better than manual skinning, there are some best practices to reduce unexpected behavior with the accessory skinning. Like all modeling processes, constantly test your layered clothing and facial accessories on different avatar types to achieve the results you want.
### Special skinning transfer joints
Automatic skinning transfer may not work well for certain detailed accessory types, like eyelashes or eyebrows. To get a more controlled skinning transfer result, you have the option to skin accessory geometry to one of two specially named joints: `RBX_Leader` and `RBX_Follower`.
It's best to create these joints/bones directly beneath the Root joint in your hierarchy for simplicity and clarity. These joints/bones won't be detected as a part of your character model's R15 rig on import.
Any vertices skinned to `RBX_Leader` will undergo the same transfer process that exists today. However, any vertices skinned to `RBX_Follower` will actually transfer based on their nearest leader vertex. This allows for better results in situations like an eyelash where the tip of an eyelash strand would normally transfer to somewhere on the brow area, rather than follow the base of the eyelash strand when moving.
For eyelashes, good candidates for RBX_Leader are the ones that are intended to sit right on the eyelid of the character. The remaining vertices can be skinned to RBX_Follower.
<figure>
<img alt="Screenshot of vertices assigned as leader." src="../../assets/avatar/dynamic-heads/creating-face-accessories/Vertices-Group-Leader.png" />
<figcaption>Vertices of an eyelash assigned to a RBX_Leader bone vertex group.</figcaption>
</figure>
<figure>
<img alt="Screenshot of vertices assigned as follower." src="../../assets/avatar/dynamic-heads/creating-face-accessories/Vertices-Group-Follower.png" />
<figcaption>Vertices of an eyelash assigned to a RBX_Follower bone vertex group.</figcaption>
</figure>
For eyebrows, good candidates for RBX_Leader are vertices along the edges that span the browline.
<figure>
<img alt="Screenshot of vertices assigned as leader." src="../../assets/avatar/dynamic-heads/creating-face-accessories/Eyebrows-Follower-Vertices.png" />
<figcaption>Vertices of an eyebrow assigned to a RBX_Leader bone vertex group.</figcaption>
</figure>
<figure>
<img alt="Screenshot of vertices assigned as follower." src="../../assets/avatar/dynamic-heads/creating-face-accessories/Eyebrows-Leader-Vertices.png" />
<figcaption>Vertices of an eyebrow assigned to a RBX_Follower bone vertex group.</figcaption>
</figure>
In Blender, user the **Object Data Properties** > **Vertex Groups** to manage and view your vertex group assignments.
<img alt="Screenshot of properties panel with vertex group assignments" src="../../assets/avatar/dynamic-heads/creating-face-accessories/Vertices-Group-Assign.png" />
In Blender, vertex groups automatically created after you make a bone object. This allows you to quickly set vertices to a specific bone vertex group.
<figure>
<video src="../../assets/avatar/dynamic-heads/creating-face-accessories/Vertices-Transfer-Off.mov" controls width="100%"></video>
<figcaption>Eyelashes without transfer joints. Notice how the upper eyelashes near the bridge of the nose doesn't follow the eyelids as expected.</figcaption>
</figure>
<figure>
<video src="../../assets/avatar/dynamic-heads/creating-face-accessories/Vertices-Transfer-On.mov" controls width="100%"></video>
<figcaption>Eyelashes with transfer joints. All eyelashes follow the leading vertices closest to the eyes.</figcaption>
</figure>
No additional work is needed in Studio to support this method. If your accessory is set to `Class.WrapLayer.AutoSkin.EnabledOverride` and these joints exist with vertices assigned to them, then this skinning transfer variation will be in effect.
If you wish to upload an accessory using these joints as a UGC item, there are a few rules to be aware of:
- Vertices cannot be partially weighted to these joints. If you want to use them you must skin the vertex to the joint with a weight of `1.0`.
- If these joints are present in the mesh, then the accessory must be set to `WrapLayerAutoSkin.EnabledOverride`.
- Body part meshes containing these joints will be rejected by validation.
- Eyebrow and Eyelash accessory types are required to have the special skinning joints and be set to `WrapLayerAutoSkin.EnabledOverride`.
### Modify character cages
You can't upload assets with a partial cage to the Marketplace. You may use partial cages for assets intended for in-experience use, but the Marketplace validation process will reject assets with partial cages.
You can modify character cages for the accessories to deform accurately to the expected character surfaces using the Automatic Skinning Transfer. For example, auto-skinning may cause layered clothing to deform based on an incorrect body part because the transfer process is based on the closest distance between the accessory and its inner cage. In the following instance, a beard accessory was modeled using a blocky-type full-body cage. This causes the beard to deform incorrectly because parts of the beard are closer to the character cage's upper chest instead of the chin:
<img src="../../assets/avatar/dynamic-heads/creating-face-accessories/Full-Body-Cage.png" width="60%" />
<video controls width="60%" src="../../assets/avatar/dynamic-heads/creating-face-accessories/videos/AutoSkin-With-Full-Cage.mp4">
</video>
To prevent a layered accessory from using skinning data from an undesired area of the character's geometry, you can model your asset on a different character mannequin cage. For example, a blocky-type character will struggle with a beard skinning to the torso, but a character with an actual neck, like a humanoid, won't have this problem.
Alternatively, you can remove parts of the outer cage that the layered accessory shouldn't be skinned to. **This is not a valid workflow for assets intended for the Marketplace**, but you can use this for in-experience assets or assets for other use. For example, the following image shows how the outer cage was modified so that it only includes the head geometry. With this improvement to the outer cage, when you automatically transfer skinning data, the beard and partial cage now correctly transfer skinning only from the head geometry.
<img src="../../assets/avatar/dynamic-heads/creating-face-accessories/Head-Cage-Only.png" width="60%" />
<video controls width="60%" src="../../assets/avatar/dynamic-heads/creating-face-accessories/videos/AutoSkin-With-Specific-Cage.mp4">
</video>
It's important to note that you could also solve the previous example's deformation issue by using a different cage altogether. For example, if you use a more humanoid cage with more space between the chest and the chin, the beard is closest to the head instead of being near the chest or neck area, so the Automatic Skinning Transfer wouldn't transfer skinning data from those regions.
<img src="../../assets/avatar/dynamic-heads/creating-face-accessories/Beard-Humanoid-Cage.jpg" width="60%" />
By modifying different regions of the character's cage, you can ensure that your layered clothing and facial accessories deform in relation to the correct region of the body or head, such as modifying the character model's arms so dresses don't incorrectly attach to them while a character is running, or modifying pants that incorrectly map to feet. The following video demonstrates how a jacket's collar incorrectly moves with the head, as the layered clothing is deforming in the collar region, which is closest to the head portion of the cage. To resolve this, you can remove the head portion of the cage so that the jacket won't incorrectly deform in relation to the head at all. Instead, it will deform in relation to the shoulder region, which is much more appropriate for this article of clothing.
<video controls width="60%" src="../../assets/avatar/dynamic-heads/creating-face-accessories/videos/Jacket-Collar-Issue.mp4">
</video>
<img src="../../assets/avatar/dynamic-heads/creating-face-accessories/Jacket-Cage-Comparison.jpg" width="60%" />
During the asset creation process, it's important to verify what skinning solution works best for your design by testing your individual assets on multiple models and animations. You can always skin your assets manually and choose to use the Automatic Skinning Transfer later.
### Different accessory categories
Automatic skinning transfer may not work well for certain accessory categories, such as hat, and glasses-type accessories. For example, hat or glasses accessories might introduce deformation in areas that should typically be rigid. In general, those accessories should remain rigid, and you shouldn't associate any skinning data with them.
For a summary of suggested `Class.WrapLayer.AutoSkin` parameters for different accessory categories, see the following table:
<table>
<thead>
<tr>
<th>Accessory Category</th>
<th>Suggested Parameter</th>
</tr>
</thead>
<tbody>
<tr>
<td>Beard</td>
<td>`EnabledOverride`</td>
</tr>
<tr>
<td>Eyebrow</td>
<td>`EnabledOverride`</td>
</tr>
<tr>
<td>Eyelash</td>
<td>`EnabledOverride`</td>
</tr>
<tr>
<td>Hair</td>
<td>`Disabled`</td>
</tr>
<tr>
<td>Hat</td>
<td>`Disabled`</td>
</tr>
<tr>
<td>Glasses</td>
<td>`Disabled`</td>
</tr>
<tr>
<td>Shirt</td>
<td>`EnabledOverride` or `EnabledPreserve`</td>
</tr>
<tr>
<td>Pants</td>
<td>`EnabledOverride` or `EnabledPreserve`</td>
</tr>
<tr>
<td>Shoes</td>
<td>`EnabledOverride` or `EnabledPreserve`</td>
</tr>
</tbody>
</table> | 2,729 | 9658bd5cf60b3df2920df12ddffaab82b3e35b1f025a80bad59b3216e3e7d692 |
https://create.roblox.com/docs/art/accessories/creating/armature-setup | content/en-us/art/accessories/creating/armature-setup.md | guide | 2026-03-29T11:46:37.855147+00:00 | # Armature Setup
**Rigging** is the process that enables the clothing object to move and deform with a Roblox character's R15 rig. In this tutorial, you'll parent the clothing item to Roblox's provided R15 armature and verify the Automatic Skinning Transfer data. After rigging, be sure to test out some basic poses to ensure that your clothes move and stretch correctly with any character body.
<figure>
<img src="../../../assets/art/accessories/creating/Texturing-Complete.png" />
<figcaption>Clothing mesh with no rigging data</figcaption>
</figure>
<figure>
<img src="../../../assets/art/accessories/creating/Rigging-Pose-Tests.png" />
<figcaption>Clothing mesh with rigging data performing pose tests</figcaption>
</figure>
The rigging process requires the following:
1. Download and append an R15 armature to your project.
2. Parent the rig with Blender's automatic weights.
3. Test poses.
## Transfer armature
Roblox provides an R15 base armature that you can import into your own project. While it is possible to create your own R15 armature rig, importing a premade rig saves you time and reduces the potential for error.
To import the R15 character armature into your file:
1. Download Roblox's [Rig_and_Attachments_Template.blend](../../../assets/modeling/meshes/reference-files/Rig_and_Attachments_Templates.zip). Do not open this project.
2. In your current clothing project, return to **Object Mode**.
3. Navigate to **File** > **Append**, and select the saved **Rig_And_Attachment.blend** file. An additional folder structure appears.
<img src="../../../assets/art/accessories/creating/Rigging-Append-Browser.png" />
4. Select **Armature** > **Armature** and press **Append**. An armature object is added to your workspace.
<img src="../../../assets/art/accessories/creating/Rigging-Armature-Appended.png" />
5. The armature may need reorientation with the following steps:
1. With the armature selected, open the **Item tool** sidebar.
2. Adjust the rotation so the armature is correctly aligned with your mesh.
3. After alignment, navigate to **Object** > **Apply** > **All Transforms** to freeze your new rotation values.
<img src="../../../assets/art/accessories/creating/Rigging-Freeze-Transforms.png" />
<video controls src="../../../assets/art/accessories/creating/Rigging_01.mp4" width="100%"></video>
## Parent armature
With the armature rig in place, you can use Blender's **Parent with Automatic Weights** functionality to quickly set your clothing mesh as a child of the armature. This feature also applies vertex weighting, or **skinning**, automatically to your mesh, which can save you significant time over skinning your clothing manually.
To parent the clothing to the rig:
1. Select the clothing mesh object.
2. Hold shift and click the **Armature** object. Ensure that the armature object is the last object selected.
3. Right-click and select **Parent** > **With Automatic Weights**.
<img src="../../../assets/art/accessories/creating/Rigging-Auto-Weights.png" />
<video controls src="../../../assets/art/accessories/creating/Rigging_02.mp4" width="100%"></video> | 737 | a31ea9a07330d6501bfc443cd8feadcc80acb3b550b8fc9360e6cdca44a84c72 |
https://create.roblox.com/docs/art/accessories/creating/converting | content/en-us/art/accessories/creating/converting.md | guide | 2026-03-29T11:46:37.916980+00:00 | # Converting
With the `Class.Model` in your project, the last step in the process of clothing creation requires you to convert this object to a standard `Class.Accessory` that avatars can equip. Using the [Accessory Fitting Tool](../../../art/accessories/accessory-fitting-tool.md) (AFT), convert the model object to a `Class.Accessory` that you can then use in your experience or publish to the Marketplace.
To generate the accessory object:
1. In the toolbar's **Avatar** tab, click **Accessory** to open the AFT.
2. Select the `Class.Model` of the clothing item in the viewport. The tool's text field populates with the name of the object selected. Alternatively, you can select the object within the **Explorer** window.
3. Test out various sample characters, clothing, and animations. See [Test accessories](../../../art/accessories/accessory-fitting-tool.md#test-accessories) for additional information.
- If required, make minor cage adjustments using the editing features. Larger cage changes may require returning to your third-party modeling software and re-exporting the asset.
4. When ready to generate your accessory, click **Generate MeshPart Accessory**. The accessory object with your model populates in your workspace.
<figure>
<img src="../../../assets/art/accessories/creating/Exporting-Clothing-in-Studio-Highlight.png" />
<figcaption>Clothing accessory in viewport</figcaption>
</figure>
<figure>
<img src="../../../assets/art/accessories/creating/Exporting-Accessory-Explorer.png" />
<figcaption>Clothing accessory in Explorer</figcaption>
</figure>
Congratulations, you've completed your clothing tutorial. With this accessory, you can:
- Equip the accessory on an avatar-ready character by drag and dropping the accessory on an existing model, or using [HumanoidDescription](../../../characters/appearance.md#manually-modify-appearance).
- Save the accessory as an [avatar asset](../../../projects/assets/index.md#for-avatars) for use in an experience later.
- If you meet certain account requirements, you can [upload your asset](../../../marketplace/publish-to-marketplace.md) for moderation and start selling it on the Marketplace. | 467 | fc1d16b19f15c0cb8c50e46c3d6374b4016a628097e86c7babd2f8c46e9c678e |
https://create.roblox.com/docs/art/accessories/creating-rigid/importing | content/en-us/art/accessories/creating-rigid/importing.md | guide | 2026-03-29T11:46:37.939096+00:00 | # Importing
<video controls src="../../../assets/art/accessories/creating-rigid/Importing.mp4" width="100%"></video>
Studio's 3D Importer provides a quick and easy way to import third-party 3D `.fbx` or `.gltf` assets into your projects. The importer provides object previews and error-checking to ensure that your asset meets Studio's general 3D requirements.
<br />
To import your asset ([downloadable reference](../../../assets/art/accessories/creating-rigid/Chest-Texturing-Complete.fbx)):
1. From Studio's **File** menu, select **3D Importer**.
2. In the file browser, select the `.fbx` file saved locally. The 3D Importer loads a preview of the object.
1. If textures don't load for your asset, continue to the next step and add textures manually later.
3. Select **Import**.
1. The asset populates in your workspace as a `Class.Model` that contains a `Class.MeshPart` with the appropriate textures applied as a `Class.MeshPart.TextureID`.
2. If textures were not imported correctly, follow the instructions below to add the file manually.
Add textures manually
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 file.
3. After moderation clears for your image, select the `Class.MeshPart` parented within your imported `Class.Model`.
4. In the **TextureID** property, select the value field and add the asset ID of the texture image.
After successful import, your model object should populate in your project as a `Class.Model` with the appropriate textures applied. See [3D Importer](../../../art/modeling/3d-importer.md) for additional information on import settings and troubleshooting. | 424 | a3c8d5bf5c1770f667ee5fdb20dfa051b1c402772fb0ab0811e0ef3209ac7f63 |
https://create.roblox.com/docs/art/accessories/creating/exporting | content/en-us/art/accessories/creating/exporting.md | guide | 2026-03-29T11:46:38.013032+00:00 | # Exporting
It's important to follow the Blender export settings to ensure a Studio-compatible `.fbx` file. Before exporting your file, ensure that you've removed extra objects, such as lights, cameras, or mannequins, and applied or removed any active modifiers.
To export your file from Blender:
1. In the topbar, click **File**. A pop-up menu displays.
2. Select **Export**, then **FBX (.fbx)**. The **Blender File View** window displays.
3. On the right-hand side, change the **Path Mode** property to **Copy**, then toggle the **Embed Textures** button.
<img src="../../../assets/modeling/skinned-meshes/Blender-Export-Settings-1.png" width="320" />
4. If your project doesn't have .01 scene unit scaling, set the **Transform** > **Scale** to `.01`.
<img src="../../../assets/modeling/skinned-meshes/Blender-Export-Settings-2.png" width="320" />
5. Under the **Armature** section, disable **Add Leaf Bones**.
<img src="../../../assets/modeling/skinned-meshes/Blender-Export-Settings-3.png" width="320" />
6. Disable **Bake Animation**.
<img src="../../../assets/modeling/skinned-meshes/Blender-Export-Settings-4.png" width="320" /> <br />
7. Click the **Export FBX** button.
You've completed the exporting section of this tutorial. If desired, download a [reference sample](../../../assets/art/accessories/creating/Long_Sleeve_Export.fbx) of this exported file for comparison. You can use this reference in the next importing step. | 377 | 07af60b312107155a9c3921fd67765a6b5cca0e9451f81fad60a0e29a0432522 |
https://create.roblox.com/docs/art/accessories/creating-rigid/publishing | content/en-us/art/accessories/creating-rigid/publishing.md | guide | 2026-03-29T11:46:38.067250+00:00 | # Publishing
After generating your `Class.Accessory` item, you can now begin the process of **publishing** the asset to the Marketplace. This step is optional and only applicable for creators who intend to sell their asset.
Users must meet [creator requirements](../../../marketplace/marketplace-policy.md#creator-requirements) to be eligible to sell assets on the Marketplace. Creators must also provide an upload fee and a payment advance during the upload and publishing process.
Adding your asset to the Marketplace involves 2 steps:
1. **Uploading** - Uploading the asset to Roblox servers for moderation.
2. **Publishing** - Listing the item on sale on the Marketplace.
<video controls src="../../../assets/art/accessories/creating-rigid/Publishing.mp4" width="100%"></video>
## Upload
To upload your accessory:
1. In the **Explorer**, right-click your accessory object and select **Save to Roblox…** from the contextual menu.
2. In the **Asset Configuration** window, set the **Content Type** to **Avatar Item**.
3. Complete the following fields (you can adjust these later):
1. **Title**: The name of your accessory.
2. **Description**: A short description of your asset.
3. **Asset Category**: The type of accessory. This should match the Accessory Type selected during the [fitting and conversion](../../../art/accessories/creating-rigid/converting.md) process.
4. **Creator**: Use the dropdown to select if you'd like to publish this asset as an individual or as part of an associated group.
4. After you select the **Asset Category**, Studio begins validating the asset to ensure that it matches Roblox's accessory technical requirements.
5. If the validation is successful, you can submit the asset to the upload and moderation queue for a fee. See [Fees and commissions](../../../marketplace/marketplace-fees-and-commissions.md) for current fee information.
## Publish
After uploading your accessory, the asset is added to the moderation queue and may take up to 24 hours to clear.
You can check your accessory's moderation status in the [Creator Hub](https://create.roblox.com/dashboard/creations).
After moderation completes, your item's publishing details become available to edit and enable for sale. See the following for an overview on the various sale options available:
<iframe width="800" height="450" src="https://www.youtube-nocookie.com/embed/swQW2VS9ZMA" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowFullScreen></iframe>
<br />
After listing an asset to the Marketplace, you can return to this page to edit your item's sale details, or take the item offsale. | 590 | a44356bf160f5db6a2c39beb7adea1d6a5fec92c409b220b88c7922a30a33916 |
https://create.roblox.com/docs/art/accessories/creating | content/en-us/art/accessories/creating/index.md | guide | 2026-03-29T11:46:38.113467+00:00 | # Creating
<iframe width="800" height="450" src="https://www.youtube-nocookie.com/embed/C-DwGRBHvmE" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowFullScreen></iframe>
<br /><br />
You can create your own custom avatar clothing using Blender and Roblox's downloadable project templates. These project templates include [components required for layered clothing](../../../art/accessories/layered-clothing.md#components-of-a-layered-clothing-accessory), and can double as a mannequin to quickly begin shaping and sculpting your clothing assets. By the end of this tutorial, you will have a clothing asset that contains all the required components for a layered clothing accessory on the Marketplace.
While this content and the provided examples cover the Blender workflow and tools, you can apply the same concepts to other third-party modeling applications.
<figure>
<img src="../../../assets/art/accessories/creating/Modeling-Mannequin-Start.png" />
<figcaption>Provided Blender mannequin template</figcaption>
</figure>
<figure>
<img src="../../../assets/art/accessories/creating/Example-Product.png" />
<figcaption>Final Studio-ready clothing asset</figcaption>
</figure>
This tutorial is intended for creators with moderate Blender experience and uses the following processes to create a clothing item:
1. Modeling basic clothing using an existing mannequin shape.
2. Texturing your mesh to change its surface appearance and color.
3. Caging your clothing mesh using Roblox's template cages.
4. Rigging your clothing mesh using Roblox's armature templates.
5. Exporting your asset from Blender.
6. Importing and converting the model to an accessory in Studio.
This tutorial covers a **basic workflow** for 3D clothing creation. There are many external resources for different techniques, processes, and refinements you can incorporate for creating clothing, such as using Blender's various sewing and cloth simulation tools and PBR textures. | 430 | 0fc067980b205ea3466d7c8f466f56be24abe54dafac3ee9ddc532095a988f88 |
https://create.roblox.com/docs/art/accessories/creating/importing | content/en-us/art/accessories/creating/importing.md | guide | 2026-03-29T11:46:38.126579+00:00 | # Importing
After creating the clothing item in your third-party modeling tool, import the `.fbx` using Studio's 3D Importer tool to add the object to your project as a `Class.Model`.
Use the 3D Importer to import your `.fbx` into Studio:
1. From Studio's **File** menu, select **Import 3D**.
1. Select your exported `.fbx` and verify any possible warnings or errors.
1. Warnings or errors related to the clothing mesh may require returning to Blender to resolve.
1. Select **Import** to add the model to your workspace.
<img src="../../../assets/art/accessories/creating/Exporting-Clothing-In-Studio.png" /> | 154 | e0d3cb2aaaf6f8c64f5d7d59f8864b056f5fb59fc78fb921613edc61bb57e03a |
https://create.roblox.com/docs/art/accessories/creating/sculpting | content/en-us/art/accessories/creating/sculpting.md | guide | 2026-03-29T11:46:38.322084+00:00 | # Sculpting
After scaling and positioning your clothing mesh, begin applying sculpting detail to add cloth and fabric detail to your mesh. While there are many ways to sculpt an object in Blender, this tutorial primarily uses the **Elastic Deform**, **Inflate**, and **Clothing** tools to make your mesh look more like realistic clothing.
<center>
<figure>
<img src="../../../assets/art/accessories/creating/Modeling-Complete-2.png" width="60%" />
<figcaption>Clothing mesh after sculpting details</figcaption>
</figure>
</center>
To add clothing details:
1. With the shirt highlighted, switch to **Sculpt Mode**.
2. Disable **X-Ray mode**, if required.
3. Enable **X Mirror** to perform symmetrical edits.
4. Select the **Elastic Deform** tool at `.5` strength to stretch parts of vertices to completely cover the mannequin.
1. Use <kbd>F</kbd> to change the radius of the brush.
2. You can hide the mannequin to access hard-to-reach areas.
<video controls src="../../../assets/art/accessories/creating/Modeling_05.mp4" width="100%"></video>
5. Select the **Cloth** tool.
6. Disable **X Mirror**. The cloth tool can produce unexpected results with symmetry enabled.
7. Using the Cloth tool, click and drag on your mesh to add a cloth-like surface to your mesh. Adjust the settings to change the strength of the deformations.
<video controls src="../../../assets/art/accessories/creating/Modeling_06.mp4" width="100%"></video>
8. Using the **Elastic Deform**, **Inflate**, and **Cloth** tools, make the final adjustments to your mesh so that it sits on top of the mannequin with the final desired shape.
<video controls src="../../../assets/art/accessories/creating/Modeling_07.mp4" width="100%"></video> | 424 | bd1680fa459c922f8141e4ada61ae3b03403b817f566c3eb211623f6798ab7bf |
https://create.roblox.com/docs/art/accessories/creating/caging-setup | content/en-us/art/accessories/creating/caging-setup.md | guide | 2026-03-29T11:46:38.323519+00:00 | # Caging Setup
**Caging** is the process of setting the clothing's interior and exterior surfaces, referred to as the inner and outer cages respectively. This enables your clothing to layer over existing clothing and bodies, and additional clothes to layer on top.
Since the shirt in this tutorial was created using the cage templates as a mannequin, there is no need to adjust the inner cage where your clothing asset already fits over. **Only the outer cage needs to be adjusted** to fit over the new clothing item.
<figure>
<img src="../../../assets/art/accessories/creating/Texturing-Complete.png" />
<figcaption>Clothing and cage meshes before caging</figcaption>
</figure>
<figure>
<img src="../../../assets/art/accessories/creating/Caging-Complete.png" />
<figcaption>Outer cage mesh after caging process</figcaption>
</figure>
The caging process uses the following steps:
1. Set up your project by isolating the outer cage and the clothing mesh in your project.
2. Modify the outer cage to wrap over the clothing mesh using sculpting tools.
To set up your project:
1. Switch to **Object mode**.
2. In the Outliner:
1. Hide the Armature.
2. Unhide your LongSleeve_OuterCage object.
3. In the Outliner, navigate to **Armature** > **Long Sleeve** and toggle the **Disable Selection** icon. This prevents accidental edits to the clothing mesh.
<img src="../../../assets/art/accessories/creating/Caging-Outliner-Setup.png" />
4. Select the OuterCage object, and navigate to Object Properties and enable **Wireframe**. This helps easily visualize and access the mesh.
<img src="../../../assets/art/accessories/creating/Caging-Outer-Cage-Properties.png" />
<video controls src="../../../assets/art/accessories/creating/Caging_01.mp4" width="100%"></video> | 414 | ae617f8f4099dc63cf9b3ff9a9cbaf9bc26583c13e928c3049ff4cf39a32ae2e |
https://create.roblox.com/docs/art/accessories/creating/modify-cage | content/en-us/art/accessories/creating/modify-cage.md | guide | 2026-03-29T11:46:38.356184+00:00 | # Modify Cage
With your project environment set, you can now adjust your outer cage using sculpting and editing tools. Set your outer cage as close as possible to your clothing mesh to ensure the best deformation and layering effects.
**Do not delete any vertices or faces of the provided cages.** Destructive modification of the cages can cause import issues and prevent the clothing from importing and displaying as expected.
To modify your outer cage:
1. With the OuterCage mesh selected, switch to **Sculpt Mode**.
2. Enable **X Axis Symmetry**.
3. Switch to **Inflate tool**.
4. Press <kbd>F</kbd> to adjust the radius of the brush.
5. Starting with one side, expand the outer cage to fit precisely over the mesh
6. After expanding the cage mesh over a majority of the mesh, disable **X Axis Symmetry** and address individual spots. Keep the following in mind:
1. Your outer cage should always cover your clothing mesh.
2. Your outer cage should be as close to the clothing mesh as possible to ensure accurate layering.
3. For small angular areas, like the armpit, you may need to switch back to **Edit Mode** and grab the individual vertices to avoid crowding your cage mesh vertices.
<video controls src="../../../assets/art/accessories/creating/Caging_02.mp4" width="100%"></video>
7. Perform additional passes in **Edit Mode** with wireframe enabled to ensure your outer cage vertices fit as closely as possible. A tight fit ensures that your clothing item layers as accurately as possible.
<video controls src="../../../assets/art/accessories/creating/Caging_03.mp4" width="100%"></video>
You've completed the caging section of this tutorial.
If desired, download a [reference sample](../../../assets/art/reference-files/checkpoint/4_LongSleeve-Caging-Complete.blend) of this project for comparison before exporting your project and bringing it into Studio. | 418 | 188548d5c7a6313d1e7c4f29ff0c211685ab0d0c401523782991324f4c874e2d |
https://create.roblox.com/docs/art/accessories/creating/test-poses | content/en-us/art/accessories/creating/test-poses.md | guide | 2026-03-29T11:46:38.415930+00:00 | # Test Poses
With the clothing mesh parented to an armature, you can now perform quick tests to verify that your clothing deforms correctly.
If you see issues with the deformation of your clothing, you may need to correct the issue with weight-painting, a technique for manually applying skinning data to your meshes.
This tutorial doesn't cover the process of weight-painting. For additional resources on manually weight painting and instructions on updating skinning data on meshes, see the following resources:
- [Skin a simple mesh](../../modeling/skin-a-simple-mesh.md)
- [Skin a humanoid mesh](../../modeling/skin-a-humanoid-model.md)
To test your clothing's movement:
1. With your armature selected, navigate to the **Properties** panel > **Armature properties**.
2. In **Viewport Display** > **Show**, enable **In Front**. The **In Front** property enables you to easily see and access the bones for posing.
<img src="../../../assets/art/accessories/creating/Rigging-Bones-In-Front.png" />
3. In the viewport, select your armature and navigate to **Pose** mode.
4. Click on various bones and press <kbd>R</kbd> to rotate and set a pose. After pressing <kbd>R</kbd>:
1. Click to save the rotation.
2. Right-click to cancel an unsaved rotation.
3. If you have saved a rotation, reset your pose in the viewport with right-click and select **Clear User Transforms**.
5. Try various natural poses of your character to ensure that your clothing stretches and fits correctly.
<video controls src="../../../assets/art/accessories/creating/Rigging_03.mp4" width="100%"></video>
You've completed the rigging section of this tutorial. If desired, download a [reference sample](../../../assets/art/reference-files/checkpoint/3_LongSleeve-Rigging-Complete.blend) of this project for comparison. | 415 | ccd813ef70416e4a267ad6458878bfddc36a15c9b2c1fd12c48458217518c150 |
https://create.roblox.com/docs/art/accessories/creating/texture-map | content/en-us/art/accessories/creating/texture-map.md | guide | 2026-03-29T11:46:38.498214+00:00 | # Texture Map
Creating seams and unwrapping tells Blender how to project the 3D surface of the clothing item in 2D. Before you can apply any texture appearance changes, you need to create a texture map, which is the specific 2D image you apply and save your textures to.
To create a new texture map:
1. With the clothing mesh selected, navigate to the **Properties** panel > **Material Preview** tab.
<img src="../../../assets/art/accessories/creating/Texturing-Add-Image.png" width="40%" />
2. Select the **+ New** button.
3. Next to Base Color, select the **yellow dot** and click **Image Texture**.
<img src="../../../assets/art/accessories/creating/Texturing-Add-Base.png" width="80%" />
4. Click the **+ New** button.
1. Name the texture image the same as your clothing mesh with a `_TXT` affix.
2. Set the color to black, or any base color of your preference.
3. Keep the rest of the default settings.
4. Press **OK** when completed.
<video controls src="../../../assets/art/accessories/creating/Texturing_03.mp4" width="100%"></video> | 271 | 0519dc0b1607600900f5f7d2e3e42d6baad663435308e0054ffeaaecac8a426c |
https://create.roblox.com/docs/art/accessories/creating/trimming | content/en-us/art/accessories/creating/trimming.md | guide | 2026-03-29T11:46:38.554708+00:00 | # Trimming
With a clean mesh object to work with, cut the basic shape of the type of clothing item you intend to create and prepare the mesh for additional sculpting detail. In this tutorial, you create a long-sleeve shirt shape by removing the leg, arm, and head sections, smoothing out the mesh to create a flat canvas, and repositioning the mesh onto your temporary mannequin.
<center><figure>
<img src="../../../assets/art/accessories/creating/Modeling-Wireframe-View.png" width="60%" />
<figcaption>Long-sleeve trimming of the full-body mesh.</figcaption>
</figure></center>
## Trim clothing shape
Create the general shape of your clothing type by trimming sections of your duplicated mannequin mesh.
To trim your clothing shape:
1. Select the **LongSleeve** object.
2. Switch to **Edit Mode**.
3. Enable **X-Ray mode** in the top right corner of the viewport.
4. Click and drag over parts of the mesh that you do not want to include in your shirt.
5. Press <kbd>X</kbd> and select **Vertices** to delete these sections of your mesh.
6. **Repeat step 4** until you reach your desired clothing shape.
<video controls src="../../../assets/art/accessories/creating/Modeling_02.mp4" width="100%"></video>
## Add and smooth vertices
With the basic shape created, subdivide the surface of your clothing mesh to add vertices and smooth out the mesh. This process removes the grid-like surface and allows you to apply more complex sculpting detail later.
<figure>
<img src="../../../assets/art/accessories/creating/Modeling-No-Modifier.png" />
<figcaption>Before applying Subdivision modifier and Shade Smooth</figcaption>
</figure>
<figure>
<img src="../../../assets/art/accessories/creating/Modeling-SubDiv-Modifier.png" />
<figcaption>After applying Subdivision modifier and Shade Smooth</figcaption>
</figure>
To add and smooth your vertices:
1. Switch back to **Object Mode**.
2. With the clothing mesh selected, navigate to the **Modifier Properties** panel.
3. Select **Add Modifier** > **Subdivision Surface Modifier** and click **Apply** with the default settings.
4. In the viewport, right-click the object and select **Shade Smooth** to eliminate the creases on your clothing article.
<video controls src="../../../assets/art/accessories/creating/Modeling_03.mp4" width="100%"></video>
## Scale and position
With your base clothing shape created, the next steps are to scale out the mesh and reposition it on top of the mannequin.
<center><figure>
<img src="../../../assets/art/accessories/creating/Modeling-Positioning-and-Scaling.png" width="60%" />
<figcaption>Clothing mesh should fit over mannequin after applying a reposition and scale</figcaption>
</figure></center>
To set up and scale your clothing to your mannequin:
1. Return to **Object Mode**.
2. **Unhide** one of your original cage meshes.
3. In the filter dropdown, enable **Selectable** toggles, and set your body mesh to unselectable. Disabling the **Selectable** toggle prevents accidental edits to your mannequin.
4. Select your shirt mesh and lightly **scale** and **position** your asset to rest over the mannequin.
5. Press <kbd>S</kbd> and use your mouse to scale. In most cases, the scaling should be a small change.
6. Press <kbd>G</kbd> and click to grab your shirt, make sure the shirt rests loosely over the mannequin. The shirt does not need to fit perfectly at this point.
<video controls src="../../../assets/art/accessories/creating/Modeling_04.mp4" width="100%"></video> | 825 | a155e942a26b1f2fe9f6bf273a60850b611678a938dfcff53ec4ba84bc3db2dc |
https://create.roblox.com/docs/art/accessories/creating/texture-painting | content/en-us/art/accessories/creating/texture-painting.md | guide | 2026-03-29T11:46:38.567745+00:00 | # Texture Painting
With a new image ready to apply textures to, use Blender's Texture Paint mode to quickly brush texture colors onto your mesh:
1. Navigate to **Texture Paint mode**.
2. On the viewport, select the clothing object.
3. Open up the sidebar tools to access brush settings.
4. Select a color, brush size, and falloff to apply. You might need to adjust settings, depending on the modifications you intend to apply.
5. Draw on either the UV 2D map, or the 3D mesh.
6. Save the `.png` of your texture map by selecting **Image** > **Save**.
<video controls src="../../../assets/art/accessories/creating/Texturing_04.mp4" width="100%"></video>
You've completed the texturing section of this tutorial. If desired, download a [reference sample](../../../assets/art/reference-files/checkpoint/2_LongSleeve-Texturing-Complete.blend) of this project and texture image for comparison.
There are a lot of ways to texture and apply a unique appearance to your meshes. For additional suggestions, try utilizing alpha transparencies, unique seams, [PBR textures](../../modeling/surface-appearance.md), or Blender's other texturing tools and techniques. | 266 | 710fc30ce3549d3b0c659ce20753f6026b22f5452b87f7aab14900969a1886ae |
https://create.roblox.com/docs/art/accessories/creating/watertight | content/en-us/art/accessories/creating/watertight.md | guide | 2026-03-29T11:46:38.709452+00:00 | # Watertight
With the shirt shape finalized, make your mesh **watertight** by "sealing" the holes at the neck, waist, and wrist. A watertight shape ensures that only the top visible surface of the mesh is exposed at any angle. If an asset is not watertight, it may expose backfaces, or single sided faces, that could affect the rendering of your asset and performance when equipped.
<figure>
<img src="../../../assets/art/accessories/creating/Watertight-Top.png" />
<figcaption>Watertight top view</figcaption>
</figure>
<figure>
<img src="../../../assets/art/accessories/creating/Watertight-Bottom.png" />
<figcaption>Watertight bottom view</figcaption>
</figure>
To make your mesh watertight:
1. Select your mesh and switch to **Edit Mode**.
2. Starting with any hole in the mesh, hold <kbd>Alt</kbd> and click the **last edge** on the mesh. The entire edge highlights.
3. Press <kbd>E</kbd> to extrude the mesh and click after a small length is added.
4. With the new edge still selected, right-click and select **Merge Vertices** > **At Center**.
5. Press <kbd>G</kbd> to grab the new vertex and reposition it within your clothing mesh.
6. **Repeat steps 2-5** until all the interior-exposing holes of your mesh are closed.
<video controls src="../../../assets/art/accessories/creating/Modeling_08.mp4" width="100%"></video>
You've completed the modeling section of this tutorial. If desired, download a [reference project](../../../assets/art/reference-files/checkpoint/1_LongSleeve-Modeling-Complete.blend) of this stage and compare it against your work.
There are a lot of techniques to create clothing. Try experimenting with the following techniques, tools, and processes to create additional unique assets:
- Making asymmetrical clothing.
- Blender's [cloth simulation](https://docs.blender.org/manual/en/latest/physics/cloth/examples.html#using-simulation-to-shape-sculpt-a-mesh) and other sculpting tools.
- Various community sewing and fabric techniques for creating clothing on Blender. | 482 | fcd7c78b725e795c9f7843c2d1e6357ba625d8f7698d1b6a3f271ca8903c9670 |
https://create.roblox.com/docs/art/accessories/creating/modeling-setup | content/en-us/art/accessories/creating/modeling-setup.md | guide | 2026-03-29T11:46:38.719090+00:00 | # Modeling Setup
Modeling, sometimes known as **sculpting**, is the process of shaping 3D geometry. In this tutorial, use one of Roblox's template files to create the initial shape of the clothing and add unique and clothing-specific modifications to its geometry. You can further apply the techniques and processes in this tutorial to create any other type of clothing, such as pants, skirts, shoes, and more.
<figure>
<img src="../../../assets/art/accessories/creating/Modeling-Mannequin-Start.png" />
<figcaption>Base Mannequin using Roblox provided cage meshes</figcaption>
</figure>
<figure>
<img src="../../../assets/art/accessories/creating/Modeling-Complete-2.png" />
<figcaption>Sculpted clothing mesh for a long sleeve shirt</figcaption>
</figure>
This modeling tutorial covers the following processes:
1. Setting up your project and creating your base mesh.
2. Clearing the duplicated mesh of extra attributes.
3. Trimming the shape to match the desired clothing type.
4. Adding and smoothing the vertices of your clothing shape.
5. Scaling and positioning the clothes onto the mannequin.
6. Sculpting fabric and other details onto the mesh object.
7. Closing the holes in your mesh, making it watertight.
## Set up mesh
To get your project started, download and open Roblox's [Clothing_Cage.blend](../../../assets/modeling/meshes/reference-files/Clothing_Cage_Templates.zip) project and begin setting up your basic project objects.
<figure>
<img src="../../../assets/art/accessories/creating/Modeling-Cages-Selected.png" />
<figcaption>3D viewport - duplicated cage mesh object</figcaption>
</figure>
<figure>
<img src="../../../assets/art/accessories/creating/Modeling-Cage-Copied.png" width = "80%"/>
<figcaption>Outliner - duplicated object named "LongSleeve"</figcaption>
</figure>
To set up your project and your initial mesh object:
1. Download the [Clothing_Cage.blend](../../../assets/modeling/meshes/reference-files/Clothing_Cage_Templates.zip) project. This project includes the inner and outer cage mesh that you will use as temporary mannequins.
2. Open this file, click **Save As**, and save the project with a new name. This will be your main Blender project for the clothing accessory.
3. In the Outliner, copy and paste **InnerCage** object to duplicate it.
4. With the duplicated object highlighted, right-click in the viewport and select **Parent** > **Parent and Keep Transformation**.
5. In the Outliner, right-click and delete the extra **Cage.001 data object**.
6. Rename the duplicated object as "LongSleeve".
7. Rename the original cages as "LongSleeve_OuterCage" and "LongSleeve_InnerCage", respectively.
8. **Hide** the original \_OuterCage and \_InnerCage objects. You use these later in the Caging step.
<video controls src="../../../assets/art/accessories/creating/Modeling_00.mp4" width="100%"></video>
## Clear extra attributes
The cage mesh objects in the template include some helper vertex color properties that need to be removed from your clothing mesh. If left in, the vertex colors may clash with the texture of the object after importing in Studio.
To remove extra attribute data:
1. With the LongSleeve object selected, navigate to the **Properties** panel > **Object Data Properties** > **Color Attributes**.
<img src="../../../assets/art/accessories/creating/Modeling-Clear-Vertex-Colors.png" />
2. With **colorSet1** selected, remove it by pressing the **–** button.
<video controls src="../../../assets/art/accessories/creating/Modeling_01.mp4" width="100%"></video> | 843 | 008f145db3a15d278ec850ffb0445617e4a3c5045e5ebfdf19aa40ab082f4a0f |
https://create.roblox.com/docs/art/accessories/export-settings | content/en-us/art/accessories/export-settings.md | guide | 2026-03-29T11:46:38.719191+00:00 | # Export Settings
Export your rigid accessory model as a `.fbx` or `.gltf` file to take advantage of all of Studio's 3D import features. These file types contains mesh and texture data you need to later [import](../../art/modeling/3d-importer.md) into Studio.
If creating other types of 3D models:
<ul>
<li>For generic meshes, see [general mesh specifications](../modeling/specifications.md) and [general export settings](../modeling/export-requirements.md).</li> <br />
<li>For layered accessories, see [layered accessory specifications](../accessories/clothing-specifications.md) and [layered export settings](../accessories/clothing-export-settings.md).</li> <br />
<li>For avatar characters, see [avatar specifications](../../art/characters/specifications.md) and [avatar export settings](../characters/export-settings.md).</li>
</ul>
If you have any modifiers to your mesh or project objects, make sure to apply
or delete them before export.
## Blender
Blender allows you to export in `.fbx` or `.gltf` as well as other formats. If you are using `.fbx` export, familiarize yourself with [Blender's FBX scaling](../blender.md#adjust-scale-fbx) to ensure that you successfully import the model into Studio at the correct scale.
### Export settings
To export the `.fbx` file in Blender:
1. In the topbar, click **File**. A pop-up menu displays.
2. Select **Export**, then **FBX (.fbx)**. The **Blender File View** window displays.
3. On the right-hand side, change the **Path Mode** property to **Copy**, then toggle the **Embed Textures** button.
<img src="../../assets/modeling/skinned-meshes/Blender-Export-Settings-1.png" width="320" />
4. Set **Transform** > **Apply Scalings** to **Unit Scale**. For more information, see [scaling and scene units](../blender.md#adjust-scale-fbx).
<img src="../../assets/modeling/skinned-meshes/Blender-Export-Settings-5.png" width="320" />
5. Click the **Export FBX** button.
6. After exporting, use Studio's [3D Importer](../../art/modeling/3d-importer.md) to import your model and the [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md) to convert the model into an accessory.
## Maya export settings
To export a mesh in Maya as a `.fbx` file:
1. In the topbar, click **File**. A pop-up menu displays.
2. Select **Export All**. The **Export All** window displays.
3. Near the bottom of the window, click the **Files of type** dropdown, then select **FBX export**.
4. On the right-hand side of the window, navigate to the **Options...** section.
5. In the **Geometry** section, enable **Smooth Mesh** and **Referenced Asset Content**.
6. In the **Animation** section, disable **Animation**.
7. If you need to import textures as a `.png`, in the **Embed Media** section, enable **Embed Media**.
8. In the **Advanced Options** section,
- Navigate to **Units**, then enable **Automatic**.
- Navigate to **Axis Conversion**, then set the **Up Axis** property to **Y**.
9. Click the **Export All** button.
<img src="../../assets/accessories/lc-requirements-maya-settings.png" />
10. After exporting, use Studio's [3D Importer](../../art/modeling/3d-importer.md) to import your model and the [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md) to convert the model into an accessory. | 835 | 80358b8e7076edaa76c7c258c30e313be27f25251d2487fef9840202a4afc7a7 |
https://create.roblox.com/docs/art/accessories/creating/unwrapping | content/en-us/art/accessories/creating/unwrapping.md | guide | 2026-03-29T11:46:38.730226+00:00 | # Unwrapping
**Texturing** is the process of customizing the color, tone, and shading of your model's surface. Custom meshes and models use a 2D image, known as a texture map, to project various surface appearance elements onto your 3D object. In this tutorial, apply a complete color to your shirt and add a smaller design using Blender's Texture Paint mode.
This tutorial does not cover [PBR textures](../../modeling/surface-appearance.md), which are advanced textures that can replicate real-world texture properties, like reflectivity and surface roughness, and are recommended to give your clothing items an extra dimension of creativity and visual pop. PBR textures often require a third-party application such as Substance Painter.
<figure>
<img src="../../../assets/art/accessories/creating/Texturing-Start.png" />
<figcaption>Clothing mesh after sculpting</figcaption>
</figure>
<figure>
<img src="../../../assets/art/accessories/creating/Texturing-Complete-3.png" />
<figcaption>Clothing mesh after texturing</figcaption>
</figure>
The texturing process requires the following steps:
1. Create seams in your mesh to define how Blender unwraps your 3D object.
2. Unwrap the UV of your model, creating a distinct front and back 2D surface to apply textures on based on your seams.
3. Create a new texture image to save as your 2D map.
4. Paint a custom texture using Blender's Texture Paint tools.
## Create seams
To begin texturing, you must first generate a **UV map**, or 2D projection, of the surface of your mesh. To set up this UV map, you tell Blender which edges of your mesh to use as seams when creating the projection.
To create seams that naturally separate the front and back of the shirt:
1. With your clothing object selected, switch to **Edit mode**.
2. In the top-left, navigate to the Select modes and select **Edge select**.
3. Hold <kbd>Alt</kbd> and click on the center vertical edges of your shirt. The detected edge highlights.
4. Whenever a complete edge is selected, **right-click** and select **Make Seam**. The edge highlights to indicate the seam in your model.
5. **Repeat steps 3-4** to create a continuous seam across your mesh.
<video controls src="../../../assets/art/accessories/creating/Texturing_01.mp4" width="100%"></video>
## UV unwrap
After applying the seams, Blender now knows how to "unwrap" the mesh surface onto a 2D plane as a front and back surface.
<center><figure>
<img src="../../../assets/art/accessories/creating/Texturing-UV-Maps.png" width="60%" />
<figcaption>UV-mapping of your 3D clothing mesh.</figcaption>
</figure></center>
To UV Unwrap your object by your selected seams:
1. While in Edit mode, press <kbd>A</kbd> to highlight all vertices.
2. At the top of the viewport, select **UV** > **Unwrap**.
3. Switch to **Texture Paint** mode, your UVs display on the left window when your object is selected.
<video controls src="../../../assets/art/accessories/creating/Texturing_02.mp4" width="100%"></video> | 710 | 02a83df771fadc64c02b2d97c47492f42d58eb66aafbbcdc102ca3487b238eaa |
https://create.roblox.com/docs/art/accessories/from-existing | content/en-us/art/accessories/from-existing.md | guide | 2026-03-29T11:46:38.835373+00:00 | # From Existing
In many cases, you may want to convert a premade model from your modeling
software into an accessory on Roblox. If you are looking to create your
accessory from scratch, see [Create accessories](./creating-rigid/index.md).
Using a provided 3D reference file, this tutorial covers each step in the workflow to properly configure and export a 3D model with PBR textures from Blender and generate your own **rigid accessory** in Studio. After you create the accessory, you can upload it to the Marketplace, save it to your toolbox, and use it in your own experiences.
This tutorial only covers rigid accessories, and does not cover the process of converting more advanced clothing or character body models.
<figure>
<img src="../../assets/art/accessories/creating-rigid/Blender-Mask-Preview.png" />
<figcaption>
Mask asset as an untextured mesh object in Blender
</figcaption>
</figure>
<figure>
<img src="../../assets/art/accessories/creating-rigid/Studio-Mask-Preview.png" />
<figcaption>
Mask asset equipped as an `Class.Accessory` in Studio
</figcaption>
</figure>
Using a provided reference 3D asset, this tutorial covers the following rigid accessory workflow:
1. Modeling overview and requirements in Blender.
2. Texturing setup using PBR textures in Blender.
3. Exporting your asset as a `.fbx` from Blender.
4. Importing the asset into Studio.
5. Fitting and converting the imported model to an `Class.Accessory` object.
6. Publishing and validating the accessory for Marketplace upload.
While this content covers the Blender workflow with a provided reference example, you can apply the same concepts to other third-party modeling applications and custom assets.
## Setup model
Whether you are using an existing shape or creating your own 3D object, it's important to consider [technical requirements](../../art/accessories/specifications.md), such as keeping your geometry within a polycount budget, and [policy requirements](../../marketplace/marketplace-policy.md), such as ensuring your design does not infringe on other creator's IP both within and outside of the Roblox ecosystem.
Correctly setting up your asset in Blender helps reduce importing and rendering issues later in Studio. When importing Roblox-related `.fbx` files, such as the provided [mask asset](../../assets/art/accessories/creating-rigid/Rigid_Mask_Model-Only.fbx), you might discover that your asset imports at a 1/100 scale due to the `.fbx` conversion. In your Blender project, you can quickly reset the scale to make the asset easier to work with in the Blender environment.
If you are creating your own rigid accessory from scratch, it's important to understand Roblox's [standard avatar sizes](../../art/accessories/body-scale.md), especially for rigid accessories that contour around a body part, such as a hat or bangle.
Using the [Sci Fi Mask](../../assets/art/accessories/creating-rigid/Rigid_Mask_Model-Only.fbx) reference as an example, use the following instructions to import and set up your rigid accessory model in Blender:
1. Open a new Blender project.
2. Press <kbd>A</kbd> to highlight all and <kbd>X</kbd> to delete the default starting cube and cameras.
3. Navigate to **File** > **Import** > **FBX** and select the downloaded reference model.
4. If the object imports at a small scale, **select** the object and navigate to the **Properties** panel > **Object Properties** > **Transform** and adjust the **X**, **Y**, **Z** to `1.000`.
<img src="../../assets/art/accessories/creating-rigid/Blender-Scale-1.png" />
<video controls src="../../assets/art/accessories/creating-rigid/Scaling-FBX-Import.mp4" width="100%"></video>
5. If you are sculpting your asset from scratch, orient the object in your workspace. If you are importing, you may not need to make any adjustment.
1. Make sure your asset is facing **-Y forward**.
2. Ideally your accessory should be moved to `0`,`0`,`0` in the world to ensure it imports at the center of the camera in Studio.
You've completed the modeling section of this tutorial. If desired, download a [reference version](../../assets/art/accessories/creating-rigid/Rigid_Mask_Texturing-Completed.blend) of this stage of the project for comparison.
There are many tools and workflows to create your own unique asset. For additional suggestions, try creating different asset types, such as shoulder pads or belts, or importing a reference model into Blender as a mannequin to sculpt and shape your cosmetics from scratch.
## Apply texture
**Texturing** is the process of applying a surface appearance to a 3D object. Blender provides various tools and features to create and connect your own texture maps to your asset, allowing you to preview your model's final appearance and link the texture images to your exported file.
The mask example asset uses [physically-based rendering (PBR) textures](../../art/modeling/surface-appearance.md), which are advanced textures that create realistic surfaces under different lighting environments. PBR textures use multiple image files, or **maps**, to represent the various surface properties of your 3D object.
<figure>
<img src="../../assets/art/accessories/creating-rigid/TXT_Rigid_Mask_ALB.png" />
<figcaption>
Color (Albedo) Map
</figcaption>
</figure>
<figure>
<img src="../../assets/art/accessories/creating-rigid/TXT_Rigid_Mask_NOR.png" />
<figcaption>
Normal Map
</figcaption>
</figure>
<figure>
<img src="../../assets/art/accessories/creating-rigid/TXT_Rigid_Mask_RGH.png" />
<figcaption>
Roughness Map
</figcaption>
</figure>
<figure>
<img src="../../assets/art/accessories/creating-rigid/TXT_Rigid_Mask_MET.png" />
<figcaption>
Metalness Map
</figcaption>
</figure>
This tutorial doesn't cover the PBR texture creation process, which typically involves using third-party software such as ZBrush or Substance 3D Painter. Instead, this section goes over the process of bringing premade PBR image files into Blender and properly associating them to your asset on export.
While PBR textures are not required for accessories, adding PBR textures can add extra visual flair and realism to elevate your creations. For an example on using Blender to create a basic, non-PBR texture, see [Texture basic clothing](../../art/accessories/creating/unwrapping.md).
To configure and link your PBR textures to your model:
1. Download [Rigid_Mask_Textures.zip](../../assets/art/accessories/creating-rigid/Rigid_Mask_Textures.zip) and unzip the textures images locally in the same directory as your Blender project.
2. In Blender, navigate to the **Shading** tab. Ensure that your object is selected.
1. If you don't see the **PrincipledBSDF node**, select the **+New** button to create a new material.
<img src="../../assets/art/accessories/creating-rigid/Blender-New-Material.png" />
<img src="../../assets/art/accessories/creating-rigid/Blender-Empty-Node.png" />
3. From your file browser, drag and drop your texture `.png` files into the node section. A new image node appears with each file.
4. In the newly created node, click and drag the following image nodes to their appropriate connection on the Principled BSDF main node:
1. **\_ALB texture**: Connect the **Color** node to **Principled BSDF** > **Base Color**.
<img src="../../assets/art/accessories/creating-rigid/Albedo-Node.png" />
2. **\_MTL texture**: Connect the **Color** node to **Principled BSDF** > **Metallic**.
<img src="../../assets/art/accessories/creating-rigid/Metal-Node.png"/>
3. **\_RGH texture**: Connect the **Color** node to **Principled BSDF** > **Roughness**.
<img src="../../assets/art/accessories/creating-rigid/Rough-Node.png"/>
4. **\_NOR texture**:
1. Click **Add** > **Vector** > **Normal Map** to generate a NormalMap node. This node is required to convert Normal PBR image maps.
2. Connect the \_NOR node's **Color** to the NormalMap node's **Color** connection.
3. Connect the NormalMap's **Normal** to the **Principled BSDF** > **Normal**.
<img src="../../assets/art/accessories/creating-rigid/Normal-Node.png" />
5. Test your textures by changing the viewport viewing mode to **Viewport Shading > Material Preview Mode**.
<video controls src="../../assets/art/accessories/creating-rigid/Adding-PBR.mp4" width="100%"></video>
You've completed the texturing section of this tutorial. If desired, download a [reference sample](../../assets/art/accessories/creating-rigid/Rigid_Mask_Texturing-Completed.blend) of this stage of the project for comparison.
If you are creating your own PBR textures, check out [Material references](../../art/modeling/material-reference.md) for various PBR material examples you can apply to your next accessory.
## Clean up
After modeling and texturing your asset, you can begin the process of **exporting** your Blender project as a `.fbx`. The start of this process includes cleaning up your project, which can involve deleting or removing any extra objects, such as lights, cameras, or mannequin meshes, to ensure you only export the accessory mesh, and applying any modifiers to your mesh object.
An often forgotten cleanup step involves **applying your transformations**, also known as **freezing your transforms**, by setting your orientation, rotation, and scale deltas to zero. Failure to apply any transformations can result in unexpected behavior and orientation when importing the mesh in Studio.
To freeze your transforms:
1. In Object mode, select your mesh object.
2. Navigate to **Object** > **Apply** > **All Transforms**.
<img src="../../assets/art/accessories/creating-rigid/Blender-Apply-Transforms.png" />
## Export from modeling tool
After modeling and texturing your asset, you can begin the process of **exporting** your Blender project as a `.fbx`. The start of this process includes cleaning up your project, which can involve deleting or removing any extra objects, such as lights, cameras, or mannequins, to ensure you only export the accessory mesh, and applying any modifiers to your mesh object.
For the latest export settings for Blender, see [rigid accessory export settings](./export-settings.md).
You've completed the exporting section of this tutorial. If desired, download a [reference sample](../../assets/art/accessories/creating-rigid/Rigid_Mask_Export.fbx) of this exported file for comparison. You can use this reference in the next importing step.
## Import to Studio
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 Studio's general 3D requirements.
To import your asset, check out the latest information on [importing rigid accessories](./importing.md).
## Convert
After importing your asset into Studio, you can begin **fitting** your imported object to a mannequin and **converting** the `Class.Model` object into a `Class.Accessory`. When fitting and converting your accessory it's important to use the [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md) (AFT) to correctly preview the placement and apply the correct configurations to your accessory.
To convert your asset into a `Class.Accessory`, check out the latest information on [converting rigid accessories](./importing.md#convert-rigid-accessories).
## Upload and publish
After generating your `Class.Accessory` item, you can now begin the process of **publishing** the asset to the Marketplace. This step is optional and only applicable for creators who intend to sell their asset.
For additional information and instructions on this process, see [uploading and publishing instructions](../../marketplace/publish-to-marketplace.md).
<iframe width="800" height="450" src="https://www.youtube-nocookie.com/embed/swQW2VS9ZMA" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowFullScreen></iframe>
<br />
You now have your accessory added to the Marketplace catalog! Use the item's Marketplace link to view your listing at any time, or to send to your connections and followers for additional engagement.
<img src="../../assets/art/accessories/creating-rigid/Marketplace-Listing.png" />
See the following resources for additional Marketplace policy and related information:
- [Marketplace policy](../../marketplace/marketplace-policy.md)
- [Fees and commissions](../../marketplace/marketplace-fees-and-commissions.md)
- [Intellectual property](../../marketplace/intellectual-property.md)
- [Moderation](../../marketplace/moderation.md) | 2,843 | bb77eed6d19208f1739f598cce2e0615a221f7d6af176bc7c5e045089075c1eb |
https://create.roblox.com/docs/art/accessories/import-clothing | content/en-us/art/accessories/import-clothing.md | guide | 2026-03-29T11:46:38.874382+00:00 | # Import Clothing
Use the following instructions to [import](#import-3d-assets) your `.fbx` or `.gltf` third-party model into Studio and [convert](#convert-layered-accessories) the asset to a clothing `Accessory` object that you can save to use in your experience, share with others, or upload to the Marketplace.
The following asset example and instructions are part of the [Clothing accessory tutorial](../accessories/creating/index.md) which covers the process of converting a model from Blender to publishing the asset to the Marketplace.
## Import 3D assets
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 3D layered accessory must also follow Roblox's [clothing specifications](../accessories/clothing-specifications.md) to eventually use this asset as a layered `Class.Accessory`, 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. 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`.
<img src="../../assets/art/accessories/creating-rigid/Adding-Surface-Appearance.png" />
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.
<img src="../../assets/art/accessories/creating-rigid/Surface-Appearance-Asset-Dropdown.png" />
After successful import, your model object should populate in your project as a `Class.Model` with the appropriate textures applied. See [3D Importer](../../art/modeling/3d-importer.md) for additional information on import settings and troubleshooting.
## Convert layered accessories
With the `Class.Model` in your project, the last step in the process of clothing creation requires you to use the [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md) (AFT) to convert this object to a standard `Class.Accessory` that avatar characters can equip.
For shoes, you must convert the left shoe and the right shoe as separate accessories. Use the following instructions for each shoe before grouping both shoe accessories as a `Class.Model` when [saving to Roblox](../../marketplace/publish-to-marketplace.md#upload-an-asset).
To generate the accessory object:
1. In the toolbar's **Avatar** tab, click **Accessory** to open the AFT.
2. Select the `Class.Model` of the clothing item in the viewport. The tool's text field populates with the name of the object selected. Alternatively, you can select the object within the **Explorer** window.
3. Test out various sample characters, clothing, and animations. See [Test accessories](../../art/accessories/accessory-fitting-tool.md#test-accessories) for additional information.
- If required, make minor cage adjustments using the editing features. Larger cage changes may require returning to your third-party modeling software and re-exporting the asset.
4. When ready to generate your accessory, click **Generate MeshPart Accessory**. The accessory object with your model populates in your workspace.
<figure>
<img src="../../assets/art/accessories/creating/Exporting-Clothing-in-Studio-Highlight.png" />
<figcaption>Clothing accessory in viewport</figcaption>
</figure>
<figure>
<img src="../../assets/art/accessories/creating/Exporting-Accessory-Explorer.png" />
<figcaption>Clothing accessory in Explorer</figcaption>
</figure>
After successful fitting and converting, your 3D model should populate in your project as an `Class.Accessory`. With this `Class.Accessory` you can perform any of the following:
- Begin the process of [uploading and publishing](../../marketplace/publish-to-marketplace.md#upload-an-asset) the clothing accessory to the Marketplace.
- Use the accessory in your current experience by equipping it to character models with [HumanoidDescription](../../characters/appearance.md#manually-modify-appearance), or by dragging and dropping the accessory under the appropriate character `Class.Model` object.
- Save the accessory 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. | 1,291 | 86aa3febcd2470406982c40d532493e7db2d86276db628c0291a195a6bd86163 |
https://create.roblox.com/docs/art/accessories/importing | content/en-us/art/accessories/importing.md | guide | 2026-03-29T11:46:38.931438+00:00 | # Importing
Use the following instructions to [import](#import-3d-assets) your `.fbx` or `.gltf` third-party model into Studio and [convert](#convert-rigid-accessories) the asset to an `Accessory` object that you can save to use in your experience, share with others, or upload to the Marketplace.
The following asset example and instructions are part of the [Rigid accessory tutorial](../accessories/creating-rigid/index.md) which covers the process of converting a model from Blender to publishing the asset to the Marketplace.
## Import 3D assets
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, the model that you intend to create as a rigid accessory must also follow Roblox's [accessory specifications](../accessories/specifications.md) to eventually use this asset as an `Class.Accessory`, 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.
<img src="../../assets/art/accessories/creating-rigid/3D-Importer.png" />
- 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. 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. Add a `Class.SurfaceAppearance` child to your `Class.MeshPart`.
<img src="../../assets/art/accessories/creating-rigid/Adding-Surface-Appearance.png" />
5. 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.
<img src="../../assets/art/accessories/creating-rigid/Surface-Appearance-Asset-Dropdown.png" />
After successful import, your model object should populate in your project as a `Class.Model` with the appropriate textures applied. See [3D Importer](../../art/modeling/3d-importer.md) for additional information on import settings and troubleshooting.
## Convert rigid accessories
After importing your asset into Studio, you can begin **fitting** your imported object to a mannequin and **converting** the `Class.Model` object into a `Class.Accessory`. When fitting and converting your accessory it's important to use the [Accessory Fitting Tool](../accessories/accessory-fitting-tool.md) (AFT) to correctly preview the placement and apply the correct configurations to your accessory.
To fit and generate your accessory:
1. In the toolbar's **Avatar** tab, click **Accessory** to open the AFT.
2. In the tool's panel, select the **Part** field and, in the workspace, select the accessory `Class.MeshPart` object in the workspace and press **Next**.
<img src="../../assets/art/accessories/creating-rigid/AFT-Select-Mesh.png" />
3. On the Asset Type page, select the **type** of asset and the expected **body scale**. Press **Next** when complete.
1. This example uses a **Hat** asset with an **Proportions Normal** scale.
2. Body scale is typically set based on the original sculpting and sizing of the asset. See [Body Scale](../../art/accessories/body-scale.md) for additional information on rigid accessory scaling.
<img src="../../assets/art/accessories/creating-rigid/AFT-Select-Type.png" />
4. On the preview screen, select one of the humanoid characters as a mannequin:
1. In the Avatars section, select a humanoid base body character.
2. In the preview panel, deselect the previous selection. Only the humanoid body displays in the preview window.
<img src="../../assets/art/accessories/creating-rigid/AFT-Add-Avatar-Panel.png" />
5. Using both the AFT preview window and the workspace, adjust the position, scale, and rotation of the accessory.
1. Use the AFT preview window and your mannequin as an accurate preview of how your asset fits on the character. The clothing mannequin in the workspace does not accurately portray how rigid accessories attach.
2. In the workspace, use the **Move**, **Scale**, and **Rotate** tools to adjust the positioning of your rigid accessory.
3. If you accidentally select something else, click back into the AFT panel to reselect the accessory and resume your adjustments using the transformation tools.
<video controls src="../../assets/art/accessories/creating-rigid/Fitting-Mask.mp4" width="100%"></video>
6. After previewing and fitting your asset, select **Generate MeshPart Accessory** to create the Accessory and add it to your explorer.
After successful fitting and converting, your 3D model should populate in your project as an `Class.Accessory`. With this `Class.Accessory` you can perform any of the following:
- Begin the process of [uploading and publishing](../../marketplace/publish-to-marketplace.md#upload-an-asset) the accessory to the Marketplace.
- Use the accessory in your current experience by equipping it to character models with [HumanoidDescription](../../characters/appearance.md#manually-modify-appearance), or by dragging and dropping the accessory under the appropriate character `Class.Model` object.
- Save the accessory 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. | 1,452 | 7a57645181c9a4e6516859339a0977fc4f267e23731f18341938c26e62799dbc |
https://create.roblox.com/docs/art/accessories | content/en-us/art/accessories/index.md | guide | 2026-03-29T11:46:38.968354+00:00 | # Accessories
<div
className="container"
style=} >
<iframe
src="https://www.youtube-nocookie.com/embed/tzPn6QvU8Bo"
title="YouTube video player"
frameBorder="0"
allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share"
allowFullScreen
style=} ></iframe>
</div>
A high-level overview of accessories on Roblox.
<div
className="container"
style=} >
<iframe
src="https://www.youtube-nocookie.com/embed/Eed29gV0hLA"
title="YouTube video player"
frameBorder="0"
allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share"
allowFullScreen
style=} ></iframe>
</div>
Create and sell your first basic accessory.
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](../accessories/layered-clothing.md) 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:
- A basic background with 3D modeling tools such as [Blender](https://www.blender.org/) or [Maya](https://www.autodesk.com/products/maya/overview).
- An understanding of the [components that make up a rigid accessory](#components-of-a-rigid-accessory).
- An understanding of the general [accessory creation process](#creation-process).
- Review Roblox's official tutorials to create your own accessories:
- [Rigid accessory creation tutorial](../../art/accessories/creating-rigid/index.md) - covers each process required for converting a 3D model to a rigid accessory and publishing it to the Marketplace.
- [Clothing creation tutorial](../../art/accessories/creating/index.md) - a step-by-step process of creating your own avatar-ready clothing from scratch in Blender.
- [Additional tools, resources, and guides](#resources) provided by Roblox to standardize and expedite the creation process.
## Components of a rigid accessory
All accessory models are made up of the same base components of a [mesh object](#mesh-part), [textures](#textures), and [attachment](#attachments).
