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There are three categories of asset types for avatars that you can find on the Marketplace and equip to avatars:Īnimations - Assets that animate the avatar character model, such as a RunAnimation, JumpAnimation, or SwimAnimation.Įvery avatar character model contains a HumanoidDescription object with asset IDs for the avatar's body parts, clothing, accessories, and animations. webm format, otherwise the Creator Marketplace offers many curated videos you can use in your projects. For more information, see Creator Marketplace.Ī VideoFrame object is an object that displays a video when you apply a video asset ID within the VideoFrame.Video property. You cannot import fonts, but the Creator Marketplace offers over 80 different fonts you can use. For more information, see Textures and Decals.Ī TextButton, TextLabel, or TextBox object is an object that displays typography in a specific style when you apply a font asset ID within its respective TextButton.FontFace, TextLabel.FontFace, or TextBox.FontFace property. For more information, see Audio Assets and Sound Objects.Ī Decal object is an object that displays an image that stretches to fit the surface of a part or union when you apply an image asset ID within the Decal.Texture property, and a Texture object is an object that displays an image that repeat both horizontally and vertically on the surface of a part or union when you apply an image asset ID within the Texture.Texture property.

Where you place the Sound object in the data model changes where the sound emits and how its volume changes in relation to each user's position within the experience. For more information, see Meshes.Ī Sound object is an an object that emits audio when you apply an audio asset ID within its SoundId property. obj format from third-party modeling tools. You cannot create meshes in Studio, but you can import them in either. For more information, see Models.Ī MeshPart is a type of part object that includes a physically-simulated custom mesh. Whenever you group object together in Studio, they automatically become a Model object. A Model is a container object for geometric groupings, such as BasePart, MeshPart, Motor6D, and other Model objects.
