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Copy file name to clipboardExpand all lines: content/en-us/art/accessories/creating-rigid/modeling-setup.md
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1. Near the Edit mode dropdown, select the Line selection.
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2. Holding <kbd>Shift</kbd>, click the top front and back lines of your chest.
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3. With both lines selected, press <kbd>Ctrl</kbd>/<kbd>Cmd</kbd>+<kbd>B</kbd> to Bevel.
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3. With both lines selected, press <kbd>Ctrl</kbd><kbd>B</kbd>/<kbd>⌘</kbd><kbd>B</kbd> to bevel.
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4. In the context menu at the bottom right, set the number of segments to `6` and enable **Clamp Overlap**.
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### Merge vertices
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Sometimes tools like the Bevel tool may move vertices very close to each other without merging them. Use the Merge Vertices function to ensure that your object shares vertices wherever possible.
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Sometimes tools like the **Bevel** tool may move vertices very close to each other without merging them. Use the Merge Vertices function to ensure that your object shares vertices wherever possible.
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1. Near the Edit mode dropdown, select the Vertices selection.
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2. Press <kbd>A</kbd> to select all vertices.
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1. Near the Edit mode dropdown, select the Line selection.
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2. Press <kbd>A</kbd> to select the entire chest.
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3. Use <kbd>Ctrl</kbd>/<kbd>Cmd</kbd>+<kbd>R</kbd> to create a Loop Cut.
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3. Use <kbd>Ctrl</kbd><kbd>R</kbd>/<kbd>⌘</kbd><kbd>R</kbd> to create a loop cut.
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4. Using your mouse, hover over the object until the highlighted cut is vertical. Click to confirm.
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5. In the context menu, set the number of cuts to `2`.
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6. With the new lines selected, press <kbd>S</kbd> to scale and <kbd>Y</kbd> to scale within the y-axis.
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To create your horizontal loop cuts:
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1. Select the chest, and press <kbd>Ctrl</kbd>/<kbd>Cmd</kbd>+<kbd>R</kbd> to loop cut.
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1. Select the chest, and press <kbd>Ctrl</kbd><kbd>R</kbd>/<kbd>⌘</kbd><kbd>R</kbd> to loop cut.
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2. Using the mouse, click to confirm a horizontal cut.
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3. Using the context menu, set the number of cuts to `2`.
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4. To straighten each line across your object, select the one of your new lines:
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Create the extrusions for the front, top, and back of the chest.
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1. Near the Edit mode dropdown, select the Face selection.
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2. Hold <kbd>Alt</kbd>/<kbd>Option</kbd> and click on your front faces to select the front, top, and back faces.
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2. Hold <kbd>Alt</kbd>/<kbd>⌥</kbd> and click on your front faces to select the front, top, and back faces.
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3. With the faces selected, hold <kbd>Shift</kbd> and click on the metal borders to deselect them. The front and back faces, and the top segmentations, should remain selected.
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4. Right click and select **Extrude Faces Along Normals**. Drag the mouse to extrude the faces about the same width as the metal borders.
Copy file name to clipboardExpand all lines: content/en-us/art/blender.md
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@@ -395,7 +395,7 @@ The **Grab** tool lets you move objects, vertices, edges, and faces from the 3D
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To use the Grab tool:
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1. In either **Object** or **Edit** mode, select one or multiple objects, vertices, edges, or faces.
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1. Press the <kbd>G</kbd> hotkey to activate the tool.
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1. Press <kbd>G</kbd> to activate the tool.
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1. Move the mouse to reposition your selection. For further precision:
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- Press <kbd>X</kbd>, <kbd>Y</kbd>, or <kbd>Z</kbd> after you press <kbd>G</kbd> to constrain movement to the **X**, **Y**, or **Z** axis, respectively.
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- Double-press an axis key to slide vertices or edges along their natural path.
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-**Move** - Snaps while moving the selection.
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-**Rotate** - Snaps while rotating the selection.
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-**Scale** - Snaps while scaling the selection.
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1. Press <kbd>Shift</kbd> + <kbd>Tab</kbd> to activate the tool.