When [creating accessories](#creation-process), most of these components are created first in your modeling software, then converted to their appropriate Roblox Studio instance on import.
### Mesh part
<figure><img src="../../assets/art/accessories/Mesh-Bow-Example.png" /><figcaption>Bow rigid accessory mesh object</figcaption></figure>
<figure><img src="../../assets/art/accessories/Mesh-Example.png"/> <figcaption>T-shirt layered clothing mesh object</figcaption></figure>
Clothing, such as the t-shirt, require [additional clothing components](../accessories/layered-clothing.md) to apply the layerable effect to the 3D 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 `Class.MeshPart` nested under a single `Class.Model`.
### Textures
<figure><img src="../../assets/art/accessories/Texture-Example.png" /> <figcaption>2D texture map for the t-shirt model</figcaption></figure>
<figure><img src="../../assets/art/accessories/Texture-Applied-Example.png" /><figcaption>T-shirt model with texture applied</figcaption></figure>
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 `Class.MeshPart` objects by a child `Class.SurfaceAppearance` object or a `Class.MeshPart.TextureID` property.
### Attachments
<figure><img src="../../assets/art/accessories/Attachment-Example.png" /> <figcaption>Attachment geometry defines where the attachment connects with the character</figcaption></figure>
<figure><img src="../../assets/art/accessories/Attachment-Data-Model-Example.png" width="80%"/><figcaption>Geometry with the "_Att" suffix automatically convert to `Class.Attachment` objects in Studio</figcaption></figure>
Attachment points define where accessories attach to a character's body. In Studio, attachments are represented by `Class.Attachment` objects.
## Creation process
Custom accessories are first created in 3D modeling programs, such as [Blender](https://www.blender.org/) or [Maya](https://www.autodesk.com/products/maya/overview), before importing the `.fbx` or `.gltf` model into Studio.
To get started creating your first avatar asset, see the [avatar tutorials](../../avatar/tutorials.md).
Depending on the type of asset you are creating, the creation process follows these high-level workflows:
<figure> <figcaption><center>Rigid Accessory Workflow</center></figcaption><img src="../../assets/art/accessories/Workflow-Rigid.png" /></figure>
<figure><figcaption><center>Layered Accessory Workflow</center></figcaption><img src="../../assets/art/accessories/Workflow-Layered.png" /></figure>
Since 3D creation isn't a linear process and always requires reiteration and testing, the process of creating an accessory can differ between individuals and various creation workflows.
## 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:
<table>
<thead>
<tr>
<th>Topic</th>
<th>Resources</th>
</tr>
</thead>
<tbody>
<tr>
<td>Tutorials</td>
<td>[Rigid accessory creation](../../art/accessories/creating-rigid/index.md) <br /><br />[Basic clothing creation](../../art/accessories/creating/index.md)</td>
</tr>
<tr>
<td>Reference files</td>
<td>[Accessory and clothing reference files](../../art/modeling/project-files.md)</td>
</tr>
<tr>
<td>Technical specs</td>
<td>[.FBX export settings](../../art/modeling/export-requirements.md)<br /><br />[General mesh specifications](../../art/modeling/specifications.md)<br /><br />[Accessory specifications](../../art/accessories/specifications.md)<br /><br />[Marketplace policy](../../marketplace/marketplace-policy.md)</td>
</tr>
<tr>
<td>Cosmetic creation</td>
<td>[Accessories overview](../../art/accessories/specifications.md)<br /><br />[Layered clothing overview](../../art/accessories/layered-clothing.md)<br /><br /><br />[Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md)<br /><br />[Accessory specifications](../../art/accessories/specifications.md)<br /><br />[Marketplace requirements](../../marketplace/marketplace-policy.md)</td>
</tr>
<tr>
<td>Texturing</td>
<td>[Texturing requirements](../../art/modeling/texture-specifications.md)<br /><br />[PBR textures](../../art/modeling/surface-appearance.md)</td>
</tr>
<tr>
<td>Rigging and skinning</td>
<td>[Rigging and skinning overview](../../art/modeling/rigging.md)<br /><br />[Humanoid rig requirements](../../art/characters/specifications.md#rigging)<br /><br />[Rig facial bones](../../art/characters/facial-animation/create-basic-heads.md#rigging)<br /><br />[Automatic Skin Transfer](../../art/accessories/automatic-skinning-transfer.md)<br /><br />[Skin facial bones](../../art/characters/facial-animation/create-basic-heads.md#skin-face-bones)</td>
</tr>
<tr>
<td>Publishing and Marketplace</td>
<td>[Uploading to Marketplace](../../marketplace/publish-to-marketplace.md)<br /><br />[Marketplace Policy](../../marketplace/marketplace-policy.md)<br /><br />[Fees and commissions](../../marketplace/marketplace-fees-and-commissions.md)</td>
</tr>
</tbody>
</table> | 1,832 | 4f912e9073451745eaa854a10928a9b52fee6845d9e7232467ced3799441665b |
https://create.roblox.com/docs/art/accessories/layered-clothing | content/en-us/art/accessories/layered-clothing.md | guide | 2026-03-29T11:46:39.074395+00:00 | # Layered Clothing
<div
className="container"
style=} >
<iframe
src="https://www.youtube-nocookie.com/embed/gXXukd6yOSs"
title="YouTube video player"
frameBorder="0"
allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share"
allowFullScreen
style=} ></iframe>
</div>
A high-level overview of 3D clothing on Roblox.
<div
className="container"
style=} >
<iframe
src="https://www.youtube-nocookie.com/embed/C-DwGRBHvmE"
title="YouTube video player"
frameBorder="0"
allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share"
allowFullScreen
style=} ></iframe>
</div>
Create and sell your first basic layered clothing.
Layered clothing accessories are 3D cosmetic items that users can equip and wear on their avatar body, such as pants, t-shirt, jackets, dresses, and more. Unlike [rigid accessories](../../art/accessories/index.md) that only attach to a specific point on a character, layered clothing stretches and fits over any body type and existing clothing.
To create a custom Roblox accessory for your own experience or to sell on the Marketplace, it's important to start with the following:
- A general background with 3D modeling tools such as [Blender](https://www.blender.org/) or [Maya](https://www.autodesk.com/products/maya/overview).
- An understanding of the [components that make up a layered accessory](#components-of-a-layered-clothing-accessory).
- An understanding of the general [clothing creation process](#creation-process).
- Review Roblox's official tutorials to create your own accessories:
- [Rigid accessory creation tutorial](../../art/accessories/creating-rigid/index.md) - covers each process required for converting a 3D model to a rigid accessory and publishing it to the Marketplace.
- [Clothing creation tutorial](../../art/accessories/creating/index.md) - a step-by-step process of creating your own avatar-ready clothing from scratch in Blender.
- [Additional tools, resources, and guides](#resources) provided by Roblox to standardize and expedite the creation process.
If you are a developer and are looking for information on manually equipping or configuring layered clothing accessories within an experience, including [implementing layered clothing on a non-standard character model](../../characters/appearance.md#layered-clothing-on-non-r15), see [Character appearance](../../characters/appearance.md).
Roblox also supports [classic clothing](#classic-clothing), 2D images that can be applied to your character's surface.
## Components of a layered clothing accessory
All accessory models are made up of the same base components of a [mesh object](#mesh-part), [textures](#textures), and [attachment](#attachments). Layered clothing requires additional components, such as a [poseable rig](#rigging-armature), and an [inner and outer cage](#inner-and-outer-cages), to allow the asset to stretch, fit, and layer over a target character and existing clothing items.
When [creating accessories](#creation-process), all of the components are created first in your modeling software, then converted to their appropriate Roblox Studio instance on import.
### Mesh part
<figure><img src="../../assets/art/accessories/Mesh-Example.png"/> <figcaption>T-shirt clothing mesh object</figcaption></figure>
<figure><img src="../../assets/art/accessories/Mesh-Bow-Example.png" /><figcaption>Bow accessory mesh object</figcaption></figure>
Simple accessories, such as the bow, are [rigid accessories](../../art/accessories/index.md) do not require the rigging and caging components that allow it to stretch and fit over a target.
All accessories require a single mesh object that represents the geometry of the accessory object. In Studio, this mesh object is represented as a `Class.MeshPart` nested under a single `Class.Model`
### Textures
<figure><img src="../../assets/art/accessories/Texture-Example.png" /> <figcaption>2D texture map for the t-shirt model</figcaption></figure>
<figure><img src="../../assets/art/accessories/Texture-Applied-Example.png" /><figcaption>T-shirt model with texture applied</figcaption></figure>
Textures are image files that define the surface appearance of your accessory. 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 `Class.MeshPart` objects by a child `Class.SurfaceAppearance` object or a `Class.MeshPart.TextureID` property.
### Attachments
<figure><img src="../../assets/art/accessories/Attachment-Example.png" /> <figcaption>Attachment geometry defines where the attachment connects with the character</figcaption></figure>
<figure><img src="../../assets/art/accessories/Attachment-Data-Model-Example.png" width="80%"/><figcaption>Geometry with the "_Att" suffix automatically convert to `Class.Attachment` objects in Studio</figcaption></figure>
For layered clothing, the attachment point is used to associate with the correct body part when the body ragdolls or is dismembered. In Studio, attachments are represented by `Class.Attachment` objects.
Attachments for clothing items are automatically generated in Studio using the [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md).
### Rigging armature
<figure><img src="../../assets/art/accessories/Rigging-Example.png" /> <figcaption>To ensure natural movement of the clothing item, it must be weighted to a character rig</figcaption></figure>
<figure><img src="../../assets/art/accessories/Rigging-Pose-Example.png" /><figcaption>When the rig is properly set up, the layered model can move and bend with the character rig</figcaption></figure>
A rigging armature defines how a layered asset can move with a character model. Using rigging and skinning techniques, you can set the areas of your clothes to move naturally with a character model's joints, such as ensuring a shirt sleeve correctly follows the movement of the elbow and shoulder. In Studio, this rigging and skinning data is saved to the mesh geometry.
### Inner and outer cages
<figure><img src="../../assets/art/accessories/Inner-Cage-Example.png" /> <figcaption>The inner cage defines the inner surface of the clothing item where the clothes wrap over</figcaption></figure>
<figure><img src="../../assets/art/accessories/Outer-Cage-Example.png" /><figcaption>The outer cage defines the outer surface of the clothing item where any additional clothes can wrap and layer over</figcaption></figure>
Cage meshes indicate the inner and outer surfaces of a layered accessory. The inside cage of a t-shirt defines how the t-shirt stretches and fits over a character body. The outer cage of a t-shirt defines how additional layered clothing fit over the t-shirt. In Studio, these cages are represented by `Class.WrapLayer` objects.
## Creation process
Custom accessories are first created in 3D modeling programs, such as [Blender](https://www.blender.org/) or [Maya](https://www.autodesk.com/products/maya/overview), before importing the `.fbx` or `.gltf` model into Studio.
To get started creating your first avatar asset, see [Avatar Tutorials](../../avatar/tutorials.md).
Depending on the type of asset you are creating, the creation process follows these high-level workflows:
<figure><figcaption><center>Layered Accessory Workflow</center></figcaption><br /><img src="../../assets/art/accessories/Workflow-Layered.png"/></figure>
<figure> <figcaption><center>Rigid Accessory Workflow</center></figcaption><br /><img src="../../assets/art/accessories/Workflow-Rigid.png" /></figure>
Since 3D creation isn't a linear process and always requires reiteration and testing, the process of creating an accessory can differ between individuals and various creation workflows.
## 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:
<table>
<thead>
<tr>
<th>Topic</th>
<th>Resources</th>
</tr>
</thead>
<tbody>
<tr>
<td>Tutorials</td>
<td>[Rigid accessory creation](../../art/accessories/creating-rigid/index.md) <br /><br />[Basic clothing creation](../../art/accessories/creating/index.md)</td>
</tr>
<tr>
<td>Reference files</td>
<td>[Accessory and clothing reference files](../../art/modeling/project-files.md)</td>
</tr>
<tr>
<td>Technical specs</td>
<td>[.FBX export settings](../../art/modeling/export-requirements.md)<br /><br />[General mesh specifications](../../art/modeling/specifications.md)<br /><br />[Accessory specifications](../../art/accessories/specifications.md)<br /><br />[Marketplace policy](../../marketplace/marketplace-policy.md)</td>
</tr>
<tr>
<td>Cosmetic creation</td>
<td>[Accessories overview](../../art/accessories/specifications.md)<br /><br />[Layered clothing overview](../../art/accessories/index.md)<br /><br />[Create face accessories](../../art/characters/facial-animation/create-face-accessories.md)<br /><br />[Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md)<br /><br />[Accessory specifications](../../art/accessories/specifications.md)<br /><br />[Marketplace requirements](../../marketplace/marketplace-policy.md)</td>
</tr>
<tr>
<td>Texturing</td>
<td>[Texturing requirements](../../art/modeling/texture-specifications.md)<br /><br />[PBR textures](../../art/modeling/surface-appearance.md)</td>
</tr>
<tr>
<td>Rigging and skinning</td>
<td>[Rigging and skinning overview](../../art/modeling/rigging.md)<br /><br />[Humanoid rigging requirements](../../art/characters/specifications.md#rigging)<br /><br />[Rigging facial bones](../../art/characters/facial-animation/create-basic-heads.md#rigging)<br /><br />[Auto skin transfer](../../art/accessories/automatic-skinning-transfer.md)<br /><br />[Skin facial bones](../../art/characters/facial-animation/create-basic-heads.md#skin-face-bones)</td>
</tr>
<tr>
<td>Testing and validation</td>
<td>[Calisthenics tool](../../art/modeling/calisthenics-tool.md)<br /><br />[Clothing validation tool](../../art/accessories/validation-tool.md)</td>
</tr>
<tr>
<td>Publishing and Marketplace</td>
<td>[Upload to Marketplace](../../marketplace/publish-to-marketplace.md)<br /><br />[Marketplace policy](../../marketplace/marketplace-policy.md)<br /><br />[Fees and commissions](../../marketplace/marketplace-fees-and-commissions.md)</td>
</tr>
</tbody>
</table>
## Classic clothing
Classic clothing assets are 2D images that you can apply to the surface of an avatar body as t-shirts, shirts, or pants. You can design these assets in any image processing software, test the textures in Studio, and then upload the designs to the Marketplace to sell. See [Classic clothing](../../art/classic-clothing.md) for more information on creating, uploading, and selling these assets.
<img src="../../assets/accessories/classic-clothing/Block-Avatar-Dressed.jpg" width="800" /> | 2,544 | bebb613167c5f0323c7ad1ea3ddcc15f891d2e2ed5d16640a288ae7c891ccd59 |
https://create.roblox.com/docs/art/accessories/publish-eyebrows-eyelashes | content/en-us/art/accessories/publish-eyebrows-eyelashes.md | guide | 2026-03-29T11:46:39.095581+00:00 | # Publish Eyebrows Eyelashes
Eyelashes and eyebrows are cosmetics that can help emphasize facial features and create a unique way of customizing a character. Similar to clothing, eyelashes and eyebrows are [3D layered clothing](../../art/accessories/layered-clothing.md) that can stretch and fit over different face shapes and can deform and stretch with character face animations.
<figure>
<img src="../../assets/art/accessories/Nature-Girl-No-Accessories.png"/>
<figcaption>Character body without eyelashes and eyebrows</figcaption>
</figure>
<figure>
<img src="../../assets/art/accessories/Nature-Girl-With-Face-Accessories.png"/>
<figcaption>Character body with eyelashes and eyebrows</figcaption>
</figure>
<figure>
<img src="../../assets/art/accessories/Eyebrows-Eyelashes-Only.png"/>
<figcaption>Standalone eyelashes and eyebrows</figcaption>
</figure>
When publishing eyelashes and eyebrows, you must parent these `Class.Accessory` objects under the avatar character's `Class.Model` prior to uploading the character `Model` to the Marketplace. These `Accessory` face objects must adhere to Roblox's accessory requirements and include layered components such as caging, rigging, and skinning components. For an overview on creating your own eyelashes and eyebrows, see [Create face accessories](../../art/characters/facial-animation/create-face-accessories.md). Eyebrows and Eyelash must use [Automatic Skinning Transfer](../../art/accessories/automatic-skinning-transfer.md) with the `RBX_Leader` and `RBX_Follower` special joints to be published on the marketplace.
At this time, you can only bundle **eyelashes**, **eyebrows**, and **hair** with your body on Marketplace upload. Other facial accessories, such as horns, makeup, glitter, or other cosmetics are not acceptable. See [Marketplace policy](../../marketplace/marketplace-policy.md) for specific information on allowable cosmetics and other policy regulations and guidelines.
## Configure eyelash and eyebrow accessories
Use the following steps to import your face accessory and body assets into Studio. After converting the eyelashes and eyebrows to `Accessory` objects, parent the `Accessory` objects within the character `Model` before uploading the character to the Marketplace.
You can download reference `.fbx` models of [eyelashes](../../assets/art/reference-files/Eyelashes.fbx), [eyebrows](../../assets/art/reference-files/Eyebrows.fbx), and an [avatar body](../../assets/art/reference-files/AnimeFemale-Studio-Ready.fbx) to follow along this process.
1. In the [3D Importer](../../art/modeling/3d-importer.md), import the `.fbx` files of your face accessory and body. The eyelashes, eyebrows, and body each populate in your Workspace as a `Model`.
1. If you are using the reference body, set **Rig General** > **Rig Type** to **Rthro**.
2. Use the [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md) and select the **Eyelash** or **Eyebrow** model and click **Next**.
<img src="../../assets/art/accessories/AFT-Eyebrows-Example.png"/>
3. Select the appropriate **Accessory** > **Eyelash** or **Accessory** > **Eyebrow** asset type and click **Next**.
4. (Optional) Preview the fit of your face accessory.
1. If the face accessory was modeled on a specific character body, you may want to import that character body into Studio and use it as a mannequin in the fitting tool's preview. See [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md) for more information on adding custom characters.
2. If using the provided reference body, you can continue to step 5.
5. Click **Generate MeshPart Accessory** to create your MeshPart.
6. **Repeat steps 2-5** for the other face accessory.
7. In the Outliner, **drag and drop** the face `Accessory` objects within the character `Model` instance. The accessories automatically equip and attach to the correct areas of your avatar character.
<figure>
<img src="../../assets/art/accessories/Anime-Girl-Eyebrows-Example.png"/>
<figcaption>Workspace preview of body with face accessories</figcaption>
</figure>
<figure>
<img src="../../assets/art/accessories/Face-Accessory-Hierarchy.png"/>
<figcaption>Outliner hierarchy</figcaption>
</figure>
8. If required, rename the accessory objects to `EyelashAccessory` or `EyebrowAccessory` accordingly.
9. Once you are ready to upload the avatar model with your face accessories, see [Upload an asset](../../marketplace/publish-to-marketplace.md#upload-an-asset) for instructions on uploading and publishing your avatar body with eyelashes and eyebrows to the Marketplace. | 1,050 | 9ff9e8f986d99d27f0e8aeebca6233981eccec08208a99eb5bcbfedd5f680da7 |
https://create.roblox.com/docs/art/accessories/project-files | content/en-us/art/accessories/project-files.md | guide | 2026-03-29T11:46:39.101680+00:00 | # Project Files
See [Resources](../../avatar/resources.md) for a complete list of avatar-related downloadable content.
The following `.fbx`, `.blend`, and `.ma` project files are available to use as templates or as reference:
<table>
<thead>
<tr>
<th><b>File</b></th>
<th><b>Description</b></th>
</tr>
</thead>
<tbody>
<tr>
<td><a href="../../assets/accessories/reference-files/Tshirt-model.fbx" download>Tshirt-model.fbx</a></td>
<td>Uncaged example clothing ready for caging in a 3D modeling software.</td>
</tr>
<tr>
<td><a href="../../assets/accessories/reference-files/Additional-FBX-assets.zip" download>Additional-FBX-assets.zip</a></td>
<td>Caged 3D accessory models ready for import into Studio or in a modeling tool.</td>
</tr>
<tr>
<td><a href="../../assets/accessories/reference-files/Caging-examples.zip" download>Additional-FBX-assets.zip</a></td>
<td>Additional caged clothing items from How to cage Roblox's [3D clothing video guide](https://www.youtube.com/watch?v=QwZaA9Gc-WQ).</td>
</tr>
<tr>
<td><a href="../../assets/art/reference-files/ClassicMannequin.fbx" download>ClassicMannequin.fbx</a></td>
<td>A [Classic body](../../art/characters/specifications.md#classic) type blank mannequin to use in Studio or your modeling application.</td>
</tr>
<tr>
<td><a href="../../assets/art/reference-files/ClassicMannequin_With-Cages.fbx" download>ClassicMannequin_With-Cages</a></td>
<td>A [Classic](../../art/characters/specifications.md#classic) body type blank mannequin with **body cages** to use in Studio or your modeling application for clothing design. Due to unconfigured cage objects, this file may not import correctly into Studio until modified.</td>
</tr>
<tr>
<td><a href="../../assets/art/reference-files/RthroMannequin.fbx" download>RthroMannequin.fbx</a></td>
<td>An [Rthro Normal](../../art/characters/specifications.md#normal) body type blank mannequin to use in Studio or your modeling application.</td>
</tr>
<tr>
<td><a href="../../assets/art/reference-files/RthroMannequin_With-Cages.fbx" download>RthroMannequin_With-Cages.fbx</a></td>
<td>An [Rthro Normal](../../art/characters/specifications.md#normal) body type blank mannequin with **body cages** to use in Studio or your modeling application to use in Studio or your modeling application for clothing design. Due to unconfigured cage objects, this file may not import correctly into Studio until modified.</td>
</tr>
<tr>
<td><a href="../../assets/art/reference-files/RthroSlenderMannequin.fbx" download>RthroSlenderMannequin.fbx</a></td>
<td>An [Rthro Slender](../../art/characters/specifications.md#slender) body type blank mannequin to use in Studio or your modeling application.</td>
</tr>
<tr>
<td><a href="../../assets/art/reference-files/RthroSlenderMannequin_With-Cages.fbx" download>RthroSlenderMannequin_With-Cages.fbx</a></td>
<td>An [Rthro Slender](../../art/characters/specifications.md#slender) body type blank mannequin with **body cages** to use in Studio or your modeling application to use in Studio or your modeling application for clothing design. Due to unconfigured cage objects, this file may not import correctly into Studio until modified.</td>
</tr>
</tbody>
</table>
<table>
<thead>
<tr>
<th><b>File</b></th>
<th><b>Description</b></th>
</tr>
</thead>
<tbody>
<tr>
<td><a href="../../assets/modeling/meshes/reference-files/Rig_and_Attachments_Templates.zip" download>Rig_and_Attachments_Template.blend</a></td>
<td>Starting armature rig template for Blender. Contains an armature with correct R15 naming conventions and attachment points. Use this template for rigging bodies and clothing items.</td>
</tr>
<tr>
<td><a href="../../assets/modeling/meshes/reference-files/Clothing_Cage_Templates.zip" download>Clothing_Cage_Template.blend</a></td>
<td>Starting template for Blender that includes a full-body inner and outer cage mesh for creation of layered clothing. Use this template for caging your clothing accessories.</td>
</tr>
<tr>
<td><a href="../../assets/modeling/meshes/reference-files/Combined_Templates.zip" download>Combined-Template.blend</a></td>
<td>Template file containing all content from previous templates, includes rig skeleton, body cages, attachment points. Use this template to rig and cage bodies and accessories.</td>
</tr>
</tbody>
</table>
<table>
<thead>
<tr>
<th><b>File</b></th>
<th><b>Description</b></th>
</tr>
</thead>
<tbody>
<tr>
<td><a href="../../assets/modeling/meshes/reference-files/Rig_and_Attachments_Templates.zip" download>Rig_and_Attachments_Template.ma</a></td>
<td>Starting armature rig template for Maya. Contains an armature with correct R15 naming conventions and attachment points. Use this template for creating bodies and clothing items.</td>
</tr>
<tr>
<td><a href="../../assets/modeling/meshes/reference-files/Clothing_Cage_Templates.zip" download>Clothing_Cage_Template.ma</a></td>
<td>Starting template for Maya, includes a full-body inner and outer cage mesh for creation of layered clothing. Use this template for caging your clothing accessories.</td>
</tr>
<tr>
<td><a href="../../assets/modeling/meshes/reference-files/Combined_Templates.zip" download>Combined-Template.ma</a></td>
<td>Template file containing all content from previous templates, includes rig skeleton, body cages, attachment points. Use this template to rig and cage bodies and accessories.</td>
</tr>
</tbody>
</table>
The following `.fbx` files were exported from Maya for use in modeling applications. If you are using Blender or Maya in your workflow, use the specific template files for those programs instead of the following files.
<table>
<thead>
<tr>
<th><b>File</b></th>
<th><b>Description</b></th>
</tr>
</thead>
<tbody>
<tr>
<td><a href="../../assets/modeling/meshes/reference-files/Rig_and_Attachments_Templates.zip" download>Rig_and_Attachments_Template.fbx</a></td>
<td>Starting armature rig template for general modeling software. Contains an armature with correct R15 naming conventions and attachment points. Use this template for creating bodies and clothing items.</td>
</tr>
<tr>
<td><a href="../../assets/modeling/meshes/reference-files/Clothing_Cage_Templates.zip" download>Clothing_Cage_Template.fbx</a></td>
<td>Starting template for general modeling software, includes a full-body inner and outer cage mesh for creation of layered clothing. Use this template for caging your clothing accessories.</td>
</tr>
</tbody>
</table> | 1,731 | 87bafbfa5d5e365698dfb6e72ba424d4d4916cf841da65bb5ad6239a7461664b |
https://create.roblox.com/docs/art/accessories/rig-and-cage-existing-models | content/en-us/art/accessories/rig-and-cage-existing-models.md | guide | 2026-03-29T11:46:39.142638+00:00 | # Rig And Cage Existing Models
You can use a third party modeling tool, such as [Blender](https://www.blender.org) or [Maya](https://www.autodesk.com/products/maya/overview), to modify an existing 3D object into a layerable 3D model that you can [import and convert](../../art/accessories/accessory-fitting-tool.md) into Studio as an `Class.Accessory`. To create a layered model, you must **parent** (Blender) or **bind** (Maya) a 3D model to a mannequin armature and then modify two additional meshes to fit around the inner and outer surface of the accessory model.
This guide covers the basic workflow for converting a 3D model into a layerable model in Blender using the following steps:
1. [Importing](#import) a 3D asset into a template Blender project file.
2. [Parenting](#parent-and-weight) the imported mesh object to the project file's armature rig with Blender's Automatic Weights feature.
1. Manual skinning is not covered, see [Skin a simple mesh](../modeling/skin-a-simple-mesh.md) for an overview of manual skinning.
3. [Editing](#edit-inner-and-outer-cage-meshes) the Inner and Outer Cage meshes to represent the inner and outer surface of the model.
A full list of asset requirements for a layered model can be found in [Layered model specifications](../../art/accessories/specifications.md).
This guide uses <a href="https://www.blender.org/download/releases/3-0/">Blender version 3.0</a>. If you are
using another version of Blender, there may be minor differences in UI and
settings.
## Import
Set up the project by opening the [rig template project](../../assets/modeling/meshes/reference-files/Rig_and_Attachments_Templates.zip) and importing the [sample accessory model](../../assets/accessories/reference-files/Tshirt-model.fbx).
To import and parent the accessory model:
1. In Blender, open the [rig template project](../../assets/modeling/meshes/reference-files/Rig_and_Attachments_Templates.zip). This file contains the default armature required for layered clothing.
<img
alt="Blender Mannequin Template Project"
src="../../assets/accessories/lc-blender-template-opened.png"
width="80%" />
2. In the Outliner, toggle the Hide icon to visually remove any non-armature objects in your workspace, such as Attachments.
<video controls width="80%" src="../../assets/accessories/1_lc-blender-unhide-cages.mp4">
</video>
3. In the File Menu, select **Import** and click **FBX (.fbx)**. Select the accessory model file you intend to fit onto the mannequin. The accessory populates in the workspace and, depending on how the asset was modeled, may need resizing or adjustment to fit on the mannequin.
<video controls width="80%" src="../../assets/accessories/2_lc-blender-import-tshirt.mp4">
</video>
## Parent and weight
For this basic accessory, parent the imported mesh to the template mannequin armature using Blender's [Automatic Weights](https://docs.blender.org/manual/en/latest/animation/armatures/skinning/parenting.html#with-automatic-weights) feature. Parenting the accessory model mesh to the armature in this way enables the 3D model to move and deform naturally with the character in Studio.
Complex clothing and accessory items with moving parts may require more precise skinning with Blender's <a href="https://docs.blender.org/manual/en/3.5/grease_pencil/modes/weight_paint/introduction.html#weight-paint">Weight Painting</a> or other skinning tools. See [Skin a simple mesh](../modeling/skin-a-simple-mesh.md) for an example of manual skinning.
To parent the mesh object with the mannequin armature:
1. In the Outliner, temporarily hide both of the Cage objects to expose the Armature by toggling the Hide icon.
2. In the Workspace, click the mesh object, then hold <kbd>Shift</kbd> and **click** the mannequin's armature.
3. Right click, or use <kbd>Ctrl</kbd><kbd>P</kbd> (<kbd>⌘</kbd><kbd>P</kbd>) to parent the accessory to the armature by selecting **Automatic Weights**.
<video controls width="80%" src="../../assets/accessories/3_lc-blender-parenting-a-mesh.mp4">
</video>
4. Reduce visual clutter by hiding all objects except the **cages** and **model**. Click on the <img src="../../assets/accessories/lc-blender-hide-symbol.png" /> symbol next to the object in the Outliner panel.
<video controls width="80%" src="../../assets/accessories/4_lc-blender-outliner-cleanup.mp4">
</video>
## Edit inner and outer cage meshes
After parenting and weighting your clothing item, you can start adding the cage meshes to your clothing to indicate the inner and outer surfaces of your clothing.
When setting up the cages, the accessory model needs to fit on top of the inner cage and then the outer cage must be adjusted to fit tightly over the model object.
You can quickly add these two full-body meshes from the [Clothing_Cage_Template.blend](../../assets/modeling/meshes/reference-files/Clothing_Cage_Templates.zip) into your existing project.
Don't delete vertices or alter the UVs on the Inner or Outer Cages as this can cause errors when importing in Studio or when equipping onto a character.
To quickly add clothing cages to your project:
1. Download the [Clothing_Cage_Template.blend](../../assets/modeling/meshes/reference-files/Clothing_Cage_Templates.zip) project.
2. In your current Blender project, switch to Object Mode and navigate to **File** > **Append**. A file browser displays.
<img src="../../assets/accessories/lc-blender-append.png" width = "40%"/>
3. Click on the Clothing_Cage_Template.blend file and navigate to the **Object** folder.
<img src="../../assets/accessories/lc-blender-append-cages.png" width = "60%"/>
4. In the Object folder, hold <kbd>Shift</kbd> and select both `YourClothingName_InnerCage` and `YourClothingName_OuterCage` and click **Append**. The two cage mesh objects populate in your project.
<img src="../../assets/accessories/lc-blender-workspace-cages.png" />
To modify cages for your accessory model:
1. In the Outliner panel, rename the **\_InnerCage** and **\_OuterCage** meshes to match the imported mesh object (ex. Tshirt_InnerCage, Tshirt_OuterCage). Make sure this exactly matches the mesh name that you imported.
<img src="../../assets/accessories/lc-blender-selecting-cage-in-outlier.png"/>
2. In the Outliner window, select the \_OuterCage mesh and switch to **Edit Mode** <kbd>Tab</kbd>.
3. In the Viewport, enable **X-Ray** view and **Materials View** to improve visibility and access to the vertices of the outer cage mesh.
<video controls width="80%" src="../../assets/accessories/5_lc-blender-adjusting-viewport-settings.mp4">
</video>
4. While in Edit Mode, adjust the vertices with the Edit Mode tools so that the Outer Cage completely covers the top of the accessory.
When manipulating vertices, try to keep each face (the space between vertices) consistently sized and retain symmetry wherever possible. Use the symmetry toggles on the top right of the Viewport when applicable.
<video controls width="80%" src="../../assets/accessories/6_lc-blender-adjusting-outer-cage-vertices.mp4">
</video>
A finished outer cage should completely cover the accessory with minimal extra space. For comparison, you can download a completed caged version of the Tshirt model [here](../../assets/accessories/reference-files/Tshirt-caged.fbx).
<video controls width="80%" src="../../assets/accessories/8_lc-blender-finished-outer-cage.mp4"></video>
When finished with the caging and modeling of your asset, see [Exporting requirements](../../art/modeling/export-requirements.md#blender) for details on exporting the model from Blender.
After exporting, see [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md) and [Converting clothing accessories tutorial](../accessories/creating/converting.md) for instructions on importing and converting the model into a usable accessory.
## Tips for editing cages
The following tips may be helpful when manipulating your cage vertices:
- On the top-right of the Viewport, toggle different [Viewport Shading](https://docs.blender.org/manual/en/latest/editors/3dview/display/shading.html) options, such as **Material Preview** and **X-Ray**, when necessary to better access vertices and view your caging progress.
- You can hide vertices you're currently not adjusting by using **Hide** (<kbd>H</kbd>) and **Unhide** (<kbd>Alt</kbd><kbd>H</kbd>; <kbd>⌥</kbd><kbd>H</kbd>).
- Multiple vertices can be selected and adjusted at the same time. Use **Move**, **Scale**, or any other Blender tools to make adjustments to multiple vertices at once.
<video controls width="80%" src="../../assets/accessories/7_lc-adjusting-multiple-vertices.mp4">
</video> | 2,067 | 86b552a8978cfd50aa9c0b0ef5cfe854b53374388c34a2cc0972a87339d64063 |
https://create.roblox.com/docs/art/accessories/specifications | content/en-us/art/accessories/specifications.md | guide | 2026-03-29T11:46:39.227353+00:00 | # Specifications
When creating rigid accessories for Roblox, it's important to meet specific technical requirements to ensure compatibility and optimize for performance and quality. Many of these requirements must be applied when designing and modeling your asset in a third-party modeling application.
Although rigid accessories and layerable clothing accessories share many technical requirements, layerable accessories must include [additional components](../../art/accessories/clothing-specifications.md) to ensure the accessories deform and stretch appropriately on different body scales.
If you are intending to publish and sell these assets on the Marketplace, there are additional [Marketplace policy](../../marketplace/marketplace-policy.md) standards that you must follow for any accessory or clothing item.
When ready to export, see [Export requirements](../../art/accessories/export-settings.md) for mesh export settings for Blender and Maya.
If creating other types of 3D models:
<ul>
<li>For generic meshes, see [general mesh specifications](../modeling/specifications.md) and [general export settings](../modeling/export-requirements.md).</li> <br />
<li>For layered accessories, see [layered accessory specifications](../accessories/clothing-specifications.md) and [layered export settings](../accessories/clothing-export-settings.md).</li> <br />
<li>For avatar characters, see [avatar specifications](../characters/specifications.md) and [avatar export settings](../characters/export-settings.md).</li>
</ul>
## Geometry and budgets
- **Single Mesh** - Accessories must be a single mesh.
- **Budgets** - Accessories can't exceed **4k** triangles.
- **Watertight** - All geometry must be watertight without exposed holes or backfaces.
- Use **quads** whenever possible. Avoid faces with 5 or more sides.
- **Mesh Size** - Depending on the type of accessory asset, meshes must follow a standard size (in studs, centered on attachment point) depending on the [body scale](#body-scale) it is designed for.
### Body scale
Roblox supports 3 types of body scales: `Classic`, `Normal`, and `Slender`. When designing your accessory, the size of your accessory cannot exceed the following sizes based on body scale and accessory asset type. Accessory size is measured based on attachment orientation.
See [Body scale](../accessories/body-scale.md) for more information on the different types of body proportions Roblox supports.
You can use tools like the [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md) to help visualize and adjust the scale of your mesh on a mannequin within a visualized boundary before uploading and publishing the asset.
#### Classic
<table>
<thead>
<tr>
<th>Asset Type</th>
<th>Width (X)</th>
<th>Height (Y)</th>
<th>Depth (Z)</th>
</tr>
</thead>
<tbody>
<tr>
<td>Hat</td>
<td>3</td>
<td>4</td>
<td>3</td>
</tr>
<tr>
<td>Hair</td>
<td>3</td>
<td>5* <br /> (Not centered: 2 up, 3 down)</td>
<td>3.5* <br /> (Not centered: 1.5 front, 2 behind)</td>
</tr>
<tr>
<td>Face</td>
<td>3</td>
<td>2</td>
<td>2</td>
</tr>
<tr>
<td>Eyebrow and Eyelashes</td>
<td>1.5</td>
<td>0.5</td>
<td>0.5</td>
</tr>
<tr>
<td>Neck</td>
<td>3</td>
<td>3</td>
<td>2</td>
</tr>
<tr>
<td>Shoulder (attached to NeckAttachment)</td>
<td>7</td>
<td>3</td>
<td>3</td>
</tr>
<tr>
<td>Shoulder (other)</td>
<td>3</td>
<td>3</td>
<td>3</td>
</tr>
<tr>
<td>Front</td>
<td>3</td>
<td>3</td>
<td>3</td>
</tr>
<tr>
<td>Back</td>
<td>10</td>
<td>7</td>
<td>4.5* <br /> (Not centered: 1.5 front, 3 behind)</td>
</tr>
<tr>
<td>Waist</td>
<td>4</td>
<td>3.5* <br /> (Not centered: 1.5 up, 2 down)</td>
<td>7</td>
</tr>
</tbody>
</table>
#### Normal
<table>
<thead>
<tr>
<th>Asset Type</th>
<th>Width (X)</th>
<th>Height (Y)</th>
<th>Depth (Z)</th>
</tr>
</thead>
<tbody>
<tr>
<td>Hat</td>
<td>1.87</td>
<td>2.5</td>
<td>1.87</td>
</tr>
<tr>
<td>Hair</td>
<td>1.87</td>
<td>3.12* <br /> (Not centered: 1.25 up, 1.875 down)</td>
<td>2.18* <br /> (Not centered: 0.9375 front, 1.25 behind)</td>
</tr>
<tr>
<td>Face</td>
<td>1.87</td>
<td>1.25</td>
<td>1.25</td>
</tr>
<tr>
<td>Eyebrow and Eyelashes</td>
<td>1.5</td>
<td>0.5</td>
<td>0.5</td>
</tr>
<tr>
<td>Neck</td>
<td>2.95</td>
<td>3.68</td>
<td>2.16</td>
</tr>
<tr>
<td>Shoulder (attached to NeckAttachment)</td>
<td>6.90</td>
<td>3.68</td>
<td>3.24</td>
</tr>
<tr>
<td>Shoulder (attached to RightCollarAttachment, LeftCollarAttachment)</td>
<td>2.95</td>
<td>3.68</td>
<td>3.24</td>
</tr>
<tr>
<td>Shoulder (attached to RightShoulderAttachment, LeftShoulderAttachment)</td>
<td>2.67</td>
<td>4.40</td>
<td>3.09</td>
</tr>
<tr>
<td>Front</td>
<td>2.95</td>
<td>3.68</td>
<td>3.24</td>
</tr>
<tr>
<td>Back</td>
<td>9.86</td>
<td>8.59</td>
<td>4.87* <br /> (Not centered: 1.623 front, 3.246 behind)</td>
</tr>
<tr>
<td>Waist</td>
<td>3.94</td>
<td>4.29* <br /> (Not centered: 1.842 up, 2.457 down)</td>
<td>7.57</td>
</tr>
</tbody>
</table>
#### Slender
<table>
<thead>
<tr>
<th>Asset Type</th>
<th>Width (X)</th>
<th>Height (Y)</th>
<th>Depth (Z)</th>
</tr>
</thead>
<tbody>
<tr>
<td>Hat</td>
<td>1.78</td>
<td>2.5</td>
<td>1.78</td>
</tr>
<tr>
<td>Hair</td>
<td>1.78</td>
<td>3.12* <br /> (Not centered: 1.25 up, 1.875 down)</td>
<td>2.08* <br /> (Not centered: 1.892 front, 1.189 behind)</td>
</tr>
<tr>
<td>Face</td>
<td>1.78</td>
<td>1.25</td>
<td>1.18</td>
</tr>
<tr>
<td>Eyebrow and Eyelashes</td>
<td>1.5</td>
<td>0.5</td>
<td>0.5</td>
</tr>
<tr>
<td>Neck</td>
<td>2.59</td>
<td>3.39</td>
<td>1.92</td>
</tr>
<tr>
<td>Shoulder (attached to NeckAttachment)</td>
<td>6.05</td>
<td>3.39</td>
<td>2.88</td>
</tr>
<tr>
<td>Shoulder (attached to RightCollarAttachment, LeftCollarAttachment)</td>
<td>2.59</td>
<td>3.39</td>
<td>2.88</td>
</tr>
<tr>
<td>Shoulder (attached to RightShoulderAttachment, LeftShoulderAttachment)</td>
<td>2.37</td>
<td>3.96</td>
<td>2.75</td>
</tr>
<tr>
<td>Front</td>
<td>2.59</td>
<td>3.39</td>
<td>2.88</td>
</tr>
<tr>
<td>Back</td>
<td>8.64</td>
<td>7.91</td>
<td>4.32* <br /> (Not centered: 1.443 front, 2.886 behind)</td>
</tr>
<tr>
<td>Waist</td>
<td>3.76</td>
<td>3.29* <br /> (Not centered: 1.414 up, 1.885 down)</td>
<td>6.73</td>
</tr>
</tbody>
</table>
## Textures
- Textures for Marketplace assets cannot exceed 2048x2048 resolution.
- Textures created for accessories must meet Roblox's [texture specifications](../../art/modeling/texture-specifications.md).
## Attachment points
`Class.Attachment` objects indicate where an accessory model attaches to a point on a character body. Whether you are creating rigid or [layered](./layered-clothing.md) accessories, Studio's [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md) (AFT) automatically adds and configures the appropriate `Class.Attachment` with the following specifications:
- **One attachment** - Each accessory, including layered clothing, require at least one attachment point to its associated body part.
- **Naming Convention** - The `Class.Attachment` name must follow a specific naming convention depending on the `Class.Accessory.AccessoryType`. The AFT generates an appropriate `Class.Attachment` name automatically.
If setting or configuring attachments manually in Studio, use the following names for your `Class.Attachment` object depending on the accessory type:
<table>
<thead>
<tr>
<th>Accessory type</th>
<th>Attachment name</th>
</tr>
</thead>
<tbody>
<tr>
<td>Hat</td>
<td>`HatAttachment`</td>
</tr>
<tr>
<td>Hair</td>
<td>`HairAttachment`</td>
</tr>
<tr>
<td>Back</td>
<td>`BodyBackAttachment`</td>
</tr>
<tr>
<td>Waist</td>
<td>`WaistFrontAttachment`, `WaistCenterAttachment`, `WaistBackAttachment`</td>
</tr>
<tr>
<td>Shoulder</td>
<td>`RightShoulderAttachment`, `RightCollarAttachment`, `NeckAttachment`, `LeftCollarAttachment`, `LeftShoulderAttachment`</td>
</tr>
<tr>
<td>Face, Eyelash, Eyebrow</td>
<td>`FaceFrontAttachment`, `FaceCenterAttachment`</td>
</tr>
<tr>
<td>Neck</td>
<td>`NeckAttachment`</td>
</tr>
<tr>
<td>Front</td>
<td>`BodyFrontAttachment`</td>
</tr>
</tbody>
</table>
Importing attachment objects from a third-party tool is not supported for rigid accessories, but is supported for [character bodies](../characters/specifications.md#attachments).
- **Shoulders and Collars** - Even though they are in similar locations, Shoulder and Collar attachment points interact with character rigs differently for rigid accessories.
- Items using `RightShoulderAttachment` or `LeftShoulderAttachment` move with the character's arm.
- Items using `RightCollarAttachment` or `LeftCollarAttachment` do not move with the character's arm.
## Layered properties
Accessories, such as clothing items, which stretch and fit around any character body type, must include additional configurations to achieve the layering effect. See [Clothing specifications](../../art/accessories/clothing-specifications.md) for specifications required to create layerable accessories.
## Marketplace requirements
Your items must meet the following requirements before you upload them to the Marketplace to sell:
- Ensure that your items adhere to the [Marketplace program guidelines](../../marketplace/marketplace-policy.md).
- Whenever applicable, ensure that your items adhere to Roblox's [custom mesh specifications](../../art/modeling/specifications.md).
- Object `Class.MeshPart.Material|Material` is set to `Plastic`.
- Object `Class.MeshPart.Transparency|Transparency` is set to 0.
- Object `Class.MeshPart.VertexColor|VertexColor` is the default `1, 1, 1`.
- Your `Class.Accessory` instance does not contain extraneous objects, like `Class.Script` or additional `Class.Part` instances. | 3,357 | e70ba2bc1a62dce1847e65bb345531db9c5352bdec1ea13804d4dc39cef32db2 |
https://create.roblox.com/docs/art/accessories/validation-tool | content/en-us/art/accessories/validation-tool.md | guide | 2026-03-29T11:46:39.264542+00:00 | # Validation Tool
The **Layered Clothing Validation Tool** is a supplemental tool you can install in either [Blender](https://www.blender.org/download/releases/3-0/) or [Maya](https://www.autodesk.com/products/maya/overview) to help quickly identify and fix common issues with layered clothing assets before you export them.
<figure>
<img src="../../assets/accessories/validation-tool/Blender-Validation-Tool.png" width="80%" />
<figcaption>Blender Validation Tool</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/validation-tool/Maya-Validation-Tool-Opened.png" width="80%" />
<figcaption>Maya Validation Tool</figcaption>
</figure>
While this tool can save you time in the typical iteration process between your 3D modeling program and Studio, the tool doesn't provide comprehensive verification of all aspects of layered clothing assets. You must ensure your layered clothing model meets both the [general mesh requirements](../../art/modeling/specifications.md) and Roblox-specific [layered clothing requirements](../../art/accessories/specifications.md#layered-requirements) prior to importing it into Studio.
## Install the Clothing Validation Tool
There are two separate installation files and instructions for Blender and Maya.
The Layered Clothing Validation Tool is designed for both [Blender 3.0](https://www.blender.org/download/releases/3-0/) and [Maya 2022](https://www.autodesk.com/products/maya/overview). You can download and modify the tool for any use.
### Blender
To install the Clothing Validation Tool in Blender:
1. Download [ValidationTool_Blender.zip](../../assets/accessories/validation-tool/ValidationTool_Blender.zip) and save the `.zip` file locally.
2. In Blender, navigate to **Edit** > **Preferences**.
3. In Preferences, go to the **Add-Ons** section on the left side-bar.
<img src="../../assets/accessories/validation-tool/Blender-Add-On-Preferences.png" width="70%" />
4. Click the **Install...** button. A file browser displays.
5. Select the downloaded `.zip` file and click **Install Add-On**.
6. In the **Add-Ons section**, find the **Validation Tool** and **enable the add-on**.
<img src="../../assets/accessories/validation-tool/Blender-Enable-Add-On.png" width="70%" />
7. Return to your workspace and **expand the side toolbar** in the Viewport to access the add-on.
<figure>
<img src="../../assets/accessories/validation-tool/Blender-Sidebar-Indicator.png" />
<figcaption>Sidebar indicator</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/validation-tool/Blender-Validation-Tool-Opened.png" width="48%" />
<figcaption>Expanded sidebar</figcaption>
</figure>
### Maya
Before you begin the process of installing the Validation Tool in Maya, you must install [Python 3.0](https://www.python.org/downloads/) or higher. If you already have Python installed, you can proceed to installing the Validation Tool.
To install Python 3.0+ on your device:
1. Download the appropriate installer from the official [Python website](https://www.python.org/downloads/).
2. Open the installer and follow the installation instructions.
- Enable **Add Python ### to PATH** before selecting **Install Now**.
<img src="../../assets/accessories/validation-tool/Maya-Install-Python-Settings.png" width="60%" />
To install the Clothing Validation Tool in Maya:
1. Download [ValidationTool_Maya.zip](../../assets/accessories/validation-tool/ValidationTool_Maya.zip) and unzip the content in a local directory.
2. Open the contents of the `.zip` file in a file browser.
- If on Windows, **double-click** `install.bat`. This runs a batch script that enables you to quickly run the Validation Tool in Maya.
- If on Mac, **right-click** the `install.command` file and select **Open With** > **Terminal**. This runs a terminal script that enables you to quickly run the Validation Tool in Maya.
<img src="../../assets/accessories/validation-tool/Mac-Right-Click-Install.png" width="40%" />
If on Mac, you may need to adjust the read/write permissions for the `install.command` file to run successfully. This step requires administrator access.
To allow the `install.command` file to have full read and write access:
1. Open **terminal** and use the `cd` command to navigate to the directory of the saved `install.command` file.
2. Type the command `chmod 777 install.command` and press **Enter**. This should enable all read and write privileges for this file.
3. When prompted, type your Maya version and press **Enter**. For example, if using Maya 2020, input **2020** as your version.
<img src="../../assets/accessories/validation-tool/Maya-Install-Prompt-1.png" width="70%" />
4. When installation is successful, the following message displays:
<img src="../../assets/accessories/validation-tool/Maya-Command-Prompt-Success.png" width="60%" />
5. Open Maya and navigate to **Windows** > **General Editors** > **Script Editor**.
<img src="../../assets/accessories/validation-tool/Maya-Script-Editor-Menu.png" width="60%" />
6. When using the plugin for the first time, in the Script Editor, type `import ValidationTool` then press the **Play** button in the top bar of the Script Editor. The plugin UI displays.
<img src="../../assets/accessories/validation-tool/Maya-Script-Editor.png" width="60%" />
- When using the plugin after the initial launch, launch the plugin by typing `ValidationTool.validationTool()` and clicking the **Play** button.
- Alternatively, you can set up a shortcut from the plugin UI after initial launch by clicking the **Create shortcut button on Maya shelf** button.
<img src="../../assets/accessories/validation-tool/Maya-Shortcut.png" width="40%" />
## Validate assets
With the plugin active and a layered asset in your workspace, you can begin validating content. After the check, results with issues change to **red** (Blender) or **yellow** (Maya). You can resolve some failed checks by clicking the check button. See [Checks and Troubleshooting Steps](#checks-and-troubleshooting-steps) for details on each validation check.
<figure>
<img src="../../assets/accessories/validation-tool/Blender-Failed-Check-Example.png" width="81%" />
<figcaption>Checks without issues display as grey (Blender) or green (Maya).</figcaption>
</figure>
<figure>
<img src="../../assets/accessories/validation-tool/Blender-Failed-Check-Viewport.png" />
<figcaption>In this example, potential intersection issues are highlighted in the Viewport.</figcaption>
</figure>
To use the Validation Tool on your asset:
1. **Select** the object in your scene.
2. Open the Validation Tool and click **Check Assets**. After a few moments, the UI updates and produces an output message.
3. Results with issues are highlighted with red or yellow. Some issues can be automatically corrected by clicking the highlighted button.
This Validation Tool only checks for common clothing creation issues. Ensure your layered clothing model meets both the [general mesh specifications](../../art/modeling/specifications.md) and Roblox-specific [layered clothing specifications](../../art/accessories/specifications.md#layered-requirements) before uploading to Studio.
## Checks and troubleshooting steps
Refer to the table below for details on the specific checks and troubleshooting steps:
<dl>
<dt>**Layers**</dt>
<dd>Checks for extra layers in the scene. Automatic fix attempts to remove extra layers. <p />If the automatic fix fails, manually remove extra layers.</dd><p />
<dt>**Transforms**</dt>
<dd>Checks that geometry location, rotation, and scale are frozen (`0`,`0`,`0`). Automatic fix attempts to freeze the transforms. This may cause changes to your rig. <p />If the automatic fix fails, manually freeze your geometry.</dd><p />
<dt>**Unused Material**</dt>
<dd>Checks for any unused data in the scene, such as [orphan data](https://docs.blender.org/manual/en/latest/editors/outliner/interface.html?highlight=orphan) (Blender) or [construction history](https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2022/ENU/Maya-Basics/files/GUID-503E227B-EF49-4A78-B3CA-7EAC588017C9-htm.html) (Maya), or unused materials. Automatic fix attempts to remove extra data. <p />If automatic fix fails, manually remove unnecessary data and objects.</dd><p />
<dt>**Keyframes**</dt>
<dd>Checks for any unnecessary keyframes. Automatic fix attempts to remove keyframes.<p /> If automatic fix fails, manually remove keyframe data.</dd><p />
<dt>**Attachment Points**</dt>
<dd>Checks that attachment points are present and use the correct naming convention. Automatic fix attempts to parent any unexpected attachment points.</dd><p />
<dt>**Intersection**</dt>
<dd>Checks for any intersection between character geometry and the inner/outer cage mesh geometry. In Blender, clicking the button switches to **Edit Mode** and highlights vertices that are intersecting the inner or outer mesh. <p />Some edges, such as edges of the holes for the sleeves, neck and torso edges, may be highlighted by default behavior and can be ignored.</dd><p />
<dt>**Texture Format**</dt>
<dd>Checks that textures match texture requirements, such as resolution size. Users can also select an external image file. Refer to the output messages to manually resolve any texture related issues.</dd>
</dl> | 2,139 | 3366331e0859fb50a9cb0d94f7b195015456efe6badbd925953bb0d48b20e743 |
https://create.roblox.com/docs/art/characters/creating/caging | content/en-us/art/characters/creating/caging.md | guide | 2026-03-29T11:46:39.453556+00:00 | # Caging
**Caging** is the process of updating the [cage mesh component](../../../art/characters/index.md#cage-meshes) of your avatar character. To allow your character to correctly wear layered clothing and accessories, you must update the default template cage mesh object to match the sculpting changes you made to your custom character.
Since this tutorial only applies modeling changes to the head, the caging instructions below only apply to the **Head_OuterCage** object. If you make geometry changes to other parts of the character, you must also adjust those specific **\_OuterCage** objects to match your sculpting changes.
Do not delete any vertices or faces of the provided cages. Destructive modification of the cages can cause import issues and prevent the character model from equipping clothing and cosmetics.
<figure><img src="../../../assets/art/avatar/basic-creation/Pre-Caging.png" /> <figcaption>Default head cage mesh no longer fits over sculpted head</figcaption></figure>
<figure><img src="../../../assets/art/avatar/basic-creation/Post-Caging.png" /><figcaption>Head cage mesh after adjustment</figcaption></figure>
If your character body shape incorporates many changes with different body parts, it may be more efficient to use the [Blender Cage Template](../../../assets/modeling/meshes/reference-files/Body_Cage_Templates.zip). This Blender project file includes a helper full-body `std_cage_deformable` mesh to automatically apply vertex changes to the individual body-part cages at the same time.
To begin caging your character:
1. Starting from the Layout Tab, hide everything in the Outliner except the **Head_OuterCage** and the **Head_Geo** objects.
<img src="../../../assets/art/avatar/basic-creation/Caging-Outer-Cage-Objects.png" />
<video controls src="../../../assets/art/avatar/basic-creation/Caging_01.mp4" width="100%"></video>
2. With the **Head_OuterCage** selected, navigate to **Object Properties** > **Viewport Display** and set the **Display As** to **Wire**. Toggle this setting back to **Solid** when you are finished.
<video controls src="../../../assets/art/avatar/basic-creation/Caging_02.mp4" width="100%"></video>
3. Click on the **Head_OuterCage** object and switch to **Edit Mode**.
4. Enable **X-Axis symmetry** and **Topology Mirror** to ensure you are making symmetrical vertex changes to your cage.
<img src="../../../assets/art/avatar/basic-creation/Caging-Symmetry-Settings.png" />
5. Switch to **Edit Mode**.
6. Using the **Grab tool** (<kbd>G</kbd>), click and grab parts of the cage mesh and align it to fit tightly over the goblin head mesh. Keep the following in mind:
1. **Never delete any of the cage vertices.** Missing vertices can cause errors and issues with equipping clothing accessories.
2. If editing the base of your head cage, ensure that the base of the Head cage aligns with the top of the UpperTorso cage.
3. In different Select modes, hold <kbd>Shift</kbd> and click multiple vertices/edges/faces to select and edit the geometry.
4. You can verify a tight fit by grabbing vertices and moving them into the Head_Geo mesh to check where the meshes intersect and moving the cage vertices until the cage mesh just covers the head mesh.
<video controls src="../../../assets/art/avatar/basic-creation/Caging_03.mp4" width="100%"></video>
5. Toggle visibility on your different mesh objects to improve visibility and access to vertices.
6. After the wireframe is tightly fitted over the head mesh, set the **Display As** back to **Solid** and spot check and fix any intersecting vertices.
<video controls src="../../../assets/art/avatar/basic-creation/Caging_04.mp4" width="100%"></video>
Your final product should feature a cage mesh that sits directly over the head mesh without any of the Head_Geo geometry intersecting through the solid sections of the cage.
<img src="../../../assets/art/avatar/basic-creation/Post-Caging.png" />
For a comparison reference, you can download [this version of the tutorial project with caging completed](../../../assets/art/reference-files/checkpoint/3_Goblin-caged.blend). | 927 | f493f6f299d359d30d262d01ad108575e9ec29c08799627dbb433e73bc3e22d9 |
https://create.roblox.com/docs/art/characters/creating/export-character | content/en-us/art/characters/creating/export-character.md | guide | 2026-03-29T11:46:39.475946+00:00 | # Export Character
It's important to test your assets multiple times at every point of the asset creation process, whether it is within Blender or after importing into Studio. See [Test characters](../../../art/characters/testing/index.md) for more information.
Whether you are exporting your character for testing, or are performing a final export out of Blender, you must apply the appropriate export settings to ensure that Blender exports the proper character data.
To export your character:
1. In the topbar, click **File** > **Export** > **FBX (.fbx)**. The Blender file browser window displays.
2. Set **Path Mode** to **Copy** and enable the **Embed Textures** icon.
3. In the Include section, enable **Custom Properties**.
4. Expand the Armature section and uncheck **Add Leaf Bones**.
5. Enable **Bake Animation**.
6. Expand Bake Animation and **uncheck NLA Strips**, **All Actions**, and **Force Start/End Keyframes**.
7. In Bake Animation, set **Simplify** to **0.0**.
8. Click the **Export FBX** button. Save the `.fbx` to the directory of your choice.
<img src="../../../assets/art/avatar/basic-creation/Export-Settings.png" width = "60%" />
After exporting your .fbx file, 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.
After importing the `Class.Model` character to Studio, you can now perform the following with this asset:
- [Upload the character](../../../art/accessories/creating-rigid/publishing.md) to the Marketplace.
- Use the humanoid character on an existing experience by applying a [HumanoidDescription](../../../characters/appearance.md#manually-modify-appearance)to the `Class.Model` object.
- Save the asset to your [Toolbox](../../../projects/assets/toolbox.md) to share or use within any of your experiences. | 421 | 142eba0b6f8dcd586847cc9a5a2bc903a12d107cd795d0b077121c91c8ada8a3 |
https://create.roblox.com/docs/art/characters/creating/combine-head-geometry | content/en-us/art/characters/creating/combine-head-geometry.md | guide | 2026-03-29T11:46:39.536138+00:00 | # Combine Head Geometry
Whenever you are ready to export your model, it's important to clean up your project to ensure that your model is ready to export. This includes the following tasks that ensure the customized template model and all of the avatar components can import into Studio successfully:
- Combining extra head geometry
- Removing extra head bones
- Verifying attachment points
- Final technical checks
Failure to combine head geometry and [remove head bones](../../characters/creating/remove-extra-bones.md) will cause issues with validation, as the character will no longer adhere to the expected R15 geometry and joint hierarchy.
## Combine head geometry
At this point, you should also combine the separate head and face objects within the single Head_Geo object. Some templates don't include some face objects, like lashes. To combine the head and face meshes:
1. In the Outliner, hold <kbd>Ctrl</kbd>/<kbd>⌘</kbd> and click following objects, ending with the Head_Geo:
1. UpperTeeth_Geo
2. LowerTeeth_Geo
3. Tongue_Geo
4. RightLash_Geo
5. RightEye_Geo
6. LeftLash_Geo
7. LeftEye_Geo
8. Head_Geo
<img src="../../../assets/art/avatar/basic-creation/Template-Face-Objects.png" />
When selecting multiple head objects, make sure that the **Head_Geo** is highlighted as yellow, indicating it as the main object that the others merge into. This correctly preserves the custom properties stored in the head mesh. You can achieve this by selecting the head last in the Outliner.
2. While in Object mode, right-click in the Viewport and select **Join**. The objects combine as a single **Head_Geo**.
<video controls src="../../../assets/art/avatar/basic-creation/Cleanup_01.mp4" width="100%"></video> | 416 | a36254ef9f45361d043e3dcf78520bcb9ac1dfbfd7da910ca3348cb719e1c8ca |
https://create.roblox.com/docs/art/characters/creating/final-checks | content/en-us/art/characters/creating/final-checks.md | guide | 2026-03-29T11:46:39.644760+00:00 | # Final Checks
Depending on the types of customizations you made to your template project or model, the following are additional tasks to look out for when cleaning up your project:
- Ensure that your project doesn't contain additional mesh objects that aren't part of your character model geometry.
- Verify that there isn't additional animation data, such as additional keyframes or saved poses and orientations that are not related to the original facial animation data.
- Double-check that your geometry, rig, and texture adhere to the [avatar technical specifications](../../../art/characters/specifications.md). | 114 | f07ab9dedb6b59eb07a4e82d5f462dbe3362bd8212b8754f78878c5eb8697954 |
https://create.roblox.com/docs/art/characters/creating/blender-configurations | content/en-us/art/characters/creating/blender-configurations.md | guide | 2026-03-29T11:46:39.786331+00:00 | # Blender Configurations
The Blender project files of each template include additional helper configurations that are not included in the raw `.fbx` template files. If you intend on using Blender for your character creation process, it's important to understand the additions included in the `.blend` versions of the template and what they do.
### Hierarchy
The following is a breakdown of what is included in each Blender template file:
<figure>
- **Cage**: Contains the character's 15 outer body cage meshes.
- **Joints**: The parent armature object that includes the following objects:
- The **bones** that make up the character's rigging armature.
- The **_Geo** mesh objects that make up the avatar appearance.
- The **_Att** attachment objects that define where accessories attach when equipped.
- The **animation data** for saving facial animation data and poses.
- **Fill** and **Sun**: These objects are used to provide lighting, allowing you to preview your characters in a neutral lighting similar to a Studio baseplate. These are not part of the avatar character.
</figure>
<figure><img
alt="Head-Related Meshes"
src="../../../assets/art/blender-ui/Blender-Project-Objects.png"
width="800" /><figcaption>Blender Project Hierarchy</figcaption></figure>
### Disabled objects
When using the template project files for Blender, you might notice some objects, like attachment objects, are permanently hidden in the Viewport even when toggling the **Hide In Viewport** icon <img src="../../../assets/art/blender-ui/Visibility-Icon.png" style=} width="20px"/>. Since attachment objects are often not modified until the end of the character creation process, these objects have **Disable In Viewport** <img src="../../../assets/art/blender-ui/Disabled-Icon.png" style=} width="20px"/> enabled to make the organization of your project more efficient, especially when bulk toggling object visibility.
If you need access to disabled objects, use the following instructions to access the **Disable In Viewport** toggle:
1. In your Outliner, click the **Filter** dropdown.
<img src="../../../assets/art/blender-ui/Outliner-Filter.png" />
2. Enable the **Disable In Viewport** filter.
<img src="../../../assets/art/blender-ui/Outliner-Menu.png" />
3. The **Disable In Viewport** icon <img src="../../../assets/art/blender-ui/Disabled-Icon.png" style=}/> now appears next to every object in the Outliner. Toggle the icon to change the Disabled status for your objects.
<img src="../../../assets/art/blender-ui/Outliner-Disabled-Enabled.png" />
### Custom skin tones
The Blender project files include a shader configuration that allows you to preview custom skin tones, similar to how they display in Roblox if users customize their skin tones.
Textures with full or partial transparency allow the underlying `Class.Part.Color` to reveal through the applied texture, enabling a user to personalize their avatar character with custom skin tones.
<figure><img src="../../../assets/art/avatar/templates/Texture-Map.png" /> <figcaption>A texture map example that uses low opacity to reveal underlying skin color and full opacity to apply a fully-opaque color to the undergarments, eyebrows, mouth, and eyes.</figcaption></figure>
<figure><img src="../../../assets/art/avatar/templates/Custom-Skin-Tones.png" /><figcaption>The same avatar character using the same texture map. Each model has different underlying part colors except where the texture map applies a full color. </figcaption></figure>
#### Preview skin tones
You must use **Blender 3.4+** to ensure that the helper shader configurations render correctly. If you are using a previous version of Blender, textures may not render as expected.
The Blender project file includes shader configurations that allow you to preview custom skin tones similar to how they appear in Studio. These custom colors do not export with the model, but can provide you a quick visual reference for how a custom skin color and texture might look in Roblox.
For this Blender shader configuration, keep in mind the following requirements:
- You must switch to **Viewport Shading** mode for textures to render as expected.
<img src="../../../assets/art/blender-ui/Viewport-Shading-Setting.png" style=}/>
- When swapping out textures, the normal map's colorspace reverts to **SRGB** instead of **NonColor**. If this occurs, you might need to change it back in order for the normal map to render correctly.
To preview your character's skin tone in Blender:
1. In **Layout**, select any geometry object, such as **Head_Geo**.
2. Go to the **Shading** tab.
3. In the Node panel, ensure **Object** is selected.
4. Find the **PartColor** node that is attached to the **Mix** node.
5. Pick a color and value on the node to apply a reference custom skin tone.
<video
controls
src="../../../assets/art/avatar/basic-creation/Color_Picker_01.mp4"
width="100%"></video>
#### Export setup
While the skin tone preview is a critical element to verifying your templates color and tone compatibility in Roblox, it prevents your color texture map from automatically being packaged with the final `.fbx` file. There are two ways to resolve this before exporting your model:
1. In the Shading tab, disconnect the **Mix** node and replace it with the **ColorMap** node.
2. Export your textures manually as separate image files and add them later in Studio.
For instructions on how to perform either export workflow, see [Export textures](../../../art/characters/creating/export-textures.md).
### Scene scale
You can skip this section if you are using the Blender downloadable templates. The `.blend` versions of the templates which already contain many of the project settings required when setting up a Blender project configuration.
When creating Roblox assets in a modeling application, it's important to ensure your `.fbx` exports scale correctly. The `.fbx` file type scales objects by `100`, meaning that you have to modify your working scale by `.01`. The template files already apply this scaling.
There are two ways to perform this scaling. You can modify your scene scale properties in your project with the following steps:
1. In the **Properties** window, navigate to the **Scene Properties** tab.
<img src="../../../assets/art/blender-ui/Scene-Options.png" width = "50%" />
2. In the Units section, change the **Unit Scale** to `0.01` and the **Length** to **Centimeters**.
Alternatively, you can modify your scaling when exporting your files:
1. Navigate to **File** > **Export** > **FBX (.fbx)**.
2. Set **Transform** > **Scale** to `.01`.
<img src="../../../assets/modeling/skinned-meshes/Blender-Export-Settings-2.png" width="320" />
### Animation range
You can skip this section if you are using the Blender downloadable templates. The `.blend` versions of the templates which already contain many of the project settings required when setting up a Blender project configuration.
