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Copy file name to clipboardExpand all lines: content/en-us/art/accessories/clothing-export-settings.md
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@@ -9,11 +9,42 @@ Export your mesh or model as a `.fbx` or `.gltf` to take advantage of all of Stu
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- If you are creating an avatar character model, ensure that your model follows [character specifications](../../art/characters/specifications.md) and use the [character body export settings](../../art/characters/export-settings.md).
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- If you are creating a generic mesh, ensure that your model follows Roblox's [general specifications](../../art/modeling/specifications.md) and use the [general export settings](../../art/modeling/export-requirements.md).
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## Before exporting
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Before exporting, ensure that you are only exporting the Roblox supported objects related to your model. If you have any modifiers to your mesh or project objects, make sure to apply or delete them before export.
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You can export layered clothing models with the following object structure:
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<imgsrc="../../assets/modeling/skinned-meshes/Clothing-Data-Model.png"width="60%"alt="Blender clothing data model example" />
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- Armature parent
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- Bones / joints
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- Primary mesh object
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- Cage parent object
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- Inner cage mesh object
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- Outer cage mesh object
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You can also export shoes together. Even though left and right shoes are separate accessories, you can either export the left and right shoe individually, or export both shoes at the same time using the following structure:
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<imgsrc="../../assets/modeling/skinned-meshes/Shoe-Data-Model.png"width="60%"alt="Shoe clothing data model example"/>
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- Armature parent
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- Bones / joints
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- Left shoe mesh object
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- Right shoe mesh object
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- Cage parent object
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- Left shoe inner cage
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- Left shoe outer cage
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- Right shoe inner cage
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- Right shoe outer cage
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<Alertseverity = 'warning'>
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If you have any modifiers to your mesh or project objects, make sure to apply
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or delete them before export.
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Each shoe must include their own inner and outer cage.
Copy file name to clipboardExpand all lines: content/en-us/art/accessories/clothing-specifications.md
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@@ -133,7 +133,7 @@ If setting attachment names manually in Studio, use the following `Class.Attachm
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### Face Accessories
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Face accessories, such as hair, eyebrows, and eyelashes are unique accessories that you can bundle with an avatar body upload. At this time, eyebrows and eyelashes can not be uploaded as standalone accessories and must be bundled with avatar bodies. For more information on bundling your face accessories with avatar models, see [Publishing Bodies with Eyelashes and Eyebrows](../accessories/publish-eyebrows-eyelashes.md).
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Face accessories, such as hair, eyebrows, and eyelashes are unique accessories that you can bundle with an avatar body upload. At this time, eyebrows and eyelashes can not be uploaded as standalone accessories and must be bundled with avatar bodies. For more information on bundling your face accessories with avatar models, see [Publishing bodies with eyelashes and eyebrows](../accessories/publish-eyebrows-eyelashes.md).
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-**Naming Convention when bundled** - When including these assets with an avatar body upload, the accessory objects must use the following name conventions:
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-`EyebrowAccessory`
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**Cage meshes**, or **cages**, are invisible meshes that define the inner and outer surfaces of your asset and are fundamental to the layerable properties of clothing items. The inner cage determines the inside surface of a clothing item while the outer cage determines the outside surface of a clothing item.
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<Alertseverity = 'error'>
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Assets with invalid cage configurations may fail validation and are subject to moderation. This includes, but is not limited to:
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<ul>
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<li>**No difference between the two cages** - The outer cage needs to envelope the layered clothing item as much as possible. If the inner and outer cages are exactly the same, the layered accessory behaves like a rigid accessory and doesn't deform.</li>
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<li>**Extreme space between the two cages** - Large spaces between the inner and outer cages can make the accessory look unrealistic puffy or excessively large.</li>
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<li>**Outer cage is within the inner cage** - The outer cage needs to be outside the inner cage otherwise the asset will fail validation.</li>
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</ul>
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Assets with invalid cage configurations may fail validation and are subject to moderation. See [Caging best practices](./caging-best-practices.md) for examples and instructions.
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</Alert>
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For a basic overview on caging, see the [Basic Clothing Tutorial](../accessories/creating/caging-setup.md) and the relevant section of the tutorial video at [8:32](https://www.youtube.com/watch?v=C-DwGRBHvmE&t=512s):
Copy file name to clipboardExpand all lines: content/en-us/art/accessories/import-clothing.md
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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.
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<Alertseverity = 'warning'>
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For shoes, you must convert the left shoe and the right shoe as separate accessories. Use the following instructions for each shoe before grouping both shoe accessories as a `Class.Model` when [saving to Roblox](../../marketplace/publish-to-marketplace.md#upload-an-asset).
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</Alert>
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To generate the accessory object:
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1. In the Avatar tab, select the [**Accessory Fitting Tool**](../accessories/accessory-fitting-tool.md). The Accessory Fitting Tool panel displays on the left side of the workspace.
After exporting your .fbx file, see [Test characters](../../../art/characters/testing/index.md)In Studio for steps on importing your character model into a test place and verifying your avatar and related components.
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After exporting your .fbx file, see [Test characters](../../../art/characters/testing/index.md) for steps on importing your character model into a test place and verifying your avatar and related components.
Copy file name to clipboardExpand all lines: content/en-us/art/characters/export-settings.md
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@@ -3,6 +3,10 @@ title: Character body export settings
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description: Use the appropriate export settings in Maya and Blender to generate Studio-ready .fbx files.
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---
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<Alertseverity = 'warning'>
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It's important to test your assets multiple times at every point of the asset creation process, whether it is within your modeling application or after importing into Studio. See [Test characters](../../art/characters/testing/index.md) for more information.