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1. Press <kbd>Shift</kbd><kbd>Tab</kbd> to activate the tool.
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1. For further precision, hold <kbd>Shift</kbd> to snap the selection in finer increments.
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1. Move, rotate, or scale an object or mesh element according to your settings.
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To use the Inset tool:
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1. In **Edit** mode, select one or multiple faces.
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1. Press the <kbd>I</kbd> hotkey to activate the tool.
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1. Press <kbd>I</kbd> to activate the tool.
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1. Move the mouse to adjust your inset's size. For further precision:
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- Hold <kbd>Ctrl</kbd> to adjust the depth of the inset.
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- Hold <kbd>Shift</kbd> while moving your mouse to slow down movement for fine adjustments.
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To use the Extrude tool:
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1. In **Edit** mode, select one or multiple vertices, edges, or faces.
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1. Press the <kbd>E</kbd> hotkey to activate the tool.
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1. Press <kbd>E</kbd> to activate the tool.
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1. Move the mouse to adjust your extrusion's length. For further precision, press <kbd>X</kbd>, <kbd>Y</kbd>, or <kbd>Z</kbd> after you press <kbd>E</kbd> to constrain movement to the **X**, **Y**, or **Z** axis, respectively.
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1. Left-click or press <kbd>Enter</kbd> to confirm your extrusion(s).
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To use the Bridge Edge Loops tool:
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1. In **Edit** mode, select two or more edge loops that you want to connect.
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1. Press the <kbd>Ctrl</kbd> + <kbd>E</kbd> hotkey to display a contextual menu for your active edge loops, then select **Bridge Edge Loops** to activate the tool.The **Bridge Edge Loops** panel displays.
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1. Press <kbd>Ctrl</kbd><kbd>E</kbd>/<kbd>⌘</kbd><kbd>E</kbd> to display a contextual menu for your active edge loops, then select **Bridge Edge Loops** to activate the tool.The **Bridge Edge Loops** panel displays.
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1. Set **Number of Cuts** to the number of subdivisions you want for your new bridge.
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1.**(Optional)** For further precision for curved bridges, increase **Smoothness** to create a more rounded bridge.
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1. Left-click to confirm your bridge.
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To use the Fill tool:
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1. In **Edit** mode, select at least three vertices or two or more edges that form at least one complete perimeter.
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1. Press <kbd>Alt</kbd> + <kbd>F</kbd> to activate the tool.
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1. Press <kbd>Alt</kbd><kbd>F</kbd>/<kbd>⌥</kbd><kbd>F</kbd> to activate the tool.
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1.**(Optional)** In the **Fill** panel, enable **Beauty** to arrange the triangles nicely.
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1. Left-click to confirm your new face.
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To use the New Faces from Edges tool:
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1. In **Edit** mode, select at least three vertices, or two or more edges that form one or more complete perimeters.
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1. Press the <kbd>F</kbd> hotkey to activate the tool.
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1. Press <kbd>F</kbd> to activate the tool.
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1. Left-click to confirm your new face.
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<Alertseverity="info">
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To use the Delete tool:
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1. In **Edit** mode, select the vertices, edges, or faces that you want to remove from your mesh.
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1. Press the <kbd>X</kbd> hotkey to display a contextual menu for your selection.
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1. Press <kbd>X</kbd> to display a contextual menu for your selection.
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1. Choose one of the following menu items:
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1. Select **Vertices** to delete all active vertices, removing any faces or edges they are connected to.
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1. Select **Edges** to delete all active edges, removing any faces that the edge shares with it.
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1. Open the **UV Editing** workspace. The UV Editor displays on the lefthand side of the screen, and the 3D viewport displays on the righthand side of the screen in Edit mode.
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1. In the **3D Viewport**, navigate to your 3D object, then select the edges where you want to create seams.
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1. Press the <kbd>Ctrl</kbd> + <kbd>E</kbd> hotkey to open the **Edge** contextual menu.
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1. Press <kbd>Ctrl</kbd><kbd>E</kbd>/<kbd>⌘</kbd><kbd>E</kbd> to open the **Edge** contextual menu.