For custom characters with facial animation, ensure that the timeline range is set between 0 and 330:
1. In the top right of the Animation Panel, click and set **Start** to `0`.
2. In the top right of the Animation Panel, click and set **End** to `330`.
<img src="../../../assets/art/blender-ui/Timeline-Frames.png" width = "65%"/>
After you change your project settings, you can set these as your default Blender project settings by navigating to **File** > **Defaults** > **Save Startup File**. | 1,629 | 7e530f807c826af23996ad8bb7d4591a80d342f03620ca9b8511408b7929f515 |
https://create.roblox.com/docs/art/blender | content/en-us/art/blender.md | guide | 2026-03-29T11:46:39.788892+00:00 | # Blender
Blender is a free, open-source 3D creation suite with a broad range of modeling, sculpting, texturing, and animation tools. Running on Linux, macOS, and Windows systems, this cross-platform application is a popular choice for creators who want to make avatars, accessories, and 3D objects for Roblox experiences.
While this is by no means an exhaustive list, the following guide offers high-level information on essential Blender tools and features for 3D creation, as well as best practice guidance on designing 3D art between Blender and Studio.
To download the latest version of Blender, visit [Blender.org](https://www.blender.org/download/).
## File setup
Before you begin creating 3D art on Blender for the Roblox platform, it's important to configure both Blender and Studio settings so that your 3D objects maintain the same position, orientation, and scale as you iterate and move them between the two applications.
### Configure units
By default, Blender and Studio use different primary units to measure length: Blender defaults to the metric scale, and Studio defaults to [studs](../physics/units.md). To ensure that your 3D objects retain the same measurements when you move or scale them in either application, you must configure Blender's units to be consistent with studs.
To set Blender units to be compatible with Roblox's stud units:
1. Navigate to the **Properties editor**, then in the left-hand navigation, select the **Scene** tab.
<img src="../assets/art/blender-ui/scene-tab.jpg" width = "40%" alt="Blender's Properties editor with the Scene tab highlighted."/>
1. Click the **Units** dropdown menu to expand the container, then:
1. Set **Unit System** to **None**.
1. Set **Rotation** to **Degrees**.
### Import settings
3D software and applications use coordinate systems to represent the position and orientation of objects in the 3D space. These coordinate systems typically consist of three axes:
- One axis represents horizontal position (left and right movement).
- One axis represents vertical position (up and down movement).
- One axis represents depth (forward and backward movement).
Blender and Studio use **different** coordinate systems, specifically for the axis that represents the "up" direction. Like other modeling software, Blender uses the **Z** axis because 3D objects move up out of the 2D plane to become a 3D object; conversely, like other engines, Studio uses the **Y** axis because characters move on the ground plane and jump up for vertical movement.
This difference is important to keep in mind as you import your 3D art into Blender or Studio because you must make adjustments to the import settings to ensure your object maintains the correct orientation in either application.
<figure>
<img src="../assets/art/3p-software/blender/NavigationGizmo.jpg" width = "35%" />
<figcaption>Blender's Navigation Gizmo</figcaption>
</figure>
<figure>
<img src="../assets/art/3p-software/blender/ViewSelector.jpg" width = "35%" />
<figcaption>Studio's View Selector</figcaption>
</figure>
#### Studio to Blender
To set Blender import settings for 3D objects from Studio:
1. In the top left-hand corner, click the hamburger menu. A popup menu displays.
1. Navigate to **File** > **Import** > **Wavefront (.obj)**, **FBX (.fbx)**, or **glTF 2.0 (.glb/.gltf)**. The **Blender File View** window displays.
1. Select one or multiple `.obj`, `.fbx`, or `.gltf` files that you want to import.
1. In the right-hand panel, navigate to the **General** section:
1. Set **Scale** to **1** to keep the same scale from Studio.
1. Set **Forward Axis** to **Z** to keep the same "forward" axis as Studio.
1. Set **Up Axis** to **Y** to keep the same "up" axis as Studio.
<img src="../assets/art/3p-software/blender/BlenderFileView-Import.png" width = "80%" alt="The Blender File View window with the General section highlighted."/>
1. In the bottom right-hand corner, click the **Import** button.
#### Blender to Studio
To set Studio import settings for 3D objects from Blender:
1. Navigate to **File** > **Import 3D**. Your local file browser displays.
1. Select and then confirm the 3D object's `.obj`, `.fbx`, or `.gltf` file(s) you want to import from your local system. The 3D Importer's **Import Preview** window displays.
1. In the right-hand panel, navigate to the **File General** section, then:
1. Enable **Import Only as a Model** if you have multiple objects that you want to group into a `Class.Model` object.
1. Enable **Upload to Roblox** if you want to create an asset with an asset ID that you can reference across projects.
1. Set **Creator** to **Me** if you are the only one who needs to access the object, or to the group that owns the project you're working on. This latter setting ensures all eligible group members have permission to use the 3D object within the project.
1. Enable **Insert Using Scene Position** so that the object retains the position you set in Blender.
<img src="../assets/art/3p-software/blender/Studio-Import.png" width = "80%" alt="The Import Preview window with the File General section highlighted."/>
1. Navigate to the **File Transform** section, then set the following settings so that the object retains the same orientation from Blender:
1. Set **World Forward** to **Front** to keep the same "forward" axis as Blender.
1. Set **World Up** to **Top** to keep the same "up" axis as Blender.
1. Navigate to the **File Geometry** section, then set **Scale Unit** to **Stud** to keep the same scale from Blender.
1. At the bottom of the window, click the **Import** button. Your 3D object imports with the same scale and orientation from Blender.
### Export settings
Similar to the previous file setup section, it's important to consider Blender and Studio's different coordinate systems when you are ready to export your 3D art from Blender. By taking a little extra time in configuring your export settings, you can ensure your 3D objects maintain the correct orientation, scale, and position when you import them into Studio.
Avatar items, or other assets using specialized components, require unique export settings. See the following links for additional information:
<ul>
<li>For rigid accessories, see [accessory specifications](../art/accessories/specifications.md) and [accessory export settings](../art/accessories/export-settings.md).</li> <br />
<li>For layered accessories, see [layered accessory specifications](../art/accessories/clothing-specifications.md) and [layered export settings](../art/accessories/clothing-export-settings.md).</li> <br />
<li>For avatar characters, see [avatar specifications](../art/characters/specifications.md) and [avatar export settings](../art/characters/export-settings.md).</li>
</ul>
To set Blender settings for exporting 3D objects for Studio:
1. In the top left-hand corner, click the hamburger menu. A popup menu displays.
1. Navigate to **File** > **Export** > **Wavefront (.obj)**, **FBX (.fbx)**, or **glTF 2.0 (.glb/.gltf)**. The **Blender File View** window displays.
1. In the right-hand panel, navigate to the **Include** section, then enable **Limit to Selected Objects** to only export your selected objects.
<img src="../assets/art/3p-software/blender/BlenderFileView-Export.png" width = "80%" alt="The Blender File View window with the General section highlighted."/>
1. In the **Transform** section
1. If exporting `.fbx`, set **Apply Scalings** to **FBX Unit Scale** so that your object(s) keep the same scale in Studio. For more scaling information, see [Adjust scale](#adjust-scale-fbx).
1. Set **Forward** to **Z Forward** to keep the same "forward" axis as Blender.
1. Set **Up** to **Y Up** to keep the same "up" axis as Blender.
1. In the bottom right-hand corner, click the **Export** button. Your 3D object is now ready to [import into Studio](#blender-to-studio).
### Adjust scale (FBX)
The FBX (`.fbx`) file format is widely used in 3D workflows due to its broad support across modeling tools and engines. However, when exporting from Blender using its default `.fbx` settings, models often import at an unexpectedly large scale in Roblox Studio.
Roblox Studio also supports GLTF (`.gltf`) formats which do not require these additional scaling configurations.
<img src="../assets/modeling/meshes/Blender-Scale-Examples.png" width="65%" alt="Two default Blender cubes imported in Studio with different scales."/>
If you rely on `.fbx` in your workflow, proper export settings or project settings are essential to ensure that your models appear at the correct size and maintain their intended proportions across platforms.
There are many ways to configure your model so your `.fbx` model scales as expected in Studio. See the following popular settings to manage scaling:
<table>
<thead>
<tr>
<th>Blender setting</th>
<th style=}>UI</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>During export, set **Transform** > **Apply Scaling** to **FBX Unit Scale**.</td>
<td><img src="../assets/modeling/skinned-meshes/Blender-Export-Settings-5.png" width="90%" alt="Two default Blender cubes imported in Studio with different scales."/></td>
<td>Models exported with this setting import into Studio or back into Blender at the same scale. <br/><br/>Make sure all other scaling values in project or export settings are set to default (`1.0`).<br/><br/>
This is the recommended way to export `.fbx` files at the same scale.</td>
</tr>
<tr>
<td>During export, set **Transform** > **Scale** to **.01**.</td>
<td><img src="../assets/modeling/skinned-meshes/Blender-Export-Settings-2.png" width="90%" alt="Two default Blender cubes imported in Studio with different scales."/></td>
<td>This scales down your export so that the model imports into Studio at the expected scale. <br /><br />If you intend on importing this model back in Blender or any non-Studio tool, you might need to scale up the model on import, otherwise the model will import unexpectedly small.</td>
</tr>
<tr>
<td>In the **Scene Properties** panel, set **Units** > **Unit Scale** to .**01**. </td>
<td><img src="../assets/modeling/skinned-meshes/Blender-Scene-Units-Settings.png" width="90%" alt="Two default Blender cubes imported in Studio with different scales."/></td>
<td>This scales down your entire scene so that the model imports into Studio at the expected scale. If you adjusted your scene units, you can export models using default settings into Studio.<br /><br />Working on models at `.01` scale can cause unexpected Blender issues, such as camera difficulties, issues with modifiers, or other complications. <br /><br />If you intend on importing this model back in Blender, you might need to scale up the model on import, otherwise the model will import unexpectedly small.</td>
</tr>
</tbody></table>
Note on existing resources
<br /> Many reference files, demo projects, and downloadable assets may use older or inconsistent scale settings. Likewise, tutorials and guides might recommend different approaches for handling scale between Blender and Studio. <br/><br/>Always test and validate any external resources to ensure they work correctly with your current export workflow.
## Fundamentals
Before you take a look at all of the common modeling, sculpting, and texturing tools for making 3D art for Studio, let's review Blender's fundamental interface elements that are important for navigating through the application and finding the appropriate menus and controls for your specific 3D creation task.
### Workspaces
<img src="../assets/art/blender-ui/Workspaces.png" width = "100%" alt="Blender's UI with workspaces highlighted."/>
**Workspaces** are preset window layouts with specialized UI configurations and tooling for different 3D creation work like modeling, sculpting, or texturing. You can use these workspace configurations as-is, or you can customize them to work for you as you quickly swap between different tasks.
For information on additional workspaces, see Blender's official [Workspaces](https://docs.blender.org/manual/en/2.81/interface/window_system/workspaces.html) documentation.
There are many default workspaces, but the following are the most common for creating 3D art for the Roblox platform.
<img src="../assets/art/3p-software/blender/Layout_Workspace.png" width = "60%" alt="Blender's Topbar with the Layout workspace highlighted."/>
The **Layout** workspace is the default workspace when you load a Blender file, and it provides basic tools for previewing and transforming your 3D objects, such as the Move, Scale, and Rotate tools. The default layout of this workspace includes the following UI for easy access as you set up your 3D art:
- [3D Viewport](https://docs.blender.org/manual/en/latest/editors/3dview/introduction.html) - Displays the entire scene.
- [Outliner](https://docs.blender.org/manual/en/latest/editors/outliner/introduction.html) - Displays all objects in the scene, comparable to Studio's **Explorer** window.
- [Properties Editor](https://docs.blender.org/manual/en/latest/editors/properties_editor.html) - Displays editable data for the active object, comparable to Studio's **Properties** window.
- [Timeline Editor](https://docs.blender.org/manual/en/latest/editors/timeline.html) - Displays all animation keyframes, comparable to the **Animation Editor** timeline.
<img src="../assets/art/3p-software/blender/Modeling_Workspace.png" width = "60%" alt="Blender's Topbar with the Modeling workspace highlighted."/>
The **Modeling** workspace is very similar to the **Layout** workspace, but it offers more space for the 3D viewport so that you can focus on modifying the geometry of your 3D objects. If you swap between the Modeling and Layout workspaces, you can see the **Properties Editor** expand, the **Outliner** shrink in size, and the **Timeline Editor** disappear altogether.
The default layout of this workspace includes the following UI for modeling your 3D art:
- [3D Viewport](https://docs.blender.org/manual/en/latest/editors/3dview/introduction.html) - Displays the entire scene.
- [Outliner](https://docs.blender.org/manual/en/latest/editors/outliner/introduction.html) - Displays all objects in the scene, comparable to Studio's **Explorer** window.
- [Properties Editor](https://docs.blender.org/manual/en/latest/editors/properties_editor.html) - Displays editable data for the active object, comparable to Studio's **Properties** window.
The most common Roblox creator use case for this workspace is to create the geometrical shape of the 3D art before texturing or animating the geometry.
<img src="../assets/art/3p-software/blender/Sculpting_Workspace.png" width = "60%" alt="Blender's Topbar with the Sculpting workspace highlighted."/>
The **Sculpting** workspace provides sculpting tools for modifying meshes with over 20 unique brush types, such as Clay, Inflate, Smooth, and Flatten. Like other common sculpting software, this workspace also provides tooling to mask specific geometry so you can focus on sculpting specific areas without affecting the rest of the mesh.
The default layout of this workspace includes the following UI for sculpting your 3D art:
- [3D Viewport](https://docs.blender.org/manual/en/latest/editors/3dview/introduction.html) - Displays the entire scene.
- [Outliner](https://docs.blender.org/manual/en/latest/editors/outliner/introduction.html) - Displays all objects in the scene, comparable to Studio's **Explorer** window.
- [Properties Editor](https://docs.blender.org/manual/en/latest/editors/properties_editor.html) - Displays editable data for the active object, comparable to Studio's **Properties** window.
The most common Roblox creator use case for this workspace is to create organic 3D art like humans, animals, and plants.
<img src="../assets/art/3p-software/blender/UVEditing_Workspace.png" width = "60%" alt="Blender's Topbar with the UV Editing workspace highlighted."/>
The **UV Editing** workspace provides tools for UV mapping texture coordinates to 3D surfaces. The most striking visual change in this workspace is the addition of the UV Editor to allow you to view both your texture and your object on the same screen as you unwrap and adjust UVs.
The default layout of this workspace includes the following UI for UV mapping your 3D art:
- [UV Editor](https://docs.blender.org/manual/en/latest/editors/uv/introduction.html) - Displays the image texture that you're mapping onto your 3D object.
- [3D Viewport](https://docs.blender.org/manual/en/latest/editors/3dview/introduction.html) - Displays the entire scene.
- [Outliner](https://docs.blender.org/manual/en/latest/editors/outliner/introduction.html) - Displays all objects in the scene, comparable to Studio's **Explorer** window.
- [Properties Editor](https://docs.blender.org/manual/en/latest/editors/properties_editor.html) - Displays editable data for the active object, comparable to Studio's **Properties** window.
The most common Roblox creator use case for this workspace is to create and use trim sheets that you can apply to multiple 3D objects at once. This allows you to add significantly more visual complexity to your experiences without having to import additional textures, saving you a negative impact on memory. For more information on this process, see [Develop polished assets - Trim sheets](../tutorials/curriculums/environmental-art/develop-polished-assets.md#trim-sheets) in the Environmental art curriculum.
For more information on UV unwrapping, see Blender's official [Unwrapping Introduction](https://docs.blender.org/manual/en/latest/modeling/meshes/uv/unwrapping/introduction.html) documentation.
<img src="../assets/art/3p-software/blender/TexturePaint_Workspace.png" width = "60%" alt="Blender's Topbar with the Texture Painting workspace highlighted."/>
The **Texture Paint** workspace provides tools for coloring image textures onto geometry. Similar to the UV Editing workspace, the most striking visual change in this workspace is the addition of the Image Editor in Paint mode to allow you to view both your texture and your object on the same screen as you paint.
The default layout of this workspace includes the following UI for texture painting your 3D art:
- [Image Editor](https://docs.blender.org/manual/en/latest/editors/image/introduction.html) - Displays tools to create, view, and edit images that you can apply to the active object.
- [3D Viewport](https://docs.blender.org/manual/en/latest/editors/3dview/introduction.html) - Displays the entire scene.
- [Outliner](https://docs.blender.org/manual/en/latest/editors/outliner/introduction.html) - Displays all objects in the scene, comparable to Studio's **Explorer** window.
- [Properties Editor](https://docs.blender.org/manual/en/latest/editors/properties_editor.html) - Displays editable data for the active object, comparable to Studio's **Properties** window.
The most common Roblox creator use case for this workspace is to create a unique texture for characters, accessories, or important 3D objects that players regualarly interact with in experiences.
For more information on texture painting, see Blender's official [Texture Paint Introduction](https://docs.blender.org/manual/en/latest/sculpt_paint/texture_paint/introduction.html) documentation.
### 3D Viewport
<img src="../assets/art/blender-ui/3DViewport.png" width = "100%" alt="Blender's UI with the 3D Viewport highlighted."/>
Comparable to Studio's viewport, the **3D Viewport** lets you view and interact with your 3D objects as they exist in the 3D space. You can navigate through the scene, transform objects with your mouse, and see your changes in real time as you design your 3D art.
For more information, see Blender's official [3D Viewport](https://docs.blender.org/manual/en/latest/editors/3dview/introduction.html) documentation.
### Modes
<img src="../assets/art/blender-ui/Modes.png" width = "100%" alt="Blender's UI with the Modes selector highlighted."/>
**Modes** offer additional tooling for editing 3D objects in the 3D Viewport. When you select a new mode from the Modes selector:
- The Header displays new menu options.
- The Toolbar displays a new set of tools.
- Editors and their buttons and panels enable or disable appropriately.
Depending on which mode is active, your cursor can change into a brush, such as in paint or sculpt modes, and the 3D Viewport can change how it displays objects for that particular task, such as darkening an object so you can more easily see your paint strokes. As you learn Blender, it's useful to experiment with different modes to see what tools are available for your particular 3D creation task.
For more information on modes, see Blender's official [Object Modes](https://docs.blender.org/manual/en/latest/editors/3dview/modes.html) documentation.
<img src="../assets/art/blender-ui/Object-Mode.jpg" width = "20%" alt="Blender's Modes selector with the Object Mode menu item highlighted."/>
**Object mode** is the default mode, and it provides tooling that's available for all object types, such as positioning vertices, edges, and faces, rotating and scaling objects, and measuring distance and angles. This mode is useful for high-level object transformations.
<img src="../assets/art/blender-ui/Edit-Mode.jpg" width = "20%" alt="Blender's Modes selector with the Edit Mode menu item highlighted."/>
**Edit mode** provides tooling for editing an object's shape. This mode is useful for more detailed object transformations, such as insetting faces, extruding regions, creating loop cuts, and beveling.
<img src="../assets/art/blender-ui/Sculpt-Mode.jpg" width = "20%" alt="Blender's Modes selector with the Sculpt Mode menu item highlighted."/>
**Sculpt mode** provides tooling for editing a mesh's shape. This mode is useful for creating more organic 3D art, such as humans, animals, and plants.
<img src="../assets/art/blender-ui/VertexPaint-Mode.jpg" width = "20%" alt="Blender's Modes selector with the Vertex Paint Mode menu item highlighted."/>
**Vertex Paint** mode provides tooling to set a mesh's vertices to specific colors. This mode is useful for when you want to paint the object itself instead of applying a texture onto the geometry.
<img src="../assets/art/blender-ui/WeightPaint-Mode.jpg" width = "20%" alt="Blender's Object Mode dropdown with the Weight Paint Mode menu item highlighted."/>
**Weight Paint** mode provides tooling for vertex group weight painting. This mode is useful when you're creating avatars because it allows you to specify which parts of their body are influenced by parts of their armature.
<img src="../assets/art/blender-ui/TexturePaint-Mode.jpg" width = "20%" alt="Blender's Object Mode dropdown with the Texture Paint Mode menu item highlighted."/>
**Texture Paint** mode provides tooling to paint a texture directly on a 3D object. This mode is useful for when you want to apply a texture onto the geometry instead of painting the object's vertices.
### Toolbar
<img src="../assets/art/blender-ui/Toolbar.png" width = "100%" alt="Blender's UI with the Toolbar highlighted."/>
The **Toolbar** is a vertical menu of tools on the left-hand side of the 3D Viewport. Each time you switch modes, the Toolbar responds by displaying a new unique set of tools for that particular mode.
For more information on the Toolbar, see Blender's official [Toolbar](https://docs.blender.org/manual/en/latest/editors/3dview/toolbar/index.html) documentation.
### 3D Cursor
<img src="../assets/art/blender-ui/3DCursor.png" width = "100%" alt="Blender's UI with the 3D Cursor highlighted."/>
The **3D Cursor** is a movable reference point in the 3D space that has both location and rotation data. While this tool has many different uses, the most common are using its position and orientation to:
- Create precise transformations.
- Place new objects into the scene.
- Move objects or their vertices to new points in the 3D space.
- Reposition pivot point locations.
For more information on the 3D Cursor, see Blender's official [3D Cursor](https://docs.blender.org/manual/en/latest/editors/3dview/3d_cursor.html) documentation.
## Modeling tools
Now that you know how to navigate the user interface and change tools according to your specific 3D creation task, let's take a closer look at the most common modeling tools that allow you to change the shape of 3D objects by either impacting the entire mesh or one of the three basic elements of meshes:
- **Vertex** - A single point on the mesh.
- **Edge** - A line that connects two vertices.
- **Face** - A surface area between three or more vertices.
Each of the following sections details how you can use each tool for objects and/or mesh elements, the hotkeys you can use to activate the tool, and their most common use cases for creating 3D art for the Roblox platform.
<figure>
<img src="../assets/art/3p-software/blender/Vertex.png" alt="A single active vertex on a cube mesh." />
<figcaption>Vertex</figcaption>
</figure>
<figure>
<img src="../assets/art/3p-software/blender/Edge.png"alt="A single active edge on a cube mesh."/>
<figcaption>Edge</figcaption>
</figure>
<figure>
<img src="../assets/art/3p-software/blender/Face.png" alt="A single active face on a cube mesh." />
<figcaption>Face</figcaption>
</figure>
For more information on any of these mesh elements, see Blender's official [Mesh Structure](https://docs.blender.org/manual/en/latest/modeling/meshes/structure.html) documentation.
### Grab
<video controls src="../assets/art/3p-software/blender/grab-tool.mp4" width="80%"></video>
The **Grab** tool lets you move objects, vertices, edges, and faces from the 3D space, and it's one of the most essential tools for positioning objects or mesh elements in a scene. Many Roblox creators use this tool for editing purposes, such as positioning vertices, edges, and faces to a particular stud unit in the 3D space.
To use the Grab tool:
1. In either **Object** or **Edit** mode, select one or multiple objects, vertices, edges, or faces.
1. Press <kbd>G</kbd> to activate the tool.
1. Move the mouse to reposition your selection. For further precision:
- Press <kbd>X</kbd>, <kbd>Y</kbd>, or <kbd>Z</kbd> after you press <kbd>G</kbd> to constrain movement to the **X**, **Y**, or **Z** axis, respectively.
- Double-press an axis key to slide vertices or edges along their natural path.
- Hold <kbd>Shift</kbd> while moving your mouse to slow down movement for fine adjustments.
1. Left-click or press <kbd>Enter</kbd> to confirm the new position.
For more information on this tool, see Blender's official [Move](https://docs.blender.org/manual/en/latest/scene_layout/object/editing/transform/move.html) documentation.
### Snap
<video controls src="../assets/art/3p-software/blender/snap-tool.mp4" width="80%"></video>
The **Snap** tool lets you align objects and mesh elements by snapping them to other objects, mesh elements, or the 3D space's grid. Many Roblox creators use this tool to precisely position multiple objects together in the scene so that they can evaluate how they work together in an environment, particularly in regard to position, orientation, and scale.
To use the Snap tool:
1. In **Object** or **Edit** mode, navigate to the header, then click the **Snapping** button. A contextual menu displays.
<img src="../assets/art/3p-software/blender/Snapping.png" width = "40%" alt="Blender's header with the Snapping button highlighted."/>
1. In the contextual menu,
1. Set **Snap Base** to one of the following:
- **Closest** - Snaps using the vertex that's closest to the target.
- **Center** - Snaps using the pivot point.
- **Median** - Snaps using the median of the selection.
- **Active** - In Object mode, this setting snaps using the origin of the active element; in Edit mode, this setting snaps using the center of the active element.
1. Set **Snap Target** to one of the following:
- **Increment** - Snaps to grid points from the selection's location.
- **Grid** - Snaps to the grid in the 3D viewport.
- **Vertex** - Snaps to the vertex that's closest to the mouse cursor.
- **Edge** - Snaps to the edge that's closest to the mouse cursor.
- **Face** - Snaps to the face that's closest to the mouse cursor.
- **Volume** - Snaps the selection to a depth that's centered inside the object under the cursor.
- **Edge Center** - Snaps to the centerpoint of the edge that's closest to the mouse cursor.
- **Edge Perpendicular** - Snaps to a specific point on the edge so that the line from the selection's original location to its new location is perpendicular to that edge.
1. Set **Affect** to one of the following:
- **Move** - Snaps while moving the selection.
- **Rotate** - Snaps while rotating the selection.
- **Scale** - Snaps while scaling the selection.
1. Press <kbd>Shift</kbd><kbd>Tab</kbd> to activate the tool.
1. For further precision, hold <kbd>Shift</kbd> to snap the selection in finer increments.
1. Move, rotate, or scale an object or mesh element according to your settings.
For more information on this tool, see Blender's official [Snapping](https://docs.blender.org/manual/en/latest/editors/3dview/controls/snapping.html) documentation.
### Inset
<video controls src="../assets/art/3p-software/blender/inset-tool.mp4" width="80%"></video>
The **Inset** tool lets you create an inset with adjustable thickness and depth from a face or group of faces. Many Roblox creators use this tool to create uniform fine details in their meshes while maintaining a clean edge flow for their topology.
To use the Inset tool:
1. In **Edit** mode, select one or multiple faces.
1. Press <kbd>I</kbd> to activate the tool.
1. Move the mouse to adjust your inset's size. For further precision:
- Hold <kbd>Ctrl</kbd> to adjust the depth of the inset.
- Hold <kbd>Shift</kbd> while moving your mouse to slow down movement for fine adjustments.
- Press <kbd>I</kbd> again to inset each active face.
1. Left-click or press <kbd>Enter</kbd> to confirm your inset(s).
For more information on this tool, see Blender's official [Inset Faces](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/face/inset_faces.html) documentation.
### Extrude
<video controls src="../assets/art/3p-software/blender/extrude-tool.mp4" width="80%"></video>
The **Extrude** tool lets you create new geometry by pulling out new faces, edges, or vertices from existing geometry. Many Roblox creators use this tool to create depth, volume, and complex shapes from Blender's primitive meshes.
To use the Extrude tool:
1. In **Edit** mode, select one or multiple vertices, edges, or faces.
1. Press <kbd>E</kbd> to activate the tool.
1. Move the mouse to adjust your extrusion's length. For further precision, press <kbd>X</kbd>, <kbd>Y</kbd>, or <kbd>Z</kbd> after you press <kbd>E</kbd> to constrain movement to the **X**, **Y**, or **Z** axis, respectively.
1. Left-click or press <kbd>Enter</kbd> to confirm your extrusion(s).
For more information on this tool, see the following official Blender documentation:
- [Extrude](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/mesh/extrude.html)
- [Extrude Vertices](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/vertex/extrude_vertices.html)
- [Extrude Edges](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/edge/extrude_edges.html)
- [Extrude Faces](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/face/extrude_faces.html)
### Subdivide
<video controls src="../assets/art/3p-software/blender/subdivide-tool.mp4" width="80%"></video>
The **Subdivide** tool lets you cut edges or faces into smaller divisions, a process that adds new vertices and resolution to your meshes. Many Roblox creators use this tool to create smooth curves, add fine details to surfaces, and prepare meshes before applying additional modifiers.
To use the Subdivide tool:
1. In **Edit** mode, select one or edges or faces.
1. Right-click to display a contextual menu for your active edges or faces, then select **Subdivide** to activate the tool. The Subdivide panel displays.
1. Set **Number of Cuts** to the number of subdivisions you want for your edges or faces.
<img src="../assets/art/3p-software/blender/Subdivide-Panel.png" width = "40%" alt="The Subdivide panel with the Number of Cuts setting highlighted."/>
1. Left-click to confirm your subdivision(s).
For more information on this tool, see Blender's official [Subdivide](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/edge/subdivide.html) documentation.
### Bridge Edge Loops
<video controls src="../assets/art/3p-software/blender/bel-tool.mp4" width="80%"></video>
The **Bridge Edge Loops** tool lets you connect multiple edge loops with faces. Many creators use this tool to fill gaps without manually creating new faces, merge complex sections of their meshes, and maintain clean topology for smooth deformations.
To use the Bridge Edge Loops tool:
1. In **Edit** mode, select two or more edge loops that you want to connect.
1. Press <kbd>Ctrl</kbd><kbd>E</kbd>/<kbd>⌘</kbd><kbd>E</kbd> to display a contextual menu for your active edge loops, then select **Bridge Edge Loops** to activate the tool.The **Bridge Edge Loops** panel displays.
1. Set **Number of Cuts** to the number of subdivisions you want for your new bridge.
1. **(Optional)** For further precision for curved bridges, increase **Smoothness** to create a more rounded bridge.
1. Left-click to confirm your bridge.
For more information on this tool, see Blender's official [Bridge Edge Loops](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/edge/bridge_edge_loops.html) documentation.
### Fill
<video controls src="../assets/art/3p-software/blender/fill-tool.mp4" width="80%"></video>
The **Fill** tool lets you create triangular faces between any active edges or vertices, as long as they form one or more complete perimeters. Many Roblox creators use this tool to close gaps in their meshes so that they're watertight, or without exposed holes.
To use the Fill tool:
1. In **Edit** mode, select at least three vertices or two or more edges that form at least one complete perimeter.
1. Press <kbd>Alt</kbd><kbd>F</kbd>/<kbd>⌥</kbd><kbd>F</kbd> to activate the tool.
1. **(Optional)** In the **Fill** panel, enable **Beauty** to arrange the triangles nicely.
1. Left-click to confirm your new face.
For more information on this tool, see Blender's official [Fill](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/face/fill.html) documentation.
### New Faces from Edges
<video controls src="../assets/art/3p-software/blender/nffe-tool.mp4" width="80%"></video>
The **New Faces from Edges** tool lets you either create an edge if only two vertices are active, otherwise it creates a face between the active mesh elements. Many Roblox creators use this tool to close many gaps at once in their meshes so that the meshes are watertight, or to create geometry between many solitary vertices.
To use the New Faces from Edges tool:
1. In **Edit** mode, select at least three vertices, or two or more edges that form one or more complete perimeters.
1. Press <kbd>F</kbd> to activate the tool.
1. Left-click to confirm your new face.
For more information on this tool, see Blender's official [New Edge/Face from Vertices](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/vertex/make_face_edge.html) documentation.
### Dissolve
<video controls src="../assets/art/3p-software/blender/dissolve-tool.mp4" width="80%"></video>
The **Dissolve** tool lets you remove geometry without leaving holes in your meshes. Many Roblox creators use this tool to optimize their 3D art, merge geometry, or remove unnecessary mesh elements while retaining the overall structure of the mesh.
To use the Dissolve tool:
1. In **Edit** mode, select the vertices, edges, or faces that you want to remove from your mesh.
1. Right-click to display a contextual menu for your active mesh elements, then:
1. If your selection is made up of vertices, select **Dissolve Vertices** to remove the active vertices and merge their neighboring edges.
1. If your selection is made up of edges, select **Dissolve Edges** to remove the active edges and join the surrounding faces to maintain the edge's outline.
1. If your selection is made up of faces, select **Dissolve Faces** to remove the active face(s) and fill the gap with a new face, if necessary.
For more information on this tool, see Blender's official [Deleting & Dissolving](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/mesh/delete.html#dissolve) documentation.
### Delete
<video controls src="../assets/art/3p-software/blender/delete-tool.mp4" width="80%"></video>
The **Delete** tool lets you completely remove geometry from your meshes, leaving one or many holes wherever geometry was removed. Many Roblox creators use this tool instead of the Dissolve tool whenever they want to restructure their meshes during the iteration process.
To use the Delete tool:
1. In **Edit** mode, select the vertices, edges, or faces that you want to remove from your mesh.
1. Press <kbd>X</kbd> to display a contextual menu for your selection.
1. Choose one of the following menu items:
1. Select **Vertices** to delete all active vertices, removing any faces or edges they are connected to.
1. Select **Edges** to delete all active edges, removing any faces that the edge shares with it.
1. Select **Faces** to remove all active faces, removing any edges they are connected to.
1. Select **Only Edges and Faces** to remove only the active edges and adjacent faces.
1. Select **Only Faces** to remove all active faces without also affecting active edges in the selection.
For more information on this tool, see Blender's official [Deleting & Dissolving](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/mesh/delete.html#delete) documentation.
### Mirror Modifier
<video controls src="../assets/art/3p-software/blender/MM-Tool.mp4" width="80%"></video>
The **Mirror modifier** lets you mirror geometry across one or multiple axes so that you can create symmetrical 3D art with minimal effort. Many Roblox creators use this tool while modeling avatars or architectural objects that are important to be perfectly symmetrical.
To use the Mirror modifier:
1. In **Object** mode, select the object that you want to mirror.
1. Navigate to the **Properties editor**, then in the lefthand navigation, select the **Modifiers** tab.
<img src="../assets/art/blender-ui/Modifiers-Tab.png" width = "40%" alt="Blender's Properties editor with the Modifiers tab highlighted."/>
1. Click the **Add Modifier** button, then insert the **Mirror** modifier.
1. Set **Axis** to **X**, **Y**, and/or **Z** to mirror along one or many axes.
1. In **Edit** mode, modify your object or any of its mesh elements to see your modifications mirror along an axis or multiple axes.
## Texturing tools
After you finish modeling your 3D object, it's time to apply a texture to your mesh so that it has additional visual characteristics, such as color, depth, and roughness through a [texture map](../art/modeling/surface-appearance.md). These are details that modeling alone can't provide, transforming your object from a blank shape to something that looks either realistic or stylized according to your experience's art requirements.
<figure>
<img src="../assets/art/3p-software/blender/NoTexture.png" width = "60%" />
<figcaption>Model without a texture</figcaption>
</figure>
<figure>
<img src="../assets/art/3p-software/blender/WithTexture.png" width = "60%" />
<figcaption>Model with a texture</figcaption>
</figure>
Each of the following sections details how you can use each tool for either UV editing or vertex painting objects, the hotkeys you can use to activate the tool, and their most common use cases for texturing 3D art for the Roblox platform.
### UV editing
UV editing is the process of unwrapping your 3D object's faces and mapping them onto a 2D image texture. This process allows you to use a single texture to apply visual characteristics to multiple objects in Blender, saving you a negative impact on memory in Studio. For example, the following door frame, ceiling, and card reader meshes in the [Laser Tag](../resources/templates.md#laser-tag) template all use the same UV map to add metal adornments.
<figure>
<img src="../assets/tutorials/environmental-art-curriculum/Section2/TrimSheets-Doorway.jpg" alt="An doorway with trim sheet textures applied." width="100%"/>
</figure>
<figure>
<img src="../assets/tutorials/environmental-art-curriculum/Section2/TrimSheets-Ceiling.jpg" alt="A group of ceiling tiles with trim sheet textures applied." width="100%"/>
</figure>
<figure>
<img src="../assets/tutorials/environmental-art-curriculum/Section2/TrimSheets-Reader.jpg" alt="A futuristic card reader with trim sheet textures applied." width="100%"/>
</figure>
The "UV" in UV editing stands for the axes on the 2D image map that you use during the mapping process:
- U axis - The horizontal position (left and right movement).
- V axis - The vertical position (up and down movement).
Because 3D objects use the X, Y, and Z axes in the 3D space, 3D creation applications typically use U and V to avoid confusion when referring to coordinates in 2D image space. That being said, many Blender UI workflows still use X and Y, so it's helpful to know the 2D space equivalent axis.
When you unwrap a 3D object, all active faces flatten into the 2D space in the UV Editor to make up the **UV map**, and different sections of the model split into separate groupings, commonly referred to as **UV islands**. For example, if you were to unwrap a standard Blender cube, each face would become its own UV island in the UV map.
<figure>
<img src="../assets/art/3p-software/blender/CubeMap.png" alt="A UV map of a 3D cube." width="60%"/>
<figcaption>UV map in the UV Editor</figcaption>
</figure>
<figure>
<img src="../assets/art/3p-software/blender/UV-Cube.png" alt="The 3D cube that is being unwrapped." width="60%"/>
<figcaption>Cube in the 3D Viewport</figcaption>
</figure>
Every point, line, and face in the UV map corresponds to a vertex, edge, and face in the mesh. This means that when you move UV islands to different parts of the texture, their corresponding vertices, edges, and faces update to reflect the area of the texture that they now overlap.
Blender often creates UV islands along **seams**, or connected edges, to minimize distortion and make it easier for you to apply your texture. While this default UV island configuration is a great place to start, it's almost always necessary to modify each island's position, orientation, and scale to overlap the area of the texture you want to project, or mark your own seams to focus on texturing specific areas at a time.
By investing the time to unwrap, arrange, and map your UV islands, you can improve your texture quality and reduce stretching or distortion on all of your 3D art. The following subsections highlight the most common tools for this process, specifically in regards to unwrapping and mapping your objects.
For more high-level information on this process, see Blender's official [UV Editor](https://docs.blender.org/manual/en/latest/editors/uv/introduction.html) and [Getting Started with UVs](https://docs.blender.org/manual/en/latest/modeling/meshes/uv/unwrapping/introduction.html#getting-started) documentation.
#### Mark Seam
The **Mark Seam** tool lets you manually break up a 3D object's UV map into smaller, manageable sections. While this step in the unwrapping process is technically optional, many Roblox creators find it useful for concentrating on collections of related faces for complex objects that require a lot of detailed texture work.
For example, the following rivet gun requires a metal texture for the barrel, and a leather texture for the grip. To make it easier to texture this object, you can mark the seams of the grip, unwrap just the faces between those seams, then map it to a leather texture image.
<figure>
<img src="../assets/art/3p-software/blender/MS-UVMap-Gun.png" alt="A UV map of a grip on a rivet gun." width="84%"/>
<figcaption>Grip UV map in the UV Editor</figcaption>
</figure>
<figure>
<img src="../assets/art/3p-software/blender/MS-Seams-Gun.png" alt="The marked seams and enclosed faces on the rivet gun that are being unwrapped." width="60%"/>
<figcaption>Marked seams in the 3D Viewport</figcaption>
</figure>
To use the Mark Seam tool:
1. Open the **UV Editing** workspace. The UV Editor displays on the lefthand side of the screen, and the 3D viewport displays on the righthand side of the screen in Edit mode.
1. In the **3D Viewport**, navigate to your 3D object, then select the edges where you want to create seams.
1. Press <kbd>Ctrl</kbd><kbd>E</kbd>/<kbd>⌘</kbd><kbd>E</kbd> to open the **Edge** contextual menu.
1. Select **Mark Seam**. The seam turns red and is ready for the Unwrap tool.
When you are ready to unwrap your object, Blender will unwrap the enclosed faces of the seam as its own island.
For more information on this tool, see Blender's official [Seams](https://docs.blender.org/manual/en/latest/modeling/meshes/uv/unwrapping/seams.html) documentation.
#### Unwrap
The **Unwrap** tool lets you unwrap and clean up the UV map of any marked seams or active faces of a 3D object so that you have a solid foundation of UV islands to work with. This can quickly take UV coordinates from being a complete mess to something more manageable.
Many Roblox creators use this tool for complex shapes that they need full control over when applying textures, such as characters, clothes, and curvy objects, because it works quickly and avoids stretching and distortion.
<figure>
<img src="../assets/art/3p-software/blender/Before-Unwrap.png" alt="A chaotic with disorganized islands." width="75%"/>
<figcaption>Before using the Unwrap tool</figcaption>
</figure>
<figure>
<img src="../assets/art/3p-software/blender/After-Unwrap.png" alt="A clean UV map with organized islands." width="70%"/>
<figcaption>After using the Unwrap tool</figcaption>
</figure>
To use the Unwrap tool:
1. Open the **UV Editing** workspace. The UV Editor displays on the lefthand side of the screen, and the 3D viewport displays on the righthand side of the screen in Edit mode.
1. In the **3D Viewport**, navigate to your 3D object, then either use the **Mark Seam** tool to create seams, and/or select the specific faces you want to texture.
1. Press <kbd>U</kbd> to open the **UV Mapping** contextual menu.
1. Select **Unwrap**. Your selection's UV islands display neatly in the UV Editor.
1. In the **UV Editor**, move, scale, or rotate UV islands to the appropriate position, orientation, and scale on your texture.
For more information on this tool, see Blender's official [UV Operators - Unwrap](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html#Unwrap) documentation.
#### Follow Active Quads
The **Follow Active Quads** tool lets you generate clean and organized UV islands according to the UV coordinates of a previously unwrapped active face. This is particularly useful for grid-like topology, such as when you're unwrapping walls, floors, or mechanical parts using trim sheets.
Many Roblox creators use this tool to apply a consistent texture to curved 3D objects, such as sidewalks for experiences or belts for accessories.
<video controls src="../assets/art/3p-software/blender/FollowActiveQuads.mp4" width="80%"></video>
To use the Follow Active Quads tool:
1. Open the **UV Editing** workspace. The UV Editor displays on the lefthand side of the screen, and the 3D viewport displays on the righthand side of the screen in Edit mode.
1. In the **3D Viewport**, navigate to your 3D object, then unwrap every face you want to texture using an active face.
1. **(Optional)** Configure your active face.
1. In the **UV Editor**, select the face you want to be your active face, then press <kbd>Alt</kbd><kbd>M</kbd>/<kbd>⌥</kbd><kbd>M</kbd> to open the **Split** contextual menu.
1. Select **Selection**. The active face separates from the UV island.
1. Move, scale, or rotate your active face to the appropriate position, orientation, and scale that you want other faces in the UV map to follow.
1. In the **UV Editor**, select all faces you want to follow the active face. Make sure to select your active face last so that Blender knows to use its layout as the guide.
1. Press <kbd>U</kbd> to open the **Unwrap** contextual menu, then select **Follow Active Quads**. Blender aligns your selection's UV coordinates to match the active face's shape and orientation.
For more information on this tool, see Blender's official [UV Operators - Follow Active Quads](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html#follow-active-quads) documentation.
#### Projection
Projection tools are tools that project a 3D object's surface onto the 2D image texture plane. Each projection tool controls how the object's shape unwraps and maps onto the 2D texture:
- **Cube Projection** - Projects the object's faces onto all six sides of a cube; useful for boxy shapes like crates.
- **Sphere Projection** - Projects the object's surface onto a sphere; useful for round shapes like eyes.
- **Cylinder Projection** - Projects the object onto a cylindrical shape; useful for tubes, pipes, and limbs.
- **Project from View** - Projects the object's selected faces according to the current camera or viewport angle; useful for flat surfaces and decals.
- **Smart UV Project** - Automatically unwraps the model and generates islands according to a set angle between faces.
It's useful to consider how you can utilize projection tools to save time in the texturing process, especially for simple objects that require repetitive textures. For example, many Roblox creators strategically use these tools to efficiently create UV islands for basic geometric shapes without needing to mark seams from edges.
<figure>
<img src="../assets/art/3p-software/blender/SmartUVProject.png" alt="A UV map using Smart UV Project." width="73%"/>
<figcaption>A UV map using Smart UV Project.</figcaption>
</figure>
<figure>
<img src="../assets/art/3p-software/blender/CubeProjection.png" alt="A UV map using Cube Projection." width="70%"/>
<figcaption>A UV map using Cube Projection.</figcaption>
</figure>
To use a projection tool:
1. Open the **UV Editing** workspace. The UV Editor displays on the lefthand side of the screen, and the 3D viewport displays on the righthand side of the screen in Edit mode.
1. In the **3D Viewport**, navigate to your 3D object, then select every face.
1. Press <kbd>U</kbd> to open the **UV Mapping** contextual menu, then select one of the following options:
- **Cube Projection**
- **Sphere Projection**
- **Cylinder Projection**
- **Project from View**
- **Smart UV Project**
For more information, see the following official Blender documentation:
- [Cube Projection](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html#cube-projection)
- [Sphere Projection](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html#sphere-projection)
- [Cylinder Projection](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html#cylinder-projection)
- [Project from View](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html#project-from-view)
- [Smart UV Project](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html#smart-uv-project)
### Vertex painting
Vertex painting is the process of storing color information directly on the vertices of your 3D object rather than through traditional textures or materials. In this approach, each vertex holds color data that Blender interpolates across the faces of a mesh, creating either smooth gradients or solid blocks of color without the need for UV mapping or image textures.
Vertex painting is useful for adding color variation to your assets in a lightweight, efficient way, especially in stylized workflows or experiences where performance is a concern, as it can reduce texture memory usage and draw calls. Many Roblox creators use vertex painting in conjunction with Studio's default materials, `Class.MaterialVariant` objects, and `Class.SurfaceAppearance` objects to create visual complexity on otherwise simple 3D objects.
<figure>
<img src="../assets/art/3p-software/blender/VP-NoColor.png" alt="A rocket launcher object in Blender without any color." width="100%"/>
<figcaption>Object without color</figcaption>
</figure>
<figure>
<img src="../assets/art/3p-software/blender/VP-WithColor.png" alt="A rocket launcher object in Blender with vertex paint on the handle." width="98%"/>
<figcaption>Object with vertex paint</figcaption>
</figure>
<figure>
<img src="../assets/art/3p-software/blender/VP-WithTexture.png" alt="A rocket launcher object in Studio with vertex paint and a SurfaceAppearance texture" width="95%"/>
<figcaption>Object with vertex paint and image texture</figcaption>
</figure>
To vertex paint:
1. Add a color attribute to store color information to your object's vertices.
1. In the **3D Viewport**, select your 3D object.
1. Navigate to the **Properties editor**, then in the left-hand navigation, select the **Data** tab.
<img src="../assets/art/blender-ui/Data-Tab.png" width = "40%" alt="Blender's Properties editor with the Data tab highlighted."/>
1. Click the **Color Attributes** dropdown menu to expand the container, then click the **+** button. The **Add Color Attribute** contextual menu displays.
1. Set **Domain** to **Vertex**, **Data Type** to **Color**, then click the **Add** button. Your object now has a color attribute.
1. Configure the 3D Viewport to display your color attribute.
1. In the **3D Viewport**, navigate to the top right-hand corner **Viewport Shading** options, then click the button for the **Solid** shading mode.
<img src="../assets/art/blender-ui/ViewportShading-Solid.png" width = "40%" alt="Blender's Viewport Shading options with the Solid shading mode highlighted."/>
1. Click the **Viewport Shading** dropdown arrow, then in the contextual menu, set **Color** to **Attribute**. The 3D Viewport updates to display your color attribute on your object.
<img src="../assets/art/3p-software/blender/ColorAttribute.png" alt="Blender's Viewport Shading dropdown menu with the dropdown arrow and Color settings highlighted." width="40%"/>
1. Select a color for your brush.
1. In **Vertex Paint** mode, navigate to the top left-hand corner, then click on the active color swatch. A contextual menu displays.
1. Select your color on the color wheel, or with a RGB, HSV, or Hex code.
<img src="../assets/art/blender-ui/ActiveSwatch.png" width = "30%" alt="Blender's active swatch UI highlighted."/>
1. Apply color to your object.
1. To apply color to individual vertices:
1. In the **3D Viewport**, click and drag over your object's vertices to apply your color with a smooth gradient.
1. For further precision, press <kbd>[</kbd> or <kbd>]</kbd> to increase or decrease the brush size, respectively.
1. To flood fill your color,
1. In **Edit** mode, select the vertices or faces that you want to apply your color.
1. In **Vertex Paint** mode, press <kbd>Ctrl</kbd><kbd>X</kbd>/<kbd>⌘</kbd><kbd>X</kbd>. Your selected vertices or faces display the new color.
For more information on this process, see Blender's official [Vertex Paint](https://docs.blender.org/manual/en/latest/sculpt_paint/vertex_paint/index.html) documentation. | 13,206 | 58f4c3dbe676d000217263cecddf2dff1303859d01451e0ecdd6d82c57e24566 |
https://create.roblox.com/docs/art/characters/creating/modeling-best-practices | content/en-us/art/characters/creating/modeling-best-practices.md | guide | 2026-03-29T11:46:39.848226+00:00 | # Modeling Best Practices
Modeling, sometimes known as **sculpting**, is the process of shaping the geometry of your model or mesh. This guide covers important concepts and tips you should review before creating your own unique character shape.
By understanding how to make non-destructive sculpting changes to the head, the character part that contains the most complex components, you can continue to apply these techniques and concepts to other parts of the character model body.
<figure><img src="../../../assets/art/avatar/basic-creation/Pre-Sculpting.png" /> <figcaption>Starting template model</figcaption></figure>
<figure><img src="../../../assets/art/avatar/basic-creation/Post-Sculpting.png" /><figcaption>Model after custom sculpting</figcaption></figure>
When editing templates, **don't delete or add vertices to your character body**. This ensures that your character's skinning and facial animation data remains unaltered and fully functional.
## Non-destructive modeling
Non-destructive modeling means using a process that doesn't alter the physical shape or construction of the base mesh object. When modifying a template model, don't use tools or functions that delete or add vertices to your meshes. Instead, use Blender's sculpting tools to alter the shape of your character by **only changing the position of existing vertices**. This ensures that vertices and faces that have skinning or animation data associated with them retain that important character data.
Extreme geometric changes, even if the vertices are not deleted, can still adversely affect your rigging and skinning. It's important to choose a starting template file close to your final design and to make consistent and proportional changes when sculpting.
## Edge flow
Edge flow is a common modeling concept of ensuring that the vertices of your model naturally follow the organic curvature of your model's shape. When making changes to your model's topography, you should maintain a natural edge flow by ensuring that your vertices remain a proportionate distance from each other and follow the common muscle groups and contours of your model.
Even when maintaining edge flow, you should avoid sculpting certain regions of the character model. The following are examples of important sections of the face that follow a natural edge flow and should be kept in a similar shape:
<table>
<thead>
<tr>
<th>Round head region</th>
<th>Edge flow notes</th>
</tr>
</thead>
<tbody>
<tr>
<td>
<img src="../../../assets/art/avatar/basic-creation/Edge-Flow-Nasolabial-A.png" />
<img src="../../../assets/art/avatar/basic-creation/Edge-Flow-Nasolabial-B.png" />
</td>
<td>**Forehead Wrinkles and Nasolabial Edges**: The edge lines for the forehead wrinkles and nasolabial edges are vital for various expressions involving the mouth, forehead furrowing, eyebrow movement and cheeks. If you modify these sections of your topography, ensure that you retain the original shape whenever possible, and that they maintain a similar relative relationship to each other. </td>
</tr>
<tr>
<td>
<img src="../../../assets/art/avatar/basic-creation/Edge-Flow-Mouth-A.png" />
<img src="../../../assets/art/avatar/basic-creation/Edge-Flow-Mouth-B.png" />
</td>
<td>**Mouth and Lip Edges**: The topography surrounding the lips and mouth have circular mesh structures for the mouth to open and close. This structure can fold the mesh to shape the lips to naturally visualize *a*, *e*, *i*, *o*, and *u* vowel sounds. The neutral shape is a closed mouth, and the edge flows around the mouth in a continuous line to accurately fold and deform the expected mouth shapes.<br /><br />In this tutorial, we don't recommend modifying this area of the facial topography because of the risk of adversely affecting the underlying tongue, upper and lower jaw, and saved facial data. You can use a sculpting mask to ensure that this area is not affected by any modeling changes.</td>
</tr>
<tr>
<td>
<img src="../../../assets/art/avatar/basic-creation/Edge-Flow-Eyes-A.png" />
<img src="../../../assets/art/avatar/basic-creation/Edge-Flow-Eyes-B.png" />
</td>
<td>**Eyes**: The eyelids have enough mesh lines on the eyelids to close the eyes. The continuous lines on the eyelids enable the eyelids to deform and fold as expected when blinking or widening. <br /><br />In this tutorial, it isn't recommended to modify this area of the facial topography because of the risk of adversely affecting the underlying eyeball meshes and saved facial data that contribute to accurate expressions. You can use a sculpting mask to ensure that this area is not affected by any modeling changes.</td>
</tr>
<tr>
<td>
<img src="../../../assets/art/avatar/basic-creation/Edge-Flow-Eyebrow-A.png" />
<img src="../../../assets/art/avatar/basic-creation/Edge-Flow-Eyebrow-B.png" />
</td>
<td>**Eyelids and Eyebrows**: The eyelids and eyebrows require adequate space between the two regions.<br /><br />If modifying the topography above the eyes, keep in mind that the eyelids and eyebrows require a natural space between the two regions. Both the eyelids and eyebrows can shift and change positions with various facial expressions and, if improperly modeled, can clash into each other during a facial pose.</td>
</tr>
</tbody>
</table>
Not following edge flow concepts can result in the topology of your model conflicting with each other during animations, sometimes known as crashing.
<center>
<figure><img src="../../../assets/art/avatar/basic-creation/Sculpting-Crash-Example.png" width = "100%"/> <figcaption>In this example, the top of the eyelid and bottom eyelid travel past each other when closing causing jagged artifacts where the vertices collide and crash.</figcaption></figure>
</center>
By carefully sculpting your template mesh, you can avoid having to correct these topology collisions later, which can often require manually correcting rig, skinning, and/or facial animation data. | 1,311 | 5c0eb17741c9e14e68f8f931f6dfaa502de170b60daa63f01147968f34c72f01 |
https://create.roblox.com/docs/art/characters/creating | content/en-us/art/characters/creating/index.md | guide | 2026-03-29T11:46:39.859187+00:00 | # Creating
You can create your own custom avatar character using Blender and one of Roblox's downloadable template models. Using templates can save you a lot of time by skipping the complex processes of setting up your armature, rigging, skinning, and configuring your character for face animations.
This tutorial is intended for creators of all skill levels with moderate Blender experience to create a unique character by:
1. Selecting a base template that include time-saving Blender configurations.
2. Modeling using non-destructive sculpting workflows
3. Texturing using Blender's texture paint tools
4. Caging an asset by editing the template's cage mesh objects
5. Cleaning and prepping the project for export
6. Exporting your asset for use or testing in Studio
<figure><img src="../../../assets/art/avatar/basic-creation/Pre-Tutorial.png" /> <figcaption>Starting template model</figcaption></figure>
<figure><img src="../../../assets/art/avatar/basic-creation/Post-Tutorial.png" /><figcaption>Example model after modifications</figcaption></figure>
This guide uses [Blender 3.4+](https://www.blender.org/download/releases/3-4/) as a practical example for customizing a character template. Before you begin, you should have a basic knowledge using Blender's interface, tools, and viewing controls.
If you are using another program, you can still apply the general workflow of this tutorial with your program's similar tools. | 298 | 5852cfb2c76e1a1205a4e568a528bd4fa4dc6f3e8a460107858c2185df4cd48a |
https://create.roblox.com/docs/art/characters/creating/export-textures | content/en-us/art/characters/creating/export-textures.md | guide | 2026-03-29T11:46:39.920358+00:00 | # Export Textures
It's important to test your assets multiple times at every point of the asset creation process, whether it is within Blender or after importing into Studio. See [Test characters](../../../art/characters/testing/index.md) for more information.
Whether you are exporting your character for testing, or are performing a final export out of Blender, you must apply the appropriate export settings to ensure that Blender exports the proper character data.
## Export textures
Including the default PBR textures, your template character includes four separate image maps that make up its surface appearance. Depending on your workflow, you can choose to embed the image maps to your export file or export the textures separately as image files. Both methods have advantages:
- [Embedding textures](#embed-textures) simplifies your export by packing all of your textures within the single `.fbx` file.
- [Exporting texture images](#export-textures) directly allows you direct access to the image textures, so you can test and swap them more quickly.
### Embed textures
Embedding the texture maps to your `.fbx` export can simplify the Blender export and Studio import process. When embedding your textures with Roblox's template files, you need to make a quick adjustment to custom skin tone shader nodes in the Blender file.
<figure><img src="../../../assets/art/avatar/basic-creation/Cleanup
-Node-A.png" /> <figcaption>Default node configuration: Mix node connected to Base Color</figcaption></figure>
<figure><img src="../../../assets/art/avatar/basic-creation/Cleanup-Node-B.png" /><figcaption>Exportable node configuration: Color node connected directly to Base Color</figcaption></figure>
To prepare your textures to embed with export:
1. In Object mode, select any part of the character.
2. Navigate to the **Shading** tab.
3. Ensure the **Type of Data** dropdown is set to **Object**.
<img src="../../../assets/art/avatar/basic-creation/Cleanup-Object-Select.png" width = "60%"/>
4. Find the node that connects to the **Principled BSDF's Base Color**.
<img src="../../../assets/art/avatar/basic-creation/Cleanup-Mix-Node.png" />
5. Click and drag the line from **Base Color** to disconnect the node.
<img src="../../../assets/art/avatar/basic-creation/Cleanup-Disconnect-Node.png" />
6. Find the **file26** node with the color texture map and click and drag the **Color** to **Principled BSDF's color** node.
<img src="../../../assets/art/avatar/basic-creation/Cleanup-Node-B.png" />
<video controls src="../../../assets/art/avatar/basic-creation/Exporting_01.mp4" width="100%"></video>
### Unpack image files
As an alternative to embedding textures, you can export your texture files as separate `.png` image files, which allows you to quickly access and swap image texture maps.
To export your texture image files:
1. Navigate to **File** > **External Data** > **Unpack Resources**.
2. Select **Use files in current directory** to save in the same directory as your project. Blender exports your image files to a textures directory in your project's parent directory.
<img src="../../../assets/art/avatar/basic-creation/Exporting-Pack-Resources.png" width = "55%"/> | 701 | e33e279e675874e068cd63cd5c6d4c404ebdb0ec7612ef3ed377477e13c1714d |
https://create.roblox.com/docs/art/characters/creating/modeling-tips | content/en-us/art/characters/creating/modeling-tips.md | guide | 2026-03-29T11:46:39.927332+00:00 | # Modeling Tips
There are many tips and tricks during the modeling process that can save you time and prevent major issues in your workflow. There are many resources online that can help you make your modeling process more efficient. The following are various beginner-friendly tips and settings in Blender that allow you to visualize and configure objects efficiently in your project.
### Hide inactive objects
In your Outliner, hide objects you aren't editing by enabling the **Hide In Viewport** icon <img src="../../../assets/art/blender-ui/Visibility-Icon.png" style=} width="20px"/>. This cleans up your workspace and helps ensure you don't make unintentional changes to another object or collection.
You can quickly bulk hide and unhide any parent and child objects that are not [disabled](../../../art/characters/creating/index.md#disabled-objects). To bulk hide objects:
1. In the Outliner, navigate to a parent object, such as **Cage** or **Joints**.
2. Hold <kbd>Shift</kbd> and click the **Hide In Viewport** icon <img src="../../../assets/art/blender-ui/Visibility-Icon.png" style=} width="20px"/> to toggle the object's visibility.
### Enable wireframe view
Whenever you use a modeling application, switch between different viewport options, like X-Ray and Wireframe, to gain a better perspective on your vertices and shapes. This tutorial uses a wireframe view over the mesh shape, and many examples use various material settings and viewport options.
Enable wireframes on your material view by setting the following:
1. Select the **Head_Geo**.
2. In the **Properties** panel, navigate to **Object Properties** <img src="../../../assets/art/blender-ui/Object-Select-Icon.png" style=} width="20px"/>.
3. In Viewport Display, enable **Wireframe**. | 381 | 96ba7762eebdd6436bc28da47bee1682a8106a30d8b08a3a04891e8e849dc643 |
https://create.roblox.com/docs/art/characters/creating/remove-extra-bones | content/en-us/art/characters/creating/remove-extra-bones.md | guide | 2026-03-29T11:46:39.993321+00:00 | # Remove Extra Bones
The helper bones used to help place the head geometries also require removal to validate correctly. While these extra bones do not include any skinning data, do not delete any of the facial animation bones parented within DynamicHead, as these include important skinning data that drives facial animation.
Failure to [combine head geometry](../../characters/creating/combine-head-geometry.md) and remove head bones will cause issues with validation, as the character will no longer adhere to the expected R15 geometry and joint hierarchy.
Remove the additional head bones by selecting them and deleting them in edit mode:
1. If required, toggle visibility on your **Armature** object. The bones display in the viewport.
2. In the Outliner, expand the character's armature object and find the **Joints** object that parents the bone structure of the character.
<img src="../../../assets/art/avatar/basic-creation/Select-Joint-Objects.png" />
3. Expand the Joints hierarchy by holding **shift** and clicking the expansion dropdown.
4. In the viewport, select any bone and switch to **Edit Mode**.
<img src="../../../assets/art/avatar/basic-creation/Select-Bone-Objects.png" />
5. Under the Head joint, hold **shift** and select all the head children joints except DynamicHead.
6. With the extra head bones selected, right click in the viewport and select **Delete Selected Bones**.
<video controls src="../../../assets/art/avatar/basic-creation/Cleanup_01-1.mp4" width="100%"></video> | 322 | c0864b98b3e588aa0b0e04efb98ecd8592694d786de7b12f6054f638b5e9d51c |
https://create.roblox.com/docs/art/characters/creating/head-objects | content/en-us/art/characters/creating/head-objects.md | guide | 2026-03-29T11:46:40.085341+00:00 | # Head Objects
In each template file, each avatar body includes extra head mesh objects and face armature bones. Separating these objects within the templates allow you to make easier changes to each of these separate objects, as demonstrated during the texturing step.
To avoid validation errors, you must [join](../../../art/characters/creating/combine-head-geometry.md) and [remove](../../../art/characters/creating/remove-extra-bones.md) these extra objects during the cleanup process prior to exporting.
The extra head mesh objects are the following:
<figure>
- Head_Geo
- UpperTeeth_Geo
- LowerTeeth_Geo
- Tongue_Geo
- RightLash_Geo
- RightEye_Geo
- LeftLash_Geo
- LeftEye_Geo
</figure>
<figure><img
alt="Head-Related Meshes"
src="../../../assets/art/blender-ui/Face-Objects.png"
width="800" /><figcaption>Extra head-related meshes in Blender's Outliner</figcaption></figure>
<p />
The extra head bone children are the following and may differ between templates:
<figure>
- Tongue
- LowerTeeth
- UpperTeeth
- LeftEye
- RightEye
</figure>
<figure><img
alt="Head-Related Meshes"
src="../../../assets/art/blender-ui/Face-Bones.png"
width="800" /><figcaption>Extra head-related bones in Blender's Outliner</figcaption></figure>
While these extra objects exist to aid the creation and modification process, leaving them in your project on final export will cause validation issues when uploading these assets to the Marketplace. | 361 | 1fb65a24ce610c792be31d39967995ce5a4859aaf05b9a4eb77ee30a9d65dcea |
https://create.roblox.com/docs/art/characters/creating/sculpting | content/en-us/art/characters/creating/sculpting.md | guide | 2026-03-29T11:46:40.162221+00:00 | # Sculpting
After reviewing the modeling best-practices and sculpting tips, you can begin sculpting your character. This tutorial demonstrates sculpting changes to the [RoundMale template](../../../assets/art/reference-files/RoundMale.zip), creating a goblin-like character.
The sculpting instructions utilize the following Sculpting tools:
- **Grab** - Selects and pulls a group of vertices.
- **Smooth** - Eliminates irregularities in the area of the brush's influence.
- **Flatten** - Averages out the vertices within the brush's influence on a common plane.
- **Elastic Deform** - Similar to Grab, but adds an organic stretch and elasticity to the neighboring vertices.
You can use Blender's other sculpting tools, though it's important to use a tool that aligns with the [Non-Destructive Modeling](./modeling-best-practices.md#non-destructive-modeling) concepts to preserve the vertices of the model.
To begin sculpting the head:
1. With the template project opened, hide the other Geo objects to isolate the head mesh.
2. Select the **Head_Geo** mesh object and switch to **Sculpting** mode.
3. At the top right of the viewport, set the following options:
1. Enable **X-Axis Symmetry**.
2. Enable **Wireframe** view.
<video controls src="../../../assets/art/avatar/basic-creation/Sculpting_01.mp4" width="100%"></video>
4. Using the **Mask** tool, paint over the mouth and eyes where you do not want to sculpt unexpectedly.
<video controls muted src="../../../assets/art/avatar/basic-creation/Sculpting_02.mp4" width="100%"></video>
5. With the **Grab** and **Smooth** tools, make the following edits to your template head:
1. Reshape the head, flattening and enlarging the top.
2. Elongate the ears.
1. Expand the surface near the ear to broaden the base
2. Grab and extend each ear, ensuring it connects smoothly to the base and vertices remain proportionally spaced when possible.
3. Try the Flatten tool to straighten and align a region.
4. Use the Elastic Deform tool to stretch and pull multiple vertices.
<video controls muted src="../../../assets/art/avatar/basic-creation/Sculpting_03.mp4" width="100%"></video>
3. Extend the bridge of the nose and expand the size of the brow
<video controls src="../../../assets/art/avatar/basic-creation/Sculpting_04.mp4" width="100%" muted></video>
4. Broaden the chin so it prominently protrudes.
<video controls src="../../../assets/art/avatar/basic-creation/Sculpting_06.mp4" width="100%" muted></video>
6. Perform a refinement pass to add final details, polish, and accentuate your main features, such as:
- Adding details in the outer and inner ears
- Adding more detail to chin and cheeks
- Improving edge lines and spacing in areas with crowded vertices
<video controls src="../../../assets/art/avatar/basic-creation/Sculpting_07.mp4" width="100%"></video>
For a comparison reference, you can download [this version of the tutorial project with sculpting completed](../../../assets/art/reference-files/checkpoint/1_Goblin-sculpted.blend). | 730 | d42cf2df108f7efa6be4b63c25b3000e5ace7597f3a7bdadb8d3dec5a5be1be7 |
https://create.roblox.com/docs/art/characters/creating/template-files | content/en-us/art/characters/creating/template-files.md | guide | 2026-03-29T11:46:40.165394+00:00 | # Template Files
Each template comes pre-baked with the [necessary components of an avatar character](../../../art/characters/index.md#components-of-an-avatar) to save you time and effort in creating a custom avatar character. When creating characters from scratch, these individual components typically take a lot of time and a deep technical background in your modeling application. Templates allow you to skip several steps and work from a variety of base character shapes.
