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This article summarizes how to upload meshes to Roblox from models created in Autodesk Maya, Blender, etc.
Uploading Meshes
The easiest way to upload meshes is through the Import button at the bottom of the Game Explorer window (View tab → Game Explorer).
Upon completion, this will create one or more mesh assets in the Meshes tree:
Mesh Splitting
If you import a file with multiple meshes, Studio will import them as separate meshes:
Limitations
- If any child mesh contains more than 5000 polygons, the parent mesh will be rejected.
- If a parent mesh contains more than 50 child meshes, all children meshes will be rejected.
Inserting Meshes
To insert a mesh into your game, right-click the object and select Insert. Alternatively, if the mesh contains location data, you may preserve it upon insertion by selecting Insert with location.
This will insert a MeshPart
instance with your mesh applied:
Applying Textures
A mesh file can define a path to a texture for a mesh. If this is set and the path is valid, the texture will automatically be applied when the mesh is inserted.
If the texture is not inserted automatically, one can be applied to a MeshPart
by setting its MeshPart/TextureID|TextureID
, either in Studio or at run time through a script.
To apply a mesh texture in Studio:
- Select the
MeshPart
object within the game editor view or Explorer hierarchy. - In the Properties window, click on its TextureID field.
In the context popup window, the texture can be applied in various ways:
- Select any image (texture) that you previously uploaded.
- Upload a new texture by scrolling to the bottom of the popup and clicking Add Image….
- If you know the Roblox asset ID for the texture, for instance
rbxassetid://0123456789
, you can paste it into the URL field at the top of the popup.
Collision Geometry
Like UnionOperation|UnionOperations
, MeshPart|MeshParts
have a CollisionFidelity property. This setting determines how closely the visual representation of the object matches the physical bounds of the object. See MeshPart/CollisionFidelity|CollisionFidelity
for more information.
Level of Detail
By default, meshes will always be shown in precise fidelity, no matter how far they are from the game camera. This improves their appearance when viewed from any distance, but if a place has a large number of detailed meshes, it may reduce overall game articles/Improving Performance|performance
.
To dynamically control a mesh part’s level of detail, change its enum/RenderFidelity|RenderFidelity
property to Automatic. This will cause the mesh to be rendered at a different level of detail depending on its distance from the camera:
Distance From Camera | Render Fidelity |
---|---|
Less than 250 studs | Highest |
250-500 studs | Medium |
500 or more studs | Lowest |
Troubleshooting
With mesh importation, certain issues can occur. Most of these are caused by a misunderstanding of what Roblox allows on importation. The following are some common issues and an overview on how to fix them.
Scenario | Solution |
---|---|
Import Issues With Complex Multi-Mesh FBX Files | Complex .fbxmulti-mesh files may not import correctly, causing unexpected mesh positions or rotations. One workaround is to use the Wavefront (.obj) format instead. If you're exporting from Blender, make sure each mesh is exported as a group:
|
Model Contains Rigging or Animation Data | Studio does not currently support animation or rigging data importation. If your mesh is reliant on an initial transformation based on animation/rigging data, it will not be preserved and your mesh may look incorrect. To fix this, remove the animation/rigging nodes and upload the mesh again. |
Extremely Large FBX Files Exported From Blender | Blender may apply a scaling factor when exporting a mesh as an .fbx file, depending on its settings. This may result in oversized meshes when importing into Studio. There are at least two ways to prevent Blender from applying the scaling factor:
|
Out of Bound UVs | UVs map the location of the texture to a position on the mesh. UVs outside the bounds of the texture are drawn as if they're still within the texture, resulting in a tiled texture. This can be fixed by remapping the mesh with UVs inside the bounds of zero and one. |
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Archive
We’ve got exciting news, ROBLOXians! We are delighted to announce that ROBLOX is once again ushering in a new era of creativity and world-building for over 400,000 creators and builders alike. As many of you may have seen or heard, we are now allowing everyone – yes, EVERYONE – to import their own meshes into their games! Our latest update to ROBLOX Studio provides a greater level of freedom than ever before, opening up the door for a wider range of incredibly detailed imaginative experiences. Let’s jump in and discuss how the world of ROBLOX will evolve with Custom Meshes!
What can you do with Custom Meshes?
Over the years, we have seen top ROBLOX developers create some awesome-looking characters, vehicles, weapons, and much more, all by using the extensive tools that we have provided. We’re expanding the number of tools you have at your disposal by allowing you to import meshes made in 3D modeling studios into ROBLOX.
Custom Meshes give ROBLOX developers the opportunity to import detailed 3D models with greater visual fidelity. They allow you to break away from the traditional ROBLOX aesthetic and create dynamic shapes and models that would have been incredibly difficult or downright impossible to make otherwise. With meshes, developers can begin defining a more personal, more unique look-and-feel to their games and experiences.
Get on board the hype train with custom meshes! Here are a couple examples of what’s possible in Studio.
One of the biggest features to come out of this new update is that all meshes that have been imported into ROBLOX will be physically-simulated so they can realistically interact with the world. For example, if you upload an egg-shaped object, it will roll like an egg when it tips over. Or, you can choose to make it perform like a cube if it doesn’t need to be geometrically accurate. This is an option that you are free to enable or disable whenever you like.
How to upload a mesh
It’s super easy to upload your own mesh. If you head into the ROBLOX Studio now, you’ll find a new type of object called MeshPart. After you insert one of these objects into your game, clicking on the MeshID property will allow you to upload an FBX file from your computer. Keep in mind that there is a 5,000 polygon limit. If your FBX file has a texture associated with it, we will do all the heavy lifting for you and apply the texture once it has been uploaded into the Studio.
By the way, if you’ve been keeping up with all the latest news coming from ROBLOX, you may have seen that our new and improved R15 avatar allows you to attach accessories, such as wings or necklaces, to their proper place. As we start to transition towards a fully community-created avatar system, allowing users to upload their own meshes will also broaden the types of accessories you can create!
Of course, giving everyone the ability to upload any mesh they want is a bit of a double-edged sword. We all love video games here at ROBLOX. And while it may be tempting to re-create the ultimate video game mash-up with all of our favorite characters and objects using meshes from their respective series, it goes without saying that all uploaded content will be pre-moderated before implementation.
Just as Solid Modeling and Smooth Terrain radically changed the aesthetic of ROBLOX, so too will Custom Meshes. We’re excited to offer our developers another powerful tool to create the ultimate experience!
As always, if you have any comments or feedback to share, let us know in the comments below. Enjoy!