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Import character bodies

Studio's Importer lets you import 3D assets into your projects, such as avatar clothing, accessories, and character bodies. The following instructions provide guidance on how to import a full character model into Studio as a Model object that you can save to use in your game, share with others, or upload to the Marketplace.

While the 3D Importer provides object previews and error-checking to ensure that your asset meets Roblox's general 3D requirements, it's important to ensure that your character model meets Roblox's avatar character specifications to use or sell this asset as an avatar-ready character model, otherwise you can encounter errors at different points in the workflow.

To import your asset as a character model:

  1. In the Home tab, click the Import button to open the 3D Importer. A file browser opens.

  2. Select your rigged character's .fbx or .gltf file. The 3D Importer loads a preview of the character model.

    • If textures don't load for your asset, you can manually import your textures later.
    • For additional information on import settings and troubleshooting, see 3D importer.
  3. In the Rig General section,

    1. Set Rig Scale to the appropriate Body Scale of your character.
    2. Set Constraint Type to Joint Upgrade.
  4. OPTIONAL
    If you are importing a higher-fidelity rig, set Rig Type to Custom Humanoid.

  5. Select Import. The asset populates in your workspace as a Model with the appropriate textures applied as a SurfaceAppearance or MeshPart.TextureID.

If textures didn't load correctly, add them manually. You may need to save and publish your game in order to access the Asset Manager.

  1. In the Asset Manager, click the Import button.

  2. Upload your image files.

  3. After moderation clears for your image, select the MeshPart parented within your imported Model.

  4. If you are using a single basic texture, set the MeshPart.TextureID property to your uploaded texture image.

  5. If you are using PBR textures:

    1. Add a SurfaceAppearance child to your MeshPart.

    2. In the SurfaceAppearance properties, click each property value and assign the appropriate texture image from the asset dropdown:

      1. Set the ColorMap to the _ALB texture image.
      2. Set the MetalnessMap to the _MTL texture image.
      3. Set the NormalMap to the _NOR texture image.
      4. Set the RoughnessMap to the _RGH texture image.

After successful fitting and converting, your 3D model should populate in your project as an Model.

Avatar-ready character model in Workspace
Avatar-ready character model in Explorer

With this new character Model, you can perform any of the following:

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