{"id":10552,"date":"2026-06-13T11:17:26","date_gmt":"2026-06-13T10:17:26","guid":{"rendered":"https:\/\/www.katsbits.com\/codex\/?p=10552"},"modified":"2026-06-13T14:47:31","modified_gmt":"2026-06-13T13:47:31","slug":"roblox-manual-accessory-setup","status":"publish","type":"post","link":"https:\/\/www.katsbits.com\/codex\/roblox-manual-accessory-setup\/","title":{"rendered":"Roblox: How To Manually Set Up A Simple Accessory"},"content":{"rendered":"<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_85 counter-hierarchy ez-toc-counter ez-toc-light-blue ez-toc-container-direction\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">Table of Contents<\/p>\n<label for=\"ez-toc-cssicon-toggle-item-6a2d6194a38c8\" class=\"ez-toc-cssicon-toggle-label\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #999;color:#999\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #999;color:#999\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/label><input type=\"checkbox\"  id=\"ez-toc-cssicon-toggle-item-6a2d6194a38c8\"  aria-label=\"Toggle\" \/><nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/www.katsbits.com\/codex\/roblox-manual-accessory-setup\/#description\" >Description<\/a><ul class='ez-toc-list-level-4' ><li class='ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/www.katsbits.com\/codex\/roblox-manual-accessory-setup\/#avatar-choice\" >Avatar Choice<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/www.katsbits.com\/codex\/roblox-manual-accessory-setup\/#manual-accessory-creation\" >Manual Accessory Creation<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/www.katsbits.com\/codex\/roblox-manual-accessory-setup\/#accessory-testing\" >Accessory Testing<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/www.katsbits.com\/codex\/roblox-manual-accessory-setup\/#accessory-position\" >Accessory Position<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/www.katsbits.com\/codex\/roblox-manual-accessory-setup\/#attachment-list\" >Attachment List<\/a><\/li><\/ul><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-7\" href=\"https:\/\/www.katsbits.com\/codex\/roblox-manual-accessory-setup\/#timestamps\" >Timestamps<\/a><\/li><\/ul><\/nav><\/div>\n<div class=\"tabbed-video-container\">\n<div class=\"tab-buttons\">\n    <button class=\"tab-button active\" data-tab=\"rumble\">Rumble<\/button><br \/>\n    <button class=\"tab-button\" data-tab=\"youtube\">YouTube<\/button><br \/>\n    <button class=\"tab-button\" data-tab=\"other\">Other<\/button>\n  <\/div>\n<div id=\"rumble\" class=\"tab-content active\" style=\"background-color: black; position: relative; padding-bottom: 56.25%; padding-top: 25px; height: 0; overflow: hidden; max-width: 100%;\">\n    <iframe loading=\"lazy\" style=\"position: absolute; top: 0; left: 0; width: 100%; height: 100%;\" src=\"https:\/\/rumble.com\/embed\/v7908za\/?pub=d3lcu\" width=\"270\" height=\"480\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe>\n  <\/div>\n<div id=\"youtube\" class=\"tab-content\" style=\"background-color: black; position: relative; padding-bottom: 56.25%; padding-top: 25px; height: 0; overflow: hidden; max-width: 100%;\">\n    <iframe loading=\"lazy\" style=\"position: absolute; top: 0; left: 0; width: 100%; height: 100%;\" src=\"https:\/\/www.youtube.com\/embed\/K1TJhYYUjzw?rel=0\" width=\"270\" height=\"480\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe>\n  <\/div>\n<div id=\"other\" class=\"tab-content\" style=\"background-color: black; position: relative; padding-bottom: 56.25%; padding-top: 25px; height: 0; overflow: hidden; max-width: 100%;\">\n<!-- TikTok --><br \/>\n<iframe loading=\"lazy\" style=\"position: absolute; top: 0; left: 0; width: 100%; height: 100%;\" src=\"https:\/\/www.tiktok.com\/player\/v1\/7650818829181783318?music_info=0&#038;description=0\" width=\"270\" height=\"480\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe>\n <\/div>\n<\/div>\n<h3><span class=\"ez-toc-section\" id=\"description\"><\/span>Description<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>There are two ways to make accessory items in Roblox Studio; 1) semi-automatically using the <strong>Accessory Fitting Tool<\/strong>, and 2) manually from within the project <strong>Explorer<\/strong>. Both result in the same game entity object, an Accessory item, but they each uses a slightly different approach to assembling the components to do that, largely a difference between using a guided process or assembling items manually. Below we take a look at manually setting up and Accessory game entity\/object using the project Explorer.