<table>
<thead>
<tr>
<th>Template prototype</th>
<th></th>
<th>Sample customizations</th>
</tr>
</thead>
<tbody>
<tr>
<td>
<img src="../../../assets/art/avatar/templates/Muzzle-Prototype.png" /><br /><center>Muzzle head template</center>
</td>
<td>
</td>
<td>
<img src="../../../assets/art/avatar/templates/Muzzle-Concepts.png" /><br />
</td>
</tr>
<tr>
<td>
<img src="../../../assets/art/avatar/templates/Round-Prototype.png" /><br /><center>Round head template</center>
</td>
<td>
</td>
<td>
<img src="../../../assets/art/avatar/templates/Round-Concepts.png" /><br />
</td>
</tr>
</tbody>
</table>
You can choose from a variety of templates that best match your final design and save time on creating the technical components. The examples in the template tutorials utilize the [Round Blender template](../../../assets/art/reference-files/RoundMale.zip). Experiment with other templates to create your own unique character and final result.
Each `.zip` contains a `.blend`, `.fbx`, and PBR texture `.png` files for that template model. If using Blender or following the [template creation guides](../../../art/characters/creating/index.md), use the `.blend` project.
Some of the template files include additional mesh assets for eyebrows and eyelashes. These eyebrows and eyelashes versions may not be fully compatible with the template body. For the latest information on eyebrows and eyelashes, see [Makeup](../../../makeup/index.md#components-of-makeup).
<figure><img src="../../../assets/art/avatar/templates/Round-Head-Templates.png"/><figcaption><center>Round</center></figcaption></figure>
<figure>
<br /><br />
Female: <a href="../../../assets/art/reference-files/RoundFemale.zip">RoundFemale.zip</a> <br />
Male: <a href="../../../assets/art/reference-files/RoundMale.zip">RoundMale.zip</a>
</figure>
<figure><img src="../../../assets/art/avatar/templates/Square-Head-Templates.png" /><figcaption><center>Square</center></figcaption></figure>
<figure>
<br /><br />
Female: <a href="../../../assets/art/reference-files/SquareFemale.zip">SquareFemale.zip</a> <br />
Male: <a href="../../../assets/art/reference-files/SquareMale.zip">SquareMale.zip</a>
</figure>
<figure><img src="../../../assets/art/avatar/templates/Muzzle-Head-Templates.png" /><figcaption><center>Muzzle</center></figcaption></figure>
<figure>
<br /><br />
Female: <a href="../../../assets/art/reference-files/MuzzleFemale.zip">MuzzleFemale.zip</a> <br />
Male: <a href="../../../assets/art/reference-files/MuzzleMale.zip">MuzzleMale.zip</a>
</figure>
<figure><img src="../../../assets/art/avatar/templates/SemiRealistic-Templates.png"/><figcaption><center>Realistic</center></figcaption></figure>
<figure>
Female: <a href="../../../assets/art/reference-files/SemiRealisticFemale.zip">SemiRealisticFemale.zip</a> <br />
Male: <a href="../../../assets/art/reference-files/SemiRealisticMale.zip">SemiRealisticMale.zip</a>
</figure>
<figure><img src="../../../assets/art/avatar/templates/Anime-Templates.png"/><figcaption><center>Anime</center></figcaption></figure>
<figure>
Female: <a href="../../../assets/art/reference-files/AnimeFemale.zip">AnimeFemale.zip</a> <br />
Male: <a href="../../../assets/art/reference-files/AnimeMale.zip">AnimeMale.zip</a>
</figure>
<figure><img src="../../../assets/art/avatar/templates/Stylized-Templates.png"/><figcaption><center>Stylized</center></figcaption></figure>
<figure>
Single body: <a href="../../../assets/art/reference-files/StylizedHuman.zip">Stylized.zip</a>
</figure>
<figure><img src="../../../assets/art/avatar/templates/Caricature-Templates.png"/><figcaption><center>Caricature</center></figcaption></figure>
<figure>
Single body: <a href="../../../assets/art/reference-files/Caricature.zip">Caricature.zip</a>
</figure>
After downloading your template file, review the [unique head object structure](../../../art/characters/creating/head-objects.md) and [additional Blender settings](../../../art/characters/creating/blender-configurations.md) that require adjustment before exporting. It's crucial to understand these concepts prior to committing to any alterations as these can conflict with Roblox's avatar requirements if not addressed. | 1,127 | baeef1e5dc33e1a411f2869c4f06df8779f3c43e613705fbdb9bf7d18925a182 |
https://create.roblox.com/docs/art/characters/creating/texturing-eyes | content/en-us/art/characters/creating/texturing-eyes.md | guide | 2026-03-29T11:46:40.225309+00:00 | # Texturing Eyes
You can apply a fully opaque texture to the eyes to achieve a more non-human visual effect for your character. Before editing the eye textures, join the two eye objects to texture them both at the same time. Then texture paint the entire eye, starting with the outer eye, moving to the inner eye, and finishing with the pupil.
To texture your eye mesh objects:
1. Increase the texture image resolution.
2. In the Outliner, toggle the **Hide in Viewport** option for the **Head_Geo**, **LowerTeeth_Geo**, **Tongue_Geo**, and **UpperTeeth_Geo**. Leave the eye mesh objects visible.
<video controls src="../../../assets/art/avatar/basic-creation/Texturing_01.mp4" width="100%"></video>
3. In Object Mode, hold <kbd>Shift</kbd> and click on both the **LeftEye_Geo** and the **RightEye_Geo**. Then right-click and select **Join** (<kbd>Ctrl</kbd><kbd>J</kbd>; <kbd>⌘</kbd><kbd>J</kbd>) to join the objects. The two objects merge using the name of the last object selected.
<video controls src="../../../assets/art/avatar/basic-creation/Texturing_02.mp4" width="100%"></video>
4. Switch to **Texture Paint** mode.
5. With the Draw tool active, set the following brush settings for the outer eye shadow:
1. In Brush Settings, set **Radius** to **50px** and **Strength** to **1.0**.
2. In Color Picker, select **black**.
<img src="../../../assets/art/avatar/basic-creation/Texturing-Shadow-Settings.png" />
6. In the Texture Paint **3D view window**, completely paint the eye objects black. This serves as the basis for the outer-eye shadow.
<video controls src="../../../assets/art/avatar/basic-creation/Texturing_03.mp4" width="100%"></video>
7. With the Draw tool active, set the following brush settings for the outer eye shadow:
1. In Brush Settings, set **Radius** to **75px** and **Strength** to **1.0**.
2. In Color Picker, select a **deep yellow**.
<img src="../../../assets/art/avatar/basic-creation/Texturing-Outer-Brush-Settings.png" />
8. In the Texture Paint **2D view window**, line up your cursor to the center of the UV map that corresponds to the eye texture. Click 4-6 times on the center of each eye to create an outer eye color over the base shadow.
<video controls src="../../../assets/art/avatar/basic-creation/Texturing_04.mp4" width="100%"></video>
9. For visibility, enable Head_Geo visibility and reorient the camera to a front-facing view.
10. Paint the inner eye color using the following suggestions:
1. Click the **X Symmetry** button to enable symmetry. Toggle this off if creating asymmetrical assets.
<img src="../../../assets/art/avatar/basic-creation/Texturing-X-Symmetry.png" />
2. In the Overlay view options, **enable Wireframe geometry view**. You can toggle this overlay off when spot checking your visual elements.
<video controls src="../../../assets/art/avatar/basic-creation/Texturing_05.mp4" width="100%"></video>
<img src="../../../assets/art/avatar/basic-creation/Texturing-Wireframe-Toggle.png" />
3. Update your brush settings for the inner eye:
1. In Brush Settings, set **Radius** to **5px**. You can quickly change this radius as you paint by holding <kbd>F</kbd>.
2. In Color Picker, select a strong **red** shade for the inner eye.
<img src="../../../assets/art/avatar/basic-creation/Texturing-Inner-Eye.png" />
<video controls src="../../../assets/art/avatar/basic-creation/Texturing_06.mp4" width="100%"></video>
4. Periodically make the head mesh visible to ensure your eye texture works with the rest of the model.
11. Update your brush settings for the pupil:
1. In Brush Settings, set Radius to **5px**. You can quickly change this radius as you paint by holding <kbd>F</kbd>.
2. In Color Picker, select a bright **red** shade for the pupils.
<img src="../../../assets/art/avatar/basic-creation/Texturing-Pupil-Brush-Settings.png" />
12. Using the Brush tool, paint the pupils of your model.
<video controls src="../../../assets/art/avatar/basic-creation/Texturing_07.mp4" width="100%"></video>
13. After completing your texture painting, switch back to **Edit Mode**.
14. Shift click both of your eye objects, and press <kbd>P</kbd> and select **By Loose Parts** to separate the two meshes.
15. Rename your remaining mesh to the original **RightEye_Geo** or **LeftEye_Geo** name.
<video controls src="../../../assets/art/avatar/basic-creation/Texturing_08.mp4" width="100%"></video> | 1,129 | 4ebcc69412e92a0b17b613d94d84eb997d30c8aa6286d54461cc571e658eee23 |
https://create.roblox.com/docs/art/characters/creating/texturing-face | content/en-us/art/characters/creating/texturing-face.md | guide | 2026-03-29T11:46:40.263653+00:00 | # Texturing Face
After texturing the eyes, you can begin texturing the face. The concepts are similar to texturing the eyes, though you only use an opaque texture to ensure that the custom skin tone can remain visible.
To texture the face:
1. In the Texture Paint tab, resize your texture resolution to **2048** or **4098**:
1. In the left Paint window, select **Image** > **Resize**.
2. Set the texture size to **2048 x 2048**.
2. In the Tool sidebar, update your brush settings for the facial features.
1. In Brush Settings, start with the following Brush recommendations:
1. **Radius** to **5px**. You can change this radius as you paint.
2. **Strength** to **0.300**. Modify this value when applicable.
3. In Symmetry, enable **X Axis Mirroring**.
<img src="../../../assets/art/avatar/basic-creation/Texture-Symmetry-Tool-Setting.png" />
2. In Color Picker, select a neutral **dark** shade for the shadows.
3. Apply texture to your character's face features, such as the nostrils, wrinkles, ears, and chin. Keep in mind that the painted textures will look softer and blended with the surface once the texture resolution is resized.
<video controls src="../../../assets/art/avatar/basic-creation/Texturing_10.mp4" width="100%"></video>
4. When complete, resize your texture resolution back to **1024 x 1024**:
1. In the left Paint window, select **Image** > **Resize**.
2. Set the texture size back to **1024 x 1024**.
<video controls src="../../../assets/art/avatar/basic-creation/Texturing_11.mp4" width="100%"></video>
Your final result should include various facial textures that help accentuate the features of your character and work well with any custom skin tone. Try exploring various amounts of texturing and the types of surfaces you could expect on skin, such as wrinkles, scars, or dirt/grunge. You should also verify your textures between several skin tones to ensure that your texturing looks acceptable with various skin types.
<figure><img src="../../../assets/art/avatar/basic-creation/Post-Texturing-A.png" /> <figcaption>Default Green</figcaption></figure>
<figure><img src="../../../assets/art/avatar/basic-creation/Post-Texturing-B.png" /><figcaption>Pink</figcaption></figure>
<figure><img src="../../../assets/art/avatar/basic-creation/Post-Texturing-C.png" /><figcaption>Blue</figcaption></figure>
For a comparison reference, you can download [this version of the tutorial project with texturing completed](../../../assets/art/reference-files/checkpoint/2_Goblin-textured.blend). | 607 | ffe43ab700a45844f603a8fa512941b4284207bab52d9d7ab68625bde50ba4ca |
https://create.roblox.com/docs/art/characters/creating/texturing-setup | content/en-us/art/characters/creating/texturing-setup.md | guide | 2026-03-29T11:46:40.317402+00:00 | # Texturing Setup
**Texturing** is the process of customizing the color, tone, and shading of your model's surface. Custom meshes and models use a 2D image, known as a texture map, to project various surface appearance elements onto your 3D object.
<figure><img src="../../../assets/art/avatar/basic-creation/Pre-Texturing.png" /> <figcaption>Model after custom sculpting</figcaption></figure>
<figure><img src="../../../assets/art/avatar/basic-creation/Post-Texturing.png" /><figcaption>Model after texturing</figcaption></figure>
Each template comes with a color texture map, which you can alter and modify using Blender's texture editing tools. Since most Roblox avatars can take advantage of custom skin tones, it's important to understand how to [preview custom skin tones](../../../art/characters/creating/index.md#preview-skin-tones) in Blender to verify how your final asset will look in a Roblox experience.
For the purpose of demonstrating the basic texturing process, this tutorial goes over basic texture painting setup, applies a completely opaque texture over parts of the character eyes, and partially opaque details over the face. You can apply these same techniques to other parts of your character geometry.
When texturing parts of your character model's body, ensure that your character model includes a modesty layer over sensitive regions. See [Community Standards](../../../marketplace/marketplace-policy.md) for more information on Roblox's policies.
## Set texture resolution
Roblox Studio supports a texture resolution of **1024 x 1024** for albedo texture maps. When using applications like Blender or Maya to texture paint directly on a model, extremely fine details may not paint as expected due to the resolution and level of detail of the painting.
<figure><img src="../../../assets/art/avatar/basic-creation/Texture-Resolution-A.png" /> <figcaption>Texture painting at 1024 x 1024 resolution</figcaption></figure>
<figure><img src="../../../assets/art/avatar/basic-creation/Texture-Resolution-B.png" /><figcaption>Texture painting at 2048 x 2048 resolution</figcaption></figure>
When adding fine details to your texture, increase the image resolution of your texture map temporarily to **2048 x 2048** or **4096 x 4096**. After completing your texturing, change the image resolution back to **1024 x 1024** to bake in the changes.
To change your texture image resolution:
1. Starting from Layout mode, select the **Head_Geo**.
2. Switch to **Texture Paint** mode.
3. In the left Paint window, select **Image** > **Resize**.
4. Set the texture size:
1. Use **2048** or **4096** for a higher res for detailed texture work.
2. Use **1024** for the default Roblox-supported resolution.
<video controls src="../../../assets/art/avatar/basic-creation/Texturing_09.mp4" width="100%"></video> | 634 | ab8d5ce0b3a9d46a0741ecaba4b19c835ca3d58a4fc20d2cab7223443d68a9ed |
https://create.roblox.com/docs/art/characters/creating/verify-attachments | content/en-us/art/characters/creating/verify-attachments.md | guide | 2026-03-29T11:46:40.421417+00:00 | # Verify Attachments
Attachment points are non-rendered objects of your avatar where rigid accessories attach to. Each template includes the required attachments at their expected locations ending with **\_Att**. Before exporting, it's important to verify the attachment position and, if necessary, adjust the location if you made any changes to the shape of your model.
<figure><img src="../../../assets/art/avatar/basic-creation/Pre-Attachment.png" /> <figcaption>Original template attachment positions</figcaption></figure>
<figure><img src="../../../assets/art/avatar/basic-creation/Post-Attachment.png" /><figcaption>Attachments after adjustment</figcaption></figure>
Center attachment points at their respective locations. Each attachment should overlap approximately halfway with the character's mesh.
This tutorial only changes the head of your model, so you only need to adjust the **Hat**, **Hair** and **FaceFront** attachments. To enable visibility and verify your head attachment point:
1. If you haven't already, enable [disabled objects](../../../art/characters/creating/index.md#disabled-objects) in your Outliner.
2. In the Outliner, find the Joints parent object.
3. Hold <kbd>Shift</kbd> and click the **Hide** icon for the Joints object to hide everything.
4. Expand the Joints object and un-hide the Head_Geo and Hat_Att and Hair_Att.
1. If required, disable **Disable In Viewport** <img src="../../../assets/art/blender-ui/Disabled-Icon.png" style=} width="20px"/> next to the \_Att objects.
5. Toggle Visibility for the **Hat_Att**, **Hair_Att**, and **FaceFront_Att**.
6. Verify the placement of the attachments. The goblin's head is shorter than the starting template, so the attachments require minor vertical adjustment.
7. Select the attachments
8. Switch to **Edit** Mode.
9. Using the Grab tool, position the attachments vertically along the y-axis until they are about halfway embedded in the head.
<video controls muted src="../../../assets/art/avatar/basic-creation/Cleanup_02.mp4" width="100%"></video> | 445 | 489a4fe6e0b696d215743b5b83ae2201d5c2920a61fc58d46a8e9db2bb765dd1 |
https://create.roblox.com/docs/art/characters/export-avatar-animations-from-maya | content/en-us/art/characters/export-avatar-animations-from-maya.md | guide | 2026-03-29T11:46:40.478779+00:00 | # Export Avatar Animations From Maya
**Avatar animations** are animations that you can create and assign to play for any avatar action, such as walking, swimming, or dancing. In addition to using the [Animation Editor](../../animation/editor.md) or [Animation Capture](../../animation/capture.md) tools within Studio, you can create avatar animations through third-party modeling and animation tools like [Maya](https://www.autodesk.com/products/maya/overview), then import your avatar animations directly into Studio to apply to any avatar with Roblox. By using this guide as a checklist of the specific settings your rig and animation must meet for the export process, you can ensure that your animations import successfully.
<figure>
<img width="40%" img src="../../assets/animation/exporting-avatar-animations-from-maya/Overview-Mannequin.jpg" alt="A humanoid mannequin in Maya with IK controls." />
<figcaption>R15 mannequin reference</figcaption>
</figure>
<figure>
<video controls src="../../assets/animation/exporting-avatar-animations-from-maya/Moving-Rig.mp4" alt="An angled side view of the same humanoid mannequin walking in place." width="40%"></video>
<figcaption>Example walking animation</figcaption>
</figure>
This guide uses a downloadable [R15-Mannequin-Rig.ma](../../assets/animation/exporting-avatar-animations-from-maya/R15-Mannequin-Rig.ma) file that contains an R15 mannequin that you can use as a reference to create and export animations. If you choose to animate on your own R15 rig, the same rig configuration and export settings apply.
## Configure the rig
Before you export your avatar animation from Maya, you must configure your rig to be compatible with Studio's import requirements, including making sure that the rig follows a specific hierarchy and naming conventions so that Studio is able to recognize the file as an avatar animation, and that the rig's translation channel is muted so that the root node doesn't move with the animation.
### Hierarchy and naming conventions
Studio requires a specific hierarchy and naming conventions for a humanoid rig's internal joint structure so that it can recognize what you're importing as an avatar animation. If you aren't using the downloadable R15 mannequin reference rig to create your animations, make sure your rig uses the following joint hierarchy and naming convention exactly as it is:
- Root
- HumanoidRootPart
- LowerTorso
- UpperTorso
- Head (representing the base of the neck)
- LeftUpperArm
- LeftLowerArm
- LeftHand
- RightUpperArm
- RightLowerArm
- RightHand
- LeftUpperLeg
- LeftLowerLeg
- LeftFoot
- RightUpperLeg
- RightLowerLeg
- RightFoot
### Mute the translation channel
Roblox avatar animations cannot move a character when they play; instead, avatar animations animate rigs at their world position. If your avatar animation is a locomotion-type of animation where the root node moves in space, such as a character that moves forward as their walk animation plays, you must mute the rig's translation channel so that the animation plays without moving the rig on export.
To mute the translation channel:
1. Open the **Graph Editor**.
1. In the menu bar, click **Windows**. A contextual menu displays.
1. Hover over **Workspaces**, then click **Animation**. The **Graph Editor** displays.
<img width="90%" img src="../../assets/animation/exporting-avatar-animations-from-maya/Opening-GraphEditor-and-TimeSlider.jpg" alt="A close up view of the Windows dropdown menu in Maya. The Workspaces menu item is highlighted, as well as the Animation submenu." />
1. Move the **Time Marker** to frame 0.
<img width="50%" img src="../../assets/animation/exporting-avatar-animations-from-maya/Time-Marker.jpg" alt="A close up view of the Graph Editor in Maya. The Time marker for a character's right hand is at frame 0, and is highlighted." />
1. In the **Outliner**, select the root node. If you are using the reference file, this is **TSM3_root**.
1. In the **Channel Box**, right-click on the **Translate Z** value. A contextual menu displays.
1. Select **Mute Selected**. The Translate Z value's channel box color changes to orange to confirm that it's muted.
<figure>
<img width="90%" img src="../../assets/animation/exporting-avatar-animations-from-maya/Mute-Selected.jpg" alt="A close up view of the Channel Box in Maya. The Mute Selected menu item in the contextual menu from step 4 is highlighted." />
</figure>
<figure>
<img width="90%" img src="../../assets/animation/exporting-avatar-animations-from-maya/Muted-TranslateZ.jpg" alt="A close up view of the Channel Box in Maya. The Translate Z property channel box color is orange to signify it is muted. The rest of the values are in cyan blue to signify that they remain unmuted." />
</figure>
When you play the animation, the character's root node doesn't move in space anymore, and the character animates in place at the origin of the scene.
## Export the animation
Now that your rig animates in place and has a hierarchy and naming data that is compatible with Studio, you can export the animation into a `.fbx` format. Maya doesn't load this capability by default, so you need to enable an FBX plugin to gain the additional settings necessary to export the file in a format Studio can recognize.
To export your avatar animation from Maya:
1. Install the FBX plugin.
1. In the menu bar, click **Windows**. A contextual menu displays.
1. Hover over **Settings/Preferences**, then click **Plug-in Manager**. The **Plug-in Manager** window displays.
<img width="80%" img src="../../assets/animation/exporting-avatar-animations-from-maya/Plugin-Manager.jpg" alt="A close up view of the Windows dropdown menu in Maya. The Settings/Preferences menu item is highlighted, as well as the Plug-in Manager submenu." />
1. In the search field, input **fbxmaya**. The **fbxmaya.mll** plugin displays.
1. Enable the **Loaded** and **Auto load** options.
<img width="80%" img src="../../assets/animation/exporting-avatar-animations-from-maya/Loaded-and-AutoLoad-Radio-Buttons.jpg" alt="The Plug-in Manager with a close up view of the fbxmaya file. Its Loaded and Auto load settings are highlighted." />
1. In the menu bar, click **File**. A contextual menu displays.
1. Select **Export All**. The **Export All** window displays.
<img width="40%" img src="../../assets/animation/exporting-avatar-animations-from-maya/Export-All.png" alt="A close up view of the File dropdown menu in Maya. The Export All menu item is highlighted." />
1. At the bottom of the window,
1. In the **File name** field, input a name for your avatar animation.
1. Click the **Files of Type** dropdown menu, then select **FBX export**. The **Options pane** updates its settings.
1. In the **Options** pane, click the **Animation** dropdown for additional animation settings, then in the **Bake Animation** section,
1. Enable **Bake Animation**.
1. Verify that the **Start** and **End** fields correlate to the frames you want to export for your animation loop.
1. Set **Step** to **1**.
<img width="80%" img src="../../assets/animation/exporting-avatar-animations-from-maya/Bake-Animation.jpg" alt="A close up view of the Options pane. The Bake Animation settings are highlighted." />
1. Click the **Advanced Options** dropdown for additional export settings, then in the **FBX File Format** section,
1. Set **Type** to **Binary**.
1. If required, set **Version** to **FBX 2020**.
<img width="80%" img src="../../assets/animation/exporting-avatar-animations-from-maya/FBX-File-Format.jpg" alt="A close up view of the Options pane. The FBX File Format settings are highlighted." />
1. In the bottom right corner, click the **Export All** button. After a moment, the avatar animation `.fbx` file displays in your file browser.
## Test the animation in Studio
Once you have your avatar animation `.fbx` file, you can test it within Studio to make sure that the animation plays without any errors.
To test the animation in Studio:
1. Open a pre-built character rig.
1. From the toolbar's **Avatar** tab, click **Character**.
1. Select any rig you want to use as a test. The rig displays within the viewport.
1. Connect the rig to the **Animation Editor**.
1. From the toolbar's **Avatar** tab, click **Animation**. The [Animation Editor](../../animation/editor.md) window displays.
1. In the viewport, click your rig. A dialog displays in the editor.
1. In the **Animation Name** field, enter a new animation name, then click the **Create** button. The editor window displays the media and playback controls, timeline, and track list.
1. Import your avatar animation into the rig.
1. Navigate to the **Media and Playback Controls** and click the **⋯** button. A contextual menu displays.
1. Hover over **Import**, then select **From FBX Animation**. A file browser displays.
<img width="60%" img src="../../assets/animation/exporting-avatar-animations-from-maya/Importing-From-FBX-Animation.jpg" alt="A close up view of the Animation Editor window. The ellipsis contextual menu displays, and the From FBX Animation submenu item is highlighted." />
1. Select the FBX animation you just exported from Maya, then click **Open**. The animation's keyframes load into the **Animation Editor**.
1. Navigate to the **Media and Playback Controls** and click the **Play button** to play the avatar animation. | 2,212 | ca314273ab0634c426de5f288856a66ae15f3b7aa144422663ff3d7f8606014e |
https://create.roblox.com/docs/art/characters/face-caging-best-practices | content/en-us/art/characters/face-caging-best-practices.md | guide | 2026-03-29T11:46:40.575256+00:00 | # Face Caging Best Practices
The following information applies to character creators who are looking to improve or resolve errors with their character head cages. This improves compatibility with Marketplace items, such as accessories and makeup.
A character's head cage helps define the surface of the 3D model. The cage also plays an important role in Marketplace [head validation](../art/characters/head-specifications.md#facial-landmarks), so it's important properly construct cages to ensure accurate fitting with head accessories and animations.
The following information and examples are best practices that are applicable to face caging as well as other caging processes. For additional best practices for caging, see [clothing caging best practices](../art/accessories/caging-best-practices.md).
## General
<figure><img src="../assets/makeup/caging-examples/Primary-A.png" />
<figcaption>Realistic face model reference</figcaption>
</figure>
<figure><img src="../assets/makeup/caging-examples/Primary-B.png" />
<figcaption>Realistic face model caging reference</figcaption>
</figure>
### Equidistant geometry
Try to keep geometry equidistant whenever possible. This helps mitigate texture and layered clothing distortion. Keep in mind that this isn't always possible.
<figure><img src="../assets/makeup/caging-examples/Equidistant-A.png" /></figure>
<figure><img src="../assets/makeup/caging-examples/Equidistant-B.png" /></figure>
### Vertex colored areas
The template file includes vertex colors in the cages at important areas. Lining up vertex colored areas to the lips, eyebrows, and hairline areas help ensure quality makeup transfer and additionally any hair, facial hair, eyebrows, or eyelash accessories.
<figure><img src="../assets/makeup/caging-examples/Vertex-A.png" /></figure><figure><img src="../assets/makeup/caging-examples/Vertex-B.png" /></figure>
### Important non-vertex colored areas
Line up areas that aren't as obviously defined to the nose, eyes, and ear areas to correctly ensure quality makeup transfer and any hair, facial hair, eyebrows and eyelash accessory fit.
<figure><img src="../assets/makeup/caging-examples/Non-Vertex-A.png" /></figure><figure><img src="../assets/makeup/caging-examples/Non-Vertex-B.png" /></figure>
### Middle axis at origin
Try to keep it at origin if possible. This just keeps some consistency in the middle.
<figure><img src="../assets/makeup/caging-examples/Middle-axis.png" /></figure>
### Line up neck cage part
Cage parts need to line up to the render mesh objects. This doesn't have to be exact but should be close. This ensures that HSR (Hidden Surface Removal) can accurately hide the underlying surface when layered accessories are worn on top.
Not something you have to worry about if using auto-setup, but may help with troubleshooting issues near the neck. Keep in mind that HSR is disabled on the head, but not on the body where the neck attaches.
<figure><img src="../assets/makeup/caging-examples/Neck-A.png" /></figure><figure><img src="../assets/makeup/caging-examples/Neck-B.png" /></figure>
### Cage should barely cover render mesh
The cage needs to be close to the render mesh without actually intersecting it. Because the cage is a different topology and lower resolution than your render mesh, this can be difficult. This helps with the fit of layered accessories and with the accuracy of the makeup transfer.
<figure><img src="../assets/makeup/caging-examples/Tight-Cage-A.png" /></figure><figure><img src="../assets/makeup/caging-examples/Tight-Cage-B.png" /></figure>
## Eyes
### Establish the inner and outer eye
You should have three verts for the upper eyelid and three verts for the lower eyelid, and they should be equidistant from each other.
<figure><img src="../assets/makeup/caging-examples/Eye-Inner.png" /></figure>
### Enclose the cage
When applicable enclose the open edge of the eye section right up to the eye mesh.
<figure><img src="../assets/makeup/caging-examples/Eye-Enclosed.png" /></figure>
## Eyebrows
It's a little easier to visualize the eyebrow shape using the vertex color provided in the template. Once you've established the head and tail of the eyebrow, you should place the three upper and lower verts equidistant from each other.
<img src="../assets/makeup/caging-examples/Primary-B.png" />
### Establish the head and tail
It's a little easier to visualize the eyebrow shape because of the vertex color. Once you've established the head and tail of the eyebrow, you should place the three upper and lower verts equidistant from each other.
<figure><img src="../assets/makeup/caging-examples/Eyebrows-head-tail.png" /></figure>
### Missing eyebrows
For missing eyebrows, it's important to rely on basic rules of facial proportions to figure out the placement. Take in account of stylization and face shape to account for how to shape them.
<figure><img src="../assets/makeup/caging-examples/Missing-Eyebrows.png" /></figure>
### Layered clothing eyebrows
For layered eyebrows try to match up the vertex colored area as best as possible to the shape of the eyebrow.
<figure><img src="../assets/makeup/caging-examples/Eyebrows-Layered-Clothing.png" /></figure>
### Textured eyebrows
Similar rule to layered eyebrows, try to match up the vertex colored area as best as possible to the shape of the eyebrow. Equipable eyebrows should fit right on top.
<figure><img src="../assets/makeup/caging-examples/Eyebrows-Textured.png" /></figure>
## Mouth
Outline the outside and inside of the lips. Green vertex color should be on the upper lip, and purple on the lower lip with an equidistant spacing.
<figure><img src="../assets/makeup/caging-examples/Mouth.png" /></figure>
## Nose
The bridge of the nose starts at the inner part of the eyes and ends two faces above the lips. Try to keep this generally in the area of where the nose should be.
<figure><img src="../assets/makeup/caging-examples/Nose.png" /></figure>
## Ears
Establish the top of the ear with the triangle portion of the ear, the bottom with the quad. Keep the shape of the hair line around the ear.
<figure><img src="../assets/makeup/caging-examples/Ears-A.png" /></figure><figure><img src="../assets/makeup/caging-examples/Ears-B.png" /></figure>
## Hairline
Establish from eyebrows the forehead shape and hairline.
<figure><img src="../assets/makeup/caging-examples/Hairline-A.png" /></figure>
If working with sideburns, define the shape of the sideburns in front and around the ears and consider where the hairline should end at the base of the neck. This will help determine how layered hair accessories fits to the head.
<figure><img src="../assets/makeup/caging-examples/Hairline-A.png" /></figure><figure><img src="../assets/makeup/caging-examples/Hairline-B.png" /></figure>
## Caging examples of other facial types
<figure><img src="../assets/makeup/caging-examples/Paint-on-A.png" /></figure><figure><img src="../assets/makeup/caging-examples/Paint-on-B.png" /></figure>
<figure><img src="../assets/makeup/caging-examples/Creatures-A.png" /></figure><figure><img src="../assets/makeup/caging-examples/Creatures-B.png" /></figure>
<figure><img src="../assets/makeup/caging-examples/Inorganic-A.png" /></figure><figure><img src="../assets/makeup/caging-examples/Inorganic-B.png" /></figure>
<figure><img src="../assets/makeup/caging-examples/Anthro-A.png" /></figure><figure><img src="../assets/makeup/caging-examples/Anthro-B.png" /></figure>
<figure><img src="../assets/makeup/caging-examples/Missing-A.png" /></figure><figure><img src="../assets/makeup/caging-examples/Missing-B.png" /></figure>
<figure><img src="../assets/makeup/caging-examples/Missing-C.png" /></figure><figure><img src="../assets/makeup/caging-examples/Missing-D.png" /></figure>
## Missing features
For faces that are missing major facial features, use the following guidance. These tips may not always applicable, but they provide a good framework to understand how to cage faces with missing features.
- The face is divided horizontally into three equal parts
- Hairline to eyebrows
- Eyebrows to the bottom of the nose
- Bottom of the nose to the bottom of the chin.
- Eyes are halfway down the head
- Space between eyes is approximately eye width
- The head is about five eyes wide
- Tear ducts of the eyes line up with the edges of the nostrils
- The corners of the mouth and pupils of the eyes are aligned
- The bottom of the ears lines up With the bottom of the nose
<img src="../assets/makeup/caging-examples/Missing-Regions.jpg" /> | 2,000 | 966e3a502872fb4b6844bd8477f1b65271969fcc7cbb5cd4f94cb939cef1de49 |
https://create.roblox.com/docs/art/characters/export-settings | content/en-us/art/characters/export-settings.md | guide | 2026-03-29T11:46:40.590843+00:00 | # Export Settings
It's important to test your assets multiple times at every point of the asset creation process, whether it is within your modeling application or after importing into Studio. See [Test characters](../../art/characters/testing/index.md) for more information.
Export your model as a `.fbx` or `.gltf` to take advantage of all of Studio's 3D import features. When rigging or skinning a layerable model, these file types contains all the mesh and texture data, including the rig and influence data, you need to later [import](../../art/modeling/3d-importer.md) into Studio.
Check that your model meets Roblox's [avatar character specifications](../../art/characters/specifications.md) before exporting to ensure Studio compatibility.
If creating other types of 3D models:
<ul>
<li>For generic meshes, see [general mesh specifications](../modeling/specifications.md) and [general export settings](../modeling/export-requirements.md).</li> <br />
<li>For rigid accessories, see [accessory specifications](../accessories/specifications.md) and [accessory export settings](../accessories/export-settings.md).</li> <br />
<li>For layered accessories, see [layered accessory specifications](../accessories/clothing-specifications.md) and [layered export settings](../accessories/clothing-export-settings.md).</li> <br />
</ul>
If you are using Roblox's avatar template files, you must perform the [cleanup steps](../../art/characters/creating/combine-head-geometry.md) in order for the assets to properly validate.
## Before exporting
Before exporting, ensure that you are only exporting the Roblox supported objects related to your model. If you have any modifiers to your mesh or project objects, make sure to apply or delete them before export.
Use the following guidance before exporting:
- While your mesh objects must be parented within an armature object, you can also parent your outer cage objects to a single empty object to simplify your workspace.
<img src="../../assets/art/avatar/Character-Data-Model-Collapsed.png" width = "60%" alt="Screenshot of a Blender project Outliner with parent objects collapsed." />
- In the cage parent object, ensure you have an [outer cage](../characters/specifications.md#outer-cages) for each of your 15 body parts with appropriate naming affix.
<img src="../../assets/art/avatar/Character-Data-Model-Cages.png" width = "60%" alt="Screenshot of the 15 outer cage meshes that you must include with a character export."/>
- In the armature object, ensure that you include the all [15 mesh objects](../characters/specifications.md#body-parts) and [19 attachments](../characters/specifications.md#attachments) with the appropriate naming affix.
<img src="../../assets/art/avatar/Character-Data-Model-Joints.png" width = "60%" alt="Screenshot of 15 child objects parented within an Armature object."/>
For more information on supported modeling objects and proper configuration, see [Character specifications](../characters/specifications.md).
- When exporting characters with animation or FACS animation, ensure that your animation timeline **Start** and **End** include the entire range of your animations.
<img src="../../assets/art/avatar/basic-creation/Blender-Animation-Start-End.png" width = "60%" alt="Zoom-in of Blender animation track indicating a Start value of 0 and End value of 308." />
## Blender
Blender allows you to export in `.fbx` or `.gltf` as well as other formats. If you are using `.fbx` export, familiarize yourself with [Blender's FBX scaling](../blender.md#adjust-scale-fbx) to ensure that you successfully import the model into Studio at the correct scale.
### Export settings
1. In the topbar, click **File** > **Export** > **FBX (.fbx)**. The Blender file browser window displays.
2. Set **Path Mode** to **Copy** and enable the **Embed Textures** icon.
3. In the Include section, enable **Custom Properties**.
4. If your project doesn't already have `.01` scene unit scaling, set the **Transform** > **Apply Scalings** to `FBX Unit Scale`. For more details, see [Blender FBX scaling](../blender.md#adjust-scale-fbx).
5. Expand the Armature section and uncheck **Add Leaf Bones**.
6. Enable **Bake Animation**.
7. Expand Bake Animation and **uncheck NLA Strips**, **All Actions**, and **Force Start/End Keyframes**.
1. Ensure your project animation timeline has the correct **Start** and **End** range of all your keyframes.
8. In Bake Animation, set **Simplify** to **0.0**.
9. Click the **Export FBX** button. Save the `.fbx` to the directory of your choice.
<img src="../../assets/art/avatar/basic-creation/Export-Settings.png" width = "50%" alt="Screenshot of Blender export settings" />
## Maya export settings
To export a mesh in Maya as a `.fbx` file:
1. In the topbar, click **File**. A pop-up menu displays.
2. Select **Export All**. The **Export All** window displays.
3. Near the bottom of the window, click the **Files of type** dropdown, then select **FBX export**.
4. On the right-hand side of the window, navigate to the **Options...** section.
5. In the **Geometry** section, enable **Smooth Mesh** and **Referenced Asset Content**.
6. In the **Animation** section, enable **Animation**. Avatar characters with [facial animation data](../../art/characters/facial-animation/index.md) require animation data.
7. Enable **Bake Animation**.
8. If you need to import textures as a `.png`, in the **Embed Media** section, enable **Embed Media**.
9. In the **Advanced Options** section,
- Navigate to **Units**, then enable **Automatic**.
- Navigate to **Axis Conversion**, then set the **Up Axis** property to **Y**.
10. Click the **Export All** button.
<img src="../../assets/accessories/lc-requirements-maya-settings-with-animation.png" alt = "Screenshot of Maya export settings for exports with animation."/>
11. After exporting, use Studio's [3D importer](../../art/modeling/3d-importer.md) to import your model. See [Test characters in Studio](../../art/characters/testing/studio.md) for additional importing and testing information.
After importing the `Class.Model` character to Studio, you can now perform the following with this asset:
- [Test your character model](../../art/characters/testing/index.md) in Studio using various tools and workflows.
- [Upload the character](../../art/accessories/creating-rigid/publishing.md) to the Marketplace.
- Use the humanoid character on an existing experience by applying a [HumanoidDescription](../../characters/appearance.md#manually-modify-appearance)to the `Class.Model` object.
- Save the asset to your [Toolbox](../../projects/assets/toolbox.md) to share or use within any of your experiences. | 1,542 | 264a0449e94678d74a346d8d14ba61c5b2b91aa80de2f6d36ef9103eb604b700 |
https://create.roblox.com/docs/art/characters/facial-animation/animate-heads | content/en-us/art/characters/facial-animation/animate-heads.md | guide | 2026-03-29T11:46:40.628250+00:00 | # Animate Heads
If you are looking to quickly test a character's head animation, use the [Avatar Setup tool](../../../avatar-setup/index.md) to load your character and use the presets to preview various facial animations and head accessories.
You can use the [Animation Editor](../../../animation/editor.md) to animate supported heads in the following ways:
- You can manually set values to each facial pose on separate [animation tracks](#use-animation-tracks).
- You can use the [Face Animation Editor](#use-the-face-animation-editor) to access facial sliders that let you quickly create and save unique expressions on the timeline.
- You can use the [Animation Capture for Faces](../../../animation/capture.md#face) extension to automatically track and record facial movements with a webcam that converts your movement into keyframes on the timeline.
In all methods, creating and combining multiple facial expressions over a duration of time results in a face animation. Since you cannot import face animations, these methods are the only ways to create and utilize them.
After you create and publish a head that supports facial animation to Roblox, you can play the animation from a script or replace a character's default animation with your new animation. These animations can make your characters feel more expressive and full of life, such as playing a silly expression when a character walks, or an annoyed expression when a character is idle.
<img src="../../../assets/avatar/dynamic-heads/animating-dynamic-heads/Overview.png" alt="A view of Studio where the Face Animation Editor, Animation Editor, and viewport are visible. The viewport shows a close up view of a blocky male avatar blinking with his left eye." width="80%" />
## Create animations
After you have [opened](../../../animation/editor.md#open-the-animation-editor) the **Animation Editor** and selected the character model with a head you want to create an animation for, you can either create a head animation by using animation tracks or the **Face Animation Editor**.
For details on using Animation Capture to track facial movement as keyframes, see [Animation Capture - Face](../../../animation/capture.md#face).
### Use animation tracks
Similar to inserting other objects like `Class.MeshPart|MeshParts` or `Class.Bone|Bones` as animation tracks, you can manually add one FACS value at a time to the track list to manipulate a single body part, such as the character's eyes, jaw, or tongue. The [Animation Editor](../../../animation/editor.md) represents FACS values as a percentage between 0 and 1, and these values map directly to `Class.FaceControls` values. While this process provides precise control over individual values, the [Face Animation Editor](#use-the-face-animation-editor) enhances this workflow and lets you quickly change values to multiple facial features at once on the animation timeline.
To create an animation by inserting individual FACS values:
1. In the **track list** of the **Animation Editor**, click the **plus icon**. A contextual menu displays additional tracks you can add to the track list.
2. Hover over **Brows**, **Eyes**, **Jaw**, **Mouth**, or **Tongue**. A contextual menu displays all mapped FACS poses for that region of the face.
<img src="../../../assets/avatar/dynamic-heads/animating-dynamic-heads/FACS-Popup.jpg" alt="A close up view of the Animation Editor with the contextual menu and its submenu expanded. The plus icon is highlighted to signify how to open the contextual menu." width="60%" />
3. Select a FACS pose. An animation track for that FACS pose displays in the track list.
4. In the values input, enter a number between **0** and **1** to manipulate the body part into a new position. For example, if you change `LeftEyeClosed` to 1, the character's left eye closes.
<img src="../../../assets/avatar/dynamic-heads/animating-dynamic-heads/Animation-Track-Values-Input.jpg" alt="A close up view of the track list in the Animation Editor. The values input is highlighted." width="60%" />
### Use the Face Animation Editor
The **Face Animation Editor** is an intuitive, visual way to automatically create keyframes as you adjust **sliders** to achieve your desired facial expression. For example, when you drag the thumb of the `LeftEyeClosed` slider all the way down, the character's left eye closes and a new animation track for `LeftEyeClosed` displays with a value of `1` within the track list.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/animating-dynamic-heads/videos/1-Face-Controls-Example.mp4">
</video>
Some sliders affect multiple FACS values in the same region depending on the value of the slider you are adjusting. For example, when you adjust the thumb of the `LeftEyeClosed` slider all the way up to have a value of `0`, a new animation track for `LeftEyeUpperLidRaiser` displays in the track list with a value of `1`. This allows you to manipulate the eye from closed to open, while also raising the upper lid of the eye, all within a single slider.
You can set multiple sliders to create a complete face expression, then create multiple expressions at different frames of the timeline to create complex animations. For example, you can combine `LeftEyeClosed` and `RightEyeClosed` together to have the character slowly blink, or `LeftLipCornerPuller` or `RightLipCornerPuller` for a smile on one side of the face.
When you click and drag the thumb of the drag box between the eyes, you can control the direction the character's eyes look at. This creates several FACS property tracks in the track list depending on how you adjust the eyes.
At the bottom-left of the panel, the **Face Animation Editor** also includes the following controls:
<table>
<thead>
<tr>
<th>Control</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Symmetry Toggle</td>
<td>Lets you use a slider on one side of the face to also adjust the corresponding slider on the other side of the face to the same value. This is useful to create symmetric facial expressions, such as a full smile.</td>
</tr>
<tr>
<td>Focus Face Toggle</td>
<td>Focuses the viewport on the face of the avatar without having to manually adjust the camera. This is useful when your camera is either far away from the avatar you want to animate, or if you are navigating from animating one avatar to another.</td>
</tr>
<tr>
<td>Reset All Button</td>
<td>Resets all FACS pose values at your current frame position back to their default value of 0. This is useful when you want to quickly reanimate a single frame.</td>
</tr>
</tbody>
</table>
To create an animation for your head using the **Face Animation Editor**:
1. In the **track list** of the **Animation Editor**, click the **Face** button. The **Face Animation Editor** displays to the left of the track list.
<img src="../../../assets/avatar/dynamic-heads/animating-dynamic-heads/Face-Button.jpg" alt="A close up view of the track list in the Animation Editor. The Face button is highlighted." width="50%" />
2. In the **Face Animation Editor**, adjust sliders for the body parts you want to manipulate. Animation tracks for each facial part you manipulate automatically display in the track list along with keyframes for your current position in the timeline. The character's face also updates in the viewport.
- To undo a step on a slider, press <kbd>Ctrl</kbd><kbd>Z</kbd> (<kbd>⌘</kbd><kbd>Z</kbd>).
- To redo a step on a slider, press <kbd>Ctrl</kbd><kbd>Y</kbd> (<kbd>⌘</kbd><kbd>Y</kbd>).
- To reset a slider to its default value, right click on the slider. A contextual menu displays. Select **Reset Selected**.
3. (Optional) Adjust the scrubber to a new position further along the timeline, then navigate back to the **Face Animation Editor** and adjust sliders to create a new facial expression. When you play the animation, the first facial expression will ease into the second facial expression.
4. When you are finished creating your animation, navigate to the **Media and Playback Controls** and click the **…** button. A pop-up menu displays.
5. Select **Save** or **Save As** to save the animation. The animation displays in the **Explorer** window as a child of the **AnimSaves** object (itself a child of the rig).
## Export animations
When you export a head that supports animation to Studio, it becomes available for use in all of your experiences. This means that you only need to create a head animation once, then you can reuse it as many times for as many characters as you want as long as the character has an [animatable head](../../../art/characters/facial-animation/use-heads-in-studio.md).
You can export head animations using the same workflow outlined for [exporting animations](../../../animation/editor.md#export-an-animation).
## Script animations
Once you have created an animation, you need to use a script to play it in your experience. Like generic animations, you can either play animations for heads manually from your scripts or automatically by replacing default animations for player characters. For more information, see [Use animations](../../../animation/using.md). | 2,042 | 2d4007ff41b177e9b4415758697819e379f494b41d31430d59842be6fbc964b2 |
https://create.roblox.com/docs/art/characters/facial-animation/create-basic-heads | content/en-us/art/characters/facial-animation/create-basic-heads.md | guide | 2026-03-29T11:46:40.663695+00:00 | # Create Basic Heads
<b>This guide covers advanced topics.</b> Before you begin, you should have prior knowledge on modeling, UV mapping, rigging, animation, and how to set up a character in [Blender](https://www.blender.org) or [Maya](https://www.autodesk.com/products/maya/overview).
You can create or modify an existing model to support animated heads in a third-party modeling software, such as [Blender](https://www.blender.org) or [Maya](https://www.autodesk.com/products/maya/overview). When creating a head, your character model must meet the following requirements:
- The model follows standard [modeling requirements](#modeling-requirements), and includes head geometry, such as eyes, a mouth, and teeth.
- The model's head must include a [rig](#rigging), or internal bone structure. These bones drive the various deformation of vertices to create facial expressions. You can create a [control system](#add-controls) to simplify the posing process.
- The model has facial poses [saved to the animation timeline](#pose) and [mapped to the head mesh](#map). Typical animatable heads include [50 standard base poses](../../../art/characters/facial-animation/facs-poses-reference.md) that allow for a diverse range of expressions.
To meet these requirements, you can apply the steps in this guide when designing and posing your own head. This guide covers the basic processes of adding facial bones, posing, and mapping 5 basic FACS poses in Blender on a simplified reference character (Cubie), then exporting the model.
For reference, this guide uses <a href="https://www.blender.org/download/releases/3-0/">Blender version 3.0</a>. If you are using another version of Blender, there might be minor differences in UI and settings.
## Reference files
The following are head reference files, including all example files from this guide:
The reference character model provided is meant for educational purposes and does not meet the avatar character [technical specifications](../../../art/characters/specifications.md) for general use.
<table>
<thead>
<tr>
<th>Reference files</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>[Cubie-Model-Only.blend](../../../assets/avatar/dynamic-heads/creating-dynamic-heads/reference-files/Cubie-Model-Only.blend)</td>
<td>A Blender project file containing a R15 Cubie character model without facial data. </td>
</tr>
<tr>
<td>[Cubie-Eye-Bones-Skinned.blend](../../../assets/avatar/dynamic-heads/creating-dynamic-heads/reference-files/Cubie-Eye-Bones-Skinned.blend)</td>
<td>A Blender project file containing the example Cubie character model with skinned eye bones without posing or mapping data.</td>
</tr>
<tr>
<td>[Cubie-Eye-Poses-Mapped.blend](../../../assets/avatar/dynamic-heads/creating-dynamic-heads/reference-files/Cubie-Eye-Poses-Mapped.blend)</td>
<td>A Blender project file containing the Cubie character model with the 5 example poses saved and mapped.</td>
</tr>
<tr>
<td>[Cubie-Complete.fbx](../../../assets/avatar/dynamic-heads/creating-dynamic-heads/reference-files/Cubie-Complete.fbx)</td>
<td>A Cubie character model with a fully rigged face and over 50 poses saved and mapped. You can import this file into Studio, or open the file in your preferred 3D modeling software.</td>
</tr>
<tr>
<td><a href="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/reference-files/Cubie_Head_ALB.png" download>Cubie-Texture_ALB.png</a></td>
<td>A Cubie texture image file. After you import the Cubie model into Studio, you can add this file as the head part's <b>TextureID</b>.</td>
</tr>
<tr>
<td>[Cubie-Complete.ma](../../../assets/avatar/dynamic-heads/creating-dynamic-heads/reference-files/Cubie-Complete.ma)</td>
<td>A Cubie Maya project provided as additional reference. </td>
</tr>
</tbody>
</table>
## Modeling requirements
Many character models already include a head with distinct facial features, but they might require minor modeling adjustments for head compatibility. When modeling a character with a head, ensure the head mesh meets the [Avatar character specifications](../../../art/characters/specifications.md) for Studio import, as well as the following requirements:
- **Face parts** - Ensure that you include distinct face features, such as eyes, upper teeth, lower teeth, and a tongue.
- **Lip vertices** - If you want your character to use its mouth, separate the lip vertices so that the mouth can open.
- **Inner components** - If your character has inner mouth components, such as a tongue and teeth, model a mouth bag within the head mesh to contain these features. If your character uses eye sockets, model a similar eye bag to contain these features.
- **No extra data** - Ensure that all children face parts of the Head_Geo don't contain history or frozen transformations.
- **Outer cage** - Make sure the character model has an outer cage to support face accessories and layered clothing. For more information, see [Cage Mesh Requirements](../../../art/characters/specifications.md#inner-and-outer-cages).
You can follow along the rest of this head creation process using a [rigged Cubie character](../../../assets/avatar/dynamic-heads/creating-dynamic-heads/reference-files/Cubie-Model-Only.blend) that meets these modeling requirements. This version doesn't include any facial rigging or pose data so you can use it as reference in this guide.
## Rigging
Your character must have an internal bone structure to drive the vertices of the face geometry and make facial poses. Unlike [rigging a humanoid model](../../../art/modeling/rig-a-humanoid-model.md), Studio doesn't require a specific bone hierarchy for a head. However, in order for the facial rig to work properly, the rig must include a [RootFaceJoint](#rootfacejoint) bone and [additional face bones](#face-bones).
### RootFaceJoint
The **RootFaceJoint** is a bone that is parented under the standard R15 head bone. This root bone must parent all other face bones. In Blender, you can quickly add a bone by **extruding** a child bone from the head bone and then map the bone name as a property in the Head_Geo mesh. The RootFaceJoint bone object is commonly named "DynamicHead" in the reference templates and examples, but you can use any name as long as you [map the root bone](#map) in custom properties.
To add a RootFaceJoint bone:
1. In Blender, open the **Cubie-Model-Only.blend** project.
<img src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/Open-Project.png" width="70%" />
2. Click on any bones to select the armature, then switch to **Edit Mode**.
3. In the **Outliner**, click on the **Head** bone.
4. In the **Viewport**, press <kbd>E</kbd> and drag your mouse up to extrude an additional child bone from the **Head** bone.
5. In the **Outliner**, rename this bone **DynamicHead**. You will reference this bone by name later in the [mapping](#map) section.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/1_Adding_RootFaceJoint.mp4">
</video>
You must <a href="#map">map</a> the RootFaceJoint so Studio can properly locate that joint and hide all of the children joints and their bones within the `Class.FaceControls` instance on import.
### Face bones
Face bones drive the bending and deformation of the face geometry. Each poseable face feature of your head typically requires at least one bone. Complex features, such as eyes and mouth, might require several bones to make certain poses possible.
The rigging and skinning process depends on the character model and differs between tools and modelers. It's important to plan out the full range of facial poses your character requires to avoid additional adjustments to your head bones later.
The following instructions describe a basic process of [adding face bones](#add-face-bones) and [skinning](#skin-face-bones), or applying influences, to the reference model's **eyes** and **eyelids**. You can continue to apply this technique to the rest of the facial features that need articulation, such as the character's mouth, cheeks, and jaw. After adding your bones and applying influences, you can create [controls](#add-controls) that can help make the next posing process more efficient.
You can download a [reference Cubie model](../../../assets/avatar/dynamic-heads/creating-dynamic-heads/reference-files/Cubie-Complete.fbx) with a completed rig with 30+ facial bones added and skinned. You can use this for a reference for unique bone placements not covered in this guide, such as cheeks, lips, and jaws.
See [Use heads in Studio](../../../art/characters/facial-animation/use-heads-in-studio.md) for download links of more complex characters.
#### Add face bones
The specific head bones your character requires depend on the poses you intend for it to use. The following examples cover the process for adding 1 bone for each eye and 4 bones for the eyelids to allow for blinking, winking, and gaze direction.
When creating a face rig, use less than 50 face bones where possible and keep the bones organized and specific for their associated facial features. In general, high numbers of vertices and joints can impact your experience's performance.
##### Eyes
Each eye requires one bone each, though you might opt to create a controller bone later that can control both eyes at the same time. To ensure that you position your bones symmetrically, you can enable **X-Axis Mirror** in the top-right of the Viewport. This moves bones that share the same name with opposing suffixes along the X-axis.
To add bones to the character eyes:
1. In **Object Mode**, select the **armature** and switch to **Edit Mode**.
2. Click **Add**, then **Single Bone**. Do this twice.
3. Rename one bone **LeftEye**, and rename the other **RightEye**.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/3_Adding_Eye_Bones.mp4">
</video>
4. Enable **X-Axis Mirror**.
5. Position the left or right bone centered at the model's eyes.
6. Adjust the bones horizontally and front-facing. A quick method for setting bones horizontally:
1. In the top right of the **Viewport**, extend the **Tool Panel** to the **Transform** section.
2. With the bones selected, copy the **Head Y** location to the **Tail Y** location.
3. Set the **Tail Z** to **0.2** centimeters. This sets the Tail Z coordinates 0.2 centimeters offset from the Head Z coordinates.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/4_Positioning_Eye_Bones.mp4">
</video>
7. Hold <kbd>Shift</kbd> and click both **Eye** bones.
8. While still holding <kbd>Shift</kbd>, click the **Face** bone.
9. Right-click in the viewport. A contextual menu displays.
10. Select **Parent**, **Make**, then **With Offset**.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/5_Parenting_Eye_Bones.mp4">
</video>
##### Eyelids
When adding bones, you can quickly create bones parented under the Face bone by selecting existing facial bones and duplicating them. This automatically creates bones parented under the Face bone.
To add bones to the character eyelids:
1. In **Edit Mode**, hold <kbd>Shift</kbd> and click both **eye bones** to select them.
2. Press <kbd>Shift</kbd><kbd>D</kbd> and click to duplicate the bones in the same position. Do this four times to create 8 total new bones.
3. With **X-Axis mirror enabled**, position each bone at the corners of the eyes.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/6_Adding_And_Positioning_Eyelids.mp4">
</video>
4. In the **Outliner**, rename all bones to reflect their specific position. Use the following names:
1. LeftUpperOuterEyelid
2. RightUpperOuterEyelid
3. LeftLowerOuterEyelid
4. RightLowerOuterEyelid
5. LeftUpperInnerEyelid
6. RightUpperInnerEyelid
7. LeftLowerInnerEyelid
8. RightLowerInnerEyelid
<img src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/Eyelid-Naming.png" width="70%" />
#### Skin face bones
You can apply [skinning](../../../art/modeling/rigging.md) to a character rig using several methods. The following example uses Blender's **Weight Paint** mode to paint which vertices a single bone can control. Skinning is typically a time consuming step for complex characters and a background in skinning and facial posing is recommended.
When applying detailed or shared influences for complex models, it's recommended to enable [Auto Normalize](../../../art/modeling/skin-a-simple-mesh.md#auto-normalize) to prevent influence conflicts between bones.
When parenting bones to the character using <b>Automatic Weights</b>, some of your vertices might already have influences applied. Always test your influences to make sure influence assignments are correct.
##### Eyes
Both eyes in the example project require full influences on the pupil within the eye geometry. Depending on the design of the eyes, you might need to adjust influences to create realistic eye poses.
To add influence to the LeftEye:
1. In **Object Mode**, click the head mesh, then hold <kbd>Shift</kbd> and click any bone to select the armature.
2. Switch to **Weight Paint Mode**.
3. Toggle to **X-Ray viewing mode** or **Material Preview Mode** to better visualize the vertices.
4. Hold <kbd>Shift</kbd> and click the **LeftEye** bone to select it. The name of the currently selected bone displays on the top left of the Viewport.
5. Paint influence on the vertices within the eye. For this example, ensure that the pupils are red, or fully influenced by the selected bone.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/7_Skinning_LeftEye.mp4">
</video>
6. Switch to **Object Mode**, then click on any bone to select the armature.
7. Switch to **Pose Mode** with the armature selected.
8. Test the influences of the eye bone by grabbing the bone and moving it. The mesh below should follow.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/8_Testing_LeftEye.mp4">
</video>
9. Repeat these steps for the right eye.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/9_Skinning_and_Testing_RightEye.mp4">
</video>
##### Eyelids
Eyelid bones require their own separate influences. While the example poses only manipulate the top eyelids, being able to control the bottom corners of the eyelids is important for other poses, such as `LeftCheekRaiser` and `RightCheekRaiser`.
To add influence to the left eyelid:
1. In **Object Mode**, click the head mesh, then hold <kbd>Shift</kbd> and click any bone.
2. Switch to **Weight Paint Mode**.
3. Switch to **X-Ray viewing mode** or **Material Preview Mode** to better visualize the vertices.
4. Paint influences on the closest vertices to the bone.
5. When complete, hold <kbd>Shift</kbd> and click another bone to begin applying influences to the closest vertices. Perform this step for each eyelid bone.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/10_Skinning_Eyelids.mp4">
</video>
6. Switch to **Object Mode**, select the character mesh, then switch to **Pose Mode** to test.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/11_Testing_Eyelids.mp4">
</video>
You can download [a version of this project](../../../assets/avatar/dynamic-heads/creating-dynamic-heads/reference-files/Cubie-Eye-Bones-Skinned.blend) with the bones skinned up to this point as reference.
#### Add controls
Since creating heads requires saving several poses consecutively, while not required, controls can help you pose your bones quickly and effectively. You can create controls by adding external controller bones that influence the internal ones, making it easier to access and pose as well as reset to a neutral transformation.
You can create controls in many different ways. The following example uses **Bone Constraints** and simple geometrical shapes included in the reference Blender project to quickly set up easy-to-access controller bones for the character's facial bones. For more information on rigging and constraints, see Blender's documentation for additional details on [character rigging](https://www.youtube.com/watch?v=-gIL6VZ-bkE) and [object constraints](https://www.youtube.com/watch?v=fx33sPEAZEk).
Some facial features, such as lips, jaws, and tongue, might require a single controller bone that controls several facial bones at once. See the complete reference file for an example of this type of implementation.
To start creating face bone controls:
1. In **Object Mode**, select the Joints armature and press <kbd>Shift</kbd><kbd>D</kbd> to duplicate the Joints armature object.
2. Rename the new armature to **Controller**.
3. In **Edit Mode**, select all non-face bones, right click and select **Delete Selected Bones**.
4. Rename the bones to include **\_Con**, to denote them as controller bones. You can batch rename them with the following process:
1. In the **Outliner**, hold <kbd>Shift</kbd> and click all the controller bones.
2. Navigate to **Edit** > **Batch Rename**. A rename modal displays.
3. Set to **Selected** and use the dropdown to set to **Bones**.
4. Set **Type** to **Set Name**.
5. Set **Method** to **Suffix**.
6. In **Name**, add **\_Con**.
7. Click the **OK** button.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/12_Creating_Controller_Bones.mp4">
</video>
5. Switch to **Object Mode** and select the original **Joints armature** object.
6. Switch to **Pose Mode**.
7. Click on the original joint bones, such as **LeftEye**, then navigate to the **Bone Constraints Property Panel**.
8. Add **Copy Location** and **Copy Rotation**, then set each original bone's constraint to target their corresponding Controller Bone, such as **LeftEye_Con**.
9. In the **Copy Rotation** constraint, set the following properties:
1. In **Axis**, disable the **X**, **Y**, and **Z**.
2. In **Inverted Axis**, enable the **X**, **Y**, and **Z**.
3. Set **Mix** to **Offset** (Legacy).
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/13_Creating_Bone_Constraints.mp4">
</video>
10. Perform steps 7-9 for each facial bone that requires a controller.
To create custom bone shapes for easier control bone access:
1. Switch to **Object Mode** and select the **Controller** armature object.
2. Switch to **Pose Mode**.
3. Select a controller bone, such as **LeftEye_Con**.
4. Switch to the **Bones Properties** panel and expand the **Viewport Display** section.
5. Select one of the custom shapes included in the project. In the reference project, the shape objects share similar names to the face bones.
6. Set the **X** rotation to **-90**. Set any additional scaling if required.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/14_Assigning_Custom_Shapes.mp4">
</video>
7. Perform steps 3-6 for all your controller bones. You can hide the original face bones at this point.
8. (Optional) Set up **Bone Groups** to assign colors to your controller bones:
1. Navigate to the **Object Data Properties** panel.
2. Create a new bone group.
3. Change **Color Set** to a color theme of your choice.
4. Click **Assign** to assign the currently selected controller that color. You can perform this step in batches.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/15_Coloring_Control_bones.mp4">
</video>
9. Test your controllers in **Pose Mode**.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/16_Testing_Controllers.mp4">
</video>
## Pose
**Posing** is the process of manipulating the bones of your head mesh into a specific position per animation frame. After the model's head has been rigged, you can begin the process of saving poses to the timeline. This data enables Studio to access each facial movement and animate or blend facial poses to create dynamic expressions.
When posing the bones of your character's head mesh to new positions, follow the [Facial Action Coding System](../../../art/characters/facial-animation/facs-poses-reference.md) (FACS) as a reference for your facial expression poses. FACS is a comprehensive, anatomically-based system for describing all visually discernible facial movement, and it allows for all facial animations to be shareable between characters. This means that once you create a facial animation, you can reuse it for any character with an [animatable head](../../../art/characters/facial-animation/use-heads-in-studio.md) with a `Class.FaceControls` instance.
Each frame within your modeling software's animation timeline can contain one unique FACS pose, so when you want to create multiple FACS poses, you must save each FACS pose to a different frame. You must also include a frame with your character having a neutral face with the face controllers and bones set to their default values. This ensures that Studio can calculate the bone position differences between your character's neutral expression and each FACS pose. For this reason, set Frame 0 as your character's neutral expression, and save FACS poses starting at Frame 1.
The following image is an example of Blender's animation timeline with 5 frames. Frame 0 has the character's neutral expression, and frames 1-4 have FACS pose data.
<img src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/Animation-Timeline.png" width="70%" />
There are [50 base poses](./facs-poses-reference.md) that you can use in Roblox to portray a wide range of face emotions for your characters. When you are deciding which poses you need, remember that FACS pose names are always based on the orientation of the character, not the camera. For example, `LeftEyeClosed` closes the character's left eye, which is to the right of the camera view.
If you intend to sell your character head to the Marketplace, you must include the minimum 17 base [FACS poses](./facs-poses-reference.md).
You might not require all 50 base poses for your character. For example, a simple robot that opens its mouth and blinks can just have `JawDrop`, `LeftEyeClosed`, and `RightEyeClosed`. Therefore, the more expressive you want your character to be, the more FACS poses you need to include in your animation timeline. It's recommended to save the base poses that you intend to use with your head in alphabetical order, then use any frames afterwards for [combination poses](#combination-poses).
The following steps outline the process of posing 5 poses with the facial bones created in our reference, but you can apply these steps for any additional poses for a more expressive head. To pose your face bones in Blender:
1. Ensure that the animation timeline playhead is set to the correct frame.
1. If you are setting the character's **Neutral pose**, set it to **frame 0**.
2. If you are posing `EyesLookLeft`, set it to **frame 1**.
3. If you are posing `EyesLookRight`, set it to **frame 2**.
4. If you are posing `LeftEyeClosed`, set it to **frame 3.**
5. If you are posing `RightEyeClosed`, set it to **frame 4**.
2. In **Pose Mode**, set the pose to the maximum position you want your pose to realistically use:
1. If you are setting the character's `Neutral` pose, set the face controllers and bones to their default values,
2. If you are posing `EyesLookLeft`, select both eye controller bones and drag the eyes to the character's left.
3. If you are posing `EyesLookRight`, select both eye controller bones and drag the eyes to the character's right.
4. If you are posing `LeftEyeClosed`, select both eye controller bones and drag the left eyelids down to meet the bottom eyelids.
5. If you are posing `RightEyeClosed`, select both eye controller bones and drag the right eyelids down to meet the bottom eyelids.
3. In the **Viewport**, press <kbd>A</kbd> to select all bones.
4. Right-click and select **Insert Keyframe** > **Location and Rotation**. This ensures that each frame contains the positional and rotational information for all bones.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/17-Posing.mp4">
</video>
When all the poses are saved in your timeline, set the Start and End of the animation timeline to represent the number of frames with saved poses. Always set **Start** to **0** and, in this specific example, you can set the **End** to **4** if you are only mapping the 4 non-neutral example poses.
<img src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/Animation-Frame-Range.png" width="70%" />
### Combination poses
You can combine 2-3 base FACS poses in a single animation frame to display complex facial expressions. However, when you combine FACS poses that control the **same** facial regions, the facial features might either collide or disfigure the character.