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</Alert>
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Export your model as a `.fbx` or `.gltf` to take advantage of all of Studio's 3D import features. When rigging or skinning a layerable model, these file types contains all the mesh and texture data, including the rig and influence data, you need to later [import](../../art/modeling/3d-importer.md) into Studio.
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Check that your model meets Roblox's [avatar character specifications](../../art/characters/specifications.md) before exporting to ensure Studio compatibility.
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If you are using Roblox's avatar template files, you must perform the [cleanup steps](../../art/characters/creating/combine-head-geometry.md) in order for the assets to properly validate.
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</Alert>
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<Tabs>
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<TabItemlabel="Blender">
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## Before exporting
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Before exporting a mesh from Blender, make sure either your **Scene Properties** > **Unit Scale**to `.01` or your export **Transform** > **Scale** is set to `.01` (step 4) to ensure similar `.fbx` scaling within Studio.
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Before exporting, ensure that you are only exporting the Roblox supported objects related to your model. If you have any modifiers to your mesh or project objects, make sure to apply or delete them before export.
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To export the `.fbx` file in Blender:
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Use the following guidance before exporting:
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1. In the topbar, click **File**. A pop-up menu displays.
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2. Select **Export**, then **FBX (.fbx)**. The **Blender File View** window displays.
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3. On the right-hand side, change the **Path Mode** property to **Copy**, then toggle the **Embed Textures** button.
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- While your mesh objects must be parented within an armature object, you can also parent your outer cage objects to a single empty object to simplify your workspace.
- In the cage parent object, ensure you have an [outer cage](../characters/specifications.md#outer-cages) for each of your 15 body parts with appropriate naming affix.
- In the armature object, ensure that you include the all [15 mesh objects](../characters/specifications.md#body-parts) and [19 attachments](../characters/specifications.md#attachments) with the appropriate naming affix.
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4. If your project doesn't already have .01 scene unit scaling, set the **Transform** > **Scale** to `.01`.
For more information on supported modeling objects and proper configuration, see [Character specifications](../characters/specifications.md).
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</Alert>
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## Software specific export settings
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5. Under the **Armature** section, disable **Add Leaf Bones**.
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Whether you are exporting your character for testing, or are performing a final export out of Blender, you must apply the appropriate export settings to ensure that Blender exports the proper character data.
Before exporting a mesh from Blender, make sure either your **Scene Properties** > **Unit Scale** to `.01` or your export settings **Transform** > **Scale** is set to `.01` to ensure similar `.fbx` scaling within Studio.
1. In the topbar, click **File** > **Export** > **FBX (.fbx)**. The Blender file browser window displays.
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2. Set **Path Mode** to **Copy** and enable the **Embed Textures** icon.
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3. In the Include section, enable **Custom Properties**.
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4. Expand the Armature section and uncheck **Add Leaf Bones**.
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5. Enable **Bake Animation**.
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6. Expand Bake Animation and **uncheck NLA Strips**, **All Actions**, and **Force Start/End Keyframes**.
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7. In Bake Animation, set **Simplify** to **0.0**.
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8. Click the **Export FBX** button. Save the `.fbx` to the directory of your choice.
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7. Click the **Export FBX** button.
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8. After exporting, use Studio's [3D importer](../../art/modeling/3d-importer.md) to import your model. See [Test characters in Studio](../../art/characters/testing/studio.md) for additional importing and testing information
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8. In the **Advanced Options** section,
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- Navigate to **Units**, then enable **Automatic**.
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- Navigate to **Axis Conversion**, then set the **Up Axis** property to **Y**.
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-Navigate to **FBX File Format**, then set the **Type** property to **Binary**, and the **Version** property to **FBX 2020**.
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-If you have issues importing your model, navigate to **FBX File Format**, then set the **Type** property to **Binary**, and the **Version** property to **FBX 2020**.
10. After exporting, use Studio's [3D importer](../../art/modeling/3d-importer.md) to import your model. See [Test characters in Studio](../../art/characters/testing/studio.md) for additional importing and testing information.
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</TabItem>
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</Tabs>
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<Alertseverity = 'success'>
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After importing the `Class.Model` character to Studio, you can now perform the following with this asset:
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-[Test your character model](../../art/characters/testing/index.md) in Studio using various tools and workflows.
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-[Upload the character](../../art/accessories/creating-rigid/publishing.md) to the Marketplace.
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- Use the humanoid character on an existing experience by applying a [HumanoidDescription](../../characters/appearance.md#humanoiddescription)to the `Class.Model` object.
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- Save the asset to your [Toolbox](../../projects/assets/toolbox.md) to share or use within any of your experiences.
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title: Test in Studio
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description: Verify the important aspects of your character model in a custom Studio test experience.
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prev: /art/avatar/testing/blender
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---
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Test your character model in Studio to understand how it looks and feels within a Roblox experience.
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Test your character model in Studio to understand how it looks and feels within a Roblox experience. To test your custom character in Studio, first [import the character model](../../characters/import.md) into your Studio project.
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Roblox provides an [Avatar Test experience](https://www.roblox.com/games/13176231501/Avatar-Test-Place) that you can open in Studio and import your character model in. This experience provides a wide variety of environmental and clothing tests to ensure that your character model and related components work as expected.
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You can test in Studio using the [Avatar Setup tool](../../modeling/avatar-setup.md) to preview and test various components of your avatar character.
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You can also playtest your character in the [Avatar Test experience](https://www.roblox.com/games/13176231501/Avatar-Test-Place). This experience provides a wide variety of environmental and clothing tests to ensure that your character model and related components work as expected.
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