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Creating Accessory Instances

Creating Accessory Instances

15 min

You can create an Accessory from an imported MeshPart using the Accessory Fitting Tool.

A MeshPart can be converted into a rigid accessory that remains static relative to its attachment point or a layered accessory that stretches and fits around any avatar body. A layered model must follow the Layered Modeling Requirements before being imported into Studio.

Using the Accessory Fitting Tool, you can preview and adjust the fit of the accessory over different avatar bodies, animations and other accessories before generating the final accessory.

When creating accessories with the Accessory Fitting Tool, the new accessory will include the appropriate Attachment Point and Asset ID for use in your experience or to save in your Toolbox or Asset Manager.

Reference models used in this guide are available here.


The MeshPart that will be generated into an Accessory must be selectable in the Workspace before using the Accessory Fitting Tool. This may require importing the 3D model into the Studio workspace.

If creating a rigid accessory from a .fbx or .obj 3D model, follow the instructions on Importing Meshes.

If importing a rigid accessory from .rbxm models, right click in the Explorer window, select Insert From File and select the .rbxm file.

If creating a layered accessory from a .fbx 3D model, use the following instructions:

  1. In the Plugins menu, select and open the Avatar Importer.
  2. Select Custom Avatar.
  3. Select the .fbx file you wish to import.


When the MeshPart is available on the workspace, use the following steps to select the object within the Accessory Fitting Tool and choose the asset type:

  1. In the Plugins menu, select and open the Accessory Fitting Tool.

  2. Click on a MeshPart in either the Explorer or 3D View to reference the object. If the selection is valid, you should see its name in the Part field. Click Next when finished.

  1. Select the asset type of the accessory you would like to generate. You can select either Accessory for rigid accessories or Clothing for layered accessories. Click Next when finished.

This step will generate the appropriate attachment point and fitting options for your generated accessory.

When choosing the Waist asset type, there are 3 possible attachment points available. A new dialog window will prompt you with the possible selections after clicking Next.

Editing Rigid Accessories

When selecting a rigid accessory, you can use the Edit Panel to make adjustments to the position, rotation and scale.

When editing, a blue bounding box will populate around the mannequin, indicating the maximum accessory size and position acceptable in the catalog.

You can use the Mesh opacity slider in the Edit Panel to reduce the opacity of the previewed accessory. This may be useful to verify the placement of the accessory on the mannequin.

Editing Layered Accessories

When selecting a layered accessory, use the Edit Panel to make minor caging adjustments to change how the accessory fits on a body and how additional layered accessories will fit over it.

For layered accessories, you can adjust the individual vertices of the inner and outer cage meshes by selecting the vertices and using the modeling tools.


Use the following adjustment options in the Edit Panel:

Adjustment Description
Cage Selection Indicates whether you are adjusting the Outer Cage or the Inner Cage.
Mesh Slider Adjusts the opacity of the previewed accessory mesh to view the cage through the asset.
Outer Cage and Inner Cage Slider Adjusts the opacity of the cage vertices to view the accessory mesh.
Point Tool Adjusts the individual vertices on the cages for minor adjustments using the Select, Move and Rotate tools. Adjust the Fallout Distance slider to change the number of nearby points that are influenced.
Reset Resets all adjustments made to an Outer or Inner Cage.

Previewing and Converting

Use the Preview panel to test your accessories on different avatars, additional accessories and animations.

You can select a preset avatar or load your own custom character from the workspace. This character model will populate next to your mannequin with the accessory equipped. This same process will work with additional clothing accessories and animations.

PreviewPanel ExampleAvatarPreview

When ready, click Next to generate the asset. The finalized Accessory should now appear in the Workspace.