For example, both `LeftEyeClosed` and `LeftCheekRaiser` control movement around the character's left eye: `LeftEyeClosed` closes the eye, and `LeftCheekRaiser` lifts the cheek up and pushes the lower eyelid up, causing a squint-like effect. When you combine both poses with one or more at 100% of their values, the lower eyelid collides with the upper eyelid:
<figure>
<video controls src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/Combination_Example1.mp4"></video>
<figcaption>Both FACS poses concurrently ease to 100% of their default values.</figcaption>
</figure>
<figure>
<video controls src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/Combination_Example2.mp4"></video>
<figcaption>LeftEyeClosed eases to 100% of its default value, and LeftCheekRaiser starts at 100%.</figcaption>
</figure>
<figure>
<video controls src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/Combination_Example3.mp4"></video>
<figcaption>LeftCheekRaiser eases to 100% of its default value, and LeftEyeClosed starts at 100%.</figcaption>
</figure>
A **combination pose**, or **corrective**, is the combination of 2-3 FACS poses that control the same facial features in a single animation frame with a **corrective difference from 100% of their default values**. By defining and mapping a combination pose to your head, you can correct how you want the two or more FACS poses to combine. For example, if you add a corrective for each of the previous use cases, the lower and upper eyelids make contact with each other without colliding:
<figure>
<video controls src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/Combination_Example4.mp4"></video>
<figcaption>Using a corrective pose, both FACS poses concurrently ease to 100% of their default values.</figcaption>
</figure>
<figure>
<video controls src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/Combination_Example5.mp4"></video>
<figcaption>LeftEyeClosed eases to 100% of its default value, and LeftCheekRaiser starts at 100%.</figcaption>
</figure>
<figure>
<video controls src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/Combination_Example6.mp4"></video>
<figcaption>LeftCheekRaiser eases to 100% of its default value, and LeftEyeClosed starts at 100%.</figcaption>
</figure>
On import, Studio calculates and stores the corrective difference for combination poses in the head's `Class.FaceControls` instance, and the `Class.FaceControls` instance corrects the base poses values as they combine in the [Animation Editor](../../../animation/editor.md).
## Map
After you finish posing each FACS pose that your character needs, you must map, or link, **each animation frame that you pose** to its corresponding FACS base or combination pose name. Mapping stores the bone positions and translations within the head `Class.MeshPart`, and when you begin to animate your head within the **Animation Editor**, the `Class.FaceControls` instance uses this stored data to transform your character's facial features to the applicable FACS pose.
If you intend to sell your character head to the Marketplace, you must include the minimum 17 base [FACS poses](./facs-poses-reference.md).
Aside from mapping each pose to its proper pose name, you also need to map the [RootFaceJoint](#rootfacejoint) so that Studio can properly locate that joint and hide all of the children joints and their bones within the `Class.FaceControls` instance on import.
If you are using Maya, you can map the RootFaceJoint and facial pose data using the **Extra Attributes** in a similar format as Blender's Custom Properties. To add attributes:
1. Select the **Head_Geo** object and navigate to the Attribute Editor.
2. Under the Attributes dropdown, select **Add Attributes...**.
If you leave any empty strings, or try to import the head into Studio with multiple frames per FACS pose name, the head will fail the [import process](../../../art/characters/facial-animation/use-heads-in-studio.md#import-heads).
To map your saved poses and the RootFaceJoint:
1. Switch to **Object Mode**.
2. Select the **Head_Geo mesh**.
3. In the **Object Properties** tab of the **Properties Editor**, navigate to the **Custom Properties** section, then click the **New** button. A new custom property displays underneath the **New** button.
<img src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/Mapping-New-Button.png" width="50%" />
4. To the right of the new custom property, click the **Gear Icon**. The **Edit Property** pop-up displays.
<img src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/Mapping-Popup.png" width="50%" />
5. Click the **Type** dropdown, then select **String**.
6. In the **Property Name** field:
1. If you are mapping a pose, input the **frame number** you are mapping, **Frame0** for example.
2. If you are mapping the RootFaceJoint, input **RootFaceJoint**.
7. Leave the **Default Value** and **Description** fields empty.
8. Click the **OK** button. The new custom property updates with your new property name.
9. In the field to the right of the custom property name:
1. If you're mapping a base pose, input the corresponding [FACS base pose](./facs-poses-reference.md) or combination pose name exactly as it is spelled.
2. If you're mapping a combination pose, input each base pose you are combining separated by an underscore, such as **Funneler_JawDrop_Pucker**.
3. If you're mapping the RootFaceJoint, input the name of the face root bone, commonly **DynamicHead**.
10. Press **Enter**.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/18_Mapping.mp4"></video>
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/videos/2_Mapping_RootFaceJoint.mp4"></video>
As you repeat this process, every additional custom property you create displays in the **Custom Properties** section of the **Object Properties** tab within the **Properties Editor**.
<img src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/Custom-Properties-Example.png" width="40%" />
You can download a [version of this project](../../../assets/avatar/dynamic-heads/creating-dynamic-heads/reference-files/Cubie-Eye-Poses-Mapped.blend) with the poses saved and mapped up to this point as reference. If importing a head `.fbx` with saved animation data into Blender, make sure to set the **Animation Offset** in the .FBX Import window to **0** to include the Frame 0 of the timeline.
<img src="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/Animation-Offset-Importing.png" width="30%" />
## Export
After you finish posing and mapping your head for your character, you can export the character model as a `.fbx` to import into Studio, allowing you to access the 4 eye poses using the `Class.FaceControls` instance in Studio. You can also reference the fully configured Cubie head `.fbx` to access all 50+ base poses.
The export settings for animatable heads differ slightly from [standard third-party modeling export settings](../../../art/modeling/export-requirements.md). To export the basic head model as a `.fbx`:
1. In the topbar, click **File**. A pop-up menu displays.
2. Select **Export**, then **FBX (.fbx)**. The **Blender File View** window displays.
3. Expand **Include** and enable **Limit To > Active Collection**. Note that this step is optional if you do not have additional collections in your Blender project.
4. In the **Include** section, enable **Custom Properties**.
5. Expand the **Armature** section and uncheck **Add Leaf Bones**.
6. Enable **Bake Animation**.
7. Expand **Bake Animation** and uncheck **NLA Strips**, **All Actions**, and **Force Start/End Keyframes**.
8. Click the **Export FBX** button. Save the FBX to the directory of your choice.
At this point, you can now import the `.fbx` into Studio as a character with a supported animatable head. For model import and usage instructions, see [Use heads in Studio](../../../art/characters/facial-animation/use-heads-in-studio.md).
When importing Cubie into Studio, make sure to also save the head texture <a href="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/reference-files/Cubie_Head_ALB.png" download>Cubie-Texture_ALB.png</a> which you can apply to the head mesh of the imported character as a TextureID. | 7,993 | 3efc0d6e19c14517c6820f11340d0e484958768fd7a9297959ce2589eff22585 |
https://create.roblox.com/docs/art/characters/facial-animation/create-face-accessories | content/en-us/art/characters/facial-animation/create-face-accessories.md | guide | 2026-03-29T11:46:40.736093+00:00 | # Create Face Accessories
<b>This guide covers advanced topics.</b> Before you begin, you should have prior knowledge on modeling, UV mapping, rigging, animation, and how to set up a character in [Blender](https://www.blender.org) or [Maya](https://www.autodesk.com/products/maya/overview).
A face accessory is a cosmetic `Class.Accessory` that attaches to the head and can include items such as hair, eyebrows, glasses, and facial hair. To create a face accessory that is compatible with animatable heads, you use a similar design process as [layered clothing](../../../art/accessories/index.md#creation-process) to allow your accessory model to deform and stretch on a head when the head is posed or animated.
To create a face accessory, use a third-party modeling tool, such as [Blender](https://www.blender.org) or [Maya](https://www.autodesk.com/products/maya/overview), to create a 3D model with the following requirements:
- The accessory model must meet Studio's [mesh requirements](../../../art/characters/specifications.md).
- The model must be parented (Blender) or bound (Maya) to an R15 character rig.
- The model must include an inner and outer cage.
This guide covers the basic process in Blender for applying rigging and cage data to a basic reference model using the Cubie model referenced in [Create basic heads](../../../art/characters/facial-animation/create-basic-heads.md).
This guide uses <a href="https://www.blender.org/download/releases/3-0/">Blender version 3.0</a>. If you are using another version of Blender, there might be minor differences in UI and settings.
## Reference files
The following are face accessory reference files, including all example files from this guide:
The reference character model provided is meant for educational purposes and does not meet the avatar character [technical specifications](../../../art/characters/specifications.md) for general use.
<table>
<thead>
<tr>
<th>Name</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><a href="../../../assets/avatar/dynamic-heads/creating-dynamic-heads/reference-files/Cubie-Complete.fbx">Cubie-Complete.fbx</a></td>
<td>The complete Cubie reference character, from <a href="../../characters/facial-animation/create-basic-heads.md">Creating Basic Heads</a>. This file is ready for import into Studio.</td>
</tr>
<tr>
<td><a href="../../../assets/avatar/dynamic-heads/creating-face-accessories/reference-files/Cubie-Cage-Only.fbx">Cubie-Cage-Only.fbx</a></td>
<td>The full body <a href="../../../art/accessories/project-files.md#caging-meshes">cage mesh</a> of the Cubie reference character. This includes the inner and outer cage meshes.</td>
</tr>
<tr>
<td><a href="../../../assets/avatar/dynamic-heads/creating-face-accessories/reference-files/CubieEyebrow_Geo.fbx">Cubie-Eyebrow-Geo.fbx</a></td>
<td>A standalone eyebrow model, designed for the Cubie model.</td>
</tr>
<tr>
<td><a href="../../../assets/avatar/dynamic-heads/creating-face-accessories/reference-files/Cubie-Eyebrow-Rigged-And-Caged.fbx">Cubie-Eyebrow-Rigged-And-Caged.fbx</a></td>
<td>The Cubie eyebrow model, correctly rigged and caged following the instructions in this guide. This file is ready for import into Studio.</td>
</tr>
<tr>
<td><a href="../../../assets/avatar/dynamic-heads/creating-face-accessories/reference-files/CubieHawkHair_Geo.fbx">Cubie-Hawk-Hair.fbx</a></td>
<td>A hair model reference, designed for the Cubie model.</td>
</tr>
<tr>
<td><a href="../../../assets/avatar/dynamic-heads/creating-face-accessories/reference-files/Creating-Face-Accessories-Reference-Files.zip">Creating-Face-Accessories-Reference-Files.zip</a></td>
<td>A collection of all the provided reference files.</td>
</tr>
</tbody>
</table>
## Modeling
This guide uses a simple eyebrow reference as a demonstration for creating a face accessory. If rigging and caging a different model, ensure that your model meets the [character specifications](../../../art/characters/specifications.md) for Studio import.
<img src="../../../assets/avatar/dynamic-heads/creating-face-accessories/Importing-Eyebrows.png" width="70%" />
If creating your own model, consider the following guidelines:
- Model your accessory with your character model for best results and fit.
- When possible, try to match up the edges of your model geometry with the edges/vertices of the underlying head topology. This improves the deformation of the accessory with the underlying head model.
- Some accessories, like eyebrows, can extrude or slightly intersect the character model mesh to achieve a certain cosmetic look.
- When working with an accessory with multiple pieces, such as eyebrows, combine the meshes to a single mesh once the modeling and fitting is completed.
- Face accessory meshes do not require a **\_Geo** naming convention.
## Rigging
You must [rig](../../../art/modeling/rigging.md) your accessory to the character's bone structure so the accessory can bend and deform along with your character's facial poses. After rigging, you can skin your model in your modeling tool, or you can transfer skinning data from your character to the accessory at runtime by using [Automatic skinning transfer](../../../art/accessories/automatic-skinning-transfer.md).
### Project setup
As an example in this guide, we are using the completed [basic Head model](../../../assets/avatar/dynamic-heads/creating-dynamic-heads/reference-files/Cubie-Complete.fbx) from [Create a basic head](../../../art/characters/facial-animation/create-basic-heads.md) and a [simple eyebrow model](../../../assets/avatar/dynamic-heads/creating-face-accessories/reference-files/CubieEyebrow_Geo.fbx) in a new Blender project.
To set up your Blender project:
1. Open a new **General** project in Blender.
2. Select the default shape, camera, and lights, then press <kbd>Delete</kbd>.
3. In the left-hand navigation of the **Properties Editor**, navigate to **Scene Properties**.
<img src="../../../assets/modeling/skinned-meshes/Blender-Scene-Units-Icon.png" width="40%" />
4. In the Units section, change the **Unit Scale** to `0.01` and the **Length** to **Centimeters**.
<img src="../../../assets/modeling/skinned-meshes/Blender-Scene-Units-Settings.png" width="40%" />
5. Import the character rig you intend to parent the accessory to, in this example: [Cubie-Complete.fbx](../../../assets/avatar/dynamic-heads/creating-dynamic-heads/reference-files/Cubie-Complete.fbx).
<img src="../../../assets/avatar/dynamic-heads/creating-face-accessories/Importing-Cubie.png" width="80%" />
6. To simplify the workspace, you can delete the R15 inner and outer cage mesh objects since you will later import a full-body cage in the [Caging](#caging) step.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-face-accessories/videos/Removing-Character-Cage.mp4">
</video>
7. Import your accessory model, in this example: [CubieEyebrow_Geo.fbx](../../../assets/avatar/dynamic-heads/creating-face-accessories/reference-files/CubieEyebrow_Geo.fbx).
1. If required, reposition the accessory model on the face.
2. You can hide the armature temporarily to verify model placement.
<img src="../../../assets/avatar/dynamic-heads/creating-face-accessories/Importing-Eyebrows.png" width="70%" />
### Parent armature
Connect the mesh object to the character's armature by parenting the armature to the mesh object. To parent the armature:
1. In Object Mode, hold <kbd>Shift</kbd> and **click** the accessory model and then any of the character bones.
2. Right click and select **Parent**, then select **With Automatic Weights**.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-face-accessories/videos/Parent-Armature.mp4">
</video>
Parenting with Automatic Weights automatically applies some influences to your model which can save some time during the [optional skinning](#optional-skinning) step. You can alternatively **Parent** with **Empty Weights** to not apply any skinning influence to your accessory mesh. See Blender's documentation on [Automatic Weights](https://docs.blender.org/manual/en/latest/animation/armatures/skinning/parenting.html#with-automatic-weights) for more information.
### Optional skinning
In many cases, you can skip the [skinning](../../../art/modeling/rigging.md) process for your accessory and use Roblox's [automatic skinning transfer](../../../art/accessories/automatic-skinning-transfer.md) instead. You can still apply manual skinning through a modeling software and opt to use automatic skinning transfer later. With automatic skinning transfer, your end result and quality may vary.
If you do not intend to apply skinning manually, continue directly to [caging](#caging).
If you are skinning your accessory in your modeling software on a character model with a fully posed head, you can test the accessory on various FACS poses saved to the timeline within your modeling software before importing into Studio.
## Caging
The caging process for face accessories is similar to caging layered clothing accessories and shares the same modeling and caging requirements. After rigging, import a full-body inner and outer cage to your project, rename the cages, then stretch the vertices of the Outer Cage to cover the accessory model with minimal space.
To cage the eyebrow accessory:
1. With Blender's .fbx importer, import [`Cubie-Cage-Only.fbx`](../../../assets/avatar/dynamic-heads/creating-face-accessories/reference-files/Cubie-Cage-Only.fbx). This includes a single full-body inner and outer cage mesh for the Cubie model.
<img src="../../../assets/avatar/dynamic-heads/creating-face-accessories/Importing-Cage.png" width="80%" />
2. Rename cages to begin with "CubieEyebrow" before the **\_InnerCage** and **\_OuterCage** affix.
3. In Edit mode, extend the outer cage to fit over the accessory with minimal space. Use various material and viewing options to easily manipulate the correct vertices on the outer cage.
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/creating-face-accessories/videos/Editing-Outer-Cage.mp4">
</video>
If you are using automatic skinning transfer, you can ensure that automatic skinning transfer only applies to specific parts of the accessory by removing unnecessary sections of the cage. For more information, see [Modifying Character Cages](../../../art/accessories/automatic-skinning-transfer.md#modify-character-cages).
## Export
Export your model when ready to test your accessory model in Studio or when setting up for final export. When exporting face accessories, keep in mind the following guidelines:
- Ensure that the final accessory model follows [Studio's Modeling Requirements](../../../art/characters/specifications.md), including properly named mesh and cage objects.
- Do not export any unnecessary data, such as animation data, or light and camera objects.
- If exporting PBR textures, follow [texture modeling requirements](../../../art/characters/specifications.md#surfaceappearance) when exporting texture images from your texture software.
To export:
1. Ensure only the **accessory mesh**, **armature object** and **cages meshes** are exported. Delete all other objects in the workspace.
1. You can quickly filter out **Geo** and **Att** named objects in your workspace to quickly delete them.
<video controls width="70%" src="../../../assets/avatar/dynamic-heads/creating-face-accessories/videos/Removing-Extra-Objects.mp4">
</video>
2. Follow Studio's [Export Requirements for Blender](../../../art/accessories/export-settings.md) and save the file to your preferred location. The final export of the eyebrow `.fbx` is available for reference.
## Test in Studio
To use your exported model into Studio as an `Class.Accessory`, use the [Accessory Fitting Tool](../../../art/accessories/accessory-fitting-tool.md) to test and generate the accessory object. At this point, you can equip the accessory to a humanoid character. If you intend to transfer skinning data from your character to the accessory model at runtime, you can enable [automatic skinning transfer](../../../art/accessories/automatic-skinning-transfer.md) for your accessory.
If following the references provided by this guide, only **EnabledOverride** applies the skinning transfer in Studio, since some skinning data will have been applied to the model during the [parenting](#parent-armature) process. | 2,867 | a3aa6b0e9be6af075b2e8b6e364e3962f76044d1261ed8acb9fb7cfbbb61cbf2 |
https://create.roblox.com/docs/art/characters/creating/texturing-pbr | content/en-us/art/characters/creating/texturing-pbr.md | guide | 2026-03-29T11:46:40.814906+00:00 | # Texturing Pbr
Physically-based rendering (PBR) textures use multiple texture maps to define how a surface reacts under different lighting and environmental conditions. PBR textures can elevate the look and feel of your assets, including your avatar, accessories, and clothing. Typically, PBR textures are created in a texturing tool, such as [Substance 3D](https://www.adobe.com/products/substance3d-painter) or [ZBrush](https://www.maxon.net/en/zbrush). Many third-party 3D models available online include PBR textures.
<figure><img src="../../../assets/modeling/surface-appearance/Layered-Clothing-Example.png" /> <figcaption>Characters and accessories can make use of PBR textures to apply visual pop and material realism.</figcaption></figure>
<figure><img src="../../../assets/modeling/surface-appearance/Layered-Clothing-Example-2.jpg" /><figcaption>PBR textures allow for virtually any type of material surface, such as leather and denim.</figcaption></figure>
Although each template includes PBR textures, for the purpose of demonstrating the basic texturing process within Blender, this tutorial doesn't cover the PBR texturing process. For more information and references on advanced texturing, see [PBR textures](../../../art/modeling/surface-appearance.md). | 279 | 9ee7122c8de6f893470e92ef3e608cc90ed9c5db580fa8b71babbb7539deaf3b |
https://create.roblox.com/docs/art/characters/facial-animation | content/en-us/art/characters/facial-animation/index.md | guide | 2026-03-29T11:46:40.854826+00:00 | # Facial Animation
Heads are a fundamental component of an avatar character body. Roblox avatar heads, such as those available on the Marketplace, contains components that allow you to:
- Set default custom facial expressions.
- Trigger emotes that combine both face and body animations.
- Equip face accessories that deform with your facial expressions. For example, facial hair moves accordingly when the character changes facial expressions.
<video controls width="90%" src="../../../assets/avatar/dynamic-heads/Blocky_And_Goblin_Dynamic_Heads.mp4">
</video>
## Create basic heads
When creating heads intended for the Marketplace, ensure that your head meets Roblox's [head specifications](../head-specifications.md).
Using third-party modeling tools, you can either modify a rigged character model to meet head requirements, or create a head from scratch. For step-by-step instructions on how to add face bones, apply skinning, posing, and mapping poses on a head model in Blender, see [Create basic heads](../../../art/characters/facial-animation/create-basic-heads.md). This guide includes several reference files you can use to compare and track your progress.
### Resources
Heads designated for the Marketplace require specific components to ensure universal support across Roblox's platform. Heads are often the most complex part of an avatar character. Use the following docs to best equip your assets to pass validation and work well with other assets:
- Understand how Roblox tests facial animations in the [validation process](../head-validation.md) and learn common issues that you can self-resolve.
- Similar to character bodies and clothing, Marketplace heads must also follow [Roblox's specifications](../head-specifications.md).
- Ensure that you are following Roblox's [head caging best practices](../face-caging-best-practices.md) to ensure the best results for clothing, validation, and makeup.
- Use the [FACS poses reference](../../../art/characters/facial-animation/facs-poses-reference.md) when posing and mapping your head.
## Create face accessories
Similar to creating heads, you can design and model face accessories using a third-party modeling software and import the models as a cosmetic `Class.Accessory` in Studio. When created correctly, equipped accessories stretch and deform as the head animates and emotes.
See [Create face accessories](../../../art/characters/facial-animation/create-face-accessories.md) for step-by-step instructions on setting up a reference model as a face accessory. This guide includes several project files you can use for reference and covers details on time-saving steps, such as auto-skin transfer.
## Test heads
Testing is an important part of the iterative creation process. To test heads in Studio, see [Testing in Studio](../facial-animation/use-heads-in-studio.md).
## Animate heads
If you're interested in animating a head, for use in-experience or to further test your character's face rig, see [Animate heads](../../../art/characters/facial-animation/animate-heads.md).
<video controls width="80%" src="../../../assets/avatar/dynamic-heads/animating-dynamic-heads/videos/2-Face-Controls-Example-Goblin.mp4">
</video> | 650 | f3b7f79818c41193da3d034f49a7563e06d702d7dfdd4820ac84513f704fcd53 |
https://create.roblox.com/docs/art/characters/facial-animation/use-heads-in-studio | content/en-us/art/characters/facial-animation/use-heads-in-studio.md | guide | 2026-03-29T11:46:40.943937+00:00 | # Use Heads In Studio
If you are looking to quickly test a character's head animation, use the [Avatar Setup tool](../../../avatar-setup/index.md) to load your character and use the presets to preview various facial animations and head accessories.
Manually test your head creations by importing character models with animatable heads into Studio and use the generated `Class.FaceControls` instance to pose or animate the face.
When importing a head that supports facial animation into Studio, Studio creates a `Class.FaceControls` instance you can use to access and combine these individual poses to create expressions and animations. Unlike typical rigged models, you cannot access the facial `Class.Bone|Bones` of a head mesh directly in Studio.
To set up heads with facial animation in your experience:
1. [Import a model with an animatable head](../../../art/characters/testing/studio.md#import). You can either create your own or use one of the provided reference model files.
2. (Optional) [Import face accessories](#import-face-accessories) you want to deform with the facial expressions of your head. You can either create your own or use one of the provided reference accessory files.
3. [Animate the head](#animate-heads) in the **Animation Editor** by either adding in individual animation tracks, or by using the **Face Animation Editor**.
If you want to experiment with pre-made heads before [making your own](../../../art/characters/facial-animation/create-basic-heads.md), Roblox has a reference experience you can access to see how heads interact with Studio's interface, as well as two reference models and accessories you can import directly into your own experience:
<table>
<thead>
<tr>
<th>Reference files</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>[Head Animation In-Experience Editor](../../../assets/avatar/dynamic-heads/reference-files/Dynamic-Head-Editor.rbxl)</td>
<td>A reference experience that allows you to preview a Goblin and Blocky head with various accessories using an editor.</td>
</tr>
<tr>
<td>[Head Schema Reference](../../../assets/avatar/dynamic-heads/reference-files/Dynamic-Head-Schema.rbxl)</td>
<td>A reference experience with a head Blocky model with `Class.FaceControls`.</td>
</tr>
<tr>
<td>[Goblin Character Model](../../../assets/avatar/dynamic-heads/reference-files/GoblinCharacter.zip)</td>
<td>A Goblin character model with an animatable head.</td>
</tr>
<tr>
<td>[Blocky Character Model](../../../assets/avatar/dynamic-heads/reference-files/BlockyCharacter.fbx)</td>
<td>A Blocky character model with an animatable head.</td>
</tr>
<tr>
<td>[Blocky Face Accessories and Clothing](../../../assets/avatar/dynamic-heads/reference-files/Blocky-Face-Accessories.zip)</td>
<td>A `.zip` file of Blocky-specific accessories, including:<ul><li>Angled Eyebrows</li><li>Round Eyebrows</li><li>Straight Eyebrows</li><li>Long Eyelashes</li><li>Short Eyelashes</li><li>Long Ducktail Beard</li><li>Mutton Chops Beard and Hair</li><li>Shirt and Pants</li></ul></td>
</tr>
</tbody>
</table>
## Import face accessories
You can import and equip face accessories that you want to deform with the facial expressions of your head. For example, when you import and equip eyebrows as a face accessory, you can animate the eyebrows to move with the character's eyes.
By default, when you import a face accessory, it imports as a `Class.MeshPart` object. Using the [Accessory Fitting Tool](../../../art/accessories/accessory-fitting-tool.md) (AFT), you can convert the `Class.MeshPart` into an `Class.Accessory` instance that is compatible with the head.
To import a face accessory:
1. From Studio's **File** menu, use the [3D Importer](../../../art/modeling/3d-importer.md) to import the custom model into the workspace.
<img src="../../../assets/avatar/dynamic-heads/using-dynamic-heads-in-studio/Importing-Facial-Accessory-Final-Result.jpg" width="80%" />
2. Using the AFT, convert the `Class.MeshPart` into an `Class.Accessory` instance.
1. In the toolbar's **Avatar** tab, click **Accessory** to open the AFT.
2. In the **Explorer** window, select the **MeshPart** you imported as a face accessory. Its name displays in the **Part** field.
3. Click the **Next** button.
4. In the **Clothing** category, select **Face**, then click the **Next** button.
5. (Optional) In the **Edit** panel, use the adjustment options to ensure the accessory fits your model.
6. In the **Preview** panel, preview the new facial accessory on your head, then click the **Next** button. The tool transforms the `Class.MeshPart` into an `Class.Accessory` instance, and it displays in the **Explorer** window.
You can preview the accessory on your imported model by making the `Class.Accessory` instance a child of your character `Class.Model`. You can only equip character-specific face accessories with their designed character.
<figure>
<img src="../../../assets/avatar/dynamic-heads/using-dynamic-heads-in-studio/Facial-Accessory-In-Viewport.jpg" />
<figcaption>Equipped accessory in viewport</figcaption>
</figure>
<figure>
<img src="../../../assets/avatar/dynamic-heads/using-dynamic-heads-in-studio/Facial-Accessory-In-Property-Panel.jpg" />
<figcaption>Equipped Accessory in Explorer</figcaption>
</figure>
You can also save the `Class.Accessory` instance to your toolbox and use the asset ID at any time in your experiences. For information on equipping accessories by applying a `Class.HumanoidDescription`, see [Customize characters with humanoid description](../../../characters/appearance.md#set-multiple-accessories).
### AutoSkin property
You can enable the `Class.WrapLayer.AutoSkin` property in the accessory's `Class.WrapLayer` instance to apply the skinning of the head to the face accessory. This allows a face accessory to fit and follow a character's expressions without having to apply any skinning influences to it during the 3D modeling process.
The following options are available for the `Class.WrapLayer.AutoSkin` property:
- **Disabled**: Disables the Automatic Skinning Transfer process. This is the default value.
- **EnabledOverride**: Enables the Auto-Skin Transfer process and allows Studio to override any existing skinning information found on the accessory. Choose this setting when you want to set or replace the existing skinning of an accessory using the Auto-Skin Transfer version.
- **EnabledPreserve**: Enables the Automatic Skinning Transfer process but **doesn't** allow it to override any existing skinning information found on the accessory. Choose this setting when you want to preserve and maintain any existing skinning of an accessory. If there isn't any skinning to maintain, the Auto-Skin Transfer creates new skinning automatically.
## Animate heads
Animatable head `Class.MeshPart|MeshParts` include a `Class.FaceControls` instance which allows you to access your facial pose properties.
<figure>
<img src="../../../assets/avatar/dynamic-heads/using-dynamic-heads-in-studio/FaceControls-In-Explorer.jpg" />
<figcaption>FaceControls in Explorer</figcaption>
</figure>
<figure>
<img src="../../../assets/avatar/dynamic-heads/using-dynamic-heads-in-studio/FaceControls-In-Property-Panel.jpg" />
<figcaption>FaceControls Property Panel</figcaption>
</figure>
You can adjust these properties in the **Animation Editor** to animate your head. For more information, see [Animate heads](../../../art/characters/facial-animation/animate-heads.md).
## Troubleshooting
When importing custom head models, the [Output window](../../../studio/output.md) displays an error or warning message if there were any issues during the configuration process.
### Error messages
Error messages indicate a failure to properly import a model with a head. Reference the following table for a summary of all head error messages and troubleshooting tips:
<table>
<thead>
<tr>
<th>Error message</th>
<th>Troubleshooting</th>
</tr>
</thead>
<tbody>
<tr>
<td>Failed importing head with facial animation.</td>
<td>The <kbd>.fbx</kbd> file is corrupted.</td>
</tr>
<tr>
<td>Found more than one joint named X. All joints must have unique names.</td>
<td>Ensure that every joint that you import has a unique name.</td>
</tr>
<tr>
<td>Failed importing head with facial animation: Correctives can be for at most 3 control names.</td>
<td>Studio found a corrective with more than 3 corrective poses. This isn't supported, so you need to delete the corrective.</td>
</tr>
<tr>
<td>Failed importing head with facial animation: Unrecognized FACS control name X.</td>
<td>X is an unrecognized FACS pose name. Ensure that X is renamed to one of the [standard FACS poses](../../../art/characters/facial-animation/facs-poses-reference.md).</td>
</tr>
<tr>
<td>Failed importing head with facial animation: Invalid corrective name X: Neutral cannot be part of a corrective.</td>
<td>X is an invalid corrective name. Ensure you are following the correct naming format for correctives.</td>
</tr>
<tr>
<td>Failed importing head with facial animation: Found duplicate FACS control name X for corrective Y.</td>
<td>X is an invalid corrective name. You can only include a base pose that is listed as part of a corrective once in the corrective name.</td>
</tr>
<tr>
<td>Failed importing head with facial animation: Couldn't parse the frame number in Extra Attribute named X.</td>
<td>You must name any extra attributes "Frame0", "Frame1", etc.</td>
</tr>
<tr>
<td>Failed importing head with facial animation: Empty value found for Extra Attribute named X.</td>
<td>The extra attribute X has no value. Add a base pose name or corrective, or delete the extra attribute.</td>
</tr>
<tr>
<td>Failed importing head with facial animation: Duplicate control name found.</td>
<td>You set a FACS pose or corrective to multiple frames. Ensure that each FACS pose or corrective is set to only a single frame.</td>
</tr>
<tr>
<td>Failed importing head with facial animation: Head_Geo has no Extra Attributes that map FACS controls to animation frames.</td>
<td>The "Head_Geo" mesh in the FBX file must have extra attributes in order to animate facial expressions. The imported avatar will not animate facial expressions.</td>
</tr>
<tr>
<td>Failed importing head with facial animation: No frame was set to "Neutral" in animation.</td>
<td>Must have one frame set to "Neutral" in the animation timeline.</td>
</tr>
<tr>
<td>Failed importing head with facial animation: X has not been specified. This is needed for corrective Y.</td>
<td>All base poses for a corrective must be set in the extra attributes. For example, if the <kbd>Funneler_JawDrop</kbd> corrective is set, then there <b>must</b> be poses for <kbd>Funneler</kbd> and <kbd>JawDrop</kbd> alone.</td>
</tr>
<tr>
<td>Failed importing head with facial animation: Missing key frame X for Y.</td>
<td>There is an extra attribute "FrameX" set to Y, but the animation timeline has no frame X.</td>
</tr>
<tr>
<td>Failed importing head with facial animation: No joints were found under DynamicHead.</td>
<td>The <kbd>.fbx</kbd> file doesn't have any joints under the RootFaceJoint joint.</td>
</tr>
<tr>
<td>Could not load FACS control data.</td>
<td>There are corrupted joint parameters in the <kbd>.fbx</kbd> file.</td>
</tr>
</tbody>
</table>
### Warning messages
Warning messages indicate a potential issue with an imported head model. Reference the following table for a summary of all head warning messages and troubleshooting tips:
<table>
<thead>
<tr>
<th>Error message</th>
<th>Troubleshooting</th>
</tr>
</thead>
<tbody>
<tr>
<td>You have corrective X, but missing corrective Y to support it. This may cause odd deformations.</td>
<td>You set a 3-corrective without setting the base 2-corrective. The imported head will animate, but there might be strange deformations.</td>
</tr>
<tr>
<td>Skipping attribute X: Y</td>
<td>Studio found an extra attribute named X, but since it didn't match the format of "Frame#", it was ignored.</td>
</tr>
<tr>
<td>Control X is nearly identical to Neutral.</td>
<td>The pose for X is very similar to Neutral. Studio reports this in case this was a mistake, but the import will be successful as long as there are no other failures.</td>
</tr>
<tr>
<td>Found only N base poses. Your character may not be able to express itself.</td>
<td>You only defined a subset of base poses in the <kbd>.fbx</kbd> file. The import will still be successful as long as there are no other failures.</td>
</tr>
</tbody>
</table> | 3,109 | d85c612373f18da2990ef5c0acdc5c2ca6b50d5cbd8db03b1128b64f07444abc |
https://create.roblox.com/docs/art/characters/facial-animation/moods | content/en-us/art/characters/facial-animation/moods.md | guide | 2026-03-29T11:46:40.953376+00:00 | # Moods
A **mood** is a type of [facial animation](../../../art/characters/facial-animation/index.md) for animatable heads that loops indefinitely, allowing users to express themselves and react to others with a persistent facial emotion. Moods play simultaneously with other character [default animations](../../../animation/using.md#default-character-animations), such as walking, climbing, and swimming, and if the default animation has a facial animation, the default animation blends with the character's mood.
<figure>
<video controls src="../../../assets/avatar/dynamic-heads/moods/Overview-Default-Mood.mp4" width="70%"></video>
<figcaption>Default mood</figcaption>
</figure>
<figure>
<video controls src="../../../assets/avatar/dynamic-heads/moods/Overview-Open-Mouth-Mood.mp4" width="70%"></video>
<figcaption>Open mouth mood</figcaption>
</figure>
A mood is a type of facial animation, but not all facial animations are moods. While a mood refers to a specific animation slot that belongs to each character, a facial animation refers to **any** animation that modifies the face channels.
## Create moods
If you have a character model with an animatable head, you can create any mood animation you can think of using the [Face Animation Editor](../../../art/characters/facial-animation/animate-heads.md#use-the-face-animation-editor). If you don't want to use the [Blocky](../../../assets/avatar/dynamic-heads/reference-files/BlockyCharacter.fbx) or [Goblin](../../../assets/avatar/dynamic-heads/reference-files/GoblinCharacter.zip) reference character models, you can create or modify an existing model to support animated heads in a third-party modeling software, such as Blender or Maya. For information on how to create an animatable head, see [Create basic heads](../../../art/characters/facial-animation/create-basic-heads.md).
To create a mood:
1. Add a character model with an animatable head to the viewport.
1. Open the **Face Animation Editor**.
1. From the toolbar's **Avatar** tab, click **Animation**. The [Animation Editor](../../../animation/editor.md) window displays.
1. In the viewport, select your character model with an animatable head. A dialog displays.
<img width="40%" img src="../../../assets/animation/animation-editor/Create-Animation-Dialog.png" />
1. In the **Animation Name** field, enter a new animation name, then click the **Create** button. The **Animation Editor** window displays the **media and playback controls**, **timeline**, and **track list**.
1. In the editor's **track list**, click the **Face** button. The **Face Animation Editor** displays to the left of the track list.
1. In the **Face Animation Editor**, adjust sliders for the facial parts you want to manipulate. Animation tracks for each facial part you manipulate automatically display in the track list along with keyframes for your current position in the timeline. The character's face also updates in the viewport.
- To undo a step on a slider, press <kbd>Ctrl</kbd><kbd>Z</kbd> (<kbd>⌘</kbd><kbd>Z</kbd>).
- To redo a step on a slider, press <kbd>Ctrl</kbd><kbd>Y</kbd> (<kbd>⌘</kbd><kbd>Y</kbd>).
- To reset a slider to its default value, right click on the slider. A contextual menu displays. Select **Reset Selected**.
1. When you are finished creating your animation, navigate to the **Media and Playback Controls** and click the **…** button. A pop-up menu displays.
<img width="60%" img src="../../../assets/animation/animation-editor/Controls-File-Menu.png" />
1. Select **Save** or **Save As** to save the mood animation. The animation displays in the **Explorer** window as a child of the **AnimSaves** object (itself a child of the rig).
<img width="20%" img src="../../../assets/avatar/dynamic-heads/moods/HappyMood.png" />
1. **(Optional)** To assign an asset ID to your mood animation and save it to the [Toolbox](../../../projects/assets/toolbox.md) to use across your experiences,
1. In the **Explorer** window, right-click on your new mood animation. A contextual menu displays.
1. Select **Save to Roblox**. The **Asset Configuration** window displays.
1. Fill in the following fields:
- **Title**: A name for your plugin.
- **Description**: A description that describes what a potential user should expect the plugin to do.
- **Creator**: The creator you'd like to attribute as the creator of the plugin.
1. Click the **Submit** button. After a moment, the Asset Configuration dialog displays your mood's `Class.Animation.AnimationID` that you can use to set the mood to characters within your experiences.
<img width="80%" img src="../../../assets/avatar/dynamic-heads/moods/Animation-ID.png" />
## Set moods
Every character with an animatable head has a child **Animate** `Class.LocalScript` with a child **mood** `Class.StringValue` that contains the mood animation that plays on the character's head. The mood animation's default `Class.Animation.AnimationID` plays a smiling animation, but you can change the character's mood to something else by either directly editing the `Class.Animation.AnimationID` within the mood `Class.StringValue`, or using the `Class.HumanoidDescription` system.
<img src="../../../assets/avatar/dynamic-heads/moods/animate-localscript-hierarchy.jpg" width="20%" />
The code for playing moods doesn't occur in the **Animate** `Class.LocalScript`, but in a hidden, internal Roblox script. While you can't edit this internal script, the **mood** `Class.StringValue` allows you to interact with it in order to customize moods within your experiences.
### Edit AnimationIds
You can set a specific mood for each character within your experience by editing their mood's `Class.Animation.AnimationID` whenever a user triggers an event. For example, the following `Class.Script` edits any previously set mood to an animation that [opens the character's mouth](https://www.roblox.com/library/7715145252/moods-11-FaceAnimation) as soon as the user enters the experience:
```lua
local Players = game:GetService("Players")
local function onCharacterAdded(character)
local humanoid = character:WaitForChild("Humanoid")
local animateScript = character:WaitForChild("Animate")
animateScript.mood.Animation1.AnimationId = "rbxassetid://7715145252" -- Mood
end
local function onPlayerAdded(player)
player.CharacterAppearanceLoaded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(onPlayerAdded)
```
### Use the HumanoidDescription
You can also use the `Class.HumanoidDescription` system to find user characters and edit their `Class.Animation.AnimationID|AnimationIDs` for any default animation. For example, the following `Class.Script` edits any previously set mood to an animation that gives the character a [half-smile](https://www.roblox.com/catalog/10725833199/Chiseled-Good-Looks-Mood) on the left-side of their face whenever their character is idling:
```lua
local humanoid = player.Character and player.Character:FindFirstChildWhichIsA("Humanoid")
if humanoid then
local descriptionClone = humanoid:GetAppliedDescription()
descriptionClone.IdleAnimation = 10725833199
-- Apply modified "descriptionClone" to humanoid
humanoid:ApplyDescription(descriptionClone)
end
```
## Disable moods
To disable moods from your experience, you can delete the mood object underneath the **Animate** `Class.LocalScript`. For example, the following `Class.Script` removes every character's **mood** `Class.StringValue` as soon as they join the experience:
```lua
local Players = game:GetService("Players")
local function onCharacterAdded(character)
local humanoid = character:WaitForChild("Humanoid")
local animateScript = character:WaitForChild("Animate")
animateScript.mood:Destroy()
end
local function onPlayerAdded(player)
player.CharacterAppearanceLoaded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(onPlayerAdded)
``` | 1,797 | b9030d4d5a8ad25ee7352cffe35e2acdb46c0625011b9853e384da5605002f3b |
https://create.roblox.com/docs/art/characters/facial-animation/facs-poses-reference | content/en-us/art/characters/facial-animation/facs-poses-reference.md | guide | 2026-03-29T11:46:41.010654+00:00 | # Facs Poses Reference
The [Facial Action Coding System](https://en.wikipedia.org/wiki/Facial_Action_Coding_System) (FACS) is a comprehensive, anatomically-based system for describing all visually discernible facial movement. This system breaks down all facial expressions into individual types of muscle movement, such as `LeftEyeClosed` or `MouthLeft`. You can [configure](../../../art/characters/facial-animation/create-basic-heads.md#pose) and store these muscle movements, or **poses**, within the head model through a third-party modeling software, such as [Blender](https://www.blender.org) or [Maya](https://www.autodesk.com/products/maya/overview). When you import the head model into Studio, you can then access and [animate](../../../art/characters/facial-animation/animate-heads.md) these poses to create lively facial expressions.
The following is a list of 50 base poses that you can use in Roblox to portray a wide range of face emotions. Except for the first neutral pose, the order of poses you save to your character model doesn't matter since this information is set during the [mapping](../../../art/characters/facial-animation/create-basic-heads.md#map) process as a custom property.
If you intend to publish your avatar to the Marketplace, your avatar head must include the required [17 facial base poses](../../../art/characters/specifications.md#facial-animations). Marketplace validation rejects assets that do not include these 17 required base poses.
You can combine multiple FACS base poses together in one animation frame to create complex facial expressions. However, some combinations of poses might collide unless you also add a [corrective](../../../art/characters/facial-animation/create-basic-heads.md#combination-poses) to their full default values.
## LeftEyeClosed
If publishing to the Marketplace, your avatar asset must include this pose.
`Class.FaceControls.LeftEyeClosed|LeftEyeClosed` closes the character's left eyelid.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftEyeClosedA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftEyeClosedB.mp4" width="70%"></video>
## RightEyeClosed
If publishing to the Marketplace, your avatar asset must include this pose.
`Class.FaceControls.RightEyeClosed|RightEyeClosed` closes the character's right eyelid.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightEyeClosedA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightEyeClosedB.mp4" width="70%"></video>
## EyesLookDown
If publishing to the Marketplace, your avatar asset must include this pose.
`Class.FaceControls.EyesLookDown|EyesLookDown` makes the eyes gaze down.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/EyesLookDownA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/EyesLookDownB.mp4" width="70%"></video>
## JawDrop
If publishing to the Marketplace, your avatar asset must include this pose.
`Class.FaceControls.JawDrop|JawDrop` lowers the jaw downward, opening the mouth.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/JawDropA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/JawDropB.mp4" width="70%"></video>
## Pucker
If publishing to the Marketplace, your avatar asset must include this pose.
`Class.FaceControls.Pucker|Pucker` makes a kiss-like shape with the mouth.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/PuckerA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/PuckerB.mp4" width="70%"></video>
## LeftLipCornerPuller
If publishing to the Marketplace, your avatar asset must include this pose.
`Class.FaceControls.LeftLipCornerPuller|LeftLipCornerPuller` raises the corners of the mouth upwards in a smile.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftLipCornerPullerA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftLipCornerPullerB.mp4" width="70%"></video>
## RightLipCornerPuller
If publishing to the Marketplace, your avatar asset must include this pose.
`Class.FaceControls.RightLipCornerPuller|RightLipCornerPuller` raises the corners of the mouth upwards in a smile.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightLipCornerPullerA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightLipCornerPullerB.mp4" width="70%"></video>
## ChinRaiser
If publishing to the Marketplace, your avatar asset must include this pose.
`Class.FaceControls.ChinRaiser|ChinRaiser` raises the chin up; moves the lower lip upwards.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/ChinRaiserA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/ChinRaiserB.mp4" width="70%"></video>
When you use `Class.FaceControls.ChinRaiser|ChinRaiser` and the character's mouth is closed, the character's lower lip collides with their upper lip. When you need to keep the mouth closed while raising the chin, use [`ChinRaiserUpperLip`](#chinraiserupperlip) and `Class.FaceControls.ChinRaiser|ChinRaiser` together to raise both the lower and upper lip, and avoid a collision. Note that if you use this method, you must set both `Class.FaceControls.ChinRaiser|ChinRaiser` and [`ChinRaiserUpperLip`](#chinraiserupperlip) to the same value so the lips move the same distance upwards.
## ChinRaiserUpperLip
If publishing to the Marketplace, your avatar asset must include this pose.
`Class.FaceControls.ChinRaiserUpperLip|ChinRaiserUpperLip` raises the upper lip up when ChinRaiser is engaged and it is touching the upper lip.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/ChinRaiserUpperLipA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/ChinRaiserUpperLipB.mp4" width="70%"></video>
## LeftCheekRaiser
If publishing to the Marketplace, your avatar asset must include this pose.
`Class.FaceControls.LeftCheekRaiser|LeftCheekRaiser` squints the character's left eye.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftCheekRaiserA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftCheekRaiserB.mp4" width="70%"></video>
## RightCheekRaiser
If publishing to the Marketplace, your avatar asset must include this pose.
`Class.FaceControls.RightCheekRaiser|RightCheekRaiser` squints the character's right eye.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightCheekRaiserA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightCheekRaiserB.mp4" width="70%"></video>
## LeftInnerBrowRaiser
If publishing to the Marketplace, your avatar asset must include this pose.
`Class.FaceControls.LeftInnerBrowRaiser|LeftInnerBrowRaiser` raises the interior half of the character's left brow upwards.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftInnerBrowRaiserA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftInnerBrowRaiserB.mp4" width="70%"></video>
## RightInnerBrowRaiser
If publishing to the Marketplace, your avatar asset must include this pose.
`Class.FaceControls.RightInnerBrowRaiser|RightInnerBrowRaiser` raises the interior half of the character's right brow upwards.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightInnerBrowRaiserA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightInnerBrowRaiserB.mp4" width="70%"></video>
## LeftLipCornerDown
If publishing to the Marketplace, your avatar asset must include this pose.
`Class.FaceControls.LeftLipCornerDown|LeftLipCornerDown` lowers the corners of the mouth downwards in a frown.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftLipCornerDownA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftLipCornerDownB.mp4" width="70%"></video>
## RightLipCornerDown
If publishing to the Marketplace, your avatar asset must include this pose.
`Class.FaceControls.RightLipCornerDown|RightLipCornerDown` lowers the corners of the mouth downwards in a frown.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightLipCornerDownA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightLipCornerDownB.mp4" width="70%"></video>
## LeftLowerLipDepressor
If publishing to the Marketplace, your avatar asset must include this pose.
`Class.FaceControls.LeftLowerLipDepressor|LeftLowerLipDepressor` lowers the lower lip downwards away from the upper lip, revealing the lower teeth.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftLowerLipDepressorA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftLowerLipDepressorB.mp4" width="70%"></video>
## RightLowerLipDepressor
If publishing to the Marketplace, your avatar asset must include this pose.
`Class.FaceControls.RightLowerLipDepressor|RightLowerLipDepressor` lowers the lower lip down away from the upper lip revealing the lower teeth.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightLowerLipDepressorA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightLowerLipDepressorB.mp4" width="70%"></video>
## EyesLookLeft
`Class.FaceControls.EyesLookLeft|EyesLookLeft` makes the eyes gaze left.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/EyesLookLeftA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/EyesLookLeftB.mp4" width="70%"></video>
## EyesLookRight
`Class.FaceControls.EyesLookRight|EyesLookRight` makes the eyes gaze right.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/EyesLookRightA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/EyesLookRightB.mp4" width="70%"></video>
## EyesLookUp
`Class.FaceControls.EyesLookUp|EyesLookUp` makes the eyes gaze up.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/EyesLookUpA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/EyesLookUpB.mp4" width="70%"></video>
## LeftLipStretcher
`Class.FaceControls.LeftLipStretcher|LeftLipStretcher` stretches the corners of the mouth apart.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftLipStretcherA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftLipStretcherB.mp4" width="70%"></video>
## LeftUpperLipRaiser
`Class.FaceControls.LeftUpperLipRaiser|LeftUpperLipRaiser` raises the character's left upper lip away from the lower lip revealing the upper teeth.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftUpperLipRaiserA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftUpperLipRaiserB.mp4" width="70%"></video>
## LipsTogether
`Class.FaceControls.LipsTogether|LipsTogether` brings the character's lips together. However, if the character's mouth is closed, their lips are already together and they collide.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LipsTogetherA-1.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LipsTogetherB-1.mp4" width="70%"></video>
This pose's main use case is in connection with the [`JawDrop`](#jawdrop) property. If you set [`JawDrop`](#jawdrop) and `Class.FaceControls.LipsTogether|LipsTogether` to 100% of their default values, the character's lips stay together as the jaw drops.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LipsTogetherA-2.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LipsTogetherB-2.mp4" width="70%"></video>
In addition, if you set [`JawDrop`](#jawdrop) to 100% of its default value, and ease `Class.FaceControls.LipsTogether|LipsTogether` in and out of 100% of its default value, the character's lips open and close.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LipsTogetherA-3.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LipsTogetherB-3.mp4" width="70%"></video>
## RightLipStretcher
`Class.FaceControls.RightLipStretcher|RightLipStretcher` stretches the corners of the mouth apart.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightLipStretcherA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightLipStretcherB.mp4" width="70%"></video>
## RightUpperLipRaiser
`Class.FaceControls.RightUpperLipRaiser|RightUpperLipRaiser` raises the right upper lip away from the lower lip, revealing the upper teeth.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightUpperLipRaiserA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightUpperLipRaiserB.mp4" width="70%"></video>
## FlatPucker
`Class.FaceControls.FlatPucker|FlatPucker` brings the corners of the mouth inward and presses the lips back against the teeth. This pose is also known as lip tightener.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/FlatPuckerA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/FlatPuckerB.mp4" width="70%"></video>
## Funneler
`Class.FaceControls.Funneler|Funneler` makes an 'O' shape with the mouth.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/FunnelerA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/FunnelerB.mp4" width="70%"></video>
## LowerLipSuck
`Class.FaceControls.LowerLipSuck|LowerLipSuck` rolls the lower lip up over the teeth.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LowerLipSuckA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LowerLipSuckB.mp4" width="70%"></video>
## LipPresser
`Class.FaceControls.LipPresser|LipPresser` presses the lips together.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LipPresserA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LipPresserB.mp4" width="70%"></video>
## MouthLeft
`Class.FaceControls.MouthLeft|MouthLeft` moves the mouth to the character's left. This property doesn't move the character's jaw, teeth, or tongue, only their mouth. If you want to move those additional facial features, use [`JawLeft`](#jawleft) instead.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/MouthLeftA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/MouthLeftB.mp4" width="70%"></video>
## MouthRight
`Class.FaceControls.MouthRight|MouthRight` moves the mouth to the character's right. This property doesn't move the character's jaw, teeth, or tongue to the right, only their mouth. If you want to move those additional facial features, use [`JawRight`](#jawright) instead.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/MouthRightA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/MouthRightB.mp4" width="70%"></video>
## UpperLipSuck
`Class.FaceControls.UpperLipSuck|UpperLipSuck` rolls the upper lip around the teeth.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/UpperLipSuckA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/UpperLipSuckB.mp4" width="70%"></video>
## LeftCheekPuff
`Class.FaceControls.LeftCheekPuff|LeftCheekPuff` puffs up the character's left cheek.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftCheekPuffA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftCheekPuffB.mp4" width="70%"></video>
## LeftDimpler
`Class.FaceControls.LeftDimpler|LeftDimpler` moves the corners of the left side of the mouth back toward the teeth.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftDimplerA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftDimplerB.mp4" width="70%"></video>
## RightCheekPuff
`Class.FaceControls.RightCheekPuff|RightCheekPuff` puffs up the character's right cheek.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightCheekPuffA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightCheekPuffB.mp4" width="70%"></video>
## RightDimpler
`Class.FaceControls.RightDimpler|RightDimpler` moves the corners of the right side of the mouth back toward the teeth.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightDimplerA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightDimplerB.mp4" width="70%"></video>
## JawLeft
`Class.FaceControls.JawLeft|JawLeft` moves the character's jaw, teeth, tongue, and lower lip to their left. If you just want to move the character's mouth to their left, use [`MouthLeft`](#mouthleft) instead.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/JawLeftA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/JawLeftB.mp4" width="70%"></video>
## JawRight
`Class.FaceControls.JawRight|JawRight` moves the character's jaw, teeth, tongue, and lower lip to their right. If you just want to move the character's mouth to their right, use [`MouthRight`](#mouthright) instead.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/JawRightA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/JawRightB.mp4" width="70%"></video>
## Corrugator
`Class.FaceControls.Corrugator|Corrugator` brings the left and right brows inward together.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/CorrugatorA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/CorrugatorB.mp4" width="70%"></video>
## LeftBrowLowerer
`Class.FaceControls.LeftBrowLowerer|LeftBrowLowerer` lowers the character's left brow down.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftBrowLowererA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftBrowLowererB.mp4" width="70%"></video>
## LeftOuterBrowRaiser
`Class.FaceControls.LeftOuterBrowRaiser|LeftOuterBrowRaiser` raises the outer part of the character's left brow upwards.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftOuterBrowRaiserA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftOuterBrowRaiserB.mp4" width="70%"></video>
## LeftNoseWrinkler
`Class.FaceControls.LeftNoseWrinkler|LeftNoseWrinkler` raises the character's left nostril, pulls the brow down slightly, and wrinkles the left side of the nose.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftNoseWrinklerA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftNoseWrinklerB.mp4" width="70%"></video>
## RightBrowLowerer
`Class.FaceControls.RightBrowLowerer|RightBrowLowerer` lowers the character's right brow down.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightBrowLowererA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightBrowLowererB.mp4" width="70%"></video>
## RightOuterBrowRaiser
`Class.FaceControls.RightOuterBrowRaiser|RightOuterBrowRaiser` raises the outer part of the character's right brow upwards.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightOuterBrowRaiserA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightOuterBrowRaiserB.mp4" width="70%"></video>
## RightNoseWrinkler
`Class.FaceControls.RightNoseWrinkler|RightNoseWrinkler` raises the character's right nostril, pulls the brow down slightly, and wrinkles the right side of the nose.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightNoseWrinklerA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightNoseWrinklerB.mp4" width="70%"></video>
## LeftEyeUpperLidRaiser
`Class.FaceControls.LeftEyeUpperLidRaiser|LeftEyeUpperLidRaiser` raises the character's left eyelid upwards to reveal more of the eye white above the iris.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftEyeUpperLidRaiserA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/LeftEyeUpperLidRaiserB.mp4" width="70%"></video>
## RightEyeUpperLidRaiser
`Class.FaceControls.RightEyeUpperLidRaiser|RightEyeUpperLidRaiser` raises the character's right eyelid upwards to reveal more of the eye white above the iris.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightEyeUpperLidRaiserA.mp4" width="70%"></video>
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/RightEyeUpperLidRaiserB.mp4" width="70%"></video>
## TongueDown
`Class.FaceControls.TongueDown|TongueDown` bends the tongue down. This pose is only visible if you combine it with [`TongueOut`](#tongueout), otherwise the tongue only bends down within the character's mouth.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/TongueDown.mp4" width="30%"></video>
## TongueOut
`Class.FaceControls.TongueOut|TongueOut` sticks the tip of the tongue out of the mouth.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/TongueOut.mp4" width="30%"></video>
## TongueUp
`Class.FaceControls.TongueUp|TongueUp` bends the tongue up. This pose is only visible if you combine it with [`TongueOut`](#tongueout), otherwise the tongue only bends up within the character's mouth.
<video controls muted src="../../../assets/avatar/dynamic-heads/facs-pose-reference/TongueUp.mp4" width="30%"></video> | 6,253 | b6f47af0d77c6d41e13dad9b527d3d4f62edc79243ec1748b9d92488bc531600 |
https://create.roblox.com/docs/art/characters/head-specifications | content/en-us/art/characters/head-specifications.md | guide | 2026-03-29T11:46:41.055998+00:00 | # Head Specifications
This content is for creators who intend to create character heads designated for the Marketplace, or any character heads that support assets from the Marketplace.
Character models designed to be sold on the Marketplace require a specific set of components and configuration standards to ensure all avatar features work as expected. The following guidance applies to character model heads to ensure universal support for head accessories and facial animations.
Validation for heads use a specialized process that may require adjustment of your existing head asset. For more information, see [validation process](./head-validation.md).
Auto-setup recommendation
<br />
[Avatar auto-setup](../../avatar-setup/auto-setup.md) is an automated tool that automatically generates components for your avatar character, **including the head cage and facial animation** required for Marketplace character models. You can save time by submitting character models without avatar components into the auto-setup tool and modifying the output.
You can test and refine your auto-setup output by using the Avatar setup tool previews. You can even download your output as a `.gltf` and adjust the FACS or cage data in your DCC tools.
You can alternatively manually modify your own cages and FACS animations within your DCC tools, which may require more time or additional iteration in your workflow, such as weight-painting adjustments, to ensure it meets Marketplace policies.
To submit issues or feedback regarding the avatar auto setup tool, submit a [bug report](https://devforum.roblox.com/c/bug-reports/10).
## Head cage
The head cage is used to verify animations during validation. see [validation process](./head-validation.md).
Similar to other avatar body parts, an outer cage is required for the head. [High-quality cages](#caging-quality) ensure accessories and clothing items fit properly over the head. Head cages also serves to establish [facial landmarks](#facial-landmarks) for the eyes and mouth of the face for animation validation.
### Caging quality
For details on improving the quality of your head cage, see [Face cage optimizations](../characters/face-caging-best-practices.md).
### Facial landmarks
During validation, Roblox projects the cage eye/mouth regions to the base mesh to identify the eyes and mouth regions of your character head. Even for non-humanoid faces that don't include visual eyes or mouths, it's important to ensure that these landmarks still exist and can be projected over your base mesh. For more information on this process, see [validation process](./head-validation.md).
Roblox expects the following 3 distinct landmarks in your cages:
- Left eye landmark
- Right eye landmark
- Mouth landmark
<figure><img src="../../assets/art/avatar/Cage-Landmark-A.png"/>
<figcaption><center>Example face cage UV</center></figcaption>
</figure>
<figure><img src="../../assets/art/avatar/Cage-Landmark-B.png"/>
<figcaption><center>Highlighted vertices of cage are used to track eyes/mouth on base mesh</center></figcaption>
</figure>
<figure>
<img src="../../assets/art/avatar/Cage-Landmark-C.png"/>
<figcaption><center>Landmarks from cage applied to base mesh, used as an indicator for basic animation support during validation</center></figcaption>
</figure>
The mouth landmark vertices are on the **second loop** of vertices from the mouth opening. This precision may help prevent issues with [landmark validation](./head-validation.md#landmark-projection).
<center><img src="../../assets/art/avatar/Mouth-Vertices-Warning.png"/></center>
## FACS animation
Roblox supports facial animation on character heads and can support more than 50 base poses. If you are creating an avatar character, it must, at minimum, include the following 17 [FACS reference poses](../../art/characters/facial-animation/facs-poses-reference.md) to support avatar chat:
- LeftEyeClosed
- RightEyeClosed
- EyesLookDown
- JawDrop
- Pucker
- LeftLipCornerPuller
- RightLipCornerPuller
- ChinRaiser
- ChinRaiserUpperLip
- LeftCheekRaiser
- RightCheekRaiser
- LeftInnerBrowRaiser
- RightInnerBrowRaiser
- LeftLipCornerDown
- RightLipCornerDown
- LeftLowerLipDepressor
- RightLowerLipDepressor
While the 17 poses are a minimum requirement, it's recommended to include as many facial poses as possible in your asset to improve expressiveness and facial animation fidelity for facial animation and avatar chat.
To [pass validation](./head-validation.md), the character head must successfully perform the following 5 facial actions. If the head can't deform at the points of the [cage landmarks](#head-cage) for these facial actions, validation fails for the asset.
<table>
<thead>
<tr>
<th>Action Unit Test</th>
<th>Non-Zero Control Values</th>
</tr></thead>
<tbody>
<tr>
<td>Left eye blink</td>
<td>LeftEyeClosed = `1`<br />EyesLookDown = `1`</td>
</tr>
<tr>
<td>Right eye blink</td>
<td>RightEyeClosed = `1`<br />EyesLookDown = `1`</td>
</tr>
<tr>
<td>Mouth opens</td>
<td>JawDrop = `1`</td>
</tr>
<tr>
<td>Happy expression </td>
<td>Pucker = `1`<br />LeftLipCornerPuller = `1`<br />RightLipCornerPuller = `1`</td>
</tr>
<tr>
<td>Sad expression</td>
<td>ChinRaiser = `1`<br />ChinRaiserUpperLip = `1`<br />LeftCheekRaiser = `0.85`<br />RightCheekRaiser = `0.85`<br />LeftInnerBrowRaiser = `1`<br />RightInnerBrowRaiser = `1`<br />LeftLipCornerDown = `1`<br />RightLipCornerDown = `1`<br />LeftLowerLipDepressor = `1`<br />RightLowerLipDepressor = `1`</td>
</tr>
</tbody>
</table>
## Marketplace requirements
Along with the other technical requirements listed, your items must meet the following additional specifications before uploading them to the Marketplace to sell:
- Ensure that your items adhere to the [Marketplace program guidelines](../../marketplace/marketplace-policy.md).
- Whenever possible, ensure that your items adhere to the following modeling requirements:
- [Custom mesh specifications](../../art/modeling/specifications.md)
- Any applicable [avatar specifications](../../art/characters/specifications.md)
- Object `Class.MeshPart.Material|Material` is set to `Plastic`.
- Object `Class.MeshPart.Transparency|Transparency` is set to `0`.
- Object `Class.MeshPart.VertexColor|VertexColor` is the default `1, 1, 1`.
- If your head includes separate eyelash and eyebrow assets, you must add them to your character model as `Class.Accessory` objects.
- See [accessory specifications](../../art/accessories/specifications.md) for additional technical requirements.
- Your `Class.Model` instance doesn't contain extraneous objects, like `Class.Script` or additional `Class.Part` instances. | 1,591 | c156523b1a6df9cf8e0af4692b7240225d2912646a1ff99d033ac045b973835b |
https://create.roblox.com/docs/art/characters/head-validation | content/en-us/art/characters/head-validation.md | guide | 2026-03-29T11:46:41.135938+00:00 | # Head Validation
This content is for creators who intend to create character heads designated for the Marketplace, or any character heads that support assets from the Marketplace.
<iframe width="800" height="450" src="https://www.youtube-nocookie.com/embed/OwhkWzSBnf0" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowFullScreen></iframe>
<br /><br />
Roblox runs a rigorous validation to ensure the asset being uploaded to the Marketplace is compatible with all other assets on the Marketplace. For heads, validation primarily ensures that the head asset includes:
- A correctly **configured cage** — to wear clothing and accessories.
- Correctly configured **facial animation poses** — to perform basic universal expressions, such as blinking and smiling.
The primary validation check for heads [uses the cage to detect facial animation](#facial-animation-detection). See below for a reference of how validation processes, as well as [common issues](#common-issues).
Validation also checks for other issues, such as poor caging or missing required FACS poses. For more information, see [common issues](#common-issues).
Auto-setup recommendation
<br />
[Avatar auto-setup](../../avatar-setup/auto-setup.md) is an automated tool that automatically generates components for your avatar character, **including the head cage and facial animation** required for Marketplace character models. You can save time by submitting character models without avatar components into the auto-setup tool and modifying the output.
You can test and refine your auto-setup output by using the Avatar setup tool previews. You can even download your output as a `.gltf` and adjust the FACS or cage data in your DCC tools.
You can alternatively manually modify your own cages and FACS animations within your DCC tools, which may require more time or additional iteration in your workflow, such as weight-painting adjustments, to ensure it meets Marketplace policies.
To submit issues or feedback regarding the avatar auto setup tool, submit a [bug report](https://devforum.roblox.com/c/bug-reports/10).
## Facial animation detection
One of the primary dynamic head validation checks verifies if your head asset has **visually discernable** animations. To achieve this, the validation tool uses the head cage to ["project" landmarks](#landmark-projection) onto your base mesh.
After these landmarks created, validation [tests various face animation poses](#facial-animation-detection) to ensure that these landmarks move and deform appropriately. Validation succeeds when it detects appropriate movement of the landmarks for eyes closed, mouth open, and basic happy/sad expressions.
Failure to either assign landmarks onto the base mesh, or failure to deform landmarks appropriately can occur for several reasons. For more information, see [common issues](#common-issues).
### Landmark projection
Validation uses the head cage to project landmarks onto the head mesh. This helps Roblox establish where the eyes and mouth are and helps guide the facial animation test.
<figure>
<img src="../../assets/art/avatar/Cage-With-Landmarks.png"/>
<figcaption>Cage mesh: Specific vertices of the cage mark eyes and mouth.</figcaption>
</figure>
<figure>
<img src="../../assets/art/avatar/Projection-Side.png"/>
<figcaption>Roblox validation projects these points onto the head mesh.</figcaption>
</figure>
<center><figure>
<img src="../../assets/art/avatar/Face-Landmarks.png" width = "60%"/>
<figcaption><center>Head mesh: All landmarks projected from cage mesh to head mesh.</center></figcaption>
</figure>
</center>
Once validation verifies that projection is successful and all landmarks established onto the head mesh, it can move onto testing facial animations.
### Test face animations
Now that the validation system knows where to check for the eyes and mouth, the validation checks for facial animations to ensure that the following basic actions are possible:
- Left and right eyes can close
- Mouth can open
- Basic happy and sad expressions
- For a full list of basic action units and poses, see [FACS animations](./head-specifications.md#facs-animation).
The validation looks for the **relative change in the landmarks**. For example, when testing for right eye closing (FACS pose: `RightEyeClosed`), validation checks if the landmarks move from their original neutral state accordingly.
<figure>
<img src="../../assets/art/avatar/Face-Landmarks.png"/>
<figcaption>
Face mesh with all projected landmarks applied from cage.
</figcaption>
</figure>
<figure>
<img src="../../assets/art/avatar/Eye-Closed-Success.png"/>
<figcaption>
Validation verifies that the right eye can close based off of displacement of landmarks.
</figcaption>
</figure>
## Common issues
Validation checks for several aspects of your head asset. If you are receiving an error related to dynamic head animation, use the following table for potential culprits:
<table><thead>
<tr>
<th>Issue</th>
<th>Potential fixes</th>
</tr></thead>
<tbody>
<tr>
<td>The validation tool is **unable to successfully apply landmarks**.<br /><br />See [Unable to project landmarks](#unable-to-project-landmarks).</td>
<td>- Verify that the **cage landmark vertices are positioned directly over the corresponding areas of the face**.<br /><br />- Verify that the **cage is not intersecting with the head mesh**. Landmark projection expects the cage to be over the head mesh.<br /><br />- **Check for any gaps, holes, or difficult surfaces** of the face where landmarks can fail to project.</td>
</tr>
<tr>
<td>The validation tool is able to apply landmarks, but **can not detect animation**.<br /><br />See [Animations not displacing landmarks](#animations-not-displacing-landmarks).</td>
<td>- Verify that **landmarks are on the areas of the eyes and mouth that move during animation**.<br /><br />- Verify that the **cage is not intersecting with the head mesh**. Landmark projection expects the cage to be over the head mesh.<br /><br />- **If using separate meshes for eyeballs and mouthbags**, ensure that your landmarks are applied to the head mesh, not the eyeballs or mouthbag. This can be achieved by slightly widening the area where your cages project landmarks.</td>
</tr>
<tr>
<td>The validation tool doesn't detect [FACS animations](#animation-data-missing).</td>
<td>- Your head doesn't include FACS animation. Verify that your head includes FACS poses and mapping. </td>
</tr>
</tbody></table>
### Unable to project landmarks
If validation is unable to apply the projection correctly onto the surface of the head, the validation fails. This often occurs if your **cage extends beyond your head mesh**, or if your head mesh has a **hole or gap** that prevents the application of the landmark. See the following examples:
<figure>
<img src="../../assets/art/avatar/Missing-Landmarks-A.png"/>
<figcaption>
Cage **extends too far beyond the mesh** and the validation is unable to apply 3 landmarks to the base mesh.
