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update Open Source Docs from Roblox internal teams
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content/common/navigation/avatar/guides.yaml

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path: /art/accessories/automatic-skinning-transfer
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- title: Thumbnails
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path: /marketplace/custom-thumbnails
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- title: Validation errors
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- title: Validation Errors
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path: /art/validation-errors
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- title: 3rd party add-ons
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section:

content/common/navigation/monetize/experiences.yaml

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path: /production/promotion/advertise-on-roblox
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- title: Immersive ads
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path: /production/monetization/immersive-ads
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- title: Rewarded video ads
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path: /production/promotion/rewarded-video-ads
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- title: Search ads
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path: /production/promotion/search-ads
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- title: Advertising standards

content/en-us/art/accessories/accessory-fitting-tool.md

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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).
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</Alert>
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## Set up accessories
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## Setting up Accessories
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The first stage of the Accessory Fitting Tool 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:
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<img src="../../assets/accessories/accessory-fitting-tool/Preview-Display.png" />
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## Test accessories
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## Testing Accessories
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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.
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<Alert severity = 'info'>
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At any point of the testing process, you can start a [Play test](../../studio/testing-modes.md#playtest-options) to launch an instance of your experience where your avatar is replaced with the currently selected character body and accessories from the AFT.
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</Alert>
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If you notice any fitting issues with your accessory, you can use the [Editing](#edit-accessory-fit) tools to make minor adjustments to your accessory.
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If you notice any fitting issues with your accessory, you can use the [Editing](#editing-accessory-fit) tools to make minor adjustments to your accessory.
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### With different bodies
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### With Different Bodies
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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.
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1. If two character tiles are selected, click a selected tile to deselect it.
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2. In the character preview, **click** and **drag** to rotate and **right-click** to pan to inspect your character.
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### With different clothing
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### With Different Clothing
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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.
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2. In the character preview, **drag** and **drop** the accessory boxes to change the layer order.
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3. In the character preview, **click** and **drag** to rotate and **right-click** to pan to inspect your character.
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### With animations
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### With Animations
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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.
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1. In the catalog, press the play and pause icon to control the playback.
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2. In the character preview, **click** and **drag** to rotate and **right-click** to pan to inspect your character.
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### With custom assets
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### With Custom Assets
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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.
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<img src="../../assets/accessories/accessory-fitting-tool/Custom-Asset.png" />
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## Edit accessory fit
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## Editing Accessory Fit
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The Accessory Fitting Tool populates different fitting tools depending on the type of accessory being created.
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### Layered clothing
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### Layered Clothing
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When editing clothing items, the following tools populate in the viewport:
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</tbody>
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</table>
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#### Cage editing
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#### Cage Editing
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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.
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2. Set the **Falloff Distance** depending on the number of vertices being adjusted at once.
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<img src="../../assets/accessories/accessory-fitting-tool/Edit-Vertex-Example.png" />
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### Rigid accessories
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### Rigid Accessories
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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.
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</figure>
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</GridContainer>
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## Create accessory
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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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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, click **Generate MeshPart Accessory**.
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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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<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/creating-rigid/converting.md

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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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5. After previewing and fitting your asset, select the **dropdown** next to **Generate** button to select **Generate MeshPart Accessory**. The accessory object populates in your viewport and in the Explorer.
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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.
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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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<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."/>
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6. Test your accessory by equipping it to a character and using the **Avatar Setup Tool**.
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