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1. Select **Mark Seam**. The seam turns red and is ready for the Unwrap tool.
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When you are ready to unwrap your object, Blender will unwrap the enclosed faces of the seam as its own island.
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1. Open the **UV Editing** workspace. The UV Editor displays on the lefthand side of the screen, and the 3D viewport displays on the righthand side of the screen in Edit mode.
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1. In the **3D Viewport**, navigate to your 3D object, then either use the **Mark Seam** tool to create seams, and/or select the specific faces you want to texture.
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1. Press the <kbd>U</kbd> hotkey to open the **UV Mapping** contextual menu.
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1. Press <kbd>U</kbd> to open the **UV Mapping** contextual menu.
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1. Select **Unwrap**. Your selection's UV islands display neatly in the UV Editor.
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1. In the **UV Editor**, move, scale, or rotate UV islands to the appropriate position, orientation, and scale on your texture.
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1. Open the **UV Editing** workspace. The UV Editor displays on the lefthand side of the screen, and the 3D viewport displays on the righthand side of the screen in Edit mode.
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1. In the **3D Viewport**, navigate to your 3D object, then unwrap every face you want to texture using an active face.
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1.**(Optional)** Configure your active face.
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1. In the **UV Editor**, select the face you want to be your active face, then press <kbd>Option</kbd> + <kbd>M</kbd> hotkey to open the **Split** contextual menu.
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1. In the **UV Editor**, select the face you want to be your active face, then press <kbd>Alt</kbd><kbd>M</kbd>/<kbd>⌥</kbd><kbd>M</kbd> to open the **Split** contextual menu.
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1. Select **Selection**. The active face separates from the UV island.
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1. Move, scale, or rotate your active face to the appropriate position, orientation, and scale that you want other faces in the UV map to follow.
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1. In the **UV Editor**, select all faces you want to follow the active face. Make sure to select your active face last so that Blender knows to use its layout as the guide.
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1. Press the <kbd>U</kbd> hotkey to open the **Unwrap** contextual menu, then select **Follow Active Quads**. Blender aligns your selection's UV coordinates to match the active face's shape and orientation.
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1. Press <kbd>U</kbd> to open the **Unwrap** contextual menu, then select **Follow Active Quads**. Blender aligns your selection's UV coordinates to match the active face's shape and orientation.
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<Alertseverity="info">
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For more information on this tool, see Blender's official [UV Operators - Follow Active Quads](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html#follow-active-quads) documentation.
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1. Open the **UV Editing** workspace. The UV Editor displays on the lefthand side of the screen, and the 3D viewport displays on the righthand side of the screen in Edit mode.
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1. In the **3D Viewport**, navigate to your 3D object, then select every face.
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1. Press the <kbd>U</kbd> hotkey to open the **UV Mapping** contextual menu, then select one of the following options:
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1. Press <kbd>U</kbd> to open the **UV Mapping** contextual menu, then select one of the following options:
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-**Cube Projection**
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-**Sphere Projection**
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-**Cylinder Projection**
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1. Apply color to your object.
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1. To apply color to individual vertices:
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1. In the **3D Viewport**, click and drag over your object's vertices to apply your color with a smooth gradient.
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1. For further precision, press the <kbd>[</kbd> or <kbd>]</kbd> hotkey to increase or decrease the brush size, respectively.
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1. For further precision, press <kbd>[</kbd> or <kbd>]</kbd> to increase or decrease the brush size, respectively.
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1. To flood fill your color,
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1. In **Edit** mode, select the vertices or faces that you want to apply your color.
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1. In **Vertex Paint** mode, press the <kbd>Ctrl</kbd> + <kbd>X</kbd> hotkey. Your selected vertices or faces display the new color.
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1. In **Vertex Paint** mode, press <kbd>Ctrl</kbd><kbd>X</kbd>/<kbd>⌘</kbd><kbd>X</kbd>. Your selected vertices or faces display the new color.