</figcaption>
</figure>
<figure>
<img src="../../assets/art/avatar/Missing-Landmarks-B.png"/>
<figcaption>
Base mesh has a **hollow gap** in the design, preventing validation from applying 3 landmarks to denote the eye area.
</figcaption>
</figure>
In both cases, adjusting the cage to allow the proper projection of landmarks to the base mesh would resolve this issue.
### Animations not displacing landmarks
In the case where landmarks are correctly applied to the base mesh and the base mesh includes FACS data, it's possible that the facial animations do not displace the landmarks enough to pass validation. See the following example:
<figure>
<img src="../../assets/art/avatar/Face-Landmarks-Poor.png" />
<figcaption>
Landmarks successfully established on base mesh, but are not near the expected regions.
</figcaption>
</figure>
<figure>
<img src="../../assets/art/avatar/Landmarks-Fail-B.png"/>
<figcaption>
When testing animations, validation doesn't detect the expected change to the landmark regions.
</figcaption>
</figure>
In the example case, adjusting the cage to allow the proper projection of landmarks at the appropriate areas would resolve this issue.
There may also be cases where the landmarks are correct, but the animation itself does not alter the projected landscapes enough to pass validation. In these cases, fixing the animation and/or optimizing the cage could help the validation properly identify the facial animation.
### Animation data missing
Heads require [17 specific FACS poses](./head-specifications.md#facs-animation) that are used to test the 5 basic actions. Regardless of landmarks or other FACS animations, validation immediately fails if the minimum 17 poses were not detected.
For information on how to pose and map dynamic heads, see [Creating basic heads](../characters/facial-animation/create-basic-heads.md).
## Working with non-humanoids
Some character models, typically non-humanoids, have unnatural or missing eyes and mouths. The most common case of this is the classic blocky features.
In this case, the cage still applies the expected landscapes to the head surface, and Roblox validates if facial animations correctly displace the facial animations.
<figure>
<img src="../../assets/art/avatar/Blocky-Cage.png"/>
<figcaption>The cage for a blocky character applies landmarks to the surface of the head.</figcaption>
</figure>
<figure>
<img src="../../assets/art/avatar/Blocky-All.png"/>
<figcaption>Ensure that the landmarks are applied in areas where animation can effectively move the landmarks.</figcaption>
</figure>
<figure>
<img src="../../assets/art/avatar/Blocky-Head.png"/>
<figcaption>Validation checks the displacement of the landmarks to verify facial animation. <br /><br />Make sure that your [FACS animations](./head-specifications.md#facs-animation) properly affect the region where landmarks are applied.</figcaption>
</figure>
In cases where eyes and mouths might be missing, the validation still projects landmarks and expects facial animation in those areas.
<figure>
<img src="../../assets/art/avatar/Horn-Cage.png"/>
<figcaption>Although this character doesn't have eyes or mouth, the cage still attempts to project landmarks for those features.</figcaption>
</figure>
<figure>
<img src="../../assets/art/avatar/Horn-All.png"/>
<figcaption>In this example, the cage landmarks apply to the surface of this eye-less character head.</figcaption>
</figure>
<figure>
<img src="../../assets/art/avatar/Horn-Head.png"/>
<figcaption>Validation checks the displacement of the landmarks to verify facial animation. <br /><br />Make sure that your [FACS animations](./head-specifications.md#facs-animation) properly affect the regions where the landmarks are applied.</figcaption>
</figure> | 2,278 | 08061dce3cb2bc9986b37c04c74d8853d1f2cae9e162c83590f409dbe2d3c9d2 |
https://create.roblox.com/docs/art/characters/import | content/en-us/art/characters/import.md | guide | 2026-03-29T11:46:41.230417+00:00 | # Import
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.
<img src="../../assets/art/avatar/Avatar-3D-Importer.png" width = "60%"/>
- 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.
<img src="../../assets/art/avatar/Avatar-Rig-Scale.png" width = "60%"/>
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`.
<img src="../../assets/art/avatar/Avatar-Surface-Appearance.png" />
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.
<img src="../../assets/art/avatar/Avatar-Roughness-Map.png" />
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`.
<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>
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. | 1,073 | 94bb47b7f990d333948c8442473be4b1b1a0130ebecc87c991f9b417add5a150 |
https://create.roblox.com/docs/art/characters | content/en-us/art/characters/index.md | guide | 2026-03-29T11:46:41.240980+00:00 | # Characters
<iframe width="800" height="450" src="https://www.youtube-nocookie.com/embed/2My8jE47clI" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowFullScreen></iframe>
<br /><br />
Every Roblox user is represented by a customizable character called an **avatar**. Avatars are character models with many specialized features that allow users to interact with the world and customize themselves with a wide range of clothing and accessories from the Marketplace.
Custom avatars are first created in 3D modeling programs, such as [Blender](https://www.blender.org/) or [Maya](https://www.autodesk.com/products/maya/overview), before importing into Studio. To create a custom Roblox avatar character for your own experience, it's important to start with the following:
- An advanced background with 3D modeling tools such as [Blender](https://www.blender.org/) or [Maya](https://www.autodesk.com/products/maya/overview).
- An understanding of the [components that make up an avatar character](#components-of-an-avatar).
- An understanding of the general [character creation process](#creation-process).
- Review the [basic character creation tutorial](../characters/creating/index.md) to get started on creating your first avatar character using Roblox's templates.
- [Various tools, resources, and guides](#resources) provided by Roblox to standardize and expedite the creation process.
## Components of an avatar
All avatar character models are made up of several fundamental components that provide users the functionality and flexibility to interact with their world. Many of these components are never made visible to the user, but they enable powerful avatar features that enhance social and environmental interactions. When creating avatar characters, all of these components are typically created first in your modeling software and then converted to their appropriate Roblox Studio instance on import.
Each avatar character is made up of the following rendered and non-rendered components:
<figure><img src="../../assets/art/avatar/Component-Body-Parts.png" /> <figcaption>15 body part meshes make up the physical aspects of the character model</figcaption></figure>
<figure><img src="../../assets/art/avatar/Component-Texture-Map.png" /><figcaption>Texture image maps apply a surface color and appearance. Transparency allows underlying part colors to be exposed, such as custom skin tones.</figcaption></figure>
<figure><img src="../../assets/art/avatar/Component-Rigging.png" /> <figcaption>A rigging armature allows the body parts to properly connect with each other, driving movement, expressions, and animations</figcaption></figure>
<figure><img src="../../assets/art/avatar/Component-Facial-Animation-Data.png" /> <figcaption>Facial animation data allows avatars to express virtually all types of facial expressions for chatting and socializing</figcaption></figure>
<figure><img src="../../assets/art/avatar/Component-Cage-Mesh.png" /> <figcaption>Cage meshes set the outer boundary of the character, defining the surface where clothing and other layerable items can wrap and stretch over.</figcaption></figure>
<figure><img src="../../assets/art/avatar/Component-Attachments.png" /> <figcaption>Attachment points define where rigid accessories attach to a character</figcaption></figure>
### Body parts
<figure><img src="../../assets/art/avatar/Body-Parts-Visual.png" /> <figcaption>Each avatar character is made up of 15 separate mesh objects</figcaption></figure>
<figure><img src="../../assets/art/avatar/Body-Parts-Data-Model.png" width="80%"/><figcaption>These meshes must follow a standard naming convention</figcaption></figure>
Roblox avatar characters are made up of 15 body parts, pieces of geometry that define the shape and contours of your avatar character. In Studio, these geometries are represented as `Class.MeshPart` objects and are nested under a single `Class.Model`.
### Textures
<figure><img src="../../assets/art/avatar/Textures-Brown.png" /> <figcaption>Textures apply color and surface details to your character model.</figcaption></figure>
<figure><img src="../../assets/art/avatar/Textures-Blue.png" /><figcaption>A texture image map's opacity can combine with the `Class.MeshPart.Color` to apply custom skin tones to characters.</figcaption></figure>
Textures are image files that define the surface appearance of your character. You can create textures using a texture painting program or a 3D modeling software. In Studio, you must import textures as image files and access them through the `Class.SurfaceAppearance` instance, or set as a `Class.MeshPart.TextureID` property.
When texturing parts of your character model's body, ensure that your character model includes a modesty layer over sensitive regions. See [Community Standards](https://en.help.roblox.com/hc/en-us/articles/203313410#safety) for more information on Roblox's policies.
### Rigging armature
<figure><img src="../../assets/art/avatar/Rigging-Visual.png" /> <figcaption>The armature is made up of 16 bones, 1 for each body part geometry and a root bone</figcaption></figure>
<figure><img src="../../assets/art/avatar/Rigging-Data-Model.png" /><figcaption>Bones must follow a specific hierarchy and naming convention</figcaption></figure>
An armature allows each character to articulate its limbs and move naturally through the environment. Often referred to as bones or joints, this rigging character information includes skinning data which allows connected limbs, like the knees or elbows to bend organically. In Studio, each bone of the character armature is represented by `Class.Bone` objects that connect the character `Class.MeshPart` objects together.
### Face animation data
<figure><img src="../../assets/art/avatar/Facial-Rig-Visual.png" /> <figcaption>Each avatar character face is rigged and skinned to create various expressions</figcaption></figure>
<figure><img src="../../assets/art/avatar/Facial-Properties.png" /><figcaption>Each pose is mapped to a pose name within the Custom Properties (Extra Attributes in Maya) of the Head_Geo object</figcaption></figure>
<figure><img src="../../assets/art/avatar/Facial-Animation-Timeline.png" /><figcaption>Each required face pose is saved as a keyframe in the animation timeline.</figcaption></figure>
Facial animation data allow each character to use global facial expressions. Each character includes facial bones and skinning, animation timeline data, and mapped pose data that allows it. In Studio, these facial animation elements are represented by a `Class.FaceControls` instance.
### Cage meshes
<figure><img src="../../assets/art/avatar/Cage-Mesh-Visual.png" /> <figcaption>Head and Upper Torso cage mesh objects (wireframe)</figcaption></figure>
<figure><img src="../../assets/art/avatar/Cage-Mesh-Data-Model.png" width="80%"/><figcaption>Cage objects must exist for each of the 15 body parts</figcaption></figure>
This outer cage sets the invisible surface on which layerable accessories, such as clothing, will stretch and fit over the body. These cage meshes allow clothes to fit over models of different shapes and sizes without having to remodel the clothing item. In Studio, outer cage mesh objects are represented by a `Class.WrapTarget` instance.
If you are caging your own non-template character model, it's important to use one of Roblox's body cage [project files](../../avatar/resources.md#mannequin-models) to ensure you are using a Roblox standard cage mesh. Removing or adding vertices from this standard mesh can cause issues with clothing fit and import.
### Attachments
<figure><img src="../../assets/art/avatar/Attachments-Visual.png" /> <figcaption>Each character has common attachment points for equipping rigid cosmetics</figcaption></figure>
<figure><img src="../../assets/art/avatar/Attachments-Data-Model.png" width="70%"/><figcaption>Each avatar character must include their associated 19 attachment points</figcaption></figure>
Attachment points define where rigid 3D accessories and equipables attach to the character's body. These are not rendered to the end-user but are represented as sphere geometries in 3D modeling software and, when imported into Studio, these geometries are created as `Class.Attachment` instances using the standardized names.
When wearing layered clothing, the clothing isn't attached directly to the attachment, but it does reference the associated attachment point during ragdoll and dismemberment animations.
## Creation process
When designing an avatar model, you must export all of the avatar components in a single `.fbx` or `.gltf` for import into Studio. Since 3D creation isn't a linear process and always requires reiteration and testing, the process of creating an avatar character model can differ between individuals and various creation workflows.
In general, the creation process follows these typical workflows:
<figure><figcaption><center>Basic Creation with Templates</center></figcaption><img src="../../assets/art/avatar/Workflow-Bodies-Templates.png"/><figcaption>Customize a Roblox template character that already includes all the necessary components. See [Create with templates](../characters/creating/index.md) for guides and instructions.</figcaption></figure>
<figure><figcaption><center>Advanced Creation from Scratch</center></figcaption><img src="../../assets/art/avatar/Workflow-Bodies-Traditional.png"/><figcaption>Create characters from scratch, allowing full customization of the avatar character's components.</figcaption></figure>
Ensure that all assets you create follow any applicable [Marketplace policies](../../marketplace/marketplace-policy.md) and [Roblox Community Standards](https://en.help.roblox.com/hc/en-us/articles/203313410-Roblox-Community-Standards).
## Resources
There are a variety of resources available for creators of all backgrounds to get started with character creation.
If you are interested in specific avatar creation topics, use the following table to find guides and resources that best match your needs:
<table>
<thead>
<tr>
<th>Topic</th>
<th>Resources</th>
</tr>
</thead>
<tbody>
<tr>
<td>Tutorials</td>
<td>[Basic character creation tutorial](../accessories/creating/index.md)</td>
</tr>
<tr>
<td>Reference files</td>
<td>[Avatar references and project files](../characters/project-files.md)<br /><br />[Example mesh/model objects](../modeling/project-files.md)</td>
</tr>
<tr>
<td>Technical specs</td>
<td>[.FBX export settings](../characters/export-settings.md)<br /><br />[Avatar specifications](../characters/specifications.md)<br /><br />[General mesh specifications](../modeling/specifications.md)<br /><br />[Accessory specifications](../accessories/specifications.md)<br /><br />[Marketplace policy](../../marketplace/marketplace-policy.md)</td>
</tr>
<tr>
<td>Cosmetic creation</td>
<td>[Accessories overview](../accessories/index.md)<br /><br />[Creating face accessories](../characters/facial-animation/create-face-accessories.md)<br /><br />[Accessory Fitting Tool](../accessories/accessory-fitting-tool.md)<br /><br />[Accessory specifications](../accessories/specifications.md)<br /><br />[Marketplace requirements](../../marketplace/marketplace-policy.md)</td>
</tr>
<tr>
<td>Texturing</td>
<td>[Texturing requirements](../modeling/texture-specifications.md)<br /><br />[PBR textures](../modeling/surface-appearance.md)</td>
</tr>
<tr>
<td>Rigging and skinning</td>
<td>[Rigging and skinning overview](../modeling/rigging.md)<br /><br />[Humanoid rig requirements](../characters/specifications.md#rig)<br /><br />[Rigging facial bones](../characters/facial-animation/create-basic-heads.md#rig)<br /><br />[Automatic Skinning Transfer](../accessories/automatic-skinning-transfer.md)<br /><br />[Skinning facial bones](../characters/facial-animation/create-basic-heads.md#skin-face-bones)</td>
</tr>
<tr>
<td>Facial animation and live heads</td>
<td>[Basic head creation](../characters/facial-animation/create-basic-heads.md)<br /><br />[Face accessory creation](../characters/facial-animation/create-face-accessories.md)<br /><br />[FACS pose references](../characters/facial-animation/facs-poses-reference.md)</td>
</tr>
<tr>
<td>Testing and validation</td>
<td>[Calisthenics Tool](../modeling/calisthenics-tool.md)<br /><br />[Clothing Validation Tool](../accessories/validation-tool.md)</td>
</tr>
<tr>
<td>Publishing and Marketplace</td>
<td>[Uploading to Marketplace](../../marketplace/publish-to-marketplace.md)<br /><br />[Marketplace policy](../../marketplace/marketplace-policy.md)<br /><br />[Fees and commissions](../../marketplace/marketplace-fees-and-commissions.md)</td>
</tr>
</tbody>
</table> | 2,846 | b83b8ca9dfddbe96fa2b49e45978d6d5c8678359290f37936a3c61ea296ee9af |
https://create.roblox.com/docs/art/characters/manually-update-catalog-heads | content/en-us/art/characters/manually-update-catalog-heads.md | guide | 2026-03-29T11:46:41.356640+00:00 | # Manually Update Catalog Heads
The following content applies to **creators with head assets on the Marketplace** who received a notice that their head assets **no longer pass dynamic head validation.**
This document is intended to be updated frequently to include the latest information to help guide you through the head update process.
If your head asset no longer passes the dynamic head validation, you need to fix and reupload your head asset to the Marketplace. **You do not need to update the body when the head was published as part of a body bundle**. You just need to update the head asset.
This guide provides detailed information on how to perform a manual fix by re-caging your asset using a provided cage template using the following 5 main steps:
1. [Re-validate](#1-verify-the-catalog-head-asset-fails-validation) your catalog head asset to confirm issues.
2. [Export your head](#2-export-your-head-from-roblox) (or body bundle) from Roblox as a glTF.
3. [Fix your Head](#3-fix-your-head-asset-in-blender) asset in Blender.
4. [Import](#4-import-your-fixed-head-back-into-studio) your fixed head back into Studio.
5. [Provide the asset ID](#5-provide-the-assetid-of-your-updated-head) of your updated head to Roblox.
While these instructions are provided for Blender, it's possible to perform equivalent steps in your preferred 3D modeling software. It's recommended to familiarize yourself with Roblox's head validation process before making changes to your head assets.
## 1. Verify the catalog head asset fails validation
Roblox recently updated the dynamic head validation parameters to allow more existing catalog heads to pass validation while still enforcing that all heads in the catalog are dynamic. It's important to double check that your head still fails validation before proceeding with the rest of the steps.
1. Open a new Roblox Studio and verify you have the beta feature **glTF Export** enabled (you might need to restart Studio to pick up the new setting)
1. Verify your beta settings in **File** > **Beta Features**.
2. Run the following script in the command bar.
1. You have the option to provide either the head id (asset ID) or the bundle id (for a full body bundle) . Just replace `my_asset_id` with the correct ID and remove the leading `--` to run
2. Uncomment `createExportFromHeadAssetId(your_asset_id)` to retrieve only the head asset
3. Uncomment `createExportFromBodyBundleId(your_bundle_id)` to retrieve the full body as a bundle (includes the head)
```lua
local AssetService = game:GetService("AssetService")
local Players = game:GetService("Players")
local function createExportFromHeadAssetId(assetId: number)
local hd = Instance.new("HumanoidDescription")
hd.Head = assetId
local char = Players:CreateHumanoidModelFromDescriptionAsync(hd, Enum.HumanoidRigType.R15)
local headMesh = char.Head :: MeshPart
headMesh.Size = headMesh.MeshSize
headMesh.CFrame = CFrame.identity
headMesh.Locked = false
local exportModel = Instance.new("Model", workspace)
exportModel.Name = "ExportThisAsGLTF"
headMesh.Parent = exportModel
end
local function getOutfitId(bundleInfo)
for _, item in pairs(bundleInfo.Items) do
if item.Type == "UserOutfit" then
return item.Id
end
end
error("Could not find outfit ID")
end
local function createExportFromBodyBundleId(bundleId: number)
local bundleInfo = AssetService:GetBundleDetailsAsync(bundleId)
local outfitId = getOutfitId(bundleInfo)
local hd = Players:GetHumanoidDescriptionFromOutfitIdAsync(outfitId)
local char = Players:CreateHumanoidModelFromDescriptionAsync(hd, Enum.HumanoidRigType.R15)
char:PivotTo(CFrame.identity)
char.Name = "ExportThisAsGLTF"
char.Parent = workspace
end
-- createExportFromHeadAssetId(your_asset_id)
-- createExportFromBodyBundleId(your_bundle_id)
```
3. Once the script runs, you will see a "ExportThisAsGLTF" model in workspace. Right-click and select **Save To Roblox**. This will popup the publish window:
1. In Content type, select **Avatar Item**.
2. In Asset Category, select **Head or Body** (if you used a body bundle).
1. Wait for the validation result.
3. If the dynamic head validation passes then you don't have to update this asset.
4. **Cancel** the publish operation (so you don't incur fees).
If your asset failed the dynamic head validation then you need to continue with the following steps.
## 2. Export Your Head from Roblox
Export your head or entire body from Blender as a glTF file:
1. In the explorer, right-click on the "ExportThisAsGLTF" model and select **Save/Export** > **Save as glTF**.
## 3. Fix your Head asset in Blender
Fix your asset in Blender, or preferred 3D modeling software. In many cases, you may save time using a brand new head cage and fitting the cage over your character head. You may also see other validation issues that need to be addressed from the first step.
1. In Blender, open a new empty scene and import the glTF file.
1. In the glTF import settings, disable **Guess Original Bind Pose**.
<img src="../../assets/art/avatar/Guess-Original-Bind-Pose.png" width = "60%"/>
2. Ensure everything you need for the head is present, including the cage, attachment points, facial joints and facial animations.
3. Roblox Studio flips avatars by 180 degrees on import, so you need to rotate your asset back by 180 in Blender (Hotkeys: <kbd>R</kbd>+<kbd>Z</kbd> then type `180`).
4. Most often heads fail validation due to cage issues. For example, the cage may be completely inside the head, has incorrect UVs or looks completely misplaced in the model. In most cases we recommend you do not spend time editing the original cage and instead:
1. Delete it from the asset.
2. Select the cage from the head template in this folder that best matches the shape of your head asset. These are [Roblox provided templates for cages with the correct UV settings](../../assets/art/reference-files/HeadCages.zip).
<img src="../../assets/art/avatar/Cage-Template-Lineup.png"/>
5. Ensure the Blender animation start value is set to 0.
6. Remove vertex colors. In Blender this can be done by clicking on the mesh and then under the data tab selecting color attributes and removing any that exist.
<img src="../../assets/art/avatar/Delete-Vertex-Colors.png"/>
7. If needed, remove vertex color shading nodes for fbx export. The blender fbx exporter is more picky then glTF and won't accept nodes in between the texture input and the shader.
<img src="../../assets/art/avatar/Remove-Vertex-Node-A.png"/>
<img src="../../assets/art/avatar/Remove-Vertex-Node-B.png"/>
8. Modify your head asset to [pass validation](./head-validation.md):
1. Align cage eyes and mouth regions to the head.
2. Ensure your head includes a rig, with poses keyframed and mapped to the FACs standard so that:
1. Eyes must blink.
2. Mouth must open and close.
3. Face must express happy and sad.
9. Export your updated head asset to FBX file format using the correct settings explained here (If you have PBR, you may want to use glTF).
1. Setup textures for FBX export (if needed). Blender will import the glTF textures in such a way that they won't be able to be exported in an FBX file by default. 1. To fix this go through each image and save it to your disk locally.
<img src="../../assets/art/avatar/Blender-Save-Image-Workaround.png"/>
## 4. Import your fixed head back into Studio
Import your head back into Studio and verify that it passes validation. If validation fails, check the error messages and address the issues in your 3D modeling software again. If validation passes, use the following steps to upload as a **Development Item** (not Avatar item).
1. Import the FBX/glTF file with your (fixed) head asset back into Studio.
1. Your fixed head must contain: head mesh, cage mesh, face rig, and updated textures (if you modified them).
2. Later, you will save these assets as a `Class.Model` in Studio (not as an individual asset such as the head mesh).
1. Make sure your head asset passes validation.
1. The easiest way to accomplish this is:
1. Select **Save to Roblox** on your asset.
2. Select **Avatar Item**.
3. Set its **Asset Category** to Head.
4. Wait for the Dynamic Head validation result (pass or fail).
5. **Cancel** the save operation so you don't incur publishing fees at this time.
2. If your head doesn't pass validation then you need to go back to Blender or Maya and make the appropriate fixes to pass validation.
1. If your head passes validation, publish your asset as a Development Item.
1. In the Explorer, select the `Class.Model` of your avatar, ensure that it includes the head mesh, face rig, and the cage data.
1. If you save the model for the entire character body, the upload process automatically extracts the head data.
2. Select **Save to Roblox** on your asset.
<img src="../../assets/art/avatar/Save-Character-Model.png"/>
3. Select **Development Item**.
4. Set its **Asset Category** to Model.
5. Set Asset Privacy to **Public**.
1. If you are enrolled in **Asset Privacy beta**, disable the beta before uploading your fixed asset.
6. Save the model to Roblox (no publishing fees are incurred).
7. After saving to Roblox, save the asset ID provided.
1. While you can submit either the head or body asset, there is no distinction between head and body asset when saving as a development item.
2. For submission to the web form, we prefer that you get the asset ID of the head, but you can use either the head or body asset ID and Roblox will replace the head accordingly.
## 5. Provide the assetID of your updated head
Use the following steps to provide Roblox the updated asset ID to replace your head with:
1. Use the link to the web form in the email notification corresponding to your asset to communicate back the asset ID of your updated head.
1. You will be asked to enter your date of birth for each update. This is a legal requirement we can't bypass.
2. You can submit multiple times. We will use your last submission as the "final" version to the update.
2. Roblox will complete the update of your catalog asset with the modifications you provided.
## Additional Resources
Roblox has published a series of documentation and video tutorials on best practices for creating dynamic head assets.
- [Dynamic head overview](./facial-animation/)
- [Head validation process](./head-validation.md)
- [Head validation video guide](https://www.youtube.com/watch?v=OwhkWzSBnf0)
- [Avatar Auto-Setup](../../avatar-setup/auto-setup.md)
- [Caging Best Practices](../accessories/caging-best-practices.md) | 2,554 | 1030681804f6a2f4a8fd46f01e33bf9e8402f113910f0f6febd762ea97427ccf |
https://create.roblox.com/docs/art/characters/project-files | content/en-us/art/characters/project-files.md | guide | 2026-03-29T11:46:41.381803+00:00 | # Project Files
See [Resources](../../avatar/resources.md) for a complete list of avatar-related downloadable content.
## Project files
The following `.fbx`, `.blend`, and `.ma` project files are available to use as examples, boilerplate, or reference:
<table>
<thead>
<tr>
<th>Filename</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><a href="../../assets/modeling/skinned-meshes/Lola.fbx" download>Lola.fbx</a></td>
<td>A skinned R15 character created from the <a href="../../art/modeling/skin-a-humanoid-model.md">Skin a humanoid model</a> guide. Since this reference model doesn't yet have [inner and outer cage mesh data](../../art/characters/specifications.md#inner-and-outer-cages), this model can't equip layered clothing or accessories.</td>
</tr>
<tr>
<td><a href="../../assets/avatar/dynamic-heads/reference-files/Fish-Person.zip" download>Fish-Person.zip</a></td>
<td>A rigged and skinned humanoid character model with a full body cage, facial animation rig, and associated PBR texture maps.</td>
</tr>
<tr>
<td><a href="../../assets/avatar/dynamic-heads/reference-files/BlockyCharacter.fbx" download>BlockyCharacter.fbx</a></td>
<td>A Blocky character model with an [animatable head](../../art/characters/facial-animation/index.md) and a full body cage.</td>
</tr>
<tr>
<td><a href="../../assets/avatar/dynamic-heads/reference-files/GoblinCharacter.zip" download>GoblinCharacter.zip</a></td>
<td>A Goblin character model with an [animatable head](../../art/characters/facial-animation/index.md) and a full body cage.</td>
</tr>
<tr>
<td><a href="../../assets/art/reference-files/ClassicMannequin.fbx" download>ClassicMannequin.fbx</a></td>
<td>A [classic body](../../art/characters/specifications.md#classic) type blank mannequin to use in Studio or your modeling application.</td>
</tr>
<tr>
<td><a href="../../assets/art/reference-files/ClassicMannequin_With-Cages.fbx" download>ClassicMannequin_With-Cages</a></td>
<td>A [classic](../../art/characters/specifications.md#classic) body type blank mannequin with **body cages** to use in Studio or your modeling application for clothing design. Due to unconfigured cage objects, this file may not import correctly into Studio until modified.</td>
</tr>
<tr>
<td><a href="../../assets/art/reference-files/RthroMannequin.fbx" download>RthroMannequin.fbx</a></td>
<td>An [Rthro Normal](../../art/characters/specifications.md#normal) body type blank mannequin to use in Studio or your modeling application.</td>
</tr>
<tr>
<td><a href="../../assets/art/reference-files/RthroMannequin_With-Cages.fbx" download>RthroMannequin_With-Cages.fbx</a></td>
<td>An [Rthro Normal](../../art/characters/specifications.md#normal) body type blank mannequin with **body cages** to use in Studio or your modeling application for clothing design to use in Studio or your modeling application. Due to unconfigured cage objects, this file may not import correctly into Studio until modified.</td>
</tr>
<tr>
<td><a href="../../assets/art/reference-files/RthroSlenderMannequin.fbx" download>RthroSlenderMannequin.fbx</a></td>
<td>An [Rthro Slender](../../art/characters/specifications.md#slender) body type blank mannequin to use in Studio or your modeling application.</td>
</tr>
<tr>
<td><a href="../../assets/art/reference-files/RthroSlenderMannequin_With-Cages.fbx" download>RthroSlenderMannequin_With-Cages.fbx</a></td>
<td>An [Rthro Slender](../../art/characters/specifications.md#slender) body type blank mannequin with **body cages** to use in Studio or your modeling application to use in Studio or your modeling application for clothing design. Due to unconfigured cage objects, this file may not import correctly into Studio until modified.</td>
</tr>
</tbody>
</table>
<table>
<thead>
<tr>
<th><b>File</b></th>
<th><b>Description</b></th>
</tr>
</thead>
<tbody>
<tr>
<td><a href="../../assets/modeling/meshes/reference-files/Rig_and_Attachments_Templates.zip" download>Rig_and_Attachments_Template.blend</a></td>
<td>Starting armature rig template for Blender. Contains an armature with correct R15 naming conventions and attachment points. Use this template for rigging bodies and clothing items.</td>
</tr>
<tr>
<td><a href="../../assets/modeling/meshes/reference-files/Body_Cage_Templates.zip" download>Body_Cage_Template.blend</a></td>
<td>Starting template for Blender, includes individual body part cages for each 15 humanoid parts. Use this template for caging your avatar bodies. <br /> <br />
To save time, edit the full-body `std_cage_deformable` mesh to automatically apply vertex changes to the individual body-part meshes. When importing the `.fbx` into Studio, you can remove this helper mesh.
</td>
</tr>
<tr>
<td><a href="../../assets/modeling/meshes/reference-files/Combined_Templates.zip" download>Combined-Template.blend</a></td>
<td>Template file containing all content from previous templates, includes rig skeleton, body cages, attachment points. Use this template to rig and cage bodies and accessories.</td>
</tr>
</tbody>
</table>
<table>
<thead>
<tr>
<th><b>File</b></th>
<th><b>Description</b></th>
</tr>
</thead>
<tbody>
<tr>
<td><a href="../../assets/modeling/meshes/reference-files/Rig_and_Attachments_Templates.zip" download>Rig_and_Attachments_Template.ma</a></td>
<td>Starting armature rig template for Maya. Contains an armature with correct R15 naming conventions and attachment points. Use this template for creating bodies and clothing items.</td>
</tr>
<tr>
<td><a href="../../assets/modeling/meshes/reference-files/Body_Cage_Templates.zip" download>Body_Cage_Template.ma</a></td>
<td>Starting template for Maya, includes individual body part cages for each 15 humanoid parts. Use this template for caging your avatar bodies. <br /> <br />
To save time, edit the full-body `std_cage_deformable` mesh to automatically apply vertex changes to the individual body-part meshes. When importing the `.fbx` into Studio, you can remove this helper mesh.
</td>
</tr>
<tr>
<td><a href="../../assets/modeling/meshes/reference-files/Combined_Templates.zip" download>Combined-Template.ma</a></td>
<td>Template file containing all content from previous templates, includes rig skeleton, body cages, attachment points. Use this template to rig and cage bodies and accessories.</td>
</tr>
</tbody>
</table>
The following `.fbx` files were exported from Maya for use in modeling applications. If you are using Blender or Maya in your workflow, use the specific template files for those programs instead of the following files.
<table>
<thead>
<tr>
<th><b>File</b></th>
<th><b>Description</b></th>
</tr>
</thead>
<tbody>
<tr>
<td><a href="../../assets/modeling/meshes/reference-files/Rig_and_Attachments_Templates.zip" download>Rig_and_Attachments_Template.fbx</a></td>
<td>Starting armature rig template for general modeling software. Contains an armature with correct R15 naming conventions and attachment points. Use this template for creating bodies and clothing items.</td>
</tr>
<tr>
<td><a href="../../assets/modeling/meshes/reference-files/Body_Cage_Templates.zip" download>Body_Cage_Template.fbx</a></td>
<td>Starting template for general modeling software, includes individual body part cages for each 15 humanoid parts. Use this template for caging your avatar bodies. <br /> <br />
To save time, edit the full-body `std_cage_deformable` mesh to automatically apply vertex changes to the individual body-part meshes. When importing the `.fbx` into Studio, you can remove this helper mesh.
</td>
</tr>
</tbody>
</table>
## Templates
If you are creating character models, you can choose from a variety of starting templates that best match your final design and save time on creating the [avatar components](../../art/characters/index.md#components-of-an-avatar). See [Create with templates](../../art/characters/creating/index.md#template-files) for important information on using these template files.
Each `.zip` contains a `.blend`, `.fbx`, and PBR texture `.png` files for that template model. If using Blender or following the [template creation guides](../../art/characters/creating/index.md), use the `.blend` project.
If you are using Roblox's avatar template files, you must perform the [cleanup steps](../../art/characters/creating/combine-head-geometry.md) in order for the assets to properly validate before publishing to the Marketplace.
<figure><img src="../../assets/art/avatar/templates/Round-Head-Templates.png"/><figcaption><center>Round</center></figcaption></figure>
<figure>
<br /><br />
Female: <a href="../../assets/art/reference-files/RoundFemale.zip">RoundFemale.zip</a> <br />
Male: <a href="../../assets/art/reference-files/RoundMale.zip">RoundMale.zip</a>
</figure>
<figure><img src="../../assets/art/avatar/templates/Square-Head-Templates.png" /><figcaption><center>Square</center></figcaption></figure>
<figure>
<br /><br />
Female: <a href="../../assets/art/reference-files/SquareFemale.zip">SquareFemale.zip</a> <br />
Male: <a href="../../assets/art/reference-files/SquareMale.zip">SquareMale.zip</a>
</figure>
<figure><img src="../../assets/art/avatar/templates/Muzzle-Head-Templates.png" /><figcaption><center>Muzzle</center></figcaption></figure>
<figure>
<br /><br />
Female: <a href="../../assets/art/reference-files/MuzzleFemale.zip">MuzzleFemale.zip</a> <br />
Male: <a href="../../assets/art/reference-files/MuzzleMale.zip">MuzzleMale.zip</a>
</figure>
<figure><img src="../../assets/art/avatar/templates/SemiRealistic-Templates.png"/><figcaption><center>Realistic</center></figcaption></figure>
<figure>
Female: <a href="../../assets/art/reference-files/SemiRealisticFemale.zip">SemiRealisticFemale.zip</a> <br />
Male: <a href="../../assets/art/reference-files/SemiRealisticMale.zip">SemiRealisticMale.zip</a>
</figure>
<figure><img src="../../assets/art/avatar/templates/Anime-Templates.png"/><figcaption><center>Anime</center></figcaption></figure>
<figure>
Female: <a href="../../assets/art/reference-files/AnimeFemale.zip">AnimeFemale.zip</a> <br />
Male: <a href="../../assets/art/reference-files/AnimeMale.zip">AnimeMale.zip</a>
</figure>
<figure><img src="../../assets/art/avatar/templates/Stylized-Templates.png"/><figcaption><center>Stylized</center></figcaption></figure>
<figure>
Single body: <a href="../../assets/art/reference-files/StylizedHuman.zip">Stylized.zip</a>
</figure>
<figure><img src="../../assets/art/avatar/templates/Caricature-Templates.png"/><figcaption><center>Caricature</center></figcaption></figure>
<figure>
Single body: <a href="../../assets/art/reference-files/Caricature.zip">Caricature.zip</a>
</figure> | 2,769 | d667c6c594a165d6949e07bb11bfcc9da75140a106e43d4acf4f3d3964f2b069 |
https://create.roblox.com/docs/art/characters/specifications | content/en-us/art/characters/specifications.md | guide | 2026-03-29T11:46:41.399925+00:00 | # Specifications
Character models require a specific set of components and configuration standards to ensure all avatar features work as expected. Check that your model meets the following modeling specifications and guidelines before exporting to ensure Studio compatibility.
When ready to export, see the [export requirements](../../art/characters/export-settings.md) for mesh export settings for Blender and Maya.
If creating other types of 3D models:
<ul>
<li>For generic meshes, see [general mesh specifications](../modeling/specifications.md) and [general export settings](../modeling/export-requirements.md).</li> <br />
<li>For rigid accessories, see [accessory specifications](../accessories/specifications.md) and [accessory export settings](../accessories/export-settings.md).</li> <br />
<li>For layered accessories, see [layered accessory specifications](../accessories/clothing-specifications.md) and [layered export settings](../accessories/clothing-export-settings.md).</li> <br />
</ul>
## Geometry
Avatar character models are made up of 15 separate mesh objects and require additional geometry requirements to import into Studio and publish successfully. In addition to the body [types](#body-scale), [parts](#body-parts), and [budget](#triangle-budgets) specifications, ensure that your models also fulfill the following general requirements when modeling:
- **Watertight** - All geometry must be watertight without exposed holes or backfaces. Meshes used as outer cages do not need to be watertight.
- **No N-gons** - Model your assets in quads where possible.
- **Transformations** - All translation, rotation, and scale values must be frozen and pivots set to `0`, `0`, `0`.
- **Orientation** - Characters must face positive Z and stand up in positive Y.
- **Pose** - Before exporting, set your character to an I-Pose, A-Pose, or T-Pose when possible.
### Body scale
Roblox supports 3 standards of body scales: **Normal**, **Slender**, and **Classic**. These standards allow developers to create experiences and spaces with consistent body sizes for standardizing movement and interaction. You can select a body scale on import using [Rig Scale options](../modeling/3d-importer.md#rig-general), or modify the [body scale manually](../../art/accessories/body-scale.md). Body scale persists when the asset is [uploaded to the Marketplace](../../marketplace/publish-to-marketplace.md#upload-an-asset).
<center>
<figure>
<img src="../../assets/art/Body-Scale-Diagram.png" width = "60%"/>
<figcaption>
A visualization of how Roblox combines the 15 body parts into 6 distinct assets.
</figcaption>
</figure>
</center>
Since body assets partially overlap with each other, the total body dimensions do not represent the sum of the avatar's asset dimensions. The total body dimension is the most important factor of each body scale to ensure a standard avatar size and scale.
#### Normal
<center>
<figure>
<img src="../../assets/art/resources/Body-Scale-Rthro-Normal.png" width = "60%"/>
<figcaption>
A Rthro Normal body scale [downloadable mannequin](../../avatar/resources.md#references).
</figcaption>
</figure>
</center>
In the [3D importer](../../art/modeling/3d-importer.md#avatar-general), use **Rig Type** > **Rthro** to import your model as a Normal body scale.
<br />
<figure>
<figcaption><center>Minimum (in studs)</center></figcaption>
<table>
<thead>
<tr>
<th>Part</th>
<th>X (width)</th>
<th>Y (height)</th>
<th>Z (depth)</th>
</tr>
</thead>
<tbody>
<tr>
<td>Head</td>
<td>.5</td>
<td>.5</td>
<td>.5</td>
</tr>
<tr>
<td>Arm</td>
<td>.25</td>
<td>1.5</td>
<td>.25</td>
</tr>
<tr>
<td>Torso</td>
<td>.85</td>
<td>1.7</td>
<td>.7</td>
</tr>
<tr>
<td>Leg</td>
<td>.25</td>
<td>1.4</td>
<td>.5</td>
</tr>
<tr>
<td>**Total**</td>
<td>**1.35**</td>
<td>**3.6**</td>
<td>**.7**</td>
</tr>
</tbody>
</table>
</figure>
<figure>
<figcaption><center>Maximum (in studs)</center></figcaption>
<table>
<thead>
<tr>
<th>Part</th>
<th>X (width)</th>
<th>Y (height)</th>
<th>Z (depth)</th>
</tr>
</thead>
<tbody>
<tr>
<td>Head</td>
<td>3</td>
<td>2</td>
<td>2</td>
</tr>
<tr>
<td>Arm</td>
<td>2</td>
<td>4.5</td>
<td>2</td>
</tr>
<tr>
<td>Torso</td>
<td>4.6</td>
<td>3.5</td>
<td>2.25</td>
</tr>
<tr>
<td>Leg</td>
<td>1.5</td>
<td>4</td>
<td>2</td>
</tr>
<tr>
<td>**Total**</td>
<td>**8.6**</td>
<td>**9.5**</td>
<td>**2.25**</td>
</tr>
</tbody>
</table>
</figure>
#### Slender
<center>
<figure>
<img src="../../assets/art/resources/Body-Scale-Rthro-Slender.png" width = "60%"/>
<figcaption>
A Rthro Slender (Narrow) body scale [downloadable mannequin](../../avatar/resources.md#references).
</figcaption>
</figure>
</center>
In the [3D importer](../../art/modeling/3d-importer.md#avatar-general), use **Rig Type** > **Rthro Narrow** to import your model as a Slender body scale.
<br />
<figure>
<figcaption><center>Minimum (in studs)</center></figcaption>
<table>
<thead>
<tr>
<th>Part</th>
<th>X (width)</th>
<th>Y (height)</th>
<th>Z (depth)</th>
</tr>
</thead>
<tbody>
<tr>
<td>Head</td>
<td>.5</td>
<td>.5</td>
<td>.5</td>
</tr>
<tr>
<td>Arm</td>
<td>.25</td>
<td>1.5</td>
<td>.25</td>
</tr>
<tr>
<td>Torso</td>
<td>.85</td>
<td>1.7</td>
<td>.7</td>
</tr>
<tr>
<td>Leg</td>
<td>.25</td>
<td>1.4</td>
<td>.5</td>
</tr>
<tr>
<td>**Total**</td>
<td>**1.35**</td>
<td>**3.6**</td>
<td>**.7**</td>
</tr>
</tbody>
</table>
</figure>
<figure>
<figcaption><center>Maximum (in studs)</center></figcaption>
<table>
<thead>
<tr>
<th>Part</th>
<th>X (width)</th>
<th>Y (height)</th>
<th>Z (depth)</th>
</tr>
</thead>
<tbody>
<tr>
<td>Head</td>
<td>2</td>
<td>2</td>
<td>2</td>
</tr>
<tr>
<td>Arm</td>
<td>1.5</td>
<td>4</td>
<td>2</td>
</tr>
<tr>
<td>Torso</td>
<td>3</td>
<td>3.5</td>
<td>2</td>
</tr>
<tr>
<td>Leg</td>
<td>1.5</td>
<td>4</td>
<td>2</td>
</tr>
<tr>
<td>**Total**</td>
<td>**6**</td>
<td>**9.5**</td>
<td>**2**</td>
</tr>
</tbody>
</table>
</figure>
#### Classic
<center>
<figure>
<img src="../../assets/art/resources/Body-Scale-Classic.png" width = "60%"/>
<figcaption>
A Classic body scale [downloadable mannequin](../../avatar/resources.md#references).
</figcaption>
</figure>
</center>
In the [3D Importer](../../art/modeling/3d-importer.md#avatar-general), use **Rig Type** > **Default** to import your model as a Classic body scale.
<br />
<figure>
<figcaption><center>Minimum (in studs)</center></figcaption>
<table>
<thead>
<tr>
<th>Part</th>
<th>X (width)</th>
<th>Y (height)</th>
<th>Z (depth)</th>
</tr>
</thead>
<tbody>
<tr>
<td>Head</td>
<td>.5</td>
<td>.5</td>
<td>.5</td>
</tr>
<tr>
<td>Arm</td>
<td>.25</td>
<td>1.5</td>
<td>.25</td>
</tr>
<tr>
<td>Torso</td>
<td>.85</td>
<td>1.7</td>
<td>.7</td>
</tr>
<tr>
<td>Leg</td>
<td>.25</td>
<td>1.4</td>
<td>.5</td>
</tr>
<tr>
<td>**Total**</td>
<td>**1.35**</td>
<td>**3.6**</td>
<td>**.7**</td>
</tr>
</tbody>
</table>
</figure>
<figure>
<figcaption><center>Maximum (in studs)</center></figcaption>
<table>
<thead>
<tr>
<th>Part</th>
<th>X (width)</th>
<th>Y (height)</th>
<th>Z (depth)</th>
</tr>
</thead>
<tbody>
<tr>
<td>Head</td>
<td>1.5</td>
<td>1.8</td>
<td>2</td>
</tr>
<tr>
<td>Arm</td>
<td>2</td>
<td>3</td>
<td>2</td>
</tr>
<tr>
<td>Torso</td>
<td>4</td>
<td>3.8</td>
<td>2</td>
</tr>
<tr>
<td>Leg</td>
<td>1.5</td>
<td>3.5</td>
<td>2</td>
</tr>
<tr>
<td>**Total**</td>
<td>**8**</td>
<td>**9.1**</td>
<td>**2**</td>
</tr>
</tbody>
</table>
</figure>
### Triangle budgets
Although model geometries are typically created using quads, the Roblox Engine converts imported assets into tris. Each asset of your character model must not exceed our maximum tri budget. To quickly get the number of expected tris in your third-party modeling application, you can double the number of quads in your model.
When character models are uploaded to Studio and created into assets for the Marketplace, the body is split into 6 individual assets: **DynamicHead**, **Torso**, **LeftArm**, **RightArm**, **LeftLeg**, **RightLeg**.
<table>
<thead>
<tr>
<th>Asset type</th>
<th>Included mesh objects</th>
<th>Maximum triangles</th>
</tr>
</thead>
<tbody>
<tr>
<td>DynamicHead</td>
<td>Head</td>
<td>4000</td>
</tr>
<tr>
<td>Torso</td>
<td>UpperTorso, LowerTorso</td>
<td>1750</td>
</tr>
<tr>
<td>LeftArm </td>
<td>LeftUpperArm, LeftLowerArm, LeftHand</td>
<td>1248</td>
</tr>
<tr>
<td>Right Arm</td>
<td>RightUpperArm, RightLowerArm, RightHand</td>
<td>1248</td>
</tr>
<tr>
<td>LeftLeg </td>
<td>LeftUpperLeg, LeftLowerLeg, LeftFoot</td>
<td>1248</td>
</tr>
<tr>
<td>Right Leg</td>
<td>RightUpperLeg, RightLowerLeg, RightFoot</td>
<td>1248</td>
</tr>
<tr>
<td>Total</td>
<td>Head, UpperTorso, LowerTorso, LeftUpperArm, LeftLowerArm, LeftHand, RightUpperArm, RightLowerArm, RightHand, LeftUpperLeg, LeftLowerLeg, LeftFoot, RightUpperLeg, RightLowerLeg, RightFoot</td>
<td>10,742</td>
</tr>
</tbody>
</table>
### Body parts
See the following specifications for the individual mesh objects that make up a character model:
- **Naming Convention** - Limbs must all be specifically named:
- UpperTorso_Geo
- LowerTorso_Geo
- LeftUpperArm_Geo
- LeftLowerArm_Geo
- LeftHand_Geo
- RightUpperArm_Geo
- RightLowerArm_Geo
- RightHand_Geo
- LeftUpperLeg_Geo
- LeftLowerLeg_Geo
- LeftFoot_Geo
- RightUpperLeg_Geo
- RightLowerLeg_Geo
- RightFoot_Geo
- Head_Geo
- **Caps** - Limbs must be capped, so that they form a full watertight mesh when separated from the body. Caps can be rounded or flat depending on design.
<img src="../../assets/modeling/meshes/Modeling-Requirements-Caps.png" width="600" />
### Face accessories
Face accessories, such as hair, eyebrows, and eyelashes are unique accessories that you can bundle with an avatar body upload. At this time, eyebrows and eyelashes can not be uploaded as standalone accessories and must be bundled with an avatar body. See [Accessory specifications](../accessories/specifications.md#face-accessories) for additional information on face accessories.
### Visibility
To ensure that avatar sizes are visually consistent, you must standardize body part visibility with the following requirements:
- **Opacity** - Body parts must be fully opaque.
- **Bounding Boxes** - Body part assets must take up a significant visible portion of their bounding box in a front, side, and back view.
- Body parts, such as Torso, Left Arm, Right Leg, must take up at least 50% of body part's bounding box.
- The head part must take up at least 50% of the mesh's bounding box.
<figure>
<img src="../../assets/art/avatar/Valid-Visibility.png" />
<figcaption>An acceptable head mesh example that takes up a majority of the bounding box in the front view</figcaption>
</figure>
<figure>
<img src="../../assets/art/avatar/Invalid-Visibility.png" />
<figcaption>A non-acceptable head mesh example that does not take up the appropriate amount of bounding box space in the front view</figcaption>
</figure>
## Attachments
Attachments are points on the humanoid model where rigid accessories attach. Like many [character components](./index.md#components-of-an-avatar), attachment points are set up in third-party modeling software and imported as `Class.Attachment` objects.
The 3D Importer automatically recognizes and converts mesh objects as attachment points if the objects include the affix `\_Att` and follow the naming conventions below. This only applies when importing meshes with caging data, such as bodies (accessory attachment points are created using the Accessory Fitting Tool). Check out examples of this implementation in any of the [downloadable reference models](../../avatar/resources.md#references).
Generally, when placing attachment points, position them so they overlap halfway with the character model's mesh part.
<figure>
<img src="../../assets/modeling/meshes/Collar-Attachment-1.png" />
<figcaption>Incorrect placement of collar attachments</figcaption>
</figure>
<figure>
<img src="../../assets/modeling/meshes/Collar-Attachment-2.png" />
<figcaption>Correct placement of collar attachments</figcaption>
</figure>
Attachments must follow a specific naming convention and positional consistency:
<table>
<thead>
<tr>
<th>Mesh part</th>
<th>Attachment name</th>
<th>Details</th>
</tr>
</thead>
<tbody>
<tr>
<td rowspan="4">Head</td>
<td>FaceCenter_Att</td>
<td>Anywhere within mesh bounding box</td>
</tr>
<tr>
<td>FaceFront_Att</td>
<td>Front half of mesh bounding box</td>
</tr>
<tr>
<td>Hat_Att</td>
<td>Top half of mesh bounding box, can overlap with Hair_Att</td>
</tr>
<tr>
<td>Hair_Att</td>
<td>Top half of mesh bounding box, can overlap with Hat_Att</td>
</tr>
<tr>
<td rowspan="5">UpperTorso</td>
<td>LeftCollar_Att</td>
<td>Left top half of mesh bounding box</td>
</tr>
<tr>
<td>RightCollar_Att</td>
<td>Right top half of mesh bounding box</td>
</tr>
<tr>
<td>Neck_Att</td>
<td>Top half of mesh bounding box</td>
</tr>
<tr>
<td>BodyBack_Att</td>
<td>Back half of mesh bounding box</td>
</tr>
<tr>
<td>BodyFront_Att</td>
<td>Front half of mesh bounding box</td>
</tr>
<tr>
<td rowspan="4">LowerTorso</td>
<td>Root_Att</td>
<td>Must set to `0`, `0`, `0` position</td>
</tr>
<tr>
<td>WaistFront_Att</td>
<td>Front half of mesh bounding box, can overlap with WaistCenter_Att</td>
</tr>
<tr>
<td>WaistBack_Att</td>
<td>Back half of mesh bounding box</td>
</tr>
<tr>
<td>WaistCenter_Att</td>
<td>Anywhere in mesh bounding box, can overlap with WaistFront_Att</td>
</tr>
<tr>
<td>RightUpperArm</td>
<td>RightShoulder_Att</td>
<td>Top half of mesh bounding box</td>
</tr>
<tr>
<td>RightHand</td>
<td>RightGrip_Att</td>
<td>Anywhere in mesh bounding box. <br/><br/>Orient grip attachments **perpendicular** to the lower arm bone. For example, for I-Pose (arms pointing down), set the grip attachment to `90`, `0`, `0` (grip attachment pointing forward).<br/><br/><img src="../../assets/modeling/meshes/Grip_Attachments.png" width="250" /></td>
</tr>
<tr>
<td>LeftUpperArm</td>
<td>LeftShoulder_Att</td>
<td>Top half of mesh bounding box</td>
</tr>
<tr>
<td>LeftHand</td>
<td>LeftGrip_Att</td>
<td>Anywhere in mesh bounding box. <br/><br/>Orient grip attachments **perpendicular** to the lower arm bone. For example, for I-Pose (arms pointing down), set the grip attachment to `90`, `0`, `0` (grip attachment pointing forward).<br/><br/><img src="../../assets/modeling/meshes/Grip_Attachments.png" width="250" /></td>
</tr>
<tr>
<td>RightFoot</td>
<td>RightFoot_Att</td>
<td>Anywhere in mesh bounding box</td>
</tr>
<tr>
<td>LeftFoot</td>
<td>LeftFoot_Att</td>
<td>Anywhere in mesh bounding box</td>
</tr>
</tbody>
</table>
## Rigging
Unlike generic rigs, humanoid models require a specific hierarchy and naming conventions for the internal bone or joint structure.
<figure>
<img src="../../assets/animation/importing-custom-3d-rigs/Birdcaller-Imported.jpeg" />
<figcaption>Humanoid rig model</figcaption>
</figure>
<figure>
<img src="../../assets/animation/importing-custom-3d-rigs/Rig-Hierarchy-Birdcaller-Blender-Bones.png" width="75%" />
<figcaption>Humanoid rig bone structure (Blender)</figcaption>
</figure>
See the following requirements for humanoid rigging:
- **Rig Hierarchy** - Humanoid rigs require a specific bone hierarchy and naming convention:
- Root
- HumanoidRootNode
- LowerTorso
- UpperTorso
- Head (representing the base of the neck)
- LeftUpperArm
- LeftLowerArm
- LeftHand
- RightUpperArm
- RightLowerArm
- RightHand
- LeftUpperLeg
- LeftLowerLeg
- LeftFoot
- RightUpperLeg
- RightLowerLeg
- RightFoot
<figure>
<img src="../../assets/modeling/skinned-meshes/Rig-Hierarchy-Blender.png" />
<figcaption>Blender rig hierarchy</figcaption>
</figure>
<figure>
<img src="../../assets/modeling/skinned-meshes/Rig-Hierarchy-Maya.png" />
<figcaption>Maya rig hierarchy</figcaption>
</figure>
- **LowerTorso and Root** - The LowerTorso and Root bone or joint position must be set to `0`, `0`, `0`.
- **Pose** - Export your character model in an I-Pose, A-Pose, or T-Pose for the best Studio compatibility. The LeftUpperArm and RightUpperArm bones can be exported with rotation values to meet this requirement.
## Skinning
Roblox supports skinning for rigged meshes. See [Rigging and Skinning](../../art/modeling/rigging.md) for more details on implementing skinned meshes in your experience.
See the following requirements for skinning:
- **Max Influences** - A vertex can not be influenced by more than 4 bones or joints.
- **No Root Influences** - Do not apply influences to the Root bone or joint.
- **Symmetry** - When possible, maintain symmetry when applying influences to a rig.
## Facial animation
For information on required facial animation support, see [head specifications](./head-specifications.md#facs-animation).
## Textures
- Textures for Marketplace assets can't exceed 2048x2048 resolution.
- Textures created for accessories must meet Roblox's [texture specifications](../../art/modeling/texture-specifications.md). High resolution textures are automatically converted to lower-resolution textures to optimize performance.
- Avatar characters must follow Roblox's [texture specifications](../../art/modeling/texture-specifications.md). Characters created for the Marketplace can take advantage of [custom skin tones](#custom-skin-tone) which use alpha layers allow users to select their own base color.
### Custom skin tone
When texturing an avatar character model where the user can set their own skin tone, set the exposed skin areas as transparent so a default color or texture is not baked into the texture. When rendering, the Studio engine applies the transparent layer on top without any layer effects. This step applies mostly to human-like characters with exposed skin that you intend users to customize.
The following are examples of skin tone shading for the face, and you can apply this process with any part of an avatar with exposed skin:
<figure>
<img src="../../assets/modeling/meshes/mesh-requirements/Face-Tone-Transparent.png" />
</figure>
<figure>
- Use 100% opacity for areas not related to a customized skin tone, such as eyes and brows.
- When applying shading, use black at low opacity and adjust opacity when needed.
- For areas that are partially translucent, such as shading contours or certain cosmetic features, leave some transparency for partial visibility of the skin tone.
- You should consistently test out how various colors layers can interact with your shading.
</figure>
<figure>
<img src="../../assets/modeling/meshes/mesh-requirements/Face-Tone-Beige.png" />
<figcaption>Beige</figcaption>
</figure>
<figure>
<img src="../../assets/modeling/meshes/mesh-requirements/Face-Tone-Blue.png" />
<figcaption>Blue</figcaption>
</figure>
<figure>
<img src="../../assets/modeling/meshes/mesh-requirements/Face-Tone-Brown.png" />
<figcaption>Brown</figcaption>
</figure>
<figure>
<img src="../../assets/modeling/meshes/mesh-requirements/Face-Tone-Pink.png" />
<figcaption>Pink</figcaption>
</figure>
## Outer cages
Outer cages on your character model allow your character to wear layerable accessories, such as clothing. Models, such as an avatar character, that are the target of meshes that will stretch over it, only require an outer cage, but meshes that deform, like [layered clothing](../accessories/clothing-specifications.md#cage-meshes), require an inner and outer cage.
For general use, see the following requirements for adding outer cage meshes to your model:
- Use Roblox's [auto setup tool](../../avatar-setup/auto-setup.md) or Roblox's [body cage templates](../../avatar/resources.md#project-files) to ensure naming convention and other configurations are correct.
- **Naming Conventions** - The outer cage of a body part must be named after the primary mesh object with **\_OuterCage** affixed, for example `LeftUpperArm_OuterCage`.
- **Vertices and UV Map** - Don't delete vertices or alter the UVs on the Outer Cages as this can cause errors when importing in Studio or when equipping onto a character. Use the Roblox provided templates for the cage meshes to ensure compatibility with other layered assets.
- **Symmetry and consistency** - Keep each face (the space between vertices) consistently sized and retain symmetry wherever possible. Use symmetry tools in your modeling software whenever possible.
- For information on head cages and best practices, see [head specifications](../characters/head-specifications.md#head-cage).
## Marketplace requirements
Along with the other technical requirements listed, your items must meet the following additional specifications before uploading them to the Marketplace to sell:
- Ensure that your items adhere to the [Marketplace program guidelines](../../marketplace/marketplace-policy.md).
- Whenever possible, ensure that your items adhere to the following modeling requirements:
- [Custom mesh specifications](../../art/modeling/specifications.md)
- Any applicable [avatar specifications](../../art/characters/specifications.md)
- Object `Class.MeshPart.Material|Material` is set to `Plastic`.
- Object `Class.MeshPart.Transparency|Transparency` is set to `0`.
- Object `Class.MeshPart.VertexColor|VertexColor` is the default `1, 1, 1`.
- If your head includes separate eyelash and eyebrow assets, you must add them to your character model as `Class.Accessory` objects.
- See [accessory specifications](../../art/accessories/specifications.md) for additional technical requirements.
- Your `Class.Model` instance doesn't contain extraneous objects, like `Class.Script` or additional `Class.Part` instances. | 6,528 | 2ca241250a4354cc73e0bd8ee37ceb8a186f7cbce35e092c0607287994ad02a4 |
https://create.roblox.com/docs/art/characters/testing/blender | content/en-us/art/characters/testing/blender.md | guide | 2026-03-29T11:46:41.466520+00:00 | # Blender
You can quickly verify many of your components in Blender, allowing you to catch out problems that may cause issues later on. You can use a mix of Blender native tools and Roblox's helper plugins to check for many common issues in your character model.
## Facial animation data
Facial animation uses multiple modeling components to work effectively. If using a template, or making changes to a model with existing facial animation data, it's sometimes possible to make a change that affects the saved poses, either in the animation timeline, or in the custom property of the head mesh.
Use the following steps to help verify the integrity of your facial animation data:
1. With the Armature object selected, check the animation frame in the **timeline**:
1. The timeline typically ranges between **0–330**, though not all templates use the entire range, and there may be gaps between poses.
<img src="../../../assets/art/avatar/basic-creation/Testing-Animation-Timeline.png" />
2. The **neutral pose** should be on **frame 0**.
3. There shouldn't be any keyframe gaps between the frames with animation data.
2. Verify the **Object Properties** > **Custom Properties** panel for the Head_Geo object:
<img src="../../../assets/art/avatar/basic-creation/Testing-Custom-Properties.png" width = "80%" />
1. There should be a **RootFaceJoint** attribute set to the name of the first facial animation bone.
1. This bone should be a child of the **Head** bone, one of the 15 required bones in an avatar's armature.
2. In templates and some reference models, this bone is commonly named `DynamicHead` and indicates the beginning of the facial animation rig.
2. There should be about the same number of custom properties as unique animation frames, with each animation pose having its own mapped custom property.
3. The names for the mapped poses here should match the spelling and capitalization of the [FACS pose reference](../../../art/characters/facial-animation/facs-poses-reference.md).
<video controls src="../../../assets/art/avatar/basic-creation/Testing_01.mp4" width="100%"></video>
If you discover issues with your face animation data, you may need to repeat the skinning, posing, or mapping processes for your character's head. See [Creating Heads](../../../art/characters/facial-animation/create-basic-heads.md) for a general overview of the avatar head creation process.
If you are using a template and run into issues, it's possible the facial data was overridden by a saved animation, or the rigging or mapped data was mistakenly deleted. If it's difficult to quickly identify and resolve the issue, it may be quicker to restart your character customization from the original template file.
## Body skin
Properly skinning your character models ensures natural joint movements and realistic poses and expressions. There are several ways to verify skinning data, like using Blender's Pose Mode to pose the joints and examine how certain orientations can affect the joint skinning.
Use the following steps in Blender to verify your joint skinning in Pose mode:
1. With the **Armature** object selected, navigate to the **Object Properties** > **Viewport Display** and enable **Show In Front**. This allows you to see and access bones within your character.
2. With the armature selected, and switch to **Pose Mode**.
3. Select all the face bones of your model and press <kbd>H</kbd> to hide. You can reveal these again later with <kbd>Alt</kbd><kbd>H</kbd> (<kbd>⌥</kbd><kbd>H</kbd>) in Pose mode.
4. Select any body bone and press <kbd>R</kbd> to rotate. Verify that your body bones correctly deform and bend the character mesh as expected in natural poses.
1. While actively rotating a bone, right-click to cancel the rotation and set the bone to its original position.
2. While actively rotating a bone, you can **click to confirm** the rotation and save the current position. You can combine this to make various poses of your character by changing the rotation of various limbs at once.
3. If you've saved a rotation, press <kbd>Alt</kbd><kbd>R</kbd> (<kbd>⌥</kbd><kbd>R</kbd>) to clear any rotation in Pose Mode. Make sure to reset your pose whenever you complete testing.
<video controls src="../../../assets/art/avatar/basic-creation/Testing_02.mp4" width="100%"></video>
You can also run through common poses and movements using Roblox's [Calisthenics Tool](../../../art/modeling/calisthenics-tool.md) add-on, which applies several common animations to an avatar armature that you can play back and review in Blender's animation timeline.
The [Calisthenics Tool](../../../art/modeling/calisthenics-tool.md) adds animations to your timeline to quickly preview body animations. Be careful when saving or exporting your character when using this tool, as it may conflict with saved facial animation data that uses the same timeline.
<video controls src="../../../assets/art/avatar/basic-creation/Testing_03.mp4" width="100%"></video>
If you discover issues with your skinning, you may need to troubleshoot and reapply rigging and skinning steps to your humanoid. See [Rigging and skinning](../../../art/modeling/rigging.md) for an overview of the rigging and skinning processes.
If you are using a template, it's possible the skinning data was affected by a destructive modeling change. This may require reskinning, or starting over your character customization from the original template file.
## Technical specifications
Your avatar components should match the requirements provided in the [avatar specifications](../../../art/characters/specifications.md). When using templates and following appropriate non-destructive modeling practices, most of these components should not be touched, but you should still double-check that each component is compliant with the technical requirements.
If you are using Roblox character templates and are ready to export into Studio, see [Exporting instructions](../../../art/characters/creating/export-textures.md) for specific export instructions for template files. | 1,306 | 44a77bff3383a8aa87c1f84418bf4ad8a8eeab2fd77122ae834f77e3020eafff |
https://create.roblox.com/docs/art/characters/testing | content/en-us/art/characters/testing/index.md | guide | 2026-03-29T11:46:41.535887+00:00 | # Testing
It's important to constantly test your models during and after the creation process to ensure that your character can interact with various social and environmental elements in any experience.
Whether you are using a template character, or your own custom assets, use the information provided in [Test in Blender](../../../art/characters/testing/blender.md) and [Test in Studio](../../../art/characters/testing/studio.md) throughout your workflow to comprehensively test your assets and quality check your models.
Use the following table as an overview of common tests and resources to verify each component of your character model.
You can apply the following workflows with any modeling software, though certain interfaces and instructions may differ between platforms. See [Testing in Blender](../../../art/characters/testing/blender.md) for additional information.
<table>
<thead>
<tr>
<th style=}>Component</th>
<th>Testing recommendations</th>
</tr>
</thead>
<tbody>
<tr>
<td><img src="../../../assets/art/avatar/Component-Body-Parts.png" /> <br /><center>**Body Parts**</center></td>
<td>When modeling, confirm that your geometry follows [avatar geometry specifications](../../../art/characters/specifications.md#geometry).</td>
</tr>
<tr>
<td><img src="../../../assets/art/avatar/Component-Texture-Map.png" /> <br /><center>**Textures**</center></td>
<td>When texturing, confirm that your geometry follows [avatar texture specifications](../../../art/characters/specifications.md#textures). </td>
</tr>
<tr>
<td><img src="../../../assets/art/avatar/Component-Rigging.png" /> <br /><center>**Rigging**</center></td>
<td>Use [Blender's posing tools](../../../art/characters/testing/blender.md#body-skinning) to check the rigging and skinning quality of your asset.<br /></td>
</tr>
<tr>
<td><img src="../../../assets/art/avatar/Component-Facial-Animation-Data.png" /> <br /><center>**Face Animation**</center></td>
<td>Confirm that [your FACS data](../../../art/characters/testing/blender.md#facial-animation-data) is present and correctly configured.</td>
</tr>
<tr>
<td><img src="../../../assets/art/avatar/Component-Cage-Mesh.png" /> <br /><center>**Cage Mesh**</center></td>
<td>Manually verify that your cage mesh completely and tightly covers your character model and follows [avatar outer cage specifications](../../../art/characters/specifications.md#outer-cages).</td>
</tr>
<tr>
<td><img src="../../../assets/art/avatar/Component-Attachments.png" /> <br /><center>**Attachments**</center></td>
<td>Manually verify that your attachment points are correctly positioned and follow [avatar attachment specifications](../../../art/characters/specifications.md#attachments).</td>
</tr>
</tbody>
</table>
Roblox provides an uncopylocked testing place that includes quick access to various environments and testing features. See [Testing in Studio](../../../art/characters/testing/studio.md) for additional information.