<\/p>\n<p><b>Duration<\/b>: total c. 15 mins (00:15:00).<br \/>\n<b>Info<\/b>: 1080p.<br \/>\n<b>Suitability<\/b>: Beginner+.<br \/>\n<b>Source<\/b>: n\/a.<br \/>\n<b>Product ID<\/b>: n\/a.<\/p>\n<blockquote style=\"background-color: #9d2600; color: #fff;\"><p><strong>Important<\/strong>: accessory items built using the Explorer for submission to Roblox Marketplace will fail validation because they&#8217;re missing critical identifying metadata Roblox otherwise embeds and uses to validate game entities during the submission process &#8211; Marketplace items <em><strong>must<\/strong><\/em> be built using the Accessory Tool to avoid this.<\/p><\/blockquote>\n<blockquote><p><strong>Design note<\/strong>: some additional considerations when making accessory items for Roblox avatars;<\/p>\n<h4><span class=\"ez-toc-section\" id=\"avatar-choice\"><\/span>Avatar Choice<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>Making an accessory using the assembly tool or creating it manually works either way in terms of generating the entity object itself. However, accessory fit and placement is dependant on the avatar used because they&#8217;re not all shaped the same, nor do they all articulate (animate) the same; clothing cages do not affect this except where an items changes shape relative to an avatar, not its position.<\/p>\n<div style=\"background-color: #dedede; color: #000; width: 98.5%; padding: 1.0em;\"><strong>Aside<\/strong>: if difference between avatars is significant, it may warrant publishing a different version of the accessory items to suit a specific avatar. When doing this ensure any product data includes compatibility information or disclaimers, e.g. &#8220;<em>This item is compatible with Blocky R15 avatar only<\/em>&#8220;.<\/div>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-accessory-avatar-position.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-accessory-avatar-position.jpg\" alt=\"Avatar differences\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Be sure to check and test Accessory items against different avatars to check fit and finish.<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"manual-accessory-creation\"><\/span>Manual Accessory Creation<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>Manually creating an Accessory game entity creates the same end result, and Accessory entity object listed in the Explorer that can be moved or editing in the same way. With an avatar of choice in the scene &#8211; typically <strong>AvatarMesh (2012)<\/strong> or <strong>AvatarMesh (2016)<\/strong>;<\/p>\n<ol>\n<li><strong>Import the game mesh<\/strong> &#8211; in the <strong>Home<\/strong> tab click the <strong>Import<\/strong> button and select the model (<a href=\"https:\/\/www.katsbits.com\/codex\/blender-roblox-which-format\/\">OBJ, FBX, GLB or GLTF<\/a>) in the <strong>Open&#8230;<\/strong> file browser and click <strong>Open<\/strong>. This opens the <strong>Import Preview<\/strong> window, check the options (rename or use the defaults) and then click<strong>Import<\/strong> to complete the process.\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-accessory-import-mesh.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-accessory-import-mesh.jpg\" alt=\"Import the game mesh to Roblox Studio\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Use the Import tool to bring in the game mesh, the model that will be visible to the player.