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update Open Source Docs from Roblox internal teams
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content/common/navigation/cloud/reference.yaml

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versions:
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- name: v2
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path: /cloud/legacy/notifications/v2
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- title: Matchmaking
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type: cloudlegacy
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ignoreTranslation: true
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versions:
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- name: v2
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path: /cloud/legacy/matchmaking/v1

content/common/navigation/engine/guides.yaml

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path: /chat/examples/custom-text-chat-commands
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- title: Legacy chat system
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path: /chat/legacy/legacy-chat-system
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- title: Matchmaking
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path: /matchmaking/
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section:
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- title: Overview
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path: /matchmaking/
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- title: Server scoring
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path: /matchmaking/scoring
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- title: Attributes and signals
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path: /matchmaking/attributes-and-signals
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- title: Customize your matchmaking configuration
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path: /matchmaking/customize-matchmaking
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- title: Analytics
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path: /matchmaking/analytics
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- title: Glossary
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path: /matchmaking/glossary
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- title: Performance optimization
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path: /performance-optimization/
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section:

content/en-us/art/accessories/clothing-export-settings.md

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@@ -82,9 +82,8 @@ To export a mesh in Maya as a `.fbx` file:
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7. 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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8. Click the **Export All** button.
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<img src="../../assets/accessories/lc-requirements-maya-settings.png" />
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<img src="../../assets/accessories/lc-requirements-maya-settings-with-animation.png" />
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9. After exporting, use Studio's [3D Importer](../../art/modeling/3d-importer.md) to import your model and the [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md) to convert the model into an accessory.
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content/en-us/art/accessories/export-settings.md

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@@ -48,9 +48,10 @@ To export a mesh in Maya as a `.fbx` file:
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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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9. Click the **Export All** button.
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<img src="../../assets/accessories/lc-requirements-maya-settings.png" />
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10. After exporting, use Studio's [3D Importer](../../art/modeling/3d-importer.md) to import your model and the [Accessory Fitting Tool](../../art/accessories/accessory-fitting-tool.md) to convert the model into an accessory.
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</TabItem>

content/en-us/art/characters/export-avatar-animations-from-maya.md

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1. Click the **Advanced Options** dropdown for additional export settings, then in the **FBX File Format** section,
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1. Set **Type** to **Binary**.
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1. Set **Version** to **FBX 2020**.
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1. If required, set **Version** to **FBX 2020**.
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<img width="80%" img src="../../assets/animation/exporting-avatar-animations-from-maya/FBX-File-Format.jpg" alt="A close up view of the Options pane. The FBX File Format settings are highlighted." />
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content/en-us/art/characters/export-settings.md

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@@ -71,14 +71,14 @@ To export a mesh in Maya as a `.fbx` file:
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4. On the right-hand side of the window, navigate to the **Options...** section.
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5. In the **Geometry** section, enable **Smooth Mesh** and **Referenced Asset Content**.
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6. In the **Animation** section, enable **Animation**. Avatar characters with [facial animation data](../../art/characters/facial-animation/index.md) require animation data.
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7. If you need to import textures as a `.png`, in the **Embed Media** section, enable **Embed Media**.
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8. In the **Advanced Options** section,
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7. Enable **Bake Animation**.
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8. If you need to import textures as a `.png`, in the **Embed Media** section, enable **Embed Media**.
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9. 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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- 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**.
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9. Click the **Export All** button.
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<img src="../../assets/accessories/lc-requirements-maya-settings.png" />
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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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10. Click the **Export All** button.
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<img src="../../assets/accessories/lc-requirements-maya-settings-with-animation.png" />
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11. 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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content/en-us/art/modeling/export-requirements.md

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3. Near the bottom of the window, click the **Files of type** dropdown, then select **FBX export**.
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4. On the right-hand side of the window, navigate to the **Options...** section.
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5. In the **Geometry** section, enable **Smooth Mesh** and **Referenced Asset Content**.
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6. In the **Animation** section, disable **Animation**, unless you need to import an animation to Studio.
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6. In the **Animation** section, disable **Animation**, unless you need to import an animation to Studio. Some avatar assets require animation.
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1. If you are exporting animation, enable **Bake Animation**.
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7. If you need to import textures as a `.png`, in the **Embed Media** section, enable **Embed Media**.
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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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9. Click the **Export All** button.
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<img src="../../assets/accessories/lc-requirements-maya-settings.png" alt="Blender export sidebar showing Bake Animation as unchecked" />
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<img src="../../assets/accessories/lc-requirements-maya-settings.png" alt="Maya export sidebar showing Bake Animation as unchecked" />
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