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Copy file name to clipboardExpand all lines: content/en-us/art/blender.md
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@@ -602,7 +602,7 @@ The "UV" in UV editing stands for the axes on the 2D image map that you use duri
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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.
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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 becomes its own UV island in the UV map.
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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.
Copy file name to clipboardExpand all lines: content/en-us/audio/objects.md
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---
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title: Audio objects
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description: An overview of audio object on Roblox.
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description: An overview of modular audio objects on Roblox.
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---
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Roblox's modular audio objects allow you to have dynamic control over sound and voice chat in your experiences. Almost every audio object corresponds to a real-world audio device, and they all function together to capture and play audio like their physical counterparts.
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As you read through this guide and learn about how all of these audio objects work together to emit sound, you will learn how to accurately capture and feed music, sound effects, and the human voice from the experience to the player and vice-versa.
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<Alertseverity = 'info'>
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`Class.Sound`, `Class.SoundGroup`, and `Class.SoundEffect` objects are now deprecated in favor of the more robust functionality of audio objects.
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`Class.Sound`, `Class.SoundGroup`, and `Class.SoundEffect` objects are now discouraged in favor of the more robust functionality of audio objects.
Copy file name to clipboardExpand all lines: content/en-us/marketplace/moderation.md
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## Archive assets
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Archiving an asset allows you to remove an asset from the Roblox Marketplace platform. This process can be used to archive both 2D and 3D avatar items. Avatar items may only be archived if they were published at least 180 days prior. At this time, archiving Limited items is not supported.
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Archiving an asset allows you to remove an asset from the Marketplace. This process can be used to archive both 2D and 3D avatar items. Avatar items may only be archived if they were uploaded at least 180 days prior. At this time, archiving Limited items is not supported.
Copy file name to clipboardExpand all lines: content/en-us/parts/models.md
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## Create models
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When you **group** objects together, they automatically become a `Class.Model` object.
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When you **group** objects together, they automatically become a `Class.Model` object. However, you can also insert an empty `Class.Model` object into the Workspace, then manually add child objects to the model.
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1. In the 3D viewport or the **Explorer** window, select every object that you want to group into a model.
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1. Right-click on one of the objects and select **Group**, or press <kbd>Ctrl</kbd><kbd>G</kbd> on Windows or <kbd>⌘</kbd><kbd>G</kbd> on Mac. A new `Class.Model` object displays with all of the objects that make up the model nested underneath.
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To create a model using the grouping method:
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1. In the **Explorer** window or 3D viewport, select every object that you want to group into a model.
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1. Right-click on one of the objects and select **Group**, or press <kbd>Ctrl</kbd> + <kbd>G</kbd> on Windows or <kbd>⌘</kbd> + <kbd>G</kbd> on Mac. A new `Class.Model` object displays with all of the objects that make up the model nested underneath.
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<imgsrc="../assets/modeling/model-objects/Model-Group-Simple.png"width="320"alt="A close up view of the Explorer window. A Model object is highlighted with three nested children." />
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When you upload or import a `.gltf`, `.fbx` and `.obj` model file to the cloud using the [3D Importer](../art/accessories/creating-rigid/importing.md), Roblox represents it as a cloud-based asset with a unique corresponding ID. This cloud-based asset system allows you to store models through Roblox and reuse them across the platform in various contexts without maintaining local copies as part of each saved Studio experience.
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<Alertseverity="info">
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There is a limit of 15,000 unique assetIds that can be referenced in a single model.
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</Alert>
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To upload a model you made in Studio:
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1. In the **Explorer** window, right-click your model. A contextual menu displays.
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## Distribute models
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You can distribute models to the [Creator Store](../production/creator-store.md) for other creators to use within their own experiences as long as each model only references open use assets or restricted assets that you have created. Once you distribute a model, all newer versions include the same restictions even if you later unlist it from the Creator Store.
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You can distribute models to the [Creator Store](../production/creator-store.md) for other creators to use within their own experiences as long as each model only references:
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- Open use assets.
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- Restricted assets that you created, excluding audio and video.
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- Free assets from the Creator Store, including audio and video.
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Once you distribute a model, all newer versions include the same restrictions even if you later unlist it from the Creator Store.
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<Alertseverity="info">
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If you want to distribute a model with a child audio or video asset, you must distribute the audio or video asset on the Creator Store before making them a child of the model for the audio or video to be audible and visible at runtime.
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If you want to distribute a model with a child audio or video asset that you created, you must distribute the audio or video asset on the Creator Store before making them a child of the model for the audio or video to be audible and visible at runtime.
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</Alert>
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As with any asset, all models must adhere to the [Community Rules](https://en.help.roblox.com/hc/articles/203313410), [Terms of Use](https://en.help.roblox.com/hc/articles/115004647846), the [DMCA Guidelines](../production/publishing/dmca-guidelines.md) regarding copyright and Creator Store [asset moderation](../production/creator-store.md#asset-moderation) rules. When creating models for the Creator Store:
Copy file name to clipboardExpand all lines: content/en-us/production/creator-store.md
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<TabItemlabel="Explorer">
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To upload an asset from the [Explorer](../studio/explorer.md) and distribute it in the Creator Store:
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1. In the [Explorer](../studio/explorer.md) hierarchy, right-click the asset you'd like to distribute and select **Save to Roblox...** from the context menu.
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1. In the **Explorer** window, right-click the asset you'd like to distribute and select **Save to Roblox...** from the contextual menu.
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2. In the **Asset Configuration** window that opens, confirm and/or update asset details such as **Title** and **Description**. Additionally:
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- For **Content Type**, make sure **Development Item** is selected.
Copy file name to clipboardExpand all lines: content/en-us/production/promotion/share-links.md
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1. In the [Creator Dashboard](https://create.roblox.com/dashboard/creations), go to **Creations** and select the **Share Links** tab.
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2. Click **Create link**.
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3. Enter a unique campaign name and select the experience you want to create a share link for.
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4. <Chiplabel="optional"size="medium"variant="outlined" /> To enable custom `Class.Player:GetJoinData()|LaunchData`, toggle on **Use custom LaunchData** and enter a `LaunchData` parameter.
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4. <Chiplabel="OPTIONAL"size="small"variant="outlined" /> To enable custom `Class.Player:GetJoinData()|LaunchData`, toggle on **Use custom LaunchData** and enter a `LaunchData` parameter.
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5. Click **Generate link**.
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The new share link generates instantly and is ready to be shared.
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