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update Open Source Docs from Roblox internal teams
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content/en-us/art/accessories/accessory-fitting-tool.md

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</figure>
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#### Generate legacy accessory
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At this time, if you intend to sell your rigid accessory on the Marketplace, you must select **Generate Legacy Accessory** instead of **Generate MeshPart Accessory**. PBR textures are not yet supported for legacy accessories and the tool automatically applies your colormap to your mesh's textureID.
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<img src="../../assets/accessories/accessory-fitting-tool/Generate-Legacy-Accessory.png" alt="A dropdown appears above the GenerateMeshPartAccessory when expanded, displaying a Generate Legacy Accessory option."/>
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## Creating accessory
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### Create accessory
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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.
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When you are ready to generate your accessory:
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1. If you are creating a **rigid accessory**, use the dropdown and select **Generate Legacy Accessory**.
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2. If you are creating a **layered accessory**, select **Generate MeshPart Accessory**.
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When you are ready to generate your accessory, select **Generate MeshPart Accessory**.
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<GridContainer numColumns="2">
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<figure>
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</figure>
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<Alert severity = 'warning'>
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Rigid accessories that you intend to sell on the Marketplace require a `Class.SpecialMesh` and don't support [SurfaceAppearance](../../art/modeling/surface-appearance.md). Use the [Generate Legacy Accessory](#generate-legacy-accessory) option when creating your accessory.
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</Alert>
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With an accessory successfully created, you can now try the following:
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- Equip the accessory on an avatar-ready character by drag and dropping the accessory on an existing model, or using [HumanoidDescription](../../characters/appearance.md#humanoiddescription).

content/en-us/art/accessories/from-existing.md

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software into an accessory on Roblox. If you are looking to create your
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accessory from scratch, see [Create accessories](./creating-rigid/index.md).
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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.
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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.
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<Alert severity = 'info'>
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This tutorial only covers rigid accessories, and does not cover the process of converting more advanced clothing or character body models.
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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.
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To import your asset:
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1. In Studio, navigate to the toolbar's **Avatar** tab and select the **3D Importer**.
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2. In the file browser, select the `.fbx` file saved locally. The 3D Importer loads a preview of the object.
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<img src="../../assets/art/accessories/creating-rigid/3D-Importer.png" />
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1. If textures don't load for your asset, you can manually import your textures in Step 4.
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3. Select **Import**. The asset populates in your workspace as a `Class.Model` with the appropriate textures applied as a `Class.SurfaceAppearance`.
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1. 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).
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1. In the **Asset Manager**, click the **Import** button.
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2. Upload your image files.
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3. After moderation clears for your image, select the `Class.MeshPart` parented within your imported `Class.Model`.
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4. Add a `Class.SurfaceAppearance` child to your `Class.MeshPart`.
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<img src="../../assets/art/accessories/creating-rigid/Adding-Surface-Appearance.png" />
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5. In the `Class.SurfaceAppearance` properties, click each property value and assign the appropriate texture image from the asset dropdown:
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1. Set the **ColorMap** to the **\_ALB** texture image.
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2. Set the **MetalnessMap** to the **\_MTL** texture image.
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3. Set the **NormalMap** to the **\_NOR** texture image.
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4. Set the **RoughnessMap** to the **\_RGH** texture image.
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<img src="../../assets/art/accessories/creating-rigid/Surface-Appearance-Asset-Dropdown.png" />
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<Alert severity = 'success'>
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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.
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</Alert>
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To import your asset, check out the latest information on [importing rigid accessories](./importing.md).
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## Convert
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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 (AFT)** to correctly preview the placement and apply the correct configurations to your accessory.
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To fit and generate your accessory:
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1. In the toolbar's **Avatar** tab, open the **Accessory Fitting Tool** (AFT).
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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**.
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<img src="../../assets/art/accessories/creating-rigid/AFT-Select-Mesh.png" />
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3. On the Asset Type page, select the **type** of asset and the expected **body scale**. Press **Next** when complete.
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1. This tutorial uses a **Hat** asset with an **Proportions Normal** scale.
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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.
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<img src="../../assets/art/accessories/creating-rigid/AFT-Select-Type.png" />
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4. On the preview screen, select one of the humanoid characters as a mannequin:
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1. In the Avatars section, select a humanoid base body character.
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2. In the preview panel, deselect the previous selection. Only the humanoid body displays in the preview window.
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<img src="../../assets/art/accessories/creating-rigid/AFT-Add-Avatar-Panel.png" />
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5. Using both the AFT preview window and the workspace, adjust the position, scale, and rotation of the accessory.
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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.
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2. In the workspace, use the **Move**, **Scale**, and **Rotate** tools to adjust the positioning of your rigid accessory.
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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.
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<video controls src="../../assets/art/accessories/creating-rigid/Fitting-Mask.mp4" width="100%"></video>
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6. After previewing and fitting your asset, select the **dropdown** next to **Generate** button to select **Generate Legacy Accessory** to create the Accessory and add it to your explorer.
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- 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.
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- PBR textures automatically convert to basic textures for these legacy accessories.
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<img src="../../assets/accessories/accessory-fitting-tool/Generate-Legacy-Accessory.png" width = "30%" alt="A dropdown appears above the GenerateMeshPartAccessory when expanded, displaying a Generate Legacy Accessory option."/>
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<Alert severity = 'success'>
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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:
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- [Upload the accessory](../../art/accessories/creating-rigid/publishing.md) to the Marketplace.
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- Use the accessory in your current experience by equipping it to character models with [HumanoidDescription](../../characters/appearance.md#humanoiddescription), or by dragging and dropping the accessory under the appropriate character `Class.Model` object.
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- Save the accessory to your [Toolbox](../../projects/assets/toolbox.md) to share or use within any of your experiences.
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</Alert>
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To convert your asset into a `Class.Accessory`, check out the latest information on [converting rigid accessories](./importing.md#convert-rigid-accessories).
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## Upload and publish
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content/en-us/art/accessories/specifications.md

