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Copy file name to clipboardExpand all lines: content/en-us/animation/editor.md
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@@ -167,23 +167,17 @@ rigs.
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## Create an animation
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You can only create animations using rigs. If you don't have a rig available, insert a pre-built rig using the [Rig Builder](../studio/rig-builder.md)plugin. The pre-built rigs have all of the basic parts and mechanisms to
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You can only create animations using rigs. If you don't have a rig available, insert a pre-built rig using the [Rig Builder](../studio/rig-builder.md)tool. The pre-built rigs have all of the basic parts and mechanisms to
4. In the **Animation Name** field, enter a new animation name, then
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3. In the **Animation Name** field, enter a new animation name, then
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click the **Create** button. The Animation Editor window displays
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the [media and playback controls](#media-and-playback-controls), [timeline](#timeline), and [track list](#track-list).
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<Alertseverity="info"variant="standard">
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When creating poses, you can toggle between **Move** and **Rotate**
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modes by pressing <kbd>R</kbd>. These modes work exactly like moving and rotating base objects, including the snap settings and incremental values located in the **Snap to Grid** section of the**Model** tab.
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modes by pressing <kbd>R</kbd>. These modes work exactly like moving and rotating base objects, including the snap settings and incremental values located in the toolbar's**Model** tab.
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</Alert>
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5. Continue moving or rotating bones or meshes until you get the desired pose.
Copy file name to clipboardExpand all lines: content/en-us/art/accessories/accessory-fitting-tool.md
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@@ -35,10 +35,7 @@ Before using the tool, ensure that you have the `Class.MeshPart` or `Class.Model
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To setup your accessories:
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1. Ensure that your custom asset is selectable in your project. See [3D Importer](../../art/modeling/3d-importer.md) for instructions on importing a custom model into your experience.
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2. In the Avatar tab, select the **Accessory Fitting Tool**. The Accessory Fitting Tool panel displays.
2. From the toolbar's **Avatar** tab, open the **Accessory Fitting Tool**.
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3. Select the **Part** field and click on the `Class.MeshPart` or `Class.Model` in the viewport that you intend to preview. The text field populates with the name of the object selected.
Copy file name to clipboardExpand all lines: content/en-us/art/accessories/creating-rigid/converting.md
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@@ -11,7 +11,7 @@ After importing your asset into Studio, you can begin **fitting** your imported
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To fit and generate your accessory:
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1. In the **Avatar** tab, open the **Accessory Fitting Tool (AFT)**.
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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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3. Set **type** of asset to **Back**. Press **Next** when complete.
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<imgsrc="../../../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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6. Test your accessory by equipping it to a character and using the **Avatar Setup Tool**.
Copy file name to clipboardExpand all lines: content/en-us/art/accessories/creating/converting.md
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@@ -8,7 +8,7 @@ With the `Class.Model` in your project, the last step in the process of clothing
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To generate the accessory object:
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1. In the Avatar tab, select the **Accessory Fitting Tool**. The Accessory Fitting Tool panel displays on the left side of the workspace.
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1. In the toolbar's **Avatar** tab, select the **Accessory Fitting Tool**. The Accessory Fitting Tool panel displays on the left side of the workspace.
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2. Select the `Class.Model` of the clothing item in the viewport. The tool's text field populates with the name of the object selected. Alternatively, you can select the object within the Explorer window.
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3. Test out various sample characters, clothing, and animations. See [Test accessories](../../../art/accessories/accessory-fitting-tool.md#test-accessories) for additional information.
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- If required, make minor cage adjustments using the editing features. Larger cage changes may require returning to your third-party modeling software and re-exporting the asset.
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To fit and generate your accessory:
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1. In the **Avatar** tab, open the **Accessory Fitting Tool (AFT)**.
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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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## Publish
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After uploading your asset for moderation, you can check your asset's current moderation status on your [Creator Dashboard > Avatar Items](https://create.roblox.com/dashboard/creations). Moderation can take up to 24 hours during which a placeholder icon is used on the creation page.
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After uploading your asset for moderation, you can check your asset's current moderation status in the **Avatar Items** tab of your [Creator Dashboard](https://create.roblox.com/dashboard/creations). Moderation can take up to 24 hours during which a placeholder icon is used on the creation page.
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After moderation completes, your item's publishing details become available to edit and enable for sale. See the following for an overview on the various sale options available:
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