<table>
<thead>
<tr>
<th style=}>Component</th>
<th>Testing recommendations</th>
</tr>
</thead>
<tbody>
<tr>
<td><img src="../../../assets/art/avatar/basic-creation/Testing-Emotes.png" /> <br /><center>**Body Parts**</center></td>
<td>Verify your character's geometry while in [movement and animation](../../../art/characters/testing/studio.md#movement-and-animation).</td>
</tr>
<tr>
<td><img src="../../../assets/art/avatar/basic-creation/Testing-Skin-Tone.png" /> <br /><center>**Textures**</center></td>
<td>Test your character in [various lighting environments and skin tone colors](../../../art/characters/testing/studio.md#lighting-and-color).</td>
</tr>
<tr>
<td><img src="../../../assets/art/avatar/basic-creation/Testing-Outdoor-Environment.png" /> <br /><center>**Rigging**</center></td>
<td>Use [animations and testing environments](../../../art/characters/testing/studio.md#movement-and-animation) to verify your character's rigging, skinning, and movement.</td>
</tr>
<tr>
<td><img src="../../../assets/art/avatar/basic-creation/Testing-Face-Animation.png" /> <br /><center>**Face Animation**</center></td>
<td>[Cycle through various facial animations](../../../art/characters/testing/studio.md#movement-and-animation) to ensure your character can express common expressions.</td>
</tr>
<tr>
<td><img src="../../../assets/art/avatar/basic-creation/Testing-Clothing-Try-On.png" /> <br /><center>**Cage Mesh**</center></td>
<td>[Equip various clothing items](../../../art/characters/testing/studio.md#clothing-and-accessories) to check for fit and for any unexpected cosmetic issues.</td>
</tr>
<tr>
<td><img src="../../../assets/art/avatar/basic-creation/Testing-Clothing.png" /> <br /><center>**Attachments**</center></td>
<td>[Equip various accessory items](../../../art/characters/testing/studio.md#clothing-and-accessories) to verify rigid accessory placement and orientation.</td>
</tr>
</tbody>
</table> | 1,212 | 96e1f6be2a9d4e17c37fc19d79bf50310c7aae35af2095b6b4d2c932c62fd9a0 |
https://create.roblox.com/docs/art/characters/testing/studio | content/en-us/art/characters/testing/studio.md | guide | 2026-03-29T11:46:41.627988+00:00 | # Studio
Test your character model in Studio to understand how it looks and feels within a Roblox experience. To test your custom character in Studio, first [import the character model](../../characters/import.md) into your Studio project.
You can test in Studio using the [Avatar Setup](../../../avatar-setup/) tool to preview and test various components of your avatar character.
You can also playtest your character in the [Avatar Test experience](https://www.roblox.com/games/13176231501/Avatar-Test-Place). This experience provides a wide variety of environmental and clothing tests to ensure that your character model and related components work as expected.
## Set up test experience
The following is the general testing process setting up the Avatar Test experience:
1. Download and open the [Avatar Test experience](https://www.roblox.com/games/13176231501/Avatar-Test-Place) in Studio.
2. Import your avatar model into Studio.
3. Set your model as the starter character.
4. Launch a playtest of the experience.
### Open in Studio
In order to use the [Avatar Test experience](https://www.roblox.com/games/13176231501/Avatar-Test-Place), you must first download it from Roblox. You can save the experience locally and make any changes that may help your testing workflow. Roblox may update this experience periodically to add or improve features.
To download the Avatar Test experience:
1. Navigate to the [Avatar Test experience](https://www.roblox.com/games/13176231501/Avatar-Test-Place).
2. In the button next to the experience title, select **…** > **Edit**. The page navigates to the Studio launcher.
<img src="../../../assets/art/avatar/basic-creation/Testing-Avatar-Test-Place.png" />
<img src="../../../assets/art/avatar/basic-creation/Testing-Studio.png" />
### Import
After you open the test experience in Studio, import your custom character model.
1. From Studio's **File** menu, select **Import 3D**. A file browser displays.
<img src="../../../assets/art/avatar/basic-creation/Testing-3d-Importer.png" />
2. Select your custom character `.fbx` file.
3. Verify the following:
1. With the highest level object selected, ensure **Rig Type** is set to R15.
<img src="../../../assets/art/avatar/basic-creation/Testing-Rig-Type.png" />
2. If using the template files, set **Rig Scale** to **Rthro**. Otherwise, use the appropriate rig scale for your [character body type](../../../art/characters/specifications.md#body-scale).
3. Check for any red errors that may block import into Studio.
4. Verify any yellow warnings that may indicate a quality issue with your avatar components.
The 3D Importer may incorrectly report some cage meshes as not watertight. You can ignore these warnings for those cage objects.
4. Click **Import**. The character's model populates into the workspace.
If an error or warning message displays in the **Output** window, see [Troubleshooting](../../../art/characters/facial-animation/use-heads-in-studio.md#troubleshooting) for guidance on how to handle your specific error or warning message.
### Add SurfaceAppearance
If you exported your textures separately, or if the 3D Importer fails to pick up your PBR textures, you can add them manually.
To add individual image texture files:
1. Open the **Asset Manager**. You may need to publish your experience first.
2. **Bulk Upload** the image map assets.
<img src="../../../assets/art/avatar/basic-creation/Testing-Asset-Upload.png" />
3. In the **Explorer**, expand the **Head_Geo** and check if a `Class.SurfaceAppearance` object exists.
- If `Class.SurfaceAppearance` is present, continue to step 4.
- If `Class.SurfaceAppearance` is not present, select the ⊕ next to the Head_Geo and add a `Class.SurfaceAppearance` object.
4. Set each property to the corresponding uploaded image map
<img src="../../../assets/art/avatar/basic-creation/Testing-Surface-Appearance.png" />
5. Copy the `Class.SurfaceAppearance` with the populated image map with <kbd>Ctrl</kbd><kbd>C</kbd> (<kbd>⌘</kbd><kbd>C</kbd>).
6. Hold <kbd>Shift</kbd> and click all of your model's MeshParts to select all of your character's geometry.
7. Use <kbd>Ctrl</kbd><kbd>Shift</kbd><kbd>V</kbd> (<kbd>⌘</kbd><kbd>Shift</kbd><kbd>V</kbd>) to paste into all of the head geometries. An updated `Class.SurfaceAppearance` populates in each `Class.MeshPart` object.
<img src="../../../assets/art/avatar/basic-creation/Testing-Surface-Appearance-Applied.png" />
### Set model as StarterPlayer
In order to play as the character during a playtest, rename and move the model instance:
1. In the **Explorer**, rename the character **model** as `StarterCharacter`.
2. In the **Explorer**, navigate to the `Class.StarterPlayer` directory. If a `StarterCharacter` model already exists, remove it.
3. Click and drag the model under the directory.
<img src="../../../assets/art/avatar/basic-creation/Testing-StarterPlayer.png" />
After you rename and add your model, [playtest](../../../studio/testing-modes.md#playtesting) the experience as the custom model.
## Use test experience
The Avatar Test experience includes several features in the interface and environment to quickly perform comprehensive tests of your avatar characters. You can use the [test checklist](#checklist) to ensure you are reviewing all the important aspects of your avatar character.
When playtesting the experience, use the following UI buttons on the right side to open various testing tools and options:
<table>
<thead>
<tr>
<th><center>Button</center></th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>
<center><img src="../../../assets/art/avatar/basic-creation/Testing-UI-Face.png" width="57" height="60" /><br />Avatars and facial animation</center>
</td>
<td>Use this menu to swap between the custom avatar and control avatars. An additional button option allows you to loop through various facial animations to test your character's face expressions.</td>
</tr>
<tr>
<td><center><img src="../../../assets/art/avatar/basic-creation/Testing-UI-Emote.png" width="53" height="56" /><br />Emotes and animations</center></td>
<td>Use this menu to test various animations on your avatar character. </td>
</tr>
<tr>
<td><center><img src="../../../assets/art/avatar/basic-creation/Testing-UI-Skin-Tone.png" width="54" height="53"/><br />Skin tone color palette</center></td>
<td>Use this menu to select a new skin tone for your character. See <a href="../../../assets/art/avatar/basic-creation/Testing-UI-Emote.png">Custom Skin Tones</a> for more details on this implementation with template character models. </td>
</tr>
<tr>
<td><center><img src="../../../assets/art/avatar/basic-creation/Testing-UI-Clothing.png" width="53" height="53" /><br />Clothes and accessories</center></td>
<td>Use this menu to select various clothing items to try on. </td>
</tr>
<tr>
<td><center><img src="../../../assets/art/avatar/basic-creation/Testing-UI-Movement.png" width="48" height="53" /><br />Movement settings</center></td>
<td>Use this menu to change movement settings for your character model, such as **jump height** and **walk speed**. </td>
</tr>
<tr>
<td><center><img src="../../../assets/art/avatar/basic-creation/Testing-UI-Settings.png" width="48" height="59" /><br />Body proportion settings</center></td>
<td>Use this menu to change various aspects of your character's body proportions.</td>
</tr>
<tr>
<td><center><img src="../../../assets/art/avatar/basic-creation/Testing-UI-Lighting.png" width="51" height="51" /><br />Lighting presets</center></td>
<td>Use this menu to change the environment lighting to various presets, such as **Mountains - Sunset**, or **Indoor - Midday**.</td>
</tr>
</tbody>
</table>
### Checklist
Use the following checklists to ensure that you are comprehensively testing each component of your avatar. Use the Avatar menu to switch between your custom avatar and a control avatar to verify expected behavior.
#### Movement and animation
<figure><img src="../../../assets/art/avatar/basic-creation/Testing-Emotes.png" /> <figcaption>Testing guitar animation emote</figcaption></figure>
<figure><img src="../../../assets/art/avatar/basic-creation/Testing-Water.png" /><figcaption>Testing water movement</figcaption></figure>
<figure><img src="../../../assets/art/avatar/basic-creation/Testing-Ramps.png" /><figcaption>Testing ramp movement</figcaption></figure>
Check the following for any anomalies:
<table>
<thead>
<tr>
<th>Function</th>
<th>How to test</th>
</tr>
</thead>
<tbody>
<tr>
<td>Walking</td>
<td>Move the character around the environment, ramps, and platforms.</td>
</tr>
<tr>
<td>Sitting</td>
<td>Move to any of the seats in the environment and press <kbd>E</kbd> to sit.</td>
</tr>
<tr>
<td>Climbing</td>
<td>Move to any of the trusses and ladders. Your character automatically begins climbing when near.</td>
</tr>
<tr>
<td>Swimming</td>
<td>Use the pool of water at the top of the ramp area to verify your swimming animation.</td>
</tr>
<tr>
<td>Jumping</td>
<td>Press <kbd>Space</kbd> to jump.</td>
</tr>
<tr>
<td>Dying</td>
<td>Use any of the death cubes to set your character to a ragdoll state and respawn.</td>
</tr>
<tr>
<td>Facial Animation</td>
<td>Use the **Face UI menu** to toggle a face animation cycle.</td>
</tr>
<tr>
<td>Emotes and Animation</td>
<td>Use the **Emote UI menu** to access and play the available emotes. </td>
</tr>
</tbody>
</table>
If you see unexpected behavior with your character's movement, there may be some issues with the rigging or skinning of your character. It may require revisiting the rigging and armature components of your avatar model in your modeling application.
#### Lighting and color
<figure><img src="../../../assets/art/avatar/basic-creation/Testing-Skin-Tone.png" /> <figcaption>Testing skin tones</figcaption></figure>
<figure><img src="../../../assets/art/avatar/basic-creation/Testing-Lighting.png" /><figcaption>Testing environmental lighting</figcaption></figure>
Check the following for any anomalies:
<table>
<thead>
<tr>
<th>Function</th>
<th>How to test</th>
</tr>
</thead>
<tbody>
<tr>
<td>Skin tone</td>
<td>Use the **Skin Tone UI** menu to test various skin tones for texturing and lighting compatibility.</td>
</tr>
<tr>
<td>Environmental lighting</td>
<td>Use the **Lighting UI menu** and the environment to check how your character's surface appearance displays in various conditions.</td>
</tr>
</tbody>
</table>
If you see unexpected behavior with your character's appearance in various lighting and color selections, there may be some issues with the texturing of your character. It may require re-adjusting the texturing components of your avatar model in your modeling application.
#### Clothing and accessories
<figure><img src="../../../assets/art/avatar/basic-creation/Testing-Clothing.png" /> <figcaption>Test a mix of clothing and accessories</figcaption></figure>
<figure><img src="../../../assets/art/avatar/basic-creation/Testing-Clothing-Try-On.png" /><figcaption>Use the UI menu or pedestals to equip or reset clothing and accessories</figcaption></figure>
Check the following for any anomalies:
<table>
<thead>
<tr>
<th>Function</th>
<th>How to test</th>
</tr>
</thead>
<tbody>
<tr>
<td>Equipping accessories</td>
<td>Use the **Clothes and Accessories UI menu** or environmental pedestals to equip rigid accessories to your character.</td>
</tr>
<tr>
<td>Equipping clothing</td>
<td>Use the **Clothes and Accessories UI menu** or environmental pedestals to equip rigid accessories to your character. Test your clothing in motion and in animations to verify the fit.</td>
</tr>
</tbody>
</table>
If you see unexpected behavior with your character wearing clothes or equipping rigid accessories, there may be issues with the caging or attachment points of your character. You may need to re-adjust the cage mesh shapes or attachment objects of your avatar model in your modeling application.
Clothes can layer in unconventional orders, such as a jacket worn below a tshirt. You can reset the equipped clothing and try various combinations of clothing options and ordering. | 3,029 | 030bb262ca72de7a5b2112b484309dd3accee350f3880756a68342ece8a37680 |
https://create.roblox.com/docs/art/characters/validation-tool | content/en-us/art/characters/validation-tool.md | guide | 2026-03-29T11:46:41.662164+00:00 | # Validation Tool
This tool is no longer in active development. You are free to use the tool for any purpose. The tool may be out of date or incompatible with modern Roblox assets.
The **Avatar Validation Tool** is a supplemental Blender add-on you can use to quickly identify common issues with your character model. This tool checks that your model meets most of Roblox's avatar [technical specifications](../../art/characters/specifications.md) and, when possible, attempts to automatically resolve them.
<img src="../../assets/art/avatar/Validation-Tool-Preview.png" width="100%" />
This tool can save you time by checking for common validation specifications before you export your model, but it doesn't provide a comprehensive verification of all aspects of your character model. You should always continually test your character model, including testing your characters [in Studio](../../art/characters/testing/studio.md) and verifying on your own if your model meets Roblox's [character specifications](../../art/characters/specifications.md).
## Install
The Validation Tool plugin is compatible with Blender 3.5.1+. You may experience unexpected behavior if using earlier versions of Blender.
To install the Validation Tool in Blender:
1. Download [ValidationTool_Blender.zip](https://github.com/Roblox/avatar/tree/main/Tools/ClothingValidationTool) and save the .zip file locally. Do not open the .zip file.
2. In Blender, navigate to **Edit** > **Preferences**.
3. In Preferences, go to the **Add-Ons** section on the left sidebar.
<img src="../../assets/accessories/validation-tool/Blender-Add-On-Preferences.png" width="80%" />
4. Click the **Install...** button. A file browser displays.
5. Select the downloaded .zip file and click **Install Add-On**.
6. In the Add-Ons section, find the Validation Tool and **enable** the add-on.
<img src="../../assets/accessories/validation-tool/Blender-Add-On-Preferences.png" width="80%" />
7. Return to your workspace and expand the side toolbar in the Viewport to access the add-on.
<figure>
<img src="../../assets/accessories/validation-tool/Blender-Add-On-Preferences.png" width="80%" />
<figcaption>Sidebar indicator</figcaption>
</figure>
<figure>
<img src="../../assets/art/avatar/Validation-Tool.png" width="80%" />
<figcaption>Expanded sidebar</figcaption>
</figure>
## Validate
After installing the plugin, you can begin validating your character models. When validating, results with issues display as red. In some cases, you can apply an automatic fix to checks that have issues. See [Checks and Troubleshooting Steps](#checks-and-troubleshooting) for details on each validation check.
To use the validation tool on your asset:
1. In the Target Armature field, select the **eyedropper**.
2. With the eyedropper active, select your character's **armature object**. This object is often named Joints or Armature.
3. Select **Run All Checks** to go through each individual check. Alternatively, you can click individual buttons to run a specific check.
4. Checks that detect issues display as red and an error output displays at the bottom of the tool.
<video controls src="../../assets/art/avatar/Validation-Tool-Test.mp4" width="100%"></video>
This validation tool only checks for common validation issues. You should always continually test your character model, including testing your characters [in Studio](../../art/characters/testing/studio.md) and verifying on your own if your model meets Roblox's [character specifications](../../art/characters/specifications.md).
## Checks and troubleshooting
Each button on the validation tool performs a different check against the expected [character specifications](../../art/characters/specifications.md). The following are the specific types of verification each check performs, as well as general troubleshooting steps to resolve discovered issues:
<dl>
<dt>**Layers**</dt>
<dd>Checks for extra layers in the scene. Automatic fix attempts to remove extra layers. <p />If the automatic fix fails, manually remove extra layers.</dd><p />
<dt>**Transforms**</dt>
<dd>Checks that geometry location, rotation, and scale are frozen (`0`,`0`,`0`). Automatic fix button attempts to freeze the transforms. This may cause changes to your rig. <p />If the automatic fix fails, manually freeze your geometry.</dd><p />
<dt>**UV**</dt>
<dd>Checks if the body Geometry UVs are within `0`-`1`. You must resolve issues manually by setting your body object UVs within a `0`-`1` range.</dd><p />
<dt>**Cage UV Modifications**</dt>
<dd>Checks if cage object UVs have incorrect modifications. Automatic fix attempts to resolve UV coordinates. <p />If automatic fix fails, you may want to use a new template cage.</dd><p />
<dt>**Asset Size**</dt>
<dd>Checks if the character total size and individual parts are within expected bounds. You must resolve issues manually by resizing your character model or individual parts.</dd><p />
<dt>**Unused Data**</dt>
<dd>Checks for any unused data in the scene, such as orphan data, or unused materials. Automatic fix attempts to remove extra data. <p />If automatic fix fails, manually remove unnecessary data and objects.</dd><p />
<dt>**Keyframes**</dt>
<dd>Checks for any unnecessary keyframes. Keyframes related to facial expressions are expected and ignored. Automatic fix attempts to remove keyframes associated with non-face objects. <p /> If automatic fix fails, manually remove keyframe data from non-face objects. Do not delete keyframes that also contain facial data.</dd><p />
<dt>**Attachment Points**</dt>
<dd>Checks that attachment points are parented to the armature and use the correct naming convention. Automatic fix attempts to parent any unexpected attachment points.</dd><p />
<dt>**Joint Positions**</dt>
<dd> Checks for the following:
<ul><li>Root and HumanoidRootNode bones exist</li>
<li>Root bone is at `0`,`0`,`0` world space</li>
<li>Bones with Left/Right naming conventions are on correct axes.</li></ul> Refer to the output messages to manually resolve joint position issues.</dd><p />
<dt>**FACS Data**</dt>
<dd>Checks for the following FACs data:
<ul><li>`Neutral Pose` exists as a mapped pose</li>
<li>Mapped Custom Properties under the Head_Geo exists</li>
<li>Property name and values correctly set</li>
<li>Corrective poses must include existing base poses </li>
<li>Corrective poses do not use more than 3 base poses Refer to the output messages to manually resolve FACS data issues.</li></ul></dd><p />
<dt>**Head Joint Names**</dt>
<dd>Checks for duplicate head bone names, including duplicates with Blender's duplicate affixes .001, .002, .003, and such. Refer to the output messages to manually resolve face joint names.</dd><p />
<dt>**Intersection**</dt>
<dd>Checks for any intersection between character geometry and cage mesh geometry. The tool switches to Edit mode and highlights areas where potential intersections are detected.</dd><p />
<dt>**Polygon Data**</dt>
<dd>Checks for common polygon issues:<ul>
<li>Meshes are watertight</li>
<li>Meshes are within polycount budgets</li>
<li>Meshes don't use N-Gons Meshes</li>
<li>Meshes are non-manifold</li>
<li>Meshes don't have vertex color information</li></ul><p />Refer to the output messages to manually resolve any polygon data issues.</dd><p />
<dt>**Texture Format**</dt>
<dd>Checks that textures match texture requirements, such as resolution size. Users can also select an external image file. Refer to the output messages to manually resolve any texture related issues.</dd>
</dl> | 1,719 | 4adbc271b9704614496de02605052d300599911f218335a238f48d52d07fe977 |
https://create.roblox.com/docs/art/emotes/export-settings | content/en-us/art/emotes/export-settings.md | guide | 2026-03-29T11:46:41.768142+00:00 | # Export Settings
You can export animation data from a third-party software, such as Blender or Maya to use in Studio. Both `.fbx` and `.gLTF` formats support animation data.
Typically, creators will use a third-party modeling tool to animate a character model. Once the animation is complete, you export both the model and the animation data into Roblox Studio.
After exporting, you can [import and configure](./import.md) the animation data into Studio.
## Before exporting
When exporting characters with animation or FACS animation, ensure that your animation timeline **Start** and **End** include the entire range of your animations.
<img src="../../assets/art/avatar/basic-creation/Blender-Animation-Start-End.png" width = "60%" alt="Zoom-in of Blender animation track indicating a Start value of 0 and End value of 308." />
## Blender
Blender allows you to export in `.fbx` or `.gltf` as well as other formats. If you are using `.fbx` export, familiarize yourself with [Blender's FBX scaling](../blender.md#adjust-scale-fbx) to ensure that you successfully import the model into Studio at the correct scale.
1. In the topbar, click **File** > **Export** > **FBX (.fbx)**. The Blender file browser window displays.
2. Set **Path Mode** to **Copy** and enable the **Embed Textures** icon.
3. In the Include section, enable **Custom Properties**.
4. If your project doesn't already have `.01` scene unit scaling, set the **Transform** > **Apply Scalings** to `FBX Unit Scale`. For more details, see [Blender FBX scaling](../blender.md#adjust-scale-fbx).
5. Expand the Armature section and uncheck **Add Leaf Bones**.
6. Enable **Bake Animation**.
7. Expand Bake Animation and **uncheck NLA Strips**, **All Actions**, and **Force Start/End Keyframes**.
1. Ensure your project animation timeline has the correct **Start** and **End** range of all your keyframes.
8. In Bake Animation, set **Simplify** to **0.0**.
9. Click the **Export FBX** button. Save the `.fbx` to the directory of your choice.
<img src="../../assets/art/avatar/basic-creation/Export-Settings.png" width = "50%" alt="Screenshot of Blender export settings" />
## Maya
For additional context on exporting animations from Maya, see the [Exporting Characters from Maya](../../art/characters/export-avatar-animations-from-maya.md) tutorial.
To export a mesh in Maya as a `.fbx` file:
1. In the topbar, click **File**. A pop-up menu displays.
2. Select **Export All**. The **Export All** window displays.
3. Near the bottom of the window, click the **Files of type** dropdown, then select **FBX export**.
4. On the right-hand side of the window, navigate to the **Options...** section.
5. In the **Geometry** section, enable **Smooth Mesh** and **Referenced Asset Content**.
6. In the **Animation** section, enable **Animation**. Avatar characters with [facial animation data](../../art/characters/facial-animation/index.md) require animation data.
7. Enable **Bake Animation**.
8. If you need to import textures as a `.png`, in the **Embed Media** section, enable **Embed Media**.
9. In the **Advanced Options** section,
- Navigate to **Units**, then enable **Automatic**.
- Navigate to **Axis Conversion**, then set the **Up Axis** property to **Y**.
10. Click the **Export All** button.
<img src="../../assets/accessories/lc-requirements-maya-settings-with-animation.png" alt = "Screenshot of Maya export settings for exports with animation."/>
11. After exporting, use Studio's [3D importer](../../art/modeling/3d-importer.md) to import your model. See [Test characters in Studio](../../art/characters/testing/studio.md) for additional importing and testing information. | 887 | 7266ed96f1e694e0599ee8954aee2bbec1cfa9dd56fba22d2dd6307f2eaa9370 |
https://create.roblox.com/docs/art/classic-clothing | content/en-us/art/classic-clothing.md | guide | 2026-03-29T11:46:41.769259+00:00 | # Classic Clothing
Many user-generated avatars on the Marketplace do not support 2D classic clothing. For information on creating modern 3D cosmetics, including rigid accessories and clothing items, see [Get started](../avatar).
<div
className="container"
style=} >
<iframe
src="https://www.youtube-nocookie.com/embed/r_unfGZT5Ps"
title="YouTube video player"
frameBorder="0"
allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share"
allowFullScreen
style=} ></iframe>
</div>
Create and sell your first 2D classic clothing item.
<div
className="container"
style=} >
<iframe
src="https://www.youtube-nocookie.com/embed/EUDSIUmLjxA"
title="YouTube video player"
frameBorder="0"
allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share"
allowFullScreen
style=} ></iframe>
</div>
A high-level overview of avatar items on Roblox.
Classic clothing are the most basic type of avatar item available to purchase and sell on Roblox. With any image editor and web browser, you can create classic clothing items and sell them on the [Marketplace](https://www.roblox.com/catalog).
To publish and sell assets on the Marketplace, you must meet [creator requirements](../marketplace/marketplace-policy.md#creator-requirements).
To create classic clothing items:
1. Decide on the [type of classic clothing](#types-of-classic-clothing) you'd like to create.
2. [Create](#creating-classic-clothing) an image for your asset using an image editor of your choice.
3. [Test](./test-classic-clothing.md) your creation in Studio to ensure it looks as intended.
4. [Upload](./upload-classic-clothing.md) the image file to the Marketplace through a web browser.
1. Adding an item to the Marketplace requires a Robux [fee](../marketplace/marketplace-fees-and-commissions.md#classic-clothing).
2. Upon successful moderation, you gain a copy of the asset in your inventory.
## Types of classic clothing
The three types of classic clothing items are **T-shirts**, **Shirts**, and **Pants**. Each has different design and format requirements.
<img src="../assets/accessories/classic-clothing/Types-of-classic-clothing.png" alt="3 different examples of blocky characters with a different type of image displayed on its surface." />
### T-shirts
T-shirts are a square image, such as 512x512 pixels. When properly configured, classic t-shirts display on the front torso of a blocky character.
### Shirts and pants
Classic shirts and pants are image assets that wrap around an avatar's body. Because classic shirts and pants have specific size requirements, download and modify the provided template files to begin creating these assets.
<figure>
<img src="../assets/accessories/classic-clothing/Template-Shirts-R15.png" />
<figcaption><center> <a href="../assets/accessories/classic-clothing/Classic-Clothing-Templates.zip" download>Shirt (torso and arms)</a></center></figcaption>
</figure>
<figure>
<img src="../assets/accessories/classic-clothing/Template-Pants-R15.png" />
<figcaption><center> <a href = "../assets/accessories/classic-clothing/Classic-Clothing-Templates.zip" download>Pants (torso and legs)</a></center></figcaption>
</figure>
Table of sizes for each template part
<table>
<thead>
<tr>
<th>Shape</th>
<th>Pixel size (width x height)</th>
<th>Clothing parts</th>
</tr>
</thead>
<tbody>
<tr>
<td>Large square</td>
<td>128 × 128</td>
<td><b>FRONT</b> and <b>BACK</b></td>
</tr>
<tr>
<td>Tall rectangle</td>
<td>64 × 128</td>
<td>Sides of torso (<b>R</b>, <b>L</b>) <br /> Sides of arms and legs (<b>L</b>, <b>B</b>, <b>R</b>, <b>F</b>)</td>
</tr>
<tr>
<td>Wide rectangle</td>
<td>128 × 64</td>
<td><b>UP</b> and <b>DOWN</b></td>
</tr>
<tr>
<td>Small square</td>
<td>64 × 64</td>
<td>Top and bottom of arms and legs (<b>U</b>, <b>D</b>)</td>
</tr>
</tbody>
</table>
## Creating classic clothing
To begin creating classic clothing:
1. If you are creating a classic shirt or pants, [download and unzip](../assets/accessories/classic-clothing/Classic-Clothing-Templates.zip) the following clothing templates to use as a canvas for your art.
2. Modify the image in an image editor of your choice.
3. Export the image as a `.png` or `.jpg` before [testing](./test-classic-clothing.md) or [uploading](upload-classic-clothing.md) to Roblox.
When applying clothing to avatars in Roblox, some limits exist with the templates and may require some testing to get right, as shown in the following examples:
<figure>
<img src="../assets/accessories/classic-clothing/Pants-Template-Good.jpg" />
<figcaption>The shoe designs in this example are near the bottom of the leg regions (L, B, R, F) but don't extend too far up. This provides a distinct separation between the shoes and the bottom of the jeans.</figcaption>
</figure>
<figure>
<img src="../assets/accessories/classic-clothing/Pants-Template-Bad.jpg" />
<figcaption>The shoe designs in this example extend too far up the leg regions (L, B, R, F) which make them appear as if they're part of the pants. The same issue may occur near other joints on the avatar's body.</figcaption>
</figure>
After creating your classic clothing, [test](./test-classic-clothing.md) your creation in Roblox Studio before [uploading](./upload-classic-clothing.md) and selling your asset on the Marketplace. | 1,435 | 4d15b1a83fbc3eb0838a1cc9031fdf8ef44bf9dd1bd43e8edde717307afd1e1a |
https://create.roblox.com/docs/art/emotes/import | content/en-us/art/emotes/import.md | guide | 2026-03-29T11:46:41.770997+00:00 | # Import
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.
<br />
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.
<img src="../../assets/avatar/avatar-emotes/Animation-Editor-Import.png" />
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.
<img src="../../assets/avatar/avatar-emotes/Animation-Editor-Curve-Animation-Icon.png" />
2. Press **Confirm** to convert your keyframes into a `CurveAnimation` clip.
<img src="../../assets/avatar/avatar-emotes/Animation-Editor-Curve-Prompt.png" />
## Generate Asset ID
To create an asset ID of the `CurveAnimation`:
1. In the **Animation Editor**, select the **⋯** > **Publish to Roblox**.
<img src="../../assets/avatar/avatar-emotes/Animation-Editor-Publish.png" />
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.
<img src="../../assets/avatar/avatar-emotes/Generate-Asset-ID-Success.png" />
## 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`.
<figure>
<img src="../../assets/avatar/avatar-emotes/Animation-Explorer.png" />
<figcaption><center>`Animation` object in the Explorer.</center></figcaption>
</figure>
<figure>
<img src="../../assets/avatar/avatar-emotes/Animation-Properties.png" />
<figcaption><center>`AnimationId` property in the Properties window.</center></figcaption>
</figure>
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). | 957 | 9629bd46460373619994c6331d0f8cab5c0c3743e0e6f1a5ecb7fc7f9f7b1ff2 |
https://create.roblox.com/docs/art/emotes | content/en-us/art/emotes/index.md | guide | 2026-03-29T11:46:41.832312+00:00 | # Emotes
**Emotes** are short animations that an avatar performs, making it easier to communicate and celebrate with others, enhancing the experience to feel more social and more lively.
Creators sell their own emotes, such as gestures, reactions, dances, and more, by publishing their animation to sell on the Marketplace or within experiences.
Developers can access and modify emotes within their own experiences. For more information, see [character emotes](../../characters/emotes.md).
## Components of an emote
Emotes are made up of an `Class.Animation` object with the unique `Class.Animation.AnimationId` property set to the asset ID of your animation sequence.
<figure>
<img src="../../assets/avatar/avatar-emotes/Animation-Explorer.png" />
<figcaption><center>`Animation` object in the Explorer.</center></figcaption>
</figure>
<figure>
<img src="../../assets/avatar/avatar-emotes/Animation-Properties.png" />
<figcaption><center>`AnimationId` property in the Properties window.</center></figcaption>
</figure>
Emotes must meet [technical specifications](./specifications.md) as well as [Marketplace](../../marketplace/marketplace-policy.md) and [Community](https://en.help.roblox.com/hc/en-us/articles/203313410-Roblox-Community-Standards) policies.
## Creation process
There are several ways to create an animation both in Studio or using a third-party tool. See the following table for common workflows and various resources to create your own.
<table><thead>
<tr>
<th>Animation workflow</th>
<th>Description</th>
</tr></thead>
<tbody>
<tr>
<td>Animation Capture</td>
<td>Use the [Animation Capture (Body)](../../animation/capture.md#body) to convert a video of your emote into a keyframe sequence.</td>
</tr>
<tr>
<td>Manual animation with Animation Editor</td>
<td>Use the [Animation Editor](../../animation/editor.md) to manually animate a character rig. For an in-depth tutorial on creating a character animation, see [Create character animations](../../tutorials/use-case-tutorials/animation/create-an-animation.md).</td>
</tr>
<tr>
<td>Third-party plug-ins</td>
<td>Use a third-party animation plugin, such as [Moon Animator](https://create.roblox.com/store/asset/4725618216/Moon-Animator-2), to generate your animation.</td>
</tr>
</tbody>
</table>
To convert your keyframe sequence into an animation and upload to the Marketplace, see [import and configure emotes](../emotes/import.md#configure). | 583 | 078e44239e68ed9608858dd561ecf15e85bda060a5cb1f71dbd8f21c1d199a21 |
https://create.roblox.com/docs/art/emotes/specifications | content/en-us/art/emotes/specifications.md | guide | 2026-03-29T11:46:41.912609+00:00 | # Specifications
Emotes are made up of an `Class.Animation` object with the `Class.Animation.AnimationId` property set to the asset ID of your animation sequence.
<figure>
<img src="../../assets/avatar/avatar-emotes/Animation-Explorer.png" />
<figcaption><center>`Animation` object in the Explorer.</center></figcaption>
</figure>
<figure>
<img src="../../assets/avatar/avatar-emotes/Animation-Properties.png" />
<figcaption><center>`AnimationId` property in the Properties window.</center></figcaption>
</figure>
Only the `Class.Animation` object is required to upload an emote to the Marketplace. Animations do not require meshes, textures, or other 3D art components.
## Animation requirements
Emotes must also meet the following requirements or may fail validation:
- Emotes must be less than 10 seconds.
- The joint root of the character can not move too far from its starting position.
- Movement speed can't exceed a certain threshold to prevent teleportation abuse (measured from a frame-by-frame basis).
- Animation data must reference an R15 rig.
- Animation must be sourced from a `CurveAnimation`. For information on converting animation data, see [import and configure](./import.md#generate-asset-id).
- Animations must meet [Marketplace](../../marketplace/marketplace-policy.md) and [Community](https://en.help.roblox.com/hc/en-us/articles/203313410-Roblox-Community-Standards) policies. | 317 | fe2e3555743701daf974ed9f07eb33f0adf39e4a6749e334db74d89935a17e8f |
https://create.roblox.com/docs/art/characters/head-comparison | content/en-us/art/characters/head-comparison.md | guide | 2026-03-29T11:46:41.936446+00:00 | # Head Comparison
The following table compares the classic decals with the dynamic head equivalent.
The references below are not final and are subject to change. We encourage you to provide feedback on specific heads on the [DevForum announcement](https://devforum.roblox.com/t/completing-the-dynamic-head-migration/4301387).
<table><thead>
<tr>
<th style="text-align: center; vertical-align: middle;"><b>Asset Name</b></th>
<th style="text-align: center;"><b>Classic</b></th>
<th style="text-align: center;"><b>Dynamic</b></th>
</tr></thead>
<tbody>
<tr><td>**\$.\$**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DollarDotDollar_10831558.png" /></td></tr>
<tr><td>**-_-**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DashUnderscoreDash_15637848.png" /></td></tr>
<tr><td>**8-Bit Heart Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/8bitHeartFace_2568799765.png" /></td></tr>
<tr><td>**:'(**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ColonApostropheCloseParenthesis_15133453.png" /></td></tr>
<tr><td>**:-/**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ColonDashSlash_7075469.png" /></td></tr>
<tr><td>**:-?**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ColonDashQuestionMark_15858152.png" /></td></tr>
<tr><td>**:-[**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ColonOpenBracket_15470193.png" /></td></tr>
<tr><td>**:-o**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ColonDashO_7317773.png" /></td></tr>
<tr><td>**:/**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ColonDashBackslash_15471035.png" /></td></tr>
<tr><td>**:D**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/D1_16132514.png" /></td></tr>
<tr><td>**:P**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/P_14861743.png" /></td></tr>
<tr><td>**=)**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/EqualCloseParenthesis_14817393.png" /></td></tr>
<tr><td>**>_<**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GreaterThanUnderScoreLessThan_15324577.png" /></td></tr>
<tr><td>**>_>**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GreaterThanUnderscoreGreaterThan_16387711.png" /></td></tr>
<tr><td>**^_^**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/CaretUnderscoreCaret_15366173.png" /></td></tr>
<tr><td>**Adorable Puppy**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/AdorablePuppy_11389372.png" /></td></tr>
<tr><td>**Adoration**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Adoration_28878297.png" /></td></tr>
<tr><td>**Aghast**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Aghast_9250633.png" /></td></tr>
<tr><td>**Alexandra Ninniflip - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/AlexandraNinniflipFace_2553655919.png" /></td></tr>
<tr><td>**Alien**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Alien_31317701.png" /></td></tr>
<tr><td>**Alien Ambassador**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/AlienAmbassador_11913700.png" /></td></tr>
<tr><td>**Alright**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Alright_7131541.png" /></td></tr>
<tr><td>**Amelia Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/AmeliaFace_293302465.png" /></td></tr>
<tr><td>**And then we'll take over the world!**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/AndThenWellTakeOverTheWorld_12732366.png" /></td></tr>
<tr><td>**Angelic**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Angelic_45084008.png" /></td></tr>
<tr><td>**Angry Zombie**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/AngryZombie_173789114.png" /></td></tr>
<tr><td>**Anguished**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Anguished_8560975.png" /></td></tr>
<tr><td>**Anime Surprise**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/AnimeSurprise_416846300.png" /></td></tr>
<tr><td>**Astral Isle Clan: Windsor the Blue - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/AstralIsleClanWindsorTheBlueFace_2627730985.png" /></td></tr>
<tr><td>**Atlantean Warrior Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/AtlanteanWarriorFace_3241221587.png" /></td></tr>
<tr><td>**Aurora Spark - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/AuroraSparkFace_2979703241.png" /></td></tr>
<tr><td>**Awesome Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/AwesomeFace_30394850.png" /></td></tr>
<tr><td>**Awkward Eyeroll**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/AwkwardEyeroll_150182378.png" /></td></tr>
<tr><td>**Awkward Grin**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/AwkwardGrin_150182501.png" /></td></tr>
<tr><td>**Bad Dog**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BadDog_10678423.png" /></td></tr>
<tr><td>**Bad News Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BadNewsFace_268603331.png" /></td></tr>
<tr><td>**Bakonette**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Bakonette_7243836687.png" /></td></tr>
<tr><td>**Ballerina Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BallerinaFace_2571850406.png" /></td></tr>
<tr><td>**Bandage**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Bandage_20418682.png" /></td></tr>
<tr><td>**Battle Ready Kenji Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BattleReadyKenjiFace_3116216863.png" /></td></tr>
<tr><td>**Beast Mode**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BeastMode_128992838.png" /></td></tr>
<tr><td>**Beekeeper - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BeekeeperFace_2553407112.png" /></td></tr>
<tr><td>**Beekeeper - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FestiveBeekeeperFace_2553407112.png" /></td></tr>
<tr><td>**Big Grin - Tai Verdes**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BigGrinTaiVerdes_7987180607.png" /></td></tr>
<tr><td>**Big Sad Eyes**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BigSadEyes_391496223.png" /></td></tr>
<tr><td>**Biohazard First Responder - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BiohazardFirstResponderFace_4927805902.png" /></td></tr>
<tr><td>**Bird of Prey**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BirdOfPrey_10907547.png" /></td></tr>
<tr><td>**BiteyMcFace**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Biteymcface_743690770.png" /></td></tr>
<tr><td>**Blerg!**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Blerg_12777646.png" /></td></tr>
<tr><td>**Bling**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Bling_25975243.png" /></td></tr>
<tr><td>**Blinky**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Blinky_7506135.png" /></td></tr>
<tr><td>**Blizzard Beast Mode**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BlizzardBeastMode_209995252.png" /></td></tr>
<tr><td>**Blue Amazeface**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BlueAmazeface_835095003.png" /></td></tr>
<tr><td>**Blue Bubble Trouble**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BlueBubbleTrouble_330296924.png" /></td></tr>
<tr><td>**Blue Eyeroll**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BlueEyeroll_323191979.png" /></td></tr>
<tr><td>**Blue Galaxy Gaze**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BlueGalaxyGaze_440739518.png" /></td></tr>
<tr><td>**Blue Goof**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BlueGoof_1191162013.png" /></td></tr>
<tr><td>**Blue Moonstruck**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BlueMoonstruck_878941449.png" /></td></tr>
<tr><td>**Blue Rock Star Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BlueRockStarSmile_1428409936.png" /></td></tr>
<tr><td>**Blue Starface**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BlueStarface_119812715.png" /></td></tr>
<tr><td>**Blue Starry Sight**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BlueStarrySight_2222775067.png" /></td></tr>
<tr><td>**Blue Trance**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BlueTrance_244160970.png" /></td></tr>
<tr><td>**Blue Ultimate Dragon Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BlueUltimateDragonFace_1772529256.png" /></td></tr>
<tr><td>**Blue Wistful Wink**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BlueWistfulWink_583721561.png" /></td></tr>
<tr><td>**Blue-eyed Awesome Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BlueeyedAwesomeFace_386188363.png" /></td></tr>
<tr><td>**Bluffing**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Bluffing_147144673.png" /></td></tr>
<tr><td>**Bored**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Bored_66330106.png" /></td></tr>
<tr><td>**Braces**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Braces_30394484.png" /></td></tr>
<tr><td>**Bubble Trouble**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/BubbleTrouble_19264845.png" /></td></tr>
<tr><td>**Butterfly**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Butterfly_24727929.png" /></td></tr>
<tr><td>**C.Y.N.D.I - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/CyndiFace_2535415411.png" /></td></tr>
<tr><td>**Camoface**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Camoface_24441888.png" /></td></tr>
<tr><td>**Casey's Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/CaseysFace_301827157.png" /></td></tr>
<tr><td>**Cat Eye - Zara Larsson**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/CatEyeZaraLarsson_7893455671.png" /></td></tr>
<tr><td>**Catching Snowflakes**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/CatchingSnowflakes_1213472762.png" /></td></tr>
<tr><td>**Champion Of The Tide Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ChampionOfTheTideFace_3381167752.png" /></td></tr>
<tr><td>**Cheerful Grin**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/CheerfulGrin_33321848.png" /></td></tr>
<tr><td>**Cheerful Hello**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/CheerfulHello_362051644.png" /></td></tr>
<tr><td>**Chester Finkleton - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ChesterFinkletonFace_2648884861.png" /></td></tr>
<tr><td>**Chichiri the Wise Youkai Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ChichiriTheWiseYoukaiFace_3210252812.png" /></td></tr>
<tr><td>**Chill**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Chill_7074764.png" /></td></tr>
<tr><td>**Chill McCool**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ChillMccool_376813144.png" /></td></tr>
<tr><td>**Chippy McTooth**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ChippyMctooth_7317769.png" /></td></tr>
<tr><td>**Chubs**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Chubs_7076110.png" /></td></tr>
<tr><td>**City Life Man - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/CityLifeManFace_2490662812.png" /></td></tr>
<tr><td>**City Life Woman - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/CityLifeWomanFace_2492678267.png" /></td></tr>
<tr><td>**Claire's Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ClairesFace_301827089.png" /></td></tr>
<tr><td>**Classic Alien Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ClassicAlienFace_159199178.png" /></td></tr>
<tr><td>**Classic Female - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ClassicFemaleFace_4018627046.png" /></td></tr>
<tr><td>**Classic Female v2 - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ClassicFemaleV2Face_4637266368.png" /></td></tr>
<tr><td>**Classic Goof**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ClassicGoof_7074661.png" /></td></tr>
<tr><td>**Classic Male - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ClassicMaleFace_4018617474.png" /></td></tr>
<tr><td>**Classic Vampire**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ClassicVampire_7074836.png" /></td></tr>
<tr><td>**Clown Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ClownFace_23644960.png" /></td></tr>
<tr><td>**Clown School Dropout**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ClownSchoolDropout_21392863.png" /></td></tr>
<tr><td>**Commando**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Commando_10527010.png" /></td></tr>
<tr><td>**Concerned**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Concerned_9250660.png" /></td></tr>
<tr><td>**Country Morning**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/CountryMorning_51241522.png" /></td></tr>
<tr><td>**Crank and Zap Mech - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/CrankAndZapMechFace_5885801791.png" /></td></tr>
<tr><td>**Crazy Abstract Artist**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/CrazyAbstractArtist_10907546.png" /></td></tr>
<tr><td>**Crazy Happy**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/CrazyHappy_45515121.png" /></td></tr>
<tr><td>**Crazybot 10000**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Crazybot10000_554650579.png" /></td></tr>
<tr><td>**Crimson Evil Eye**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/CrimsonEvilEye_1016184756.png" /></td></tr>
<tr><td>**Crimson Laser Vision**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/CrimsonLaserVision_45514606.png" /></td></tr>
<tr><td>**Crimson Starface**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/CrimsonStarface_162200633.png" /></td></tr>
<tr><td>**Crybaby**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Crybaby_2620506513.png" /></td></tr>
<tr><td>**Cuckookrazybot 10000**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Cuckookrazybot10000_554663025.png" /></td></tr>
<tr><td>**Cute Kitty**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/CuteKitty_11389441.png" /></td></tr>
<tr><td>**Cutiemouse**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Cutiemouse_15885121.png" /></td></tr>
<tr><td>**Cyanskeleface**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Cyanskeleface_2845815452.png" /></td></tr>
<tr><td>**D:**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/D_14812981.png" /></td></tr>
<tr><td>**D=**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Dequal_17138027.png" /></td></tr>
<tr><td>**Daring**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Daring_8329690.png" /></td></tr>
<tr><td>**Daring Beard**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DaringBeard_110288809.png" /></td></tr>
<tr><td>**Daring Blonde Beard Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DaringBlondeBeardFace_323191430.png" /></td></tr>
<tr><td>**Dark Age Apprentice - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DarkAgeApprenticeFace_2510119972.png" /></td></tr>
<tr><td>**Daydreaming**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Daydreaming_29296146.png" /></td></tr>
<tr><td>**DDotty Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DdottySmile_667681953.png" /></td></tr>
<tr><td>**Death's Grin**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DeathsGrin_880471415.png" /></td></tr>
<tr><td>**Demented Mouse**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DementedMouse_12188176.png" /></td></tr>
<tr><td>**Desert Commando**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DesertCommando_323191683.png" /></td></tr>
<tr><td>**Devil Nas X - Lil Nas X (LNX)**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DevilNasXLilNasXLNX_7657657626.png" /></td></tr>
<tr><td>**Devilish Smile - 24kGoldn**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DevilishSmile24kGoldn_9156271739.png" /></td></tr>
<tr><td>**Dex's Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DexsFace_807335973.png" /></td></tr>
<tr><td>**Diamond Grill - Lil Nas X (LNX)**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DiamondGrillLilNasXLNX_7657627637.png" /></td></tr>
<tr><td>**Digital Artist - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DigitalArtistFace_2936946480.png" /></td></tr>
<tr><td>**Digital Artist - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DigitalShockArtistFace_2936946480.png" /></td></tr>
<tr><td>**Disapproving Unibrow**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DisapprovingUnibrow_66330360.png" /></td></tr>
<tr><td>**Disbelief**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Disbelief_20337343.png" /></td></tr>
<tr><td>**Disbelief Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DisbeliefFace_34186804.png" /></td></tr>
<tr><td>**Distaught Alien Invader**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DistaughtAlienInvader_11913668.png" /></td></tr>
<tr><td>**DIY Cardboard Knight - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DiyCardboardKnightFace_2517411290.png" /></td></tr>
<tr><td>**Dizzy Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DizzyFace_10907551.png" /></td></tr>
<tr><td>**DJ Databaze - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DjDatabazeFace_3091071034.png" /></td></tr>
<tr><td>**Domino Deckard - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DominoDeckardFace_6653133806.png" /></td></tr>
<tr><td>**Don't Wake Me Up**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DontWakeMeUp_343619993.png" /></td></tr>
<tr><td>**Downcast**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Downcast_21352013.png" /></td></tr>
<tr><td>**Dr. Bunton Madmind - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DrBuntonMadmindFace_2807218396.png" /></td></tr>
<tr><td>**Dr. Fia Tyfoid - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Dr.FiaTyfoidFace_3410486318.png" /></td></tr>
<tr><td>**Dr. Lauren, Artifact Excavator - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DrLaurenArtifactExcavatorFace_2510140104.png" /></td></tr>
<tr><td>**Dragonface**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Dragonface_12908359.png" /></td></tr>
<tr><td>**Drill Sergeant**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DrillSergeant_141728899.png" /></td></tr>
<tr><td>**Drooling Noob**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DroolingNoob_24067718.png" /></td></tr>
<tr><td>**Druid of the Stag Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/DruidOfTheStagFace_3131093524.png" /></td></tr>
<tr><td>**Egg Crazed**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/EggCrazed_233616117.png" /></td></tr>
<tr><td>**Egg on your Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/EggOnYourFace_110207471.png" /></td></tr>
<tr><td>**Eita the Envious Youkai Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/EitaTheEnviousYoukaiFace_3210252000.png" /></td></tr>
<tr><td>**Elegant Evening Dress - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ElegantEveningDressFace_4916129740.png" /></td></tr>
<tr><td>**Elf Guardian of the Northern Border - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ElfGuardianOfTheNorthernBorderFace_2510329394.png" /></td></tr>
<tr><td>**Embarrassed**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Embarrassed_21272995.png" /></td></tr>
<tr><td>**Emerald Ambassador**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/EmeraldAmbassador_66330060.png" /></td></tr>
<tr><td>**Emerald Archfey Visage**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/EmeraldArchfeyVisage_2830499980.png" /></td></tr>
<tr><td>**Emerald Evil Eye**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/EmeraldEvilEye_1016185535.png" /></td></tr>
<tr><td>**Emerald Laser Vision**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/EmeraldLaserVision_66330165.png" /></td></tr>
<tr><td>**Emotionally Distressed Zombie**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/EmotionallyDistressedZombie_7506136.png" /></td></tr>
<tr><td>**Emperor**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Emperor_25267538.png" /></td></tr>
<tr><td>**Epic Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/EpicFace_42070576.png" /></td></tr>
<tr><td>**Epic Vampire Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/EpicVampireFace_181651981.png" /></td></tr>
<tr><td>**Erisyphia - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ErisyphiaFace_3141356565.png" /></td></tr>
<tr><td>**Err...**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Err_20418658.png" /></td></tr>
<tr><td>**Evil Skeptic**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/EvilSkeptic_110336757.png" /></td></tr>
<tr><td>**Exclamation Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ExclamationFace_35168581.png" /></td></tr>
<tr><td>**Existential Angst**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ExistentialAngst_7074814.png" /></td></tr>
<tr><td>**eXtreme**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Extreme_10831454.png" /></td></tr>
<tr><td>**Eyes of Everflame**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/EyesOfEverflame_362051773.png" /></td></tr>
<tr><td>**Eyes of Everfrost**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/EyesOfEverfrost_22972723.png" /></td></tr>
<tr><td>**Ezebel Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/EzebelFace_293303927.png" /></td></tr>
<tr><td>**Facepalm**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Facepalm_30394594.png" /></td></tr>
<tr><td>**Fanciful Leprechaun Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FancifulLeprechaunFace_2907641479.png" /></td></tr>
<tr><td>**Fang**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Fang_7075142.png" /></td></tr>
<tr><td>**Fashion Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FashionFace_2274764091.png" /></td></tr>
<tr><td>**Fast Car**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FastCar_22587894.png" /></td></tr>
<tr><td>**Fawkes Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FawkesFace_134522901.png" /></td></tr>
<tr><td>**Fearless**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Fearless_7074991.png" /></td></tr>
<tr><td>**Finn McCool**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FinnMcCool_10907549.png" /></td></tr>
<tr><td>**Football Player - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FootballPlayerFace_2773409880.png" /></td></tr>
<tr><td>**Freckled Cheeks**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FreckledCheeks_25556219.png" /></td></tr>
<tr><td>**Freckles**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Freckles_12145366.png" /></td></tr>
<tr><td>**Friendly Cyclops**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FriendlyCyclops_30394438.png" /></td></tr>
<tr><td>**Friendly Grin**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FriendlyGrin_25321961.png" /></td></tr>
<tr><td>**Friendly Pirate**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FriendlyPirate_19366445.png" /></td></tr>
<tr><td>**Friendly Puppy**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FriendlyPuppy_27725434.png" /></td></tr>
<tr><td>**Friendly Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FriendlySmile_616381207.png" /></td></tr>
<tr><td>**Friendly Trusting Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FriendlyTrustingSmile_402304145.png" /></td></tr>
<tr><td>**Frightening Unibrow**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FrighteningUnibrow_8560985.png" /></td></tr>
<tr><td>**Frightful**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Frightful_7699193.png" /></td></tr>
<tr><td>**Furious Finn Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FuriousFinnFace_295492723.png" /></td></tr>
<tr><td>**Furious George**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FuriousGeorge_277950647.png" /></td></tr>
<tr><td>**Futureglam Bounty Hunter Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FutureglamBountyHunterFace_3013806177.png" /></td></tr>
<tr><td>**Genni the Snail Knight-Errant - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GenniTheSnailKnighterrantFace_2628039027.png" /></td></tr>
<tr><td>**Ghostface**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Ghostface_12467159.png" /></td></tr>
<tr><td>**Gigglypuff**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Gigglypuff_35397243.png" /></td></tr>
<tr><td>**Glee**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Glee_7074729.png" /></td></tr>
<tr><td>**Glided Diver - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/FearlessOceanDiverFace_5238862364.png" /></td></tr>
<tr><td>**Glided Diver - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GlidedDiverFace_5238862364.png" /></td></tr>
<tr><td>**Glory on the Gridiron**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GloryOnTheGridiron_21802396.png" /></td></tr>
<tr><td>**Golden Bling Braces**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GoldenBlingBraces_1191136166.png" /></td></tr>
<tr><td>**Golden Evil Eye**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GoldenEvilEye_1016185809.png" /></td></tr>
<tr><td>**Golden Eyes - 24kGoldn**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GoldenEyes24kGoldn_9156275069.png" /></td></tr>
<tr><td>**Golden Lightning Speaker**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GoldenLightningSpeaker_66330231.png" /></td></tr>
<tr><td>**Golden Shiny Teeth**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GoldenShinyTeeth_66319941.png" /></td></tr>
<tr><td>**Good Intentioned**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GoodIntentioned_7317793.png" /></td></tr>
<tr><td>**Goofball**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Goofball_27134344.png" /></td></tr>
<tr><td>**Grandma's Lipstick**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GrandmasLipstick_51241480.png" /></td></tr>
<tr><td>**Green Amazeface**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GreenAmazeface_835094544.png" /></td></tr>
<tr><td>**Green Bubble Trouble**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GreenBubbleTrouble_380754227.png" /></td></tr>
<tr><td>**Green Drool Angry Zombie**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GreenDroolAngryZombie_406001532.png" /></td></tr>
<tr><td>**Green Galaxy Gaze**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GreenGalaxyGaze_440739783.png" /></td></tr>
<tr><td>**Green Glowing Eyes**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GreenGlowingEyes_398676450.png" /></td></tr>
<tr><td>**Green Goof**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GreenGoof_1191162539.png" /></td></tr>
<tr><td>**Green Starface**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GreenStarface_119812738.png" /></td></tr>
<tr><td>**Green Super Happy Joy**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GreenSuperHappyJoy_323191596.png" /></td></tr>
<tr><td>**Green Trance**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GreenTrance_260303894.png" /></td></tr>
<tr><td>**Green Ultimate Dragon Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GreenUltimateDragonFace_1772531407.png" /></td></tr>
<tr><td>**Green Whatchoo Talkin' Bout**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GreenWhatchooTalkinBout_323191787.png" /></td></tr>
<tr><td>**Green Wistful Wink**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GreenWistfulWink_583722932.png" /></td></tr>
<tr><td>**Green-eyed Awesome Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GreeneyedAwesomeFace_66330144.png" /></td></tr>
<tr><td>**Gritty Bombo**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GrittyBombo_406000562.png" /></td></tr>
<tr><td>**Grumpy Blox**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GrumpyBlox_173789498.png" /></td></tr>
<tr><td>**Gwen "Axe Angel" Rosewood - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/GwenAxeAngelRosewoodFace_2859557339.png" /></td></tr>
<tr><td>**Happy Girl Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/HappyGirlFace_293226229.png" /></td></tr>
<tr><td>**Happy Wink**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/HappyWink_236399287.png" /></td></tr>
<tr><td>**Heart Gaze - Zara Larsson**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/HeartGazeZaraLarsson_7893468574.png" /></td></tr>
<tr><td>**Heeeeeey...**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Heeeeeey_21635565.png" /></td></tr>
<tr><td>**Hilarious**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Hilarious_27861352.png" /></td></tr>
<tr><td>**Hmmm...**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Hmmm_7076076.png" /></td></tr>
<tr><td>**Hockey Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/HockeyFace_142464206.png" /></td></tr>
<tr><td>**Hold It In**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/HoldItIn_2222771916.png" /></td></tr>
<tr><td>**Huh?**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Huh_150182466.png" /></td></tr>
<tr><td>**Hut Hut Hike!**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/HutHutHike_15470849.png" /></td></tr>
<tr><td>**Hypnoface**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Hypnoface_10770436.png" /></td></tr>
<tr><td>**I <3 New Site Theme**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/I3NewSiteTheme_32723404.png" /></td></tr>
<tr><td>**I Am Not Amused**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/IAmNotAmused_7131886.png" /></td></tr>
<tr><td>**I Didn't Eat That Cookie**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/IDidntEatThatCookie_116042990.png" /></td></tr>
<tr><td>**I Hate Noobs**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/IHateNoobs_14030577.png" /></td></tr>
<tr><td>**I Lack Personal Confidence**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ILackPersonalConfidence_7506144.png" /></td></tr>
<tr><td>**I wuv u**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/IWuvU_10907545.png" /></td></tr>
<tr><td>**iFace**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Iface_100290429.png" /></td></tr>
<tr><td>**ILOVEFOOTBOLL!**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Ilovefootboll_15470861.png" /></td></tr>
<tr><td>**Imagine**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Imagine_30394316.png" /></td></tr>
<tr><td>**Isabella**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Isabella_7243933492.png" /></td></tr>
<tr><td>**It's Go Time!**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ItsGoTime_7506141.png" /></td></tr>
<tr><td>**It's so beautiful!**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ItsSoBeautiful_26674400.png" /></td></tr>
<tr><td>**Jack Frost Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/JackFrostFace_19396123.png" /></td></tr>
<tr><td>**Jacob: The Storm Breaker Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/JacobTheStormBreakerFace_599913343.png" /></td></tr>
<tr><td>**Jester Equinox - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/JesterEquinoxFace_2962660233.png" /></td></tr>
<tr><td>**John's Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/JohnsFace_301827199.png" /></td></tr>
<tr><td>**Joyful Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/JoyfulSmile_209995366.png" /></td></tr>
<tr><td>**Joyous Surprise**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/JoyousSurprise_28999228.png" /></td></tr>
<tr><td>**Jungle Commando**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/JungleCommando_16678138.png" /></td></tr>
<tr><td>**Just Trouble**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/JustTrouble_244160766.png" /></td></tr>
<tr><td>**Kandi's Sprinkle Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/KandisSprinkleFace_8666865667.png" /></td></tr>
<tr><td>**Knight of Chivalry - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/KnightOfChivalryFace_2510299324.png" /></td></tr>
<tr><td>**Knight of Courage - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/KnightofCourageFace_2535711033.png" /></td></tr>
<tr><td>**Knight of Splintered Skies Ascendant - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/KnightOfSplinteredSkiesAscendantFace_2506721000.png" /></td></tr>
<tr><td>**Know-It-All Grin**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/KnowitallGrin_26424808.png" /></td></tr>
<tr><td>**Krezak - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/KrezakFace_293309580.png" /></td></tr>
<tr><td>**Kroma Blitz - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/KromaBlitzFace_2979689790.png" /></td></tr>
<tr><td>**Lady Darkshade - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/LadyDarkshadeFace_2807183388.png" /></td></tr>
<tr><td>**Lady Lashes**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/LadyLashes_29348122.png" /></td></tr>
<tr><td>**Laughing Fun**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/LaughingFun_226217449.png" /></td></tr>
<tr><td>**Lavender Amazeface**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/LavenderAmazeface_835095306.png" /></td></tr>
<tr><td>**Lazy Eye**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/LazyEye_7075502.png" /></td></tr>
<tr><td>**Lightning Speaker**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/LightningSpeaker_22588801.png" /></td></tr>
<tr><td>**Lin's Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/LinsFace_301826803.png" /></td></tr>
<tr><td>**Lion**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Lion_11956548.png" /></td></tr>
<tr><td>**Look At My Nose**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/LookAtMyNose_23311761.png" /></td></tr>
<tr><td>**Lynn - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/LynnFace_2610492664.png" /></td></tr>
<tr><td>**Madbot 10000**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Madbot10000_554658475.png" /></td></tr>
<tr><td>**Magical Dragon**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MagicalDragon_34871168.png" /></td></tr>
<tr><td>**Man Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ManFace_86487700.png" /></td></tr>
<tr><td>**Manicbot 10000**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Manicbot10000_554663566.png" /></td></tr>
<tr><td>**Manlier Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ManlierFace_76383151.png" /></td></tr>
<tr><td>**Masque**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Masque_22432782.png" /></td></tr>
<tr><td>**McLaren Big Grin**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MclarenBigGrin_9062637857.png" /></td></tr>
<tr><td>**McLaren Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MclarenSmile_9062620353.png" /></td></tr>
<tr><td>**Meanie**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Meanie_9250643.png" /></td></tr>
<tr><td>**Meow?**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Meow_10907529.png" /></td></tr>
<tr><td>**Merciless Ninja - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MercilessNinjaFace_6652985701.png" /></td></tr>
<tr><td>**Mermaid Mystique**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MermaidMystique_8664096393.png" /></td></tr>
<tr><td>**Mick McCann**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MickMccann_23264604.png" /></td></tr>
<tr><td>**Mildly Irritated Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MildlyIrritatedFace_280988393.png" /></td></tr>
<tr><td>**Minerva Bright - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MinervaBrightFace_2608317303.png" /></td></tr>
<tr><td>**Mischievous**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Mischievous_9250654.png" /></td></tr>
<tr><td>**Miss Scarlet**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MissScarlet_334656210.png" /></td></tr>
<tr><td>**Mixologist's Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MixologistsSmile_4645966393.png" /></td></tr>
<tr><td>**Mon Cheri Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MonCheriFace_7243931574.png" /></td></tr>
<tr><td>**Monarch Butterfly Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MonarchButterflySmile_383607653.png" /></td></tr>
<tr><td>**Monster Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MonsterFace_49045351.png" /></td></tr>
<tr><td>**Monster Grumpy Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MonsterGrumpyFace_7243924005.png" /></td></tr>
<tr><td>**Monster Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MonsterSmile_398675917.png" /></td></tr>
<tr><td>**Mr. Bubbles**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MrBubbles_31616411.png" /></td></tr>
<tr><td>**Mr. Chuckles**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MrChuckles_10907541.png" /></td></tr>
<tr><td>**Mr. Oinkers**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MrOinkers_11123827.png" /></td></tr>
<tr><td>**Mr. Toilet - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/MrToiletFace_4416933495.png" /></td></tr>
<tr><td>**Muttdawg**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Muttdawg_11647324.png" /></td></tr>
<tr><td>**Mysterious**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Mysterious_7132035.png" /></td></tr>
<tr><td>**NeoClassic Female v2 - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/NeoclassicFemaleV2Face_4637166178.png" /></td></tr>
<tr><td>**Nervous**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Nervous_23219981.png" /></td></tr>
<tr><td>**NetHack Addict**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/NethackAddict_16357383.png" /></td></tr>
<tr><td>**Nibbles, Devourer of Worlds**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/NibblesDevourerOfWorlds_11913734.png" /></td></tr>
<tr><td>**Ninja**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Ninja_11453609.png" /></td></tr>
<tr><td>**No Z**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/NoZ_14405720.png" /></td></tr>
<tr><td>**Noriko the Gentle Youkai Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/NorikoTheGentleYoukaiFace_3210253450.png" /></td></tr>
<tr><td>**Not Again!**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/NotAgain_28119051.png" /></td></tr>
<tr><td>**Not So Friendly Eviscerator**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/NotSoFriendlyEviscerator_66330204.png" /></td></tr>
<tr><td>**Not sure if...**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Notsureif_173789324.png" /></td></tr>
<tr><td>**NOWAI!**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Nowai_51241862.png" /></td></tr>
<tr><td>**O.o**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Oo1_7074595.png" /></td></tr>
<tr><td>**O_o**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Oo_66330265.png" /></td></tr>
<tr><td>**Oakley's Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/OakleysFace_301827237.png" /></td></tr>
<tr><td>**Obvious Wink**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Obvious_Wink_51241537.png" /></td></tr>
<tr><td>**Ochre Ogre**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/OchreOgre_16723499.png" /></td></tr>
<tr><td>**Octavia, The Ivory Spider Girl - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/OctaviaTheIvorySpiderGirlFace_2986536321.png" /></td></tr>
<tr><td>**Ogre Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/OgreFace_391495894.png" /></td></tr>
<tr><td>**Oh Deer**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/OhDeer_12145328.png" /></td></tr>
<tr><td>**Oh Noes Another Dog**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/OhNoesAnotherDog_13038397.png" /></td></tr>
<tr><td>**Old Man Jenkins**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/OldManJenkins_13335647.png" /></td></tr>
<tr><td>**Old Timer**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/OldTimer_27003636.png" /></td></tr>
<tr><td>**Oli Zigzag - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/OliZigzagFace_2979331491.png" /></td></tr>
<tr><td>**Optimist**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Optimist_21024661.png" /></td></tr>
<tr><td>**Orange Starface**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/OrangeStarface_162200666.png" /></td></tr>
<tr><td>**Orange Trance**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/OrangeTrance_260303960.png" /></td></tr>
<tr><td>**Otakufaic**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Otakufaic_1665638148.png" /></td></tr>
