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update Open Source Docs from Roblox internal teams
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content/common/navigation/scale/analytics.yaml

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path: /production/analytics/engagement
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- title: Acquisition
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path: /production/analytics/acquisition
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- title: Audience
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path: /production/analytics/audience
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- title: Demographics
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path: /production/analytics/demographics
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- title: Feedback
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path: /production/analytics/feedback
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- title: Monetization

content/en-us/animation/capture.md

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To record your face and create an animation:
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1. Open the **Animation Editor**.
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1. In the menu bar, navigate to the **Avatar** tab.
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1. In the **Animations** section, click on the **Animation Editor**. The **Animation Editor** window displays.
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<img src="../assets/studio/general/Avatar-Tab-Animation-Editor.png"
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width="760" />
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1. From the toolbar's **Avatar** tab, click **Animation Editor**. The [Animation Editor](../animation/editor.md) window displays.
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2. In the **Explorer** window, select the rig you want your video to animate. A dialog displays.
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<img src="../assets/animation/animation-editor/Create-Animation-Dialog.png"
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To import a video to create an animation:
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1. Open the **Animation Editor**.
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1. In the menu bar, navigate to the **Avatar** tab.
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1. In the **Animations** section, click on the **Animation Editor**. The **Animation Editor** window displays.
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<img src="../assets/studio/general/Avatar-Tab-Animation-Editor.png"
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width="760" />
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1. From the toolbar's **Avatar** tab, click **Animation Editor**. The [Animation Editor](../animation/editor.md) window displays.
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2. In the **Explorer** window, select the R15 rig you want your video to animate. A dialog displays.
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<img src="../assets/animation/animation-editor/Create-Animation-Dialog.png"

content/en-us/animation/editor.md

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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
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build a character animation.
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<img src="../assets/studio/general/Avatar-Tab-Rig-Builder.png" width="760" />
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If you have a rig, you can create a new animation for it using the following steps:
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1. In the menu bar, navigate to the **Avatar** tab.
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2. In the **Animations** section, click the **Animation Editor** to display its window.
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<img src="../assets/studio/general/Avatar-Tab-Animation-Editor.png" width="760" />
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3. Select the rig you want to create an animation for to display the creation dialog.
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1. From the toolbar's **Avatar** tab, click **Animation Editor**.
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2. Select the rig you want to create an animation for to display the creation dialog.
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<img src="../assets/animation/animation-editor/Create-Animation-Dialog.png" width="380" />
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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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<Alert severity="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&nbsp;to&nbsp;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.

content/en-us/animation/inverse-kinematics.md

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To quickly test your `Class.IKControl` using an `Class.Attachment` as a target:
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1. In the Test tab, select **Play** to start the Play test.
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2. In the Explorer, navigate to **Workspace** → your user's `Class.Model`. This `Class.Model` instance is named as your current Roblox account.
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1. In the toolbar's **Test** tab, select **Play** to start the playtest.
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2. In the **Explorer**, navigate to **Workspace** → your user's `Class.Model`. This `Class.Model` instance is named as your current Roblox account.
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3. Click the **** icon next to your character model's `HumanoidRootPart` and add an **Attachment**.
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<img src="../assets/animation/inverse-kinematics/IK-Add-Attachment.png"

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

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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.
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<img src="../../assets/studio/general/Avatar-Tab-Accessory-Fitting-Tool.png" width="786" />
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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.
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<img src="../../assets/accessories/accessory-fitting-tool/MeshPart-Selected.png" />
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To make changes to the vertices of the currently selected cage:
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1. In the **Avatar** tab's **Snap To Grid** section, disable **Move** snapping. This enables you to make detailed changes to a vertex's position.
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1. In the toolbar's **Avatar** tab, disable **Move** snapping. This enables you to make detailed changes to a vertex's position.
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2. Select a vertex and use the **Move** tool to reposition. Changes to the cage apply immediately and display in the preview panel.
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1. Use the opacity sliders to better visualize the changes to your cage.
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2. Set the **Falloff Distance** depending on the number of vertices being adjusted at once.

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

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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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<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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6. Test your accessory by equipping it to a character and using the **Avatar Setup Tool**.
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<video controls src="../../../assets/art/accessories/creating-rigid/Testing.mp4" width="100%"></video>
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content/en-us/art/accessories/creating-rigid/importing.md

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To import your asset ([downloadable reference](../../../assets/art/accessories/creating-rigid/Chest-Texturing-Complete.fbx)):
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1. In Studio, navigate to the **Avatar tab** and select the **3D Importer**.
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1. In Studio, navigate to the toolbar's **Avatar** tab and select the **3D Importer**.
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2. In the file browser, select the `.fbx` file saved locally. The 3D Importer loads a preview of the object.
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1. If textures don't load for your asset, continue to the next step and add textures manually later.
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3. Select **Import**.

content/en-us/art/accessories/creating/converting.md

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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.

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

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Use the 3D Importer to import your `.fbx` into Studio:
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1. Open Studio and navigate to the **Avatar** tab.
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1. Open Studio and navigate to the toolbar's **Avatar** tab.
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2. Click the **Import 3D** button. A file browser displays.
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3. Select your exported `.fbx` and verify any possible warnings or errors.
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1. Warnings or errors related to the clothing mesh may require returning to Blender to resolve.

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

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1. In Studio, navigate to the toolbar's **Avatar** tab and select the **3D Importer**.
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2. In the file browser, select the `.fbx` file saved locally. The 3D Importer loads a preview of the object.
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<img src="../../assets/art/accessories/creating-rigid/3D-Importer.png" />
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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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<img src="../../assets/art/accessories/creating-rigid/AFT-Select-Mesh.png" />
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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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