<\/i>\n<\/li>\n<\/ol>\n<p>After import the game mesh should appear in the scene, typically positioned above the avatars head, and as a <strong>Model<\/strong> entity in the <strong>Explorer<\/strong> displayed using the label set during import, e.g &#8220;brick&#8221;. To then set this up as an Accessory;<\/p>\n<ol start=\"2\">\n<li style=\"margin-bottom:1rem\"><strong>Add an Accessory game object<\/strong> &#8211; hover over <strong>Workspace<\/strong> in the <strong>Explorer<\/strong> and click the &#8220;<strong>+<\/strong>&#8221; icon that highlights to the right of the label. Select <strong>Accessory<\/strong>. This drops the game entity into place.\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-accessory-add-entity.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-accessory-add-entity.jpg\" alt=\"Add an Accessory game object\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>In the project <strong>Explorer<\/strong>, add an <strong>Accessory<\/strong> game object.<\/i><\/li>\n<li style=\"margin-bottom:1rem\"><strong>Add a MeshPart<\/strong> &#8211; in the project Explorer click drag, or copy\/paste the mesh from the Model entity created during import, into the <strong>Accessory<\/strong> entity (drag and drop will &#8217;empty&#8217; the Model entity). The mesh now sits within the Accessory as a child object;<br \/>\n<\/p>\n<div style=\"background-color: #e7faea; color: #000; width: 98.5%; padding: 1.0em;\">\u00bb Accessory<br \/>\n\u00bb \u00bb Mesh\/model (brick)<\/div>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-accessory-game-mesh.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-accessory-game-mesh.jpg\" alt=\"Adding a MeshPart to the Accessory\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Adding a MeshPart to the Accessory in the form of the game object previously imported into Roblox Studio &#8211; this can be moved or copy\/pasted.<\/i><\/li>\n<li style=\"margin-bottom:1rem\"><strong>Rename the mesh instance to Handle<\/strong> &#8211; select the mesh instance in the project Explorer and rename it to &#8220;<strong>Handle<\/strong>&#8220;.\n<div style=\"background-color: #fc0; color: #000; width: 98.5%; padding: 1.0em; margin-top:1rem\"><strong>Important<\/strong>: doing this changes the mesh into the object attached to the avatar.<\/div>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-accessory-handle.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-accessory-handle.jpg\" alt=\"Rename mesh as Handle\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Once added to the Accessory entity, rename the mesh to &#8220;Handle&#8221;, creating the object gripped by the avatar.<\/i>\n<\/li>\n<li style=\"margin-bottom:1rem\"><strong>Add an Attachment entity<\/strong> &#8211; hover over the newly renamed <strong>Handle<\/strong> entity and click &#8220;<strong>+<\/strong>&#8220;, select <strong>Attachment<\/strong>). This drop a sub-element into the hierarchy under Handle.\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-accessory-attachment-entity.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-accessory-attachment-entity.jpg\" alt=\"Add an Attachment entity\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Drop an <strong>Attachment<\/strong> entity into the Accessory game object to Roblox knows where the mount point actually is.<\/i><\/li>\n<li><strong>Rename the Attachment<\/strong> &#8211; in the Explorer, highlight the Attachment entity and rename to it corresponds to attachment point on the avatar, e.g. <strong>RightGripAttachment<\/strong>.\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-accessory-attachment-widget.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-accessory-attachment-widget.jpg\" alt=\"Rename Attachment\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Rename the Attachment entity so Roblox has a physical target to lock on to for positioning.