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content/common/navigation/assets.yaml

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- title: Manage
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path: /projects/assets/manager
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section:
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- title: Asset manager
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- title: Asset Manager
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path: /projects/assets/manager
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- title: Toolbox
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path: /projects/assets/toolbox

content/common/navigation/monetize/experiences.yaml

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path: /production/monetization/paid-access-local-currency
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- title: Price optimization
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path: /production/monetization/price-optimization
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- title: Regional Pricing
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path: /production/monetization/regional-pricing
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- heading: Advertise
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- title: Ads Manager

content/en-us/art/accessories/creating-rigid/importing.md

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<AccordionSummary>Add textures manually</AccordionSummary>
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<AccordionDetails>
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If textures didn't load correctly, add them manually with the Asset Manager.
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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. Open the Asset Manager. You may need to save and publish your experience before accessing your assets.
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2. In the Asset Manager, select the **Bulk Import** button.
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<img src="../../../assets/studio/asset-manager/Import-Button.png" width = "60%"/>
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3. Upload your image file.
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4. After moderation clears for your image, select the `Class.MeshPart` parented within your imported `Class.Model`.
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5. In the TextureID property, select the value field and add the assetID of the texture image.
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1. In the **Asset Manager**, click the **Import** button.
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2. Upload your image file.
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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. In the **TextureID** property, select the value field and add the asset ID of the texture image.
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</AccordionDetails>
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</BaseAccordion>

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

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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.
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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. Open the Asset Manager. You may need to save and publish your experience before accessing your assets.
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2. In the Asset Manager, select the **Bulk Import** button.
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<img src="../../assets/studio/asset-manager/Import-Button.png" width = "60%"/>
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3. Upload your image files.
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4. After moderation clears for your image, select the `Class.MeshPart` parented within your imported `Class.Model`.
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5. Add a `Class.SurfaceAppearance` child to your `Class.MeshPart`.
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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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6. In the `Class.SurfaceAppearance` properties, click each property value and assign the appropriate texture image from the asset dropdown:
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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.

content/en-us/art/accessories/import-clothing.md

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<AccordionDetails>
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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. Open the Asset Manager. You may need to save and publish your experience before accessing your assets.
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2. In the Asset Manager, select the **Bulk Import** button.
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<img src="../../assets/studio/asset-manager/Import-Button.png" width = "60%"/>
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3. Upload your image files.
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4. After moderation clears for your image, select the `Class.MeshPart` parented within your imported `Class.Model`.
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5. If you are using a single basic texture, set the `Class.MeshPart.TextureID` property to your uploaded texture image.
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6. If you are using PBR Textures:
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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. If you are using a single basic texture, set the `Class.MeshPart.TextureID` property to your uploaded texture image.
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5. If you are using PBR textures:
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1. Add a `Class.SurfaceAppearance` child to your `Class.MeshPart`.
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content/en-us/art/accessories/importing.md

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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. Open the Asset Manager. You may need to save and publish your experience before accessing your assets.
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2. In the Asset Manager, select the **Bulk Import** button.
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<img src="../../assets/studio/asset-manager/Import-Button.png" width = "60%"/>
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3. Upload your image files.
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4. After moderation clears for your image, select the `Class.MeshPart` parented within your imported `Class.Model`.
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5. Add a `Class.SurfaceAppearance` child to your `Class.MeshPart`.
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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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6. In the `Class.SurfaceAppearance` properties, click each property value and assign the appropriate texture image from the asset dropdown:
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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.

content/en-us/art/characters/import.md

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<AccordionDetails>
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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. Open the Asset Manager. You may need to save and publish your experience before accessing your assets.
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2. In the Asset Manager, select the **Bulk Import** button.
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<img src="../../assets/studio/asset-manager/Import-Button.png" width = "60%"/>
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3. Upload your image files.
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4. After moderation clears for your image, select the `Class.MeshPart` parented within your imported `Class.Model`.
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5. If you are using a single basic texture, set the `Class.MeshPart.TextureID` property to your uploaded texture image.
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6. If you are using PBR Textures:
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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. If you are using a single basic texture, set the `Class.MeshPart.TextureID` property to your uploaded texture image.
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5. If you are using PBR textures:
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1. Add a `Class.SurfaceAppearance` child to your `Class.MeshPart`.
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content/en-us/art/modeling/3d-importer.md

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</tr>
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<td>Add Model To Inventory</td>
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<td>If enabled, the 3D Importer adds the model to your Toolbox / 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>
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<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>
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<td>Insert In Workspace</td>
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<td>If enabled, inserts the model into the Workspace and Toolbox/Asset Manager. By default, this is **enabled**.<br /><br />If disabled, only adds the model to the Toolbox/Asset Manager.</td>
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<td>If enabled, inserts the model into the `Class.Workspace` as well as your **Toolbox** and **Asset Manager** inventory. By default, this is **enabled**.<br /><br />If disabled, only adds the model to your inventory.</td>
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<td>Insert Using Scene Position</td>

content/en-us/art/modeling/surface-appearance.md

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#### Alpha modes
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For objects that require partial or complete sections of transparency, such as grass, leaves, lace, or decals like dirt or grunge, you can use various **alpha modes** to apply transparency to your color map. If your color map image format supports alpha channels, you can apply a grayscale alpha map where 0.0 is opaque and 1.0 is transparent. Similarly, when using an image format such as a `.png`, any opacity on the color map applies as transparency on the asset.
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For objects that require partial or complete sections of transparency, such as grass, leaves, lace, or decals like dirt or grunge, you can use various **alpha modes** to apply transparency to your color map. If your color map image format supports alpha channels, you can apply a grayscale alpha map where `0.0` is transparent and `1.0` is opaque. Similarly, when using an image format such as a `.png`, any opacity on the color map applies as transparency on the asset.
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You can apply transparency in two different behaviors by setting the following `Class.SurfaceAppearance.AlphaMode|AlphaMode` values:
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content/en-us/art/overview-dcc.md

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- Images
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- Uploaded textures must follow Studio's [texture specifications](../art/modeling/specifications.md).
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- Studio's [Asset Manager](../projects/assets/manager.md) supports `.png`, `.jpg`, `.tga`, or `.bmp` file formats and allows for bulk file imports.
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- Studio's [Asset Manager](../projects/assets/manager.md) supports `.png`, `.jpg`, `.gif`, `.tga`, or `.bmp` file formats and allows for bulk file imports.
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- Sounds
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- Uploaded sounds must follow Roblox's [sound requirements](../sound/assets.md#requirements).
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- Studio's [Asset Manager](../projects/assets/manager.md) supports `.mp3`, and `.ogg` file formats and allows for bulk file imports.
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- Studio's [Asset Manager](../projects/assets/manager.md) supports `.ogg`, `.mp3`, `.flac`, and `.wav` file formats and allows for bulk file imports.
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- Video
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- You can import video assets in either `.mp4` or `.mov` format if all of the [requirements](../ui/video-frames.md) are met.
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<Alert severity ='warning'>
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Roblox performs asset moderation on upload of any asset type. Roblox can also moderate assets after the initial upload. For more information, see [Asset moderation](../projects/assets/index.md#asset-moderation).

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