<tr><td>**Overjoyed Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/OverjoyedSmile_1428416217.png" /></td></tr>
<tr><td>**Overseer: Assassin - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/OverseerAssassinFace_2761366151.png" /></td></tr>
<tr><td>**Overseer: Prophet Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/OverseerProphetFace_3040321462.png" /></td></tr>
<tr><td>**Owl**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Owl_11123805.png" /></td></tr>
<tr><td>**Paintball Enthusiast**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PaintballEnthusiast_23310997.png" /></td></tr>
<tr><td>**Performing Mime**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PerformingMime_5122343618.png" /></td></tr>
<tr><td>**Persephone's Girl Glam**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PersephonesGirlGlam_7243865988.png" /></td></tr>
<tr><td>**Pieface Jellyfreckles**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PiefaceJellyfreckles_19381787.png" /></td></tr>
<tr><td>**Pink Galaxy Gaze**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PinkGalaxyGaze_440738448.png" /></td></tr>
<tr><td>**Pink Mermaid Princess**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PinkMermaidPrincess_1428418448.png" /></td></tr>
<tr><td>**Pink Moonstruck**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PinkMoonstruck_878940145.png" /></td></tr>
<tr><td>**Pink Shades McCool**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PinkShadesMccool_323192138.png" /></td></tr>
<tr><td>**Pink Wistful Wink**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PinkWistfulWink_583721990.png" /></td></tr>
<tr><td>**Pizza Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PizzaFace_2845812591.png" /></td></tr>
<tr><td>**Playful Vampire**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PlayfulVampire_2409285794.png" /></td></tr>
<tr><td>**Poisonous Beast Mode**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PoisonousBeastMode_2606177838.png" /></td></tr>
<tr><td>**Police Officer Nash - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PoliceOfficerNashFace_2506787960.png" /></td></tr>
<tr><td>**Pony Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PonyFace_13656095.png" /></td></tr>
<tr><td>**Poor Man**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PoorMan_7699183.png" /></td></tr>
<tr><td>**Pop Queen Smilestar Spectacusmile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PopQueenSmilestarSpectacusmile_2274754557.png" /></td></tr>
<tr><td>**Prankster**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Prankster_20052135.png" /></td></tr>
<tr><td>**Prideful Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PridefulSmile_3267564334.png" /></td></tr>
<tr><td>**Princess Alexis**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PrincessAlexis_6590375198.png" /></td></tr>
<tr><td>**Puck**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Puck_20298988.png" /></td></tr>
<tr><td>**Punk Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PunkFace_119812659.png" /></td></tr>
<tr><td>**Purple Alien**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PurpleAlien_323192193.png" /></td></tr>
<tr><td>**Purple Bubble Trouble**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PurpleBubbleTrouble_362051999.png" /></td></tr>
<tr><td>**Purple Butterfly Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PurpleButterflySmile_238983270.png" /></td></tr>
<tr><td>**Purple Galaxy Gaze**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PurpleGalaxyGaze_440739240.png" /></td></tr>
<tr><td>**Purple Mermaid Princess**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PurpleMermaidPrincess_1428424821.png" /></td></tr>
<tr><td>**Purple Moonstruck**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PurpleMoonstruck_878942257.png" /></td></tr>
<tr><td>**Purple Starface**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PurpleStarface_119812765.png" /></td></tr>
<tr><td>**Purple Super Happy Joy**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PurpleSuperHappyJoy_376812961.png" /></td></tr>
<tr><td>**Purple Trance**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PurpleTrance_260304187.png" /></td></tr>
<tr><td>**Purple Wistful Wink**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PurpleWistfulWink_583722710.png" /></td></tr>
<tr><td>**Pwnda Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/PwndaFace_28281786.png" /></td></tr>
<tr><td>**Quackface McGraw**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/QuackfaceMcgraw_11647296.png" /></td></tr>
<tr><td>**Quijibo**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Quijibo_10907532.png" /></td></tr>
<tr><td>**Raccoon**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Raccoon_27052537.png" /></td></tr>
<tr><td>**Rach - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RachFace_2608325060.png" /></td></tr>
<tr><td>**Radioactive Beast Mode**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RadioactiveBeastMode_2225761296.png" /></td></tr>
<tr><td>**Raig Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RaigFace_209994783.png" /></td></tr>
<tr><td>**Rainbow Barf Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RainbowBarfFace_1665629400.png" /></td></tr>
<tr><td>**Rainbow Spirit Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RainbowSpiritFace_8666744565.png" /></td></tr>
<tr><td>**RAWR!**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Rawr_7076224.png" /></td></tr>
<tr><td>**Really Embarrassed**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ReallyEmbarrassed_376812736.png" /></td></tr>
<tr><td>**Red Fang**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RedFang_16722419.png" /></td></tr>
<tr><td>**Red Glowing Eyes**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RedGlowingEyes_180660043.png" /></td></tr>
<tr><td>**Red Goof**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RedGoof_1191125008.png" /></td></tr>
<tr><td>**Red Lip - Tate McRae**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RedLipTateMcRae_9650713776.png" /></td></tr>
<tr><td>**Red RAWR**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RedRawr_66330295.png" /></td></tr>
<tr><td>**Red Rock Star Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RedRockStarSmile_376809691.png" /></td></tr>
<tr><td>**Red Serious Scar Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RedSeriousScarFace_406000421.png" /></td></tr>
<tr><td>**Red Tango**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RedTango_16652251.png" /></td></tr>
<tr><td>**Red Ultimate Dragon Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RedUltimateDragonFace_1772530315.png" /></td></tr>
<tr><td>**Red White and Starface**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RedWhiteAndStarface_445117183.png" /></td></tr>
<tr><td>**Redonkulous**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Redonkulous_10907534.png" /></td></tr>
<tr><td>**Retro Smiley**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RetroSmiley_10770432.png" /></td></tr>
<tr><td>**ROAR!!!**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ROAR_406001167.png" /></td></tr>
<tr><td>**ROBLOX Madness Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RobloxMadnessFace_130213380.png" /></td></tr>
<tr><td>**Rock Star Singer - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RockStarSingerFace_2517188619.png" /></td></tr>
<tr><td>**Rodeo Vampire - Lil Nas X (LNX)**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RodeoVampireLilNasXlnx_5917448278.png" /></td></tr>
<tr><td>**Rogue Era Magus - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RogueEraMagusFace_2499710871.png" /></td></tr>
<tr><td>**Rogueish Good Looks**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RogueishGoodLooks_1665511048.png" /></td></tr>
<tr><td>**Rose Amazeface**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RoseAmazeface_835095880.png" /></td></tr>
<tr><td>**Rosey Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RoseySmile_116043052.png" /></td></tr>
<tr><td>**Royal Eye of Horus Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RoyalEyeOfHorusFace_2803774919.png" /></td></tr>
<tr><td>**Ruby Archfey Visage**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/RubyArchfeyVisage_2830505884.png" /></td></tr>
<tr><td>**Rudolph**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Rudolph_19397594.png" /></td></tr>
<tr><td>**Sad**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Sad_7699177.png" /></td></tr>
<tr><td>**Sad Clown**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SadClown_250654457.png" /></td></tr>
<tr><td>**Sad Zombie**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SadZombie_7131361.png" /></td></tr>
<tr><td>**Sadfaic**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Sadfaic_117522793.png" /></td></tr>
<tr><td>**Sai-eye Tyler Joseph - Twenty One Pilots**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SaieyeTylerJosephTwentyOnePilots_7389910081.png" /></td></tr>
<tr><td>**Samantha - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SamanthaFace_2535487974.png" /></td></tr>
<tr><td>**Sammy "Slick" Witter - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SammySlickWitterFace_2907754927.png" /></td></tr>
<tr><td>**Sapphire Archfey Visage**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SapphireArchfeyVisage_2830502330.png" /></td></tr>
<tr><td>**Sapphire Evil Eye**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SapphireEvilEye_1016184964.png" /></td></tr>
<tr><td>**Sapphire Laser Vision**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SapphireLaserVision_209994074.png" /></td></tr>
<tr><td>**Scarecrow**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Scarecrow_26260927.png" /></td></tr>
<tr><td>**Scarecrow Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ScarecrowFace_14721869.png" /></td></tr>
<tr><td>**Secret Service**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SecretService_20612949.png" /></td></tr>
<tr><td>**Seeing Stars**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SeeingStars_27599954.png" /></td></tr>
<tr><td>**Semi Colon Open Paren**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SemiColonOpenParen_16179646.png" /></td></tr>
<tr><td>**Serena’s Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SerenasFace_301826957.png" /></td></tr>
<tr><td>**Serious Cat**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SeriousCat_10678414.png" /></td></tr>
<tr><td>**Serious Dog**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SeriousDog_10678418.png" /></td></tr>
<tr><td>**Serious Red Eye Scar**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SeriousRedEyeScar_494299198.png" /></td></tr>
<tr><td>**Serious Scar Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SeriousScarFace_255827175.png" /></td></tr>
<tr><td>**Sharkbait - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SharkbaitFace_3258567315.png" /></td></tr>
<tr><td>**Sharpnine's Face of Disappointment**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SharpninesFaceOfDisappointment_209994270.png" /></td></tr>
<tr><td>**Sharpnine's Face of Joy**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SharpninesFaceOfJoy_406002032.png" /></td></tr>
<tr><td>**Sheriff Buffington - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SheriffBuffingtonFace_2761348544.png" /></td></tr>
<tr><td>**Shhh...**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Shhh_7076159.png" /></td></tr>
<tr><td>**Shiny Teeth**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ShinyTeeth_20722130.png" /></td></tr>
<tr><td>**Shocked**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Shocked_147144644.png" /></td></tr>
<tr><td>**Shutter Shades: The Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ShutterShadesTheFace_34673712.png" /></td></tr>
<tr><td>**Shy Lady**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ShyLady_10831438.png" /></td></tr>
<tr><td>**Sick Day**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SickDay_26619096.png" /></td></tr>
<tr><td>**Silence**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Silence_10860397.png" /></td></tr>
<tr><td>**Silly Fun**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SillyFun_7699174.png" /></td></tr>
<tr><td>**Silver Punk Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SilverPunkFace_387256603.png" /></td></tr>
<tr><td>**Singing**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Singing_66330310.png" /></td></tr>
<tr><td>**Sir Rich McMoneyston, III**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SirRichMcmoneystonIII_10831390.png" /></td></tr>
<tr><td>**Skater Boi - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SkaterBoiFace_2739812348.png" /></td></tr>
<tr><td>**Skater Gurl - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SkaterGurlFace_2739787309.png" /></td></tr>
<tr><td>**Skeletar**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Skeletar_10770395.png" /></td></tr>
<tr><td>**Skeptic**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Skeptic_31117267.png" /></td></tr>
<tr><td>**Slickfang**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Slickfang_7317765.png" /></td></tr>
<tr><td>**Slithering Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Slithering_Smile_2830646491.png" /></td></tr>
<tr><td>**Slobbery Villain**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SlobberyVillain_10907536.png" /></td></tr>
<tr><td>**Sly Cat**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SlyCat_10678407.png" /></td></tr>
<tr><td>**Sly Guy Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SlyGuyFace_238983378.png" /></td></tr>
<tr><td>**Smil Nas X - Lil Nas X (LNX)**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SmilNasXLilNasXLNX_5917459717.png" /></td></tr>
<tr><td>**Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Smile_144075659.png" /></td></tr>
<tr><td>**Smiling Girl**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SmilingGirl_209994875.png" /></td></tr>
<tr><td>**Smith McCool**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SmithMccool_27412825.png" /></td></tr>
<tr><td>**Sneaky Green-Eyed Snake**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SneakyGreeneyedSnake_334656353.png" /></td></tr>
<tr><td>**Sneaky Steve**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SneakySteve_823012694.png" /></td></tr>
<tr><td>**Sniffles**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Sniffles_14516578.png" /></td></tr>
<tr><td>**Snow Queen Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SnowQueenSmile_2569005011.png" /></td></tr>
<tr><td>**Snowflake Eyes**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SnowflakeEyes_76233968067050.png" /></td></tr>
<tr><td>**Snowman Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SnowmanFace_19396550.png" /></td></tr>
<tr><td>**So Funny**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SoFunny_32058239.png" /></td></tr>
<tr><td>**So Super Excited - Blue**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SoSuperExcitedBlue_2569001052.png" /></td></tr>
<tr><td>**So Super Excited - Pink**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SoSuperExcitedPink_2568801198.png" /></td></tr>
<tr><td>**So Super Excited - Purple**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SoSuperExcitedPurple_2568804274.png" /></td></tr>
<tr><td>**Sophisticated Spectacles**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SophisticatedSpectacles_25930613.png" /></td></tr>
<tr><td>**Sorority Star Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SororityStarFace_3690515434.png" /></td></tr>
<tr><td>**Sparkle Time Sparkle Eyes**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SparkleTimeSparkleEyes_2620507161.png" /></td></tr>
<tr><td>**Sparkling's Friendly Wink**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SparklingsFriendlyWink_6532619915.png" /></td></tr>
<tr><td>**Specter Informant - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SpecterInformantFace_2608277633.png" /></td></tr>
<tr><td>**Spring Bunny**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SpringBunny_110207437.png" /></td></tr>
<tr><td>**Squad Ghouls: Zoe Saberhagen - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SquadGhoulsZoeSaberhagenFace_2517100778.png" /></td></tr>
<tr><td>**Square Eyes**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SquareEyes_22119034.png" /></td></tr>
<tr><td>**Squiggle Mouth**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SquiggleMouth_25166274.png" /></td></tr>
<tr><td>**Squinty Assassin Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SquintyAssassinFace_880474146.png" /></td></tr>
<tr><td>**Stare**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Stare_8560971.png" /></td></tr>
<tr><td>**Starface**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Starface_32873408.png" /></td></tr>
<tr><td>**Starry Eyed**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/StarryEyed_19959140.png" /></td></tr>
<tr><td>**Starry Eyes Sparkling**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/StarryEyesSparkling_7243903012.png" /></td></tr>
<tr><td>**Steampunk Inventor - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SnowSamuraiFace_5762596362.png" /></td></tr>
<tr><td>**Steampunk Inventor - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SteampunkInventorFace_5762596362.png" /></td></tr>
<tr><td>**Stink Eye**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/StinkEye_416846143.png" /></td></tr>
<tr><td>**Stitchface**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Stitchface_8329679.png" /></td></tr>
<tr><td>**Sunny Fun**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SunnyFun_51241171.png" /></td></tr>
<tr><td>**Sunrise Eyes - Tai Verdes**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SunriseEyesTaiVerdes_7987201392.png" /></td></tr>
<tr><td>**Sunstar - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SunstarFace_2506403983.png" /></td></tr>
<tr><td>**Super Happy Joy**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SuperHappyJoy_280988698.png" /></td></tr>
<tr><td>**Super Pink Heart Makeup**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SuperPinkHeartMakeup_6590371677.png" /></td></tr>
<tr><td>**Super Super Happy Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SuperSuperHappyFace_494291269.png" /></td></tr>
<tr><td>**Surprise!**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Surprise_23261769.png" /></td></tr>
<tr><td>**Suspicious**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Suspicious_209994929.png" /></td></tr>
<tr><td>**Sweat It Out**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/SweatItOut_20909103.png" /></td></tr>
<tr><td>**Tango**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Tango_16101765.png" /></td></tr>
<tr><td>**Tattletale**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Tattletale_26343188.png" /></td></tr>
<tr><td>**Teal Mermaid Queen**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TealMermaidQueen_1428417334.png" /></td></tr>
<tr><td>**Teal Rock Star Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TealRockStarSmile_334656546.png" /></td></tr>
<tr><td>**Tears of Sorrow**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TearsOfSorrow_5122309127.png" /></td></tr>
<tr><td>**Terrain Assault Specialist - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TerrainAssaultSpecialistFace_2573925976.png" /></td></tr>
<tr><td>**The Big Dog**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TheBigDog_10860384.png" /></td></tr>
<tr><td>**The Birdcaller - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TheBirdcallerFace_2884418268.png" /></td></tr>
<tr><td>**The Dog Whisperer**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TheDogWhisperer_34764447.png" /></td></tr>
<tr><td>**The First Time I Ever Played ROBLOX...**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TheFirstTimeIEverPlayedRoblox_22070623.png" /></td></tr>
<tr><td>**The Friendly Eviscerator**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TheFriendlyEviscerator_22500129.png" /></td></tr>
<tr><td>**The Phantom Phalanx: Cygnus-34 - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ThePhantomPhalanxCygnus34Face_2628025496.png" /></td></tr>
<tr><td>**THE SOUP IS DRY**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TheSoupIsDry_2845990750.png" /></td></tr>
<tr><td>**The Winning Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TheWinningSmile_616380929.png" /></td></tr>
<tr><td>**Tiger Chase Fear Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TigerChaseFearFace_258198928.png" /></td></tr>
<tr><td>**Timmy McPwnage**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TimmyMcpwnage_22023062.png" /></td></tr>
<tr><td>**Tired Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TiredFace_141728790.png" /></td></tr>
<tr><td>**Tix Vision**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TixVision_385889916.png" /></td></tr>
<tr><td>**Too Much Candy**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TooMuchCandy_295763789.png" /></td></tr>
<tr><td>**Toothless**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Toothless_19399752.png" /></td></tr>
<tr><td>**Toothy Drool**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ToothyDrool_8560980.png" /></td></tr>
<tr><td>**Toothy Grin**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ToothyGrin_7075434.png" /></td></tr>
<tr><td>**Torque the Blue Orc**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TorqueTheBlueOrc_2830496106.png" /></td></tr>
<tr><td>**Torque the Green Orc**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TorqueTheGreenOrc_2830497827.png" /></td></tr>
<tr><td>**Torque the Red Orc**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TorqueTheRedOrc_2830493868.png" /></td></tr>
<tr><td>**Trance**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Trance_29109681.png" /></td></tr>
<tr><td>**Troublemaker**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Troublemaker_22920501.png" /></td></tr>
<tr><td>**True Love Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TrueLoveSmile_362051405.png" /></td></tr>
<tr><td>**Tsundere Expression**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TsundereExpression_4645952767.png" /></td></tr>
<tr><td>**Two Guys on a Boat**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/TwoGuysOnABoat_14127171.png" /></td></tr>
<tr><td>**Uh Oh**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/UhOh_7074944.png" /></td></tr>
<tr><td>**Up To Something**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/UpToSomething_1016186364.png" /></td></tr>
<tr><td>**Upside Down Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/UpsideDownFace_1772578399.png" /></td></tr>
<tr><td>**Valkyrie of the Splintered Skies - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ValkyrieOfTheSplinteredSkiesFace_2907632781.png" /></td></tr>
<tr><td>**Valorous Knight - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ValorousKnightFace_3258576172.png" /></td></tr>
<tr><td>**Vampire**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Vampire_29532363.png" /></td></tr>
<tr><td>**Vans Checkerboard Blue Eyes**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/VansCheckerboardBlueEyes_8247356154.png" /></td></tr>
<tr><td>**Violet Fang**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/VioletFang_362051899.png" /></td></tr>
<tr><td>**Violet Starry Sight**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/VioletStarrySight_2222775930.png" /></td></tr>
<tr><td>**Visual Studio Seized Up For 45 Seconds... Again**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/VisualStudioSeizedUpFor45SecondsAgain_14083380.png" /></td></tr>
<tr><td>**Walk the Plank You Scurvy Dogs!**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/WalkThePlankYouScurvyDogs_13478124.png" /></td></tr>
<tr><td>**Warpaint Josh Dun - Twenty One Pilots**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/WarpaintJoshDunTwentyOnePilots_7389923463.png" /></td></tr>
<tr><td>**WHAAAaaa!**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Whaaaaaa_14127194.png" /></td></tr>
<tr><td>**Whatchoo Talkin Bout**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/WhatchooTalkinBout_7075089.png" /></td></tr>
<tr><td>**Where are the eggs?**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/WhereAreTheEggs_24975496.png" /></td></tr>
<tr><td>**Whistle**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Whistle_22877700.png" /></td></tr>
<tr><td>**Whuut?**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Whuut_274338458.png" /></td></tr>
<tr><td>**Wicked Webbed Berserker Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/WickedWebbedBerserkerFace_3993282075.png" /></td></tr>
<tr><td>**William "Big Bill" Conner - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/WilliamBigBillConnerFace_2833509821.png" /></td></tr>
<tr><td>**Wink-Blink**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Winkblink_22828351.png" /></td></tr>
<tr><td>**Winning Smile**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/WinningSmile_880469676.png" /></td></tr>
<tr><td>**Winter**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Winter_22587828.png" /></td></tr>
<tr><td>**Woebegone**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Woebegone_21755022.png" /></td></tr>
<tr><td>**Woman Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/WomanFace_86487766.png" /></td></tr>
<tr><td>**Wonder Woman's Golden Armor - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Wonder_Womans_Golden_Armor_Face_6029816756.png" /></td></tr>
<tr><td>**WWE - Seth Rollins Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/WweSethRollinsFace_3016138770.png" /></td></tr>
<tr><td>**Wyldfire Fairy - Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/WyldfireFairyFace_2517242922.png" /></td></tr>
<tr><td>**x_x**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Xx_15395327.png" /></td></tr>
<tr><td>**XD**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Xd_15054426.png" /></td></tr>
<tr><td>**XD 2.0**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Xd20_406001052.png" /></td></tr>
<tr><td>**Xtreme Happy**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/XtremeHappy_20644021.png" /></td></tr>
<tr><td>**YAAAWWN.**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Yaaawwn_162068415.png" /></td></tr>
<tr><td>**Yawn**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Yawn_20010377.png" /></td></tr>
<tr><td>**Yellow Glowing Eyes**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/YellowGlowingEyes_416846000.png" /></td></tr>
<tr><td>**Yellow Starface**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/YellowStarface_162200696.png" /></td></tr>
<tr><td>**You ated my caik!**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/YouAtedMyCaik_21635583.png" /></td></tr>
<tr><td>**Yuck!**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Yuck_10907531.png" /></td></tr>
<tr><td>**Zed Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ZedFace_5122355742.png" /></td></tr>
<tr><td>**Zip It!**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ZipIt_24126147.png" /></td></tr>
<tr><td>**Zoey Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ZoeyFace_807339121.png" /></td></tr>
<tr><td>**Zombie Face**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ZombieFace_133360789.png" /></td></tr>
<tr><td>**ZOMG**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/Zomg_8329682.png" /></td></tr>
<tr><td>**zOMG Hat Selling!**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/ZomgHatSelling_16413496.png" /></td></tr>
<tr><td>**¬_¬**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/NegationUnderscoreNegation_13038375.png" /></td></tr>
<tr><td>**¬_¬ 2.0**</td><td colspan="2"><img src="../../assets/art/avatar/classic-head/20_406000958.png" /></td></tr>
</tbody></table> | 25,481 | 70f47367fc2bf89fb673a2357e12260af9e7707c634058a00c487f053e2ec84c |
https://create.roblox.com/docs/art | content/en-us/art/index.md | guide | 2026-03-29T11:46:42.018049+00:00 | # Art
3D art in Roblox refers to the creation and integration of models, environments, effects, sounds, and more to create an engaging and immersive experience. 3D artists bring the world, objects, and characters to life with a variety of tools and techniques using Roblox Studio and external applications.
No matter your creative background, Roblox provides a variety of tools, guides, tutorials, and reference files to help inspire and level up your 3D art creation in your experiences and beyond.
<br />
<h2 style=}>Quick reference</h2>
Whether you're just getting started with Roblox or need a quick refresher, use the following popular resources to get up to speed.
<div class="container"
style=}>
<img src="../assets/misc/blog_evergreen.png" />
</div>
3D art in Roblox Studio
Get up to speed with the many powerful tools and functions in Roblox Studio!
<a href="./overview-studio.md">
Studio for artists
</a>
<div class="container"
style=}>
<img src="../assets/art/avatar/DCC-Thumbnail.png" />
</div>
Use third-party applications
Understand how to use incorporate your creations from off-platform into Studio.
<a href="./overview-dcc.md">
Overview
</a>
<a href="./modeling/specifications.md">
General modeling requirements
</a>
<a href="./modeling/project-files.md">
Downloadable references
</a>
<div class="container"
style=}>
<iframe src="https://www.youtube-nocookie.com/embed/EUDSIUmLjxA" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowFullScreen style=}></iframe>
</div>
Create avatar items
Create accessories, clothing, and bodies that you can sell on the Marketplace.
<a href="../avatar/index.md">
Overview
</a>
<a href="../marketplace/index.md">
Marketplace overview
</a>
<a href="../marketplace/marketplace-fees-and-commissions.md">
Fees and commissions
</a>
<br /> <br />
<h2 style=}>Tutorials</h2>
To dive deeper, follow along with guided curriculum
that teaches you the skills you need to create and monetize your experiences.
<div class="container"
style=}>
<iframe src="https://www.youtube-nocookie.com/embed/nwShvDmFHWc" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowFullScreen style=}></iframe>
</div>
Environmental art
Environmental art teaches you how to recreate a high-quality environment for a first-person laser tag experience.
<div style=}>
<a underline="none" href="../tutorials/curriculums/environmental-art/index.md">
Create
</a>
</div>
<div class="container"
style=}>
<iframe src="https://www.youtube-nocookie.com/embed/tzPn6QvU8Bo" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowFullScreen style=}></iframe>
</div>
Avatar item tutorials
Check out our tutorials on creating your own Avatar items ready for the Marketplace.
<a href="./accessories/creating-rigid/index.md">
Create accessories
</a>
<a href="./accessories/creating/index.md">
Create clothes
</a>
<a href="./characters/creating/index.md">
Create characters from templates
</a>
<h2 style=}>Showcases</h2>
Check out the following showcases made by Roblox and the community. Each of these highlight amazing creativity and technical accomplishments by talented creators.
<div class="container"
style=}>
<img src="../assets/resources/mystery-of-duvall-drive/overview/overview.png" />
</div>
Roblox creations
Check out various experiences created by Roblox. Click to see documentation, downloadable resources, and links to try out the experiences yourself!
<a href="../resources/the-mystery-of-duvall-drive/index.md">
Mystery of Duvall Drive
</a>
<a href="../resources/beyond-the-dark/index.md">
Beyond the Dark
</a>
<a href="../tutorials/use-case-tutorials/modeling/assemble-modular-environments.md">
Modern City template
</a>
<div class="container"
style=}>
<img src="../assets/art/Shrine-Detailed.jpg" />
</div>
Community creations
Check out these amazing showcase experiences created members of the community!
<a href="https://www.roblox.com/games/3158922185/Toyokawa-Inari-Shrine-Showcase">
Toyokawa Inaru Shrine by @nezko
</a>
<a href="https://www.roblox.com/games/6519709626/Hotel-Resort">
Hotel Resort by @ChooShu_Cho
</a>
<a href="https://www.roblox.com/games/5415692770/Lab">
Lab by @thisfall
</a>
<h2 style=}>From the staff</h2>
The following articles are from the staff, covering a broad array of topics that can help you on your creative journey both within Studio and beyond.
<img src="../assets/art/Thumbnail-Buttes.jpeg" />
Create buttes and mesas with Studio terrain
Create beautiful and striking landscapes using Studio's powerful terrain and material tools.
<a underline="none" href="https://devforum.roblox.com/t/creating-buttes-in-roblox-studio-using-materialvariant-and-terraindetails/2840180">
Learn more
</a>
<div class="container"
style=}>
<iframe src="https://www.youtube-nocookie.com/embed/V-SDTfxcIF8" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowFullScreen style=}></iframe>
</div>
Custom skyboxes 101
Apply your own custom skyboxes to your experience to add some flair and elevate your world.
<a underline="none" href="https://devforum.roblox.com/t/custom-skyboxes-101/2849003">
Learn more
</a>
<img src="../assets/art/Thumbnail-Tinting.jpeg" />
Use alpha masks to customize colors
Save time and optimize for performance by using alpha masks in your PBR textures.
<a underline="none" href="https://devforum.roblox.com/t/using-alpha-masks-in-color-maps-to-customizetint-base-colors/2883381">
Learn more
</a>
<img src="../assets/art/Thumbnail-Looping.png" />
Create perfect audio loops
Learn a quick technique to make seamless loops in your audio files. Great for ambience, music, sound effects, and more.
<a underline="none" href="https://devforum.roblox.com/t/creating-perfect-audio-loops/2849057">
Learn more
</a>
<img src="../assets/art/Thumbnail-Radial.png" />
Use radial symmetry with Zbrush
Radial symmetry is an extremely versatile sculpting technique applicable in many third-party tools. This article is a primer on radial symmetry in Zbrush.
<a underline="none" href="https://devforum.roblox.com/t/how-to-use-radial-symmetry-using-zbrush/2925165">
Learn more
</a>
Looking for more?
Stay up to date with new articles written by our staff on the [DevForum](https://devforum.roblox.com/c/resources/roblox-staff/278). Topics can range from third-party tools, behind-the-scenes, tutorials, and more.
<br />
<h2 style=}>Additional resources</h2>
The following is a list of common 3D art resources ordered by subject, as well as other Studio and Avatar documentation. You can also use the side navigation bar, search bar, or assistant to find specific articles and topics.
Get started and tutorials
Topic overviews
<a href="./overview-studio.md">
Get started in Studio
</a>
<a href="./overview-dcc.md">
Get started with third-party software
</a>
<a href="../avatar/index.md">
Get started with avatar items
</a>
<a href="../tutorials/first-experience/index.md">
Create your first experience
</a>
<a href="../production/creator-store.md">
Creator Store overview
</a>
<a href="../marketplace/index.md">
Marketplace overview
</a>
3D art tutorials
<a href="../tutorials/curriculums/core/index.md">
Core curriculum
</a>
<a href="../tutorials/curriculums/environmental-art/index.md">
Environmental art
</a>
<a href="../tutorials/curriculums/gameplay-scripting/index.md">
Gameplay scripting
</a>
<br />
<p>
See <a href="../tutorials/index.md">Engine tutorials</a> for additional 3D Art tutorials.
</p>
Avatar tutorials
<a href="../art/accessories/creating-rigid/index.md">
Creating accessories
</a>
<a href="../art/accessories/creating/index.md">
Create clothing
</a>
<a href="../art/characters/creating/index.md">
Create avatar characters from templates
</a>
<br />
<p>
See <a href="../avatar/tutorials.md">Avatar tutorials</a> for additional avatar tutorials.
</p>
Specifications and references
Technical specs
<a href="./modeling/export-requirements.md">
Blender and Maya .FBX export settings
</a>
<a href="./modeling/specifications.md">
General mesh specifications
</a>
<a href="./accessories/specifications.md">
Accessory specifications
</a>
<a href="./accessories/clothing-specifications.md">
Clothing specifications
</a>
<a href="./characters/specifications.md">
Avatar character specifications
</a>
<a href="../marketplace/marketplace-policy.md">
Marketplace policy
</a>
Reference files
<a href="./modeling/project-files.md">
Example models
</a>
<a href="./modeling/project-files.md#avatar-and-accessories">
Reference avatar items
</a>
<a href="./modeling/project-files.md#add-ons-and-tools">
Add-ons and tools
</a>
Texturing
<a href="./modeling/texture-specifications.md">
Texturing requirements
</a>
<a href="./modeling/surface-appearance.md">
PBR textures
</a>
<a href="https://devforum.roblox.com/t/using-alpha-masks-in-color-maps-to-customizetint-base-colors/2883381">
Create customizable colors with alpha masks (staff)
</a>
Guides and workflows
Studio tools
<a href="./modeling/3d-importer.md">
3D Importer
</a>
<a href="./accessories/accessory-fitting-tool.md">
Accessory Fitting Tool
</a>
<a href="../animation/editor.md">
Animation Editor
</a>
<a href="../animation/capture.md">
Animation Capture
</a>
<a href="../avatar-setup/">
Avatar Setup
</a>
<a href="../parts/materials.md">
Material Generator
</a>
<a href="../parts/terrain.md">
Terrain Editor
</a>
<a href="../studio/texture-generator.md">
Texture Generator
</a>
<a href="../projects/assets/toolbox.md">Toolbox</a> and <a href="../projects/assets/manager.md">Asset Manager</a>
<p>
See <a href="../studio/index.md">Studio overview</a> for more.
</p>
Environment, lighting, and effects
<a href="../tutorials/curriculums/environmental-art/index.md">
Environmental art curriculum
</a>
<a href="../tutorials/use-case-tutorials/modeling/assemble-modular-environments.md">
Assemble modular environments
</a>
<a href="../effects/light-sources.md">
Light with props
</a>
<a href="../tutorials/use-case-tutorials/audio/add-3D-audio.md">
Add 3D audio
</a>
<a href="../tutorials/use-case-tutorials/audio/add-2D-audio.md">
Add 2D audio
</a>
<a href="../tutorials/use-case-tutorials/audio/add-text-to-speech.md">
Add text-to-speech
</a>
<a href="../tutorials/use-case-tutorials/lighting/enhance-outdoor-environments.md">
Enhance outdoor environments with realistic lighting
</a>
<a href="https://devforum.roblox.com/t/custom-skyboxes-101/2849003">
Custom skyboxes 101 (Staff)
</a>
<br />
<p>
See <a href="../environment/index.md">Lighting and effects</a> for additional environment resources.
</p>
Avatar item creation
<a href="../avatar/index.md">
Avatar overview
</a>
<a href="./accessories/index.md">
Accessories overview
</a>
<a href="./accessories/layered-clothing.md">
Clothing overview
</a>
<a href="./characters/index.md">
Character bodies overview
</a>
<a href="../marketplace/index.md">
Marketplace overview
</a>
Animation
<a href="../animation/capture.md">
Animation Capture
</a>
<a href="../animation/editor.md">
Animation Editor
</a>
<a href="./characters/export-avatar-animations-from-maya.md">
Export animations from Maya
</a>
<a href="../animation/inverse-kinematics.md">
Inverse kinematics
</a>
<br />
<p>
See <a href="../animation/index.md">Animation</a> for additional resources.
</p>
Facial animation and live heads
<a href="./characters/facial-animation/create-basic-heads.md">
Basic head creation
</a>
<a href="./characters/facial-animation/create-face-accessories.md">
Create face accessories
</a>
<a href="./characters/facial-animation/facs-poses-reference.md">
FACS pose references
</a>
Rigging and skinning
<a href="./modeling/rigging.md">
Rigging and skinning overview
</a>
<a href="./characters/specifications.md#rigging">
Avatar rig requirements
</a>
<a href="./modeling/rig-a-simple-mesh.md">
Rig basic meshes
</a>
<a href="./characters/facial-animation/create-basic-heads.md#rigging">
Rig facial bones
</a>
<a href="./characters/facial-animation/create-basic-heads.md#skin-face-bones">
Skin facial bones
</a>
<a href="./accessories/automatic-skinning-transfer.md">
Auto skin transfer
</a>
Publish to Creator Store and Marketplace
<a href="../production/creator-store.md">
Creator Store overview
</a>
<a href="../marketplace/index.md">
Marketplace overview
</a>
<a href="../marketplace/marketplace-policy.md">
Marketplace policy
</a>
<a href="../marketplace/publish-to-marketplace.md">
Publish avatar items to Marketplace
</a>
<a href="../marketplace/marketplace-fees-and-commissions.md">
Marketplace fees and commissions
</a> | 3,209 | 3a5edf2763e17e36bb667a30d46a1e073bf0566eddfe61f977b9e9a3d8dd1994 |
https://create.roblox.com/docs/art/modeling/assign-textures | content/en-us/art/modeling/assign-textures.md | guide | 2026-03-29T11:46:42.165985+00:00 | # Assign Textures
This guide covers the process to assign texture images in Blender or Maya to your 3D model so that they import seamlessly into Studio. The import process supports both basic textures and realistic PBR textures, as long as they meet Roblox's [texture specifications](./texture-specifications.md).
The following information is **specific for applying makeup textures generic meshes**. For more information on reassigning textures for makeup assets, see [Reassign textures in Blender and Maya](../../makeup/reassign-textures.md).
## Blender
To assign Roblox-supported textures to your 3D model in Blender:
1. In the Outliner, select your mesh object.
2. In the Properties panel, navigate to the **Materials tab**.
3. Verify that your object has a Material assigned with the Surface set to `Principled BSDF`.
<img src="../../assets/modeling/textures-decals/Blender-Material-Check.png" width="30%" alt=""/>
4. If no material is assigned, click the + symbol to add a material.
1. Click the New button. A new `Principled BSDF` material populates.
<img src="../../assets/modeling/textures-decals/Blender-Create-New-Material.png" width="30%" alt=""/>
5. Navigate to the **Shading tab**.
6. With your mesh object selected, check the node graph. There may already be texture image nodes connected to the `Principled BSDF` node.
7. In the node graph area, add a texture image node with right-click > **Add** > **Texture** > **Image Texture**.
<img src="../../assets/modeling/textures-decals/Blender-Add-Image-Texture.png" width="80%" alt=""/>
8. In the new Image Texture node, click Open to open a file browser and insert your custom texture.
<img src="../../assets/modeling/textures-decals/Blender-Image-Texture-No-Assignment.png" width="30%" alt=""/>
Alternatively to steps 7-8, you can **drag and drop** texture file from another window into the graph editor space.
9. After adding image texture nodes and assigning the appropriate files, drag the `Image Texture` sockets to the appropriate sockets in the `Principled BSDF` node:
<img src="../../assets/makeup/resources/Blender-Expected-Nodes.png" width="90%" />
- **Basic texture** or **PBR color/albedo**: connect `Color` to `Base Color`.
- **Metallic texture**: connect `Color` to `Metallic`.
- **Roughness texture**: connect `Color` to `Roughness`.
- **Normal texture** images need to be added to a NormalMap node:
1. Right-click in the graph-editor area and select **Add** > **Vector** > **Normal Map**.
2. Connect Image Texture `Color` to NormalMap's `Color`.
3. Connect NormalMap's `Normal` to PrincipledBSDF's `Normal` socket.
After replacing your PBR textures, [export the entire model](../../art/modeling/export-requirements.md#blender) and follow instructions to [import into Studio](./3d-importer.md).
## Maya
To assign Roblox-supported textures to your 3D model in Maya:
1. In the Status Line near the top of the default layout, click on the Hypershade icon.
<img src="../../assets/makeup/resources/Maya-Select-Hypershade.png" width="65%" />
2. In the Create Window panel on the Hypershade popup, navigate to **Maya** > **Surface** and click **Standard Surface**. A surface node appears in the node editor.
<img src="../../assets/modeling/textures-decals/Maya-Create-Surface.png" width="65%" />
3. If adding a normal map, navigate to **Maya** > **Utilities** and click **Bump 2d**. A node required for normal maps appears in the node editor.
<img src="../../assets/modeling/textures-decals/Maya-Bump-2D.png" width="65%" />
4. Drag and drop your PBR textures to the graph network.
<img src="../../assets/makeup/resources/Maya-Select-Graph-Network.png" width="65%" />
1. If adding a normal map, select the Bump 2d node, and change to Tangent Space Normals.
<img src="../../assets/modeling/textures-decals/Maya-Tangent-Space-Normals.png" width="65%" />
5. Select your model and navigate to your material you intend to assign. Right-click and hold over the material and select **Assign Material to Selection**.
<img src="../../assets/modeling/textures-decals/Maya-Assign-Material.png" width="65%" />
After replacing your PBR textures, [export the model](../../art/modeling/export-requirements.md#maya) and follow instructions to [import into Studio](./3d-importer.md). | 1,078 | c069f7a50a9591305ef7ad6bb0db7ffbf0ea5f2b66901dae92ab4a106e63df24 |
https://create.roblox.com/docs/art/modeling/export-requirements | content/en-us/art/modeling/export-requirements.md | guide | 2026-03-29T11:46:42.179891+00:00 | # Export Requirements
Export your mesh or model as a `.fbx` to take advantage of all of Studio's 3D import features. When rigging or skinning a model, a `.fbx` export contains both the rig and influence data you need to later [import](../../parts/meshes.md#import-meshes) into Studio.
Check that your model meets Roblox's [modeling specifications](../../art/modeling/specifications.md) before exporting to ensure Studio compatibility. Specific types of assets, like characters and accessories, have additional specifications:
If creating other types of 3D models:
<ul>
<li>For rigid accessories, see [accessory specifications](../../art/accessories/specifications.md) and [accessory export settings](../accessories/export-settings.md).</li> <br />
<li>For layered accessories, see [layered accessory specifications](../accessories/clothing-specifications.md) and [layered export settings](../accessories/clothing-export-settings.md).</li> <br />
<li>For avatar characters, see [avatar specifications](../../art/characters/specifications.md) and [avatar export settings](../characters/export-settings.md).</li>
</ul>
## Blender
Before exporting a mesh from Blender, make sure to set the Scene Unit Length to **Centimeters** and, if applicable, set the Unit Scale to **.01** to ensure similar `.fbx` scaling within Studio.
To export the `.fbx` file in Blender:
1. In the topbar, click **File**. A pop-up menu displays.
2. Select **Export**, then **FBX (.fbx)**. The **Blender File View** window displays.
3. On the right-hand side, change the **Path Mode** property to **Copy**, then toggle the **Embed Textures** button.
<img src="../../assets/modeling/skinned-meshes/Blender-Export-Settings-1.png" width="320" alt="Blender export sidebar showing Path Mode set to Copy and the Embed Textures button enabled."/>
4. If your project doesn't already have .01 scene unit scaling, set the **Transform** > **Scale** to `.01`.
<img src="../../assets/modeling/skinned-meshes/Blender-Export-Settings-2.png" width="320" />
5. Under the **Armature** section, disable **Add Leaf Bones**.
<img src="../../assets/modeling/skinned-meshes/Blender-Export-Settings-3.png" width="320" alt="Blender export sidebar showing Transform Scale set to .01"/>
6. Unless exporting content with animation keyframes, such as a walk cycle or a character with [facial animation data](../../art/characters/facial-animation/index.md), disable **Bake Animation**.
<img src="../../assets/modeling/skinned-meshes/Blender-Export-Settings-4.png" width="320" alt="Blender export sidebar showing Add Leaf Bones as unchecked"/> <br />
7. Click the **Export FBX** button.
## Maya
To export a mesh in Maya as a `.fbx` file:
1. In the topbar, click **File**. A pop-up menu displays.
2. Select **Export All**. The **Export All** window displays.
3. Near the bottom of the window, click the **Files of type** dropdown, then select **FBX export**.
4. On the right-hand side of the window, navigate to the **Options...** section.
5. In the **Geometry** section, enable **Smooth Mesh** and **Referenced Asset Content**.
6. In the **Animation** section, disable **Animation**, unless you need to import an animation to Studio. Some avatar assets require animation.
1. If you are exporting animation, enable **Bake Animation**.
7. If you need to import textures as a `.png`, in the **Embed Media** section, enable **Embed Media**.
8. In the **Advanced Options** section,
- Navigate to **Units**, then enable **Automatic**.
- Navigate to **Axis Conversion**, then set the **Up Axis** property to **Y**.
9. Click the **Export All** button.
<img src="../../assets/accessories/lc-requirements-maya-settings.png" alt="Maya export sidebar showing Bake Animation as unchecked" /> | 920 | 8541bddc6dc3261842ba4f132b0dc54b6f1a92d6c5f5e4f9b52aa3b6436261cb |
https://create.roblox.com/docs/art/modeling/calisthenics-tool | content/en-us/art/modeling/calisthenics-tool.md | guide | 2026-03-29T11:46:42.181036+00:00 | # Calisthenics Tool
This tool is no longer in active development. You are free to use the tool for any purpose. The tool may be out of date or incompatible with modern Roblox assets.
The **Calisthenics Tool** is a supplemental [Blender](https://www.blender.org/) add-on that allows you to quickly test your asset through a set of animation cycles to verify your skinning data. At any point during the animation testing, you can pause and use Blender's skinning Tools, such as [Weight Painting brushes](https://docs.blender.org/manual/en/latest/sculpt_paint/weight_paint/introduction.html), to resolve any skinning imperfections.
Skinning your clothing and characters is a critical and often time-intensive process to create high quality assets that move and fit with different character bodies. Similar to the [Layered Clothing Validation Tool](../../art/accessories/validation-tool.md), the Calisthenics Tool can save you time when testing your character models after rigging and skinning.
The Calisthenics Tool doesn't provide complete verification of all potential skinning issues. You must also ensure that your custom models meet Studio's [avatar character specifications](../../art/characters/specifications.md) and any applicable [layered clothing specifications](../../art/accessories/specifications.md) for the best results in your experience.
<figure>
<video controls loop muted src="../../assets/modeling/skinned-meshes/calisthenic-tool/Walking-Reference.mp4" width="90%"></video>
<figcaption>Walking Animation</figcaption>
</figure>
<figure>
<video controls loop muted src="../../assets/modeling/skinned-meshes/calisthenic-tool/Running-Reference.mp4" width="90%"></video>
<figcaption>Running Animation</figcaption>
</figure>
<figure>
<video controls loop muted src="../../assets/modeling/skinned-meshes/calisthenic-tool/Movement-Reference.mp4" width="90%"></video>
<figcaption>Generic Movements</figcaption>
</figure>
## Installation
The Calisthenics Tool plugin is designed for [Blender 3.0+](https://www.blender.org/download/). You can download and modify the tool for any use.
To install the Calisthenics Tool in Blender:
1. Download the [CalisthenicsTool.zip](https://github.com/Roblox/avatar/tree/main/Tools/CalisthenicsTool) and save the `.zip` file locally.
2. In Blender, navigate to **Edit** > **Preferences**.
<img src="../../assets/modeling/skinned-meshes/calisthenic-tool/Blender-Preferences.png" width="70%" />
3. In the left sidebar of the **Preferences** window, navigate to the **Add-Ons** section.
4. Click the **Install…** button. A file browser displays.
5. Select the `.zip` and click **Install Add-On**.
6. Using the search bar, search for "Calisthenics Tool" and select the add-on.
7. Enable the add-on by checking the box next to the add-on name.
<img src="../../assets/modeling/skinned-meshes/calisthenic-tool/Calisthenics-Tool-Addon.png" width="70%" />
8. Close the Preferences window. You can now access the Calisthenics Tool by expanding the tool sidebar in the Viewport.
<figure>
<img src="../../assets/modeling/skinned-meshes/calisthenic-tool/Toolbar-Slider.png" width="97%" />
<figcaption>Use the arrow on the side of the Viewport to open the sidebar.</figcaption>
</figure>
<figure>
<img src="../../assets/modeling/skinned-meshes/calisthenic-tool/Calisthenics-Tool-Open.png" width="100%" />
<figcaption>Access the Calisthenics Tool by selecting the tab in the sidebar tool menu.</figcaption>
</figure>
## Use the Calisthenics Tool
After installation, you can use the Calisthenics Tool whenever you want to test an R15 character rig with skinning data. With the Calisthenics Tool, you can check how a character would move with generic animations, as well as attach rigid reference accessories to verify attachment during these movements. The tool also includes an option to automatically export your character, removing reference animation and accessory data.
You can try out the Calisthenics Tool using an [example character model](../../assets/modeling/skinned-meshes/calisthenic-tool/Fish-Character-No-FACS.fbx).
For demonstration purposes, this reference model doesn't contain FACS data. If you require a reference with facial animation, you can download the same model with FACS data from our [reference models](../../art/characters/specifications.md#reference-files).
### Test animations
When testing your character model, first set the armature in the Calisthenics Tool then select one of the reference animations. It is important to visually verify your skinning quality using various movements and angles to ensure the best results for your model.
If you encounter any errors or warnings when setting armature or playing animations, verify that your model uses an appropriate bone hierarchy and naming convention outlined in Roblox's [custom mesh requirements](../../art/characters/specifications.md).
To test animations:
1. Open a Blender project with an existing R15 character model, or import an appropriate character model `.fbx` using **File** > **Import** > **FBX (.fbx)**.
2. For easier visualization, hide non-rendered mesh objects, such as armature, cages, and attachments to better preview the reference animations.
<video controls src="../../assets/modeling/skinned-meshes/calisthenic-tool/1_Hide-Armature.mp4" width="80%"></video>
3. Set which rig you want to test a reference animation on:
1. In the add-on's **Armature** field, select the Eyedropper.
2. In the Outliner, select the **Armature** object that contains your character's rig data.
4. Click on an animation cycle to preview, such as **Walk**, **Run**, **Move** or **Idle**.
5. Press **Stop Animation** to clear animation data.
<video controls src="../../assets/modeling/skinned-meshes/calisthenic-tool/2_Set-Armature-Test.mp4" width="80%"></video>
6. If you notice any unexpected skinning deformations, pause on the frame and switch to **Weight Paint mode** or use Blender's other skinning tools to resolve. See [Skin a humanoid model](../../art/modeling/skin-a-humanoid-model.md) for additional instruction.
<video controls src="../../assets/modeling/skinned-meshes/calisthenic-tool/3_Fix-Skinning-Example.mp4" width="80%"></video>
### Test accessory attachments
You can add reference attachments to your character model using the **Attach Test Accessory** buttons. These test accessories help preview how rigid accessories attach to your character and how they can move with your model. The tool includes two sets of rigid accessories to apply to your character.
<figure>
<img src="../../assets/modeling/skinned-meshes/calisthenic-tool/Normal-Reference.png" width="85%" />
<figcaption>**Normal Size** - Loads normal accessory references.</figcaption>
</figure>
<figure>
<img src="../../assets/modeling/skinned-meshes/calisthenic-tool/Slender-Reference.png" width="85%" />
<figcaption>**Slender Size** - Loads slender accessory references.</figcaption>
</figure>
To test accessories:
1. Use the following **Attach Test Accessory** buttons to add or remove sample accessories to your character's attachment points:
- **Normal Size**: Adds normal scale test accessories.
- **Slender Size**: Adds slender scale test accessories.
- **Detach Test Accessories**: Removes any test accessories from your character.
2. If an accessory is not attaching at an expected location, reposition the associated **Attachment object** in your character rig.
### Export models
When you are ready to export your model, you can export your character directly through the Calisthenics Tool. The tool automatically clears any of the test data and applies appropriate export settings.
Using this tool to export models with [facial animations](../../art/characters/facial-animation/index.md) may result in unexpected behavior because the stored FACS data can conflict with the tool's reference animations.
To export from the Calisthenics Tool:
1. In the **Export Path** field, set the export directory by clicking the folder icon and browsing to the appropriate file directory.
<img src="../../assets/modeling/skinned-meshes/calisthenic-tool/Exporting-Model.png" width="60%" />
2. Click the **Export Model** button. The character model `.fbx` populates in the designated folder as `Character_Model_Export.fbx`.
If you are manually exporting your model with Blender's `.fbx` importer instead of the Calisthenics Tool, ensure the following before export:
- Detach the Calisthenics Tool's test accessories.
- Use the **Stop Animation** button to clear test animations from the timeline.
- Return the model to the default pose with no additional pose data.
- Verify your settings follow Roblox's [Blender export settings](../../art/modeling/export-requirements.md). | 2,028 | 24a89eadc5f754ec461dd3f0a773708f9080885da831a28edba607332e5d6020 |
https://create.roblox.com/docs/art/modeling/3d-importer | content/en-us/art/modeling/3d-importer.md | guide | 2026-03-29T11:46:42.215806+00:00 | # 3D Importer
The 3D Importer allows you to import `.fbx`, `.gltf`, or `.obj` 3D models into Studio as a custom `Class.Model`. This includes meshes with PBR textures, meshes with rigging, skinning, and animation data, and meshes designed as avatar items.
<div
className="container"
style=} >
<iframe
src="https://www.youtube-nocookie.com/embed/ikYZloBgqtE"
title="YouTube video player"
frameBorder="0"
allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share"
allowFullScreen
style=} ></iframe>
</div>
Import general 3D custom models into Studio.
<div
className="container"
style=} >
<iframe
src="https://www.youtube-nocookie.com/embed/RCsYZe3LoDM"
title="YouTube video player"
frameBorder="0"
allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share"
allowFullScreen
style=} ></iframe>
</div>
Use the 3D importer to import assets with avatar item components.
To import a 3D object:
1. From Studio's **File** menu, select **Import 3D**.
2. In the file browser, select the supported `.fbx`, `.gltf` or `.obj` files you intend to import.
1. If selecting one object, the [import preview](#import-preview) window screen appears for that object.
2. If selecting multiple objects, the files are added to the [import queue](#import-queue).
3. Configure your import settings and verify any [warning or error messages](#warnings-and-errors).
4. Click **Import**.
To directly import 3D assets using HTTP requests, see the [Open Cloud usage guide for assets](../../cloud/guides/usage-assets.md).
## Supported file types
Before importing a 3D object, ensure that the `.fbx`, `.gltf` or `.obj` meets Studio's [mesh requirements](../../art/characters/specifications.md) to reduce errors or unexpected behavior.
<table><thead>
<tr>
<th style=}>**File type**</th>
<th style=}>**Studio compatibility**</th>
<th>**Best for**</th>
</tr></thead>
<tbody>
<tr>
<td>OBJ (`.obj`)</td>
<td>— Basic single mesh objects</td>
<td>Simple mesh geometry use-cases.</td>
</tr>
<tr>
<td>FBX (`.fbx`)</td>
<td>— Multiple mesh objects and hierarchies<br/>— Textures, including basic and [PBR textures](../../art/modeling/surface-appearance.md).<br/>— Cage mesh objects<br/>— [Rigging and armature data](../../art/modeling/rigging.md)<br/>— Additional components for [avatar](../../avatar/index.md) items<br/>— Animation data<br/>— [Vertex colors](../blender.md#vertex-painting)</td>
<td>Any type of 3D import, including but not limited to [game assets](../../assets.md) or [avatar items](../../avatar).</td>
</tr>
<tr>
<td>gLTF (`.gltf`)</td>
<td>— Multiple mesh objects and hierarchies<br/>— Textures, including basic and [PBR textures](../../art/modeling/surface-appearance.md).<br/>— Cage mesh objects<br/>— [Rigging and armature data](../../art/modeling/rigging.md)<br/>— Additional components for [avatar](../../avatar/index.md) items<br/>— Animation data<br/>— [Vertex colors](../blender.md#vertex-painting)</td>
<td>Any type of 3D import, including but not limited to [game assets](../../assets.md) or [avatar items](../../avatar).</td>
</tr>
</tbody></table>
## Import queue
If you selected multiple files with the 3D Importer, you can use the import queue to bulk manage your various imports.
<img src="../../assets/modeling/meshes/3d-Import-Queue.png" width="80%" alt="The 3D importer interface, showing a preview of the mesh in the top left, a list of 3D objects on the bottom left, and a list of toggle-able properties on the right side."/>
<img src="../../assets/misc/Box-Label-A.png" width="40" style=} />
The **top bar** allows you to add new files, clear the queue, search and filter, and import all enabled models.
<img src="../../assets/misc/Box-Label-B.png" width="40" style=} />
The **import queue** lists all added files, with quick access dropdowns to change creator, presets, and file paths.
### Add files to queue
To open a file browser and add additional files to the import queue, you can:
- Click the **Add file** button in the top bar of the import queue window.
- From Studio's **File** menu, select **Import 3D**.
### Remove files from queue
To remove all files from the queue, click the **Clear queue** button with the broom icon. To remove an individual file from the queue, right-click an item in the queue and select **Delete from queue**.
### Apply preset settings
Use the **Import Preset** column to select a preset configuration to apply to your model. For more information, see [Presets](#presets).
You can also apply the settings of one item to all items by right-clicking an item with the desired settings and selecting **Apply settings to all**.
### Access individual preview and settings
Click the individual **Asset** name of an unimported model to access the import preview for that item. Use the import preview to view and check your model, as well as set any individual [import settings](#import-settings).
### Import files
Ensure that each item you want to import has a checkbox enabled in the first column. By default, all items are selected if they are importable.
Press the **Import** button to start the import process.
## Import preview
The import preview window appears if you are importing a single file, or if you selected an individual item from the import queue. This preview window provides individual controls for the various objects in your model.
The preview window is divided into multiple sections:
<img src="../../assets/modeling/meshes/3d-Importer-Panels.png" width="80%" alt="The 3D importer interface, showing a preview of the mesh in the top left, a list of 3D objects on the bottom left, and a list of toggle-able properties on the right side."/>
<img src="../../assets/misc/Box-Label-A.png" width="40" style=} />
The **file path** of your model file. Click **Browse** to edit.
<img src="../../assets/misc/Box-Label-B.png" width="40" style=} />
The **preset** applied to your import. Use the dropdown to select multiple presets, or the hamburger menu to set a new preset.
<img src="../../assets/misc/Box-Label-C.png" width="40" style=} />
The **3D preview** of your model. Use mouse buttons and top-right icons for various camera options and views.
<img src="../../assets/misc/Box-Label-D.png" width="40" style=} />
The **object hierarchy** of the imported object. Includes mesh objects and other supported components.
<img src="../../assets/misc/Box-Label-E.png" width="40" style=} />
The **import settings** for your import. For a complete list of settings, see [Import settings](#import-settings).
### Import settings
Depending on the object selected in the hierarchy panel, the inspector panel displays the following groups of settings:
- **File General**: Affects the entire imported file.
- **Rig General**: Affects the selected mesh object if rigging data is present.
- **File Transform**: Affects the transform properties of the imported file.
- **File Geometry**: Affects the geometry properties of the imported file.
- **Object General**: Affects the selected child object.
- **Object Geometry**: Affects the geometry of the selected child object.
#### File general
The 3D Importer provides the following settings for all meshes:
<table>
<thead>
<tr>
<th>Setting</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Name</td>
<td>Sets the name of the imported asset as it will appear in your project.</td>
</tr>
<tr>
<td>Import Only As Model</td>
<td>If enabled, the 3D Importer imports the model as a single asset even if the model contains multiple children. By default, this is **enabled**. <br /><br />If disabled, the 3D Importer imports the model and all descendants, such as the multiple meshes, as individual assets.</td>
</tr>
<tr>
<td>Add Model To Inventory</td>
<td>If enabled, the 3D Importer adds the model to your **Toolbox** and **Asset Manager** inventory as a new asset. By default, this is **enabled**. <br /><br />If disabled, the 3D Importer does not add the asset to your inventory.</td>
</tr>
<tr>
<td>Insert In Workspace</td>
<td>If enabled, the 3D Importer inserts the model into the `Class.Workspace` as well as your **Toolbox** and **Asset Manager** inventory. If importing from a saved or published experience, this setting also grants permission to the experience to use the restricted asset. By default, this is **enabled**. <br /><br />If disabled, this setting only adds the model to your inventory and does **not** grant the experience permission to use the asset.</td>
</tr>
<tr>
<td>Insert Using Scene Position</td>
<td>If enabled, the 3D Importer uses the current scene position when inserting the model into the workspace. By default, this is **disabled**.</td>
</tr>
<tr>
<td>Set Pivot to Scene Origin</td>
<td>If enabled, the 3D Importer sets the pivot point of the entire model to the scene origin. By default, this is **enabled**.</td>
</tr>
<tr>
<td>Anchored</td>
<td>If enabled, the 3D Importer sets the `Class.BasePart.Anchored|Anchored` property to `true` on all the imported `Class.MeshPart|MeshParts`. This is disabled for meshes with rig data / avatars. By default, this is **disabled**.</td>
</tr>
<tr>
<td>Uses Cage</td>
<td>If enabled, the 3D Importer finds cage meshes in the model and converts them to `WrapInstance` objects, such as `Class.WrapLayer` or `Class.WrapTarget`. If disabled, the Importer treats them as regular meshes. If the 3D Importer initially detects cage meshes in the model, this is **enabled** by default.</td>
</tr>
</tbody>
</table>
#### Rig general
The 3D Importer provides the following settings for meshes with rigging data, typically character bodies or clothing accessories:
<table>
<thead>
<tr>
<th>Setting</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Rig Type</td>
<td>Sets the type of rig the mesh should be associated with. The options are:<br />- **R15**<br />- **Custom**<br />- **No Rig**<br /><br />By default, the 3D importer attempts to select the most appropriate setting based on the detected rigging and skinning data of the mesh. </td>
</tr>
<tr>
<td>Validate UGC Body</td>
<td>After importing, Studio opens the assets in the [Avatar Setup](../../avatar-setup/index.md) tool, allowing you to quickly begin testing and uploading avatar assets to the Marketplace.</td>
</tr>
<tr>
<td>Rig Scale</td>
<td>If Rig Type is set to R15, the importer provides additional options to specify [body type scaling](../../art/characters/specifications.md#body-scale). The options are:<br />- **Default**<br />- **Rthro**<br />- **Rthro Narrow**</td>
</tr>
</tbody>
</table>
#### File transform
The 3D Importer provides the following settings for all meshes:
<table>
<thead>
<tr>
<th>Setting</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>World Forward</td>
<td>Sets the forward facing axis of the object. By default, this is set to **Front**.</td>
</tr>
<tr>
<td>World Up</td>
<td>Sets the upward facing axis of the object. By default, this is set to **Top**.</td>
</tr>
</tbody>
</table>
#### File geometry
File geometry includes information on the file dimensions and polycount of the entire model. You can edit the following settings for all meshes:
<table>
<thead>
<tr>
<th>Setting</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Scale Unit</td>
<td>Sets what units the file was modeled in so that it's sized appropriately when imported. By default, this is set to **Studs**.</td>
</tr>
<tr>
<td>Merge Meshes</td>
<td>If enabled, merges all MeshParts in the model into a single MeshPart and creates one MeshPart rather than a Model. By default, this is **disabled**.</td>
</tr>
<tr>
<td>Invert Negative Faces</td>
<td>Inverts the orientation of negative faces in the mesh. By default, this is **disabled**.</td>
</tr>
</tbody>
</table>
#### Object general
When selecting a specific child object of your mesh, the 3D Importer populates Object General settings. You can edit the following settings for the selected child objects:
<table>
<thead>
<tr>
<th>Setting</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Name</td>
<td>Sets the name of the selected child object within the model.</td>
</tr>
<tr>
<td>Anchored</td>
<td>If enabled, sets the `Class.BasePart.Anchored|Anchored` property to `true` on the selected child object. By default, this is **disabled**.</td>
</tr>
<tr>
<td>Use Imported Pivot</td>
<td>If enabled, imports the object using the pivot point set within the child object. By default, this is **enabled**.</td>
</tr>
</tbody>
</table>
#### Object geometry
Object Geometry includes information on the dimensions and polycount of the selected child object of the model. You can edit the following settings for the selected child objects:
<table>
<thead>
<tr>
<th>Setting</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Make Double Sided</td>
<td>If disabled, sets the vertices as one-sided. One-sided vertices means that you can see through them from one side. <br /><br />If enabled, sets the vertices as double-sided. Vertices that are double sided visually render on both sides. Double-sided is more performance intensive.<br /><br />By default, this is **disabled**. </td>
</tr>
<tr>
<td>Ignore Vertex Colors</td>
<td>If enabled, ignores the vertex color data in the child object. By default, this is **disabled**. </td>
</tr>
</tbody>
</table>
## Presets
You can save presets of various import settings to quickly apply later within the [import preview](#import-preview) or [import queue](#import-queue).
By default, you can select between two presets:
- **Studio Default**: The default import behavior.
- **Last Imported**: Uses the settings applied to the most recent import.
You can use the **⋯** menu next to the Presets dropdown for additional options:
- **Reset all**: Removes any changes to the current configuration, putting settings back in the default state for the current preset.
- **Save selection**: Allows you to save any new changes to the importer settings into the currently selected preset.
- **Save as new**: Sets the current settings as a new preset. A dialogue box displays allowing you to set a name.
- **Set as default**: Sets the current preset as the default for all imports moving forward.
- **Rename**: Renames the current preset.
- **Delete**: Deletes the current preset. Resets to `Studio Default` preset.
## Warnings and errors
<iframe width="560" height="315" src="https://www.youtube-nocookie.com/embed/UEHEsmCslBU" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowFullScreen></iframe>
<br />
If Studio detects any issues with your model, a small indicator displays in the hierarchy panel or the settings panel.
If you see a warning icon in the hierarchy, expand the hierarchy until you reach the specific child object to see more information about the issue. Warning and error messages display in the settings panel or as a tooltip.
<figure>
<img src="../../assets/modeling/meshes/Warning-Settings-Panel.png" alt="A warning message in orange stating an error about cages mismatching."/>
<figcaption>Warning and error messages display in the appropriate section in the inspector panel.</figcaption>
</figure>
<figure>
<img src="../../assets/modeling/meshes/Warning-Mouse-Over.png" alt="An error message in red with a pop-up message about missing textures."/>
<figcaption>Some errors display a tooltip when hovering over the error icon.</figcaption>
</figure> | 4,036 | 879921ac6b7f983c43cd4099059f720d015ce542fd885de2aa005ca2f7ebaf16 |
https://create.roblox.com/docs/art/modeling/gltf-export | content/en-us/art/modeling/gltf-export.md | guide | 2026-03-29T11:46:42.223612+00:00 | # Gltf Export
You can export your 3D Roblox assets as a **.glTF** ([GL Transmission Format](https://en.wikipedia.org/wiki/GlTF)) file format. This open standard format allows for efficient transfer of 3D assets and associated data between Studio and other software, such as Blender or Maya.
<br />
Some common use cases for .glTF export includes:
- Running [Avatar auto setup](../../avatar-setup/index.md#auto-setup), exporting the output and finalizing the meshes, cages, or rigging in a third-party tool.
- Exporting your entire place for high-fidelity scene renders in another 3D application.
- Creating 3D content in Studio, such as part-based models or editable meshes and making modifications in an external application.
Keep in mind that glTF supports specific 3D [components](#supported-components), has some [limitations](#limitations), and requires correct [permissions](#limitations) to export assets from Studio. Some of these specifications may change over the course of the beta.
## Supported components
glTF export supports the following types of 3D data:
- Meshes
- Textures
- Rigging and skinning data
- Vertex colors
- Cages
- Dynamic head FACS data.
## Limitations
See the beta announcement for the latest information on limitations and currently known bugs.
At this time, glTF has the following limitations:
- Does not support animation data.
- Inconsistent support for layered clothing — clothing accessories may not always position correctly and won't deform to avatar bodies outside of Roblox.
## Permissions
See the beta announcement for the latest information on permissions and upcoming changes.
You must have the correct permissions to export assets as .glTF. When exporting .glTF, Studio verifies that you have permissions to export that asset and may warn you if there are any conflicts.
<br />
You can export the following assets:
- Assets directly uploaded to your account
- Assets directly uploaded to one of your group accounts
- Mesh and image assets that have been explicitly shared with you or your group
You cannot export the following assets:
- Avatar Marketplace assets
- Acquired Creator Store assets
- Shared collaborator assets where the underlying meshes/images have not been explicitly shared
- Other `Open Use` (public) assets that have not been explicitly shared with you or your group
## How to use .glTF export
You can export selected items from the Explorer, or export the entire place.
<br />
To export from the Explorer:
1. Select the items you intend to export.
2. Right-click and navigate to **Save / Export** > **Export as glTF**.
3. Follow the prompts on screen to fine-tune your export components. Click **Export** when ready.
1. After clicking Export, Studio runs a permission check. If there are any permission conflicts, a permission prompt appears with additional details.
4. In the file browser, select a location to save the .glTF file.
To export an entire place:
1. Navigate to **File** > **Export as glTF**.
2. Follow the prompts on screen to fine-tune your export components. Click **Export** when ready.
1. After clicking Export, Studio runs a permission check. If there are any permission conflicts, a permission prompt appears with additional details.
3. In the file browser, select a location to save the .glTF file. | 707 | 73cad316475d8421e97e59654266a8913828bcdd2c1197bcbcb0448cffc20961 |
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