<\/i>\n<\/li>\n<\/ol>\n<p>If everything is set up correctly, in the project Explorer an Accessory game object should be listed with a similar hierarchical structure to the following inside the Workspace;<\/p>\n<div style=\"background-color: #e7faea; color: #000; width: 98.5%; padding: 1.0em;\">\u00bb Accessory (game object)<br \/>\n\u00bb \u00bb Handle (mesh)<br \/>\n\u00bb \u00bb \u00bb Attachment (game object)<\/div>\n<h4><span class=\"ez-toc-section\" id=\"accessory-testing\"><\/span>Accessory Testing<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>Once the game entity is set up properly, to test the Accessory on the avatar and check its position; <\/p>\n<ol start=\"7\">\n<li style=\"margin-bottom:1rem\"><strong>Avatar testing<\/strong> &#8211; in the Explorer, drag and drop or copy\/paste the Accessory game entity into <strong>Rig<\/strong>, the listing that corresponds to the avatar that&#8217;s in the scene. This should result in a hierarchy similar to the following;\n<div style=\"background-color: #e7faea; color: #000; width: 98.5%; padding: 1.0em; margin-top:1rem\">\u00bb RIG (avatar)<br \/>\n\u00bb \u00bb Accessory<\/div>\n<div style=\"background-color: #fc0; color: #000; width: 98.5%; padding: 1.0em; margin-top:1rem\"><strong>Important<\/strong>: the Accessory game entity does not need to be placed under the corresponding body part as a child object, it just needs to sit top-level, under <strong>Rig<\/strong>, using <em>RightGripAttachment<\/em> as the Accessory&#8217;s attachment point for example, the Accessory doesn&#8217;t need to be a child of the avatars <em>RightHand<\/em>, the sub-element where RightGripAttachment is located.<\/div>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-accessory-testing.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-accessory-testing.jpg\" alt=\"Accessory testing in Roblox\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>To test the Accessory, either copy\/paste or drag and drop the entire entity into the corresponding <strong>Rig<\/strong> object to check its position and rotation.<\/i>\n<\/li>\n<\/ol>\n<h4><span class=\"ez-toc-section\" id=\"accessory-position\"><\/span>Accessory Position<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>If everything has been set up correctly the Accessory game object will appear on the avatar snapped to, or positioned relative to the Attachment point previously named during set up. If the entity isn&#8217;t where it should be, the most efficient way to adjust its position or rotation while still a child object of the test Rig (avatar), is to manipulate the assigned <strong>Attachment<\/strong> point.<\/p>\n<div style=\"background-color: #fc0; color: #000; width: 98.5%; padding: 1.0em;\"><strong>Important<\/strong>: Roblox typically ignores and &#8216;resets&#8217; the orientation of mesh based on a <a href=\"https:\/\/www.katsbits.com\/codex\/fixing-mesh-orientation-roblox\/\">Bounding Box<\/a>, so objects may appear incorrectly positioned relative to how they might have been made in Blender.<\/div>\n<p>In the project <strong>Explorer<\/strong>, expand the <strong>Accessory<\/strong> entity and highlight the &#8220;*<strong>Attachment<\/strong>&#8221; sub-element, e.g. RightGripAttachment. A manipulation widget will appear in the main scene. Using Studio&#8217;s transform tools &#8211; Move, Rotate, Scale, Transform &#8211; manipulate the widget until the mesh is positioned where it should be.<\/p>\n<div style=\"background-color: #dedede; color: #000; width: 98.5%; padding: 1.0em;\"><strong>Aside<\/strong>: hold <span class=\"shortcutkey\">Shift<\/span> for more accuracy while moving the widget).<\/div>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-accessory-position.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-accessory-position.jpg\" alt=\"Repositioning the accessory\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Once the Accessory is in place its position can be changed by selecting and manipulating the *<strong>Attachment<\/strong> entity object in the project Explorer.<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"attachment-list\"><\/span>Attachment List<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>1. Head &#038; Face Slots<br \/>\nThese attachments sit inside the character&#8217;s Head part.<br \/>\n\u2022 <strong>HatAttachment<\/strong> &#8211; The standard anchor for hats, caps, helmets, and crowns.<br \/>\n\u2022 <strong>HairAttachment<\/strong> &#8211; Used specifically for hair pieces and wigs.<br \/>\n\u2022 <strong>FaceFrontAttachment<\/strong> &#8211; The master anchor for glasses, masks, bandanas, and visors.<br \