Skip to content

Latest commit

 

History

History
95 lines (65 loc) · 6.22 KB

importing-clothing.md

File metadata and controls

95 lines (65 loc) · 6.22 KB
title description
Importing Clothing Accessories
Use the 3D Importer to add third-party models to Studio before using the Accessory Fitting Tool to convert the model to an Accessory.

Use the following instructions to import your .fbx or .gltf third-party model into Studio and convert 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.

Importing 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.

Keep in mind, your 3D layered accessory must also follow Roblox's Clothing Specifications to eventually use this asset as a layered Class.Accessory, or you may experience errors later in the workflow.

To import your asset:

  1. In Studio, navigate to the Avatar tab and select the 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 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 adding 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. Open the Asset Manager. You may need to save and publish your experience before accessing your assets.

  2. In the Asset Manager, and select the Bulk Import button.

  3. Upload your image files.

  4. After moderation clears for your image, select the Class.MeshPart parented within your imported Class.Model.

  5. If you are using a single basic texture, set the Class.MeshPart.TextureID property to your uploaded texture image.

  6. If you are using PBR Textures:

    1. Add a Class.SurfaceAppearance child to your Class.MeshPart.

    2. In the Class.SurfaceAppearance properties, click each property value and assign the appropriate texture image from the asset dropdown:

      1. Set the ColorMap to the _ALB texture image.
      2. Set the MetalnessMap to the _MTL texture image.
      3. Set the NormalMap to the _NOR texture image.
      4. Set the RoughnessMap to the _RGH texture image.

After successful import, your model object should populate in your project as a `Class.Model` with the appropriate textures applied. See [3D Importer](../../art/modeling/3d-importer.md) for additional information on import settings and troubleshooting.

Converting 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 to convert this object to a standard Class.Accessory that avatar characters can equip.

To generate the accessory object:

  1. In the Avatar tab, select the Accessory Fitting Tool. The Accessory Fitting Tool panel displays on the left side of the workspace.

  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 Testing 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. For additional information and documentation on the tool, see Accessory Fitting Tool.

    Clothing accessory in Workspace Clothing accessory in 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 the clothing accessory to the Marketplace.

  • Use the accessory in your current experience by equipping it to character models with HumanoidDescription, or by dragging and dropping the accessory under the appropriate character Class.Model object.

  • Save the accessory to your Toolbox or make it public on the Creator Store to share or use within any of your experiences.