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<Alertseverity="info">
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For more information on this process, see Blender's official [Vertex Paint](https://docs.blender.org/manual/en/latest/sculpt_paint/vertex_paint/index.html) documentation.
description: 3D Importer imports third-party .fbx, .gltf, and .obj 3D model assets into Studio.
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---
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import BetaAlert from '../../includes/beta-features/beta-alert.md'
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<BetaAlertbetaName="glTF Export"leadIn="This feature is currently in beta. Enable it through "leadOut="."components={props.components} />
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You can export your 3D Roblox assets as a **.glTF** ([GL Transmission Format](https://en.wikipedia.org/wiki/GlTF)) file format. This open standard format allows for efficient transfer of 3D assets and associated data between Studio and other software, such as Blender or Maya.
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<br />
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Some common use cases for .glTF export includes:
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- Running [Avatar auto setup](../../avatar-setup/index.md#auto-setup), exporting the output and finalizing the meshes, cages, or rigging in a third-party tool.
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- Exporting your entire place for high-fidelity scene renders in another 3D application.
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- Creating 3D content in Studio, such as part-based models or editable meshes and making modifications in an external application.
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Keep in mind that glTF supports specific 3D [components](#supported-components), has some [limitations](#limitations), and requires correct [permissions](#limitations) to export assets from Studio. Some of these specifications may change over the course of the beta.
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## Supported components
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glTF export supports the following types of 3D data:
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- Meshes
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- Textures
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- Rigging and skinning data
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- Vertex colors
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- Cages
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- Dynamic head FACS data.
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## Limitations
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<Alertseverity = 'warning'>
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See the beta announcement for the latest information on limitations and currently known bugs.
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</Alert>
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At this time, glTF has the following limitations:
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- Does not support animation data.
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- Inconsistent support for layered clothing — clothing accessories may not always position correctly and won't deform to avatar bodies outside of Roblox.
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## Permissions
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<Alertseverity = 'warning'>
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See the beta announcement for the latest information on permissions and upcoming changes.
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</Alert>
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You must have the correct permissions to export assets as .glTF. When exporting .glTF, Studio verifies that you have permissions to export that asset and may warn you if there are any conflicts.
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<br />
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You can export the following assets:
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- Assets directly uploaded to your account
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- Assets directly uploaded to one of your group accounts
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- Mesh and image assets that have been explicitly shared with you or your group
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You cannot export the following assets:
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- Avatar Marketplace assets
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- Acquired Creator Store assets
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- Shared collaborator assets where the underlying meshes/images have not been explicitly shared
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- Other `Open Use` (public) assets that have not been explicitly shared with you or your group
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## How to use .glTF export
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<BetaAlertbetaName="glTF Export"leadIn="This feature is currently in beta. Enable it through "leadOut="."components={props.components} />
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You can export selected items from the Explorer, or export the entire place.
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<br />
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To export from the Explorer:
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1. Select the items you intend to export.
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2. Right-click and navigate to **Save / Export** > **Export as glTF**.
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3. Follow the prompts on screen to fine-tune your export components. Click **Export** when ready.
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1. After clicking Export, Studio runs a permission check. If there are any permission conflicts, a permission prompt appears with additional details.
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4. In the file browser, select a location to save the .glTF file.
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To export an entire place:
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1. Navigate to **File** > **Export as glTF**.
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2. Follow the prompts on screen to fine-tune your export components. Click **Export** when ready.
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1. After clicking Export, Studio runs a permission check. If there are any permission conflicts, a permission prompt appears with additional details.
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3. In the file browser, select a location to save the .glTF file.
Copy file name to clipboardExpand all lines: content/en-us/art/test-classic-clothing.md
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title: Classic clothing
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description: Classic clothing are decals you can apply to a classic character model's surface. You can create classic clothing items on Roblox and upload them to the Marketplace.
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title: Test classic clothing
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description: How to test your classic clothing items before uploading them to the Marketplace.
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---
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title: Classic clothing
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description: Classic clothing are decals you can apply to a classic character model's surface. You can create classic clothing items on Roblox and upload them to the Marketplace.
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title: Upload classic clothing
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description: How to upload your classic clothing to the Marketplace and check moderation status.
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