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### Attachment points
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## Textures
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Textures created for accessories must meet Roblox's [texture specifications](../../art/modeling/texture-specifications.md).
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- Non-albedo maps (RGH, MTL, NOR) for rigid accessories cannot exceed 256x256.
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## Attachment points
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`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) automatically adds and configures the appropriate `Class.Attachment` with the following specifications:
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Your items must meet the following requirements before you upload them to the Marketplace to sell:
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- Rigid accessories that you intend to sell on the Marketplace require a `Class.SpecialMesh` and don't support [SurfaceAppearance](../../art/modeling/surface-appearance.md).
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- Use the [generate legacy accessory](./accessory-fitting-tool.md#generate-legacy-accessory) option when creating your accessory.
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- Ensure that your items adhere to the [Marketplace program guidelines](../../marketplace/marketplace-policy.md).
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- Whenever applicable, ensure that your items adhere to Roblox's [custom mesh specifications](../../art/modeling/specifications.md).
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- Object `Class.MeshPart.Material|Material` is set to `Plastic`.

content/en-us/art/modeling/texture-specifications.md

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<td>256×256</td>
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<td>2×2×2</td>
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<td>Hair, shoes, tank tops, t-shirts, shorts, short skirts.</td>
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<td>Hair, shoes, tank tops, t-shirts, shorts, short skirts. <br/><br/>256x256 is the **maximum budget** for non-albedo maps (RGH, MTL, NOR) for [rigid accessories](../accessories/specifications.md#textures).</td>
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<td>512×512</td>

content/en-us/art/validation-errors.md

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<td>Missing WrapLayer on layered clothing accessory `%s`. You need to create a child WrapLayer and try again.</td>
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<td>Make sure you converted your model into a layered accessory (you might have [converted to a rigid accessory](../art/accessories/accessory-fitting-tool.md#generate-legacy-accessory) instead or selected the wrong asset type).</td>
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<td>Make sure you converted your model into a layered accessory (you might have [converted to a rigid accessory](../art/accessories/accessory-fitting-tool.md#rigid-accessories) instead or selected the wrong asset type).</td>
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<td>The maximum vertex density has been exceeded. Reduce the number of vertices that are very close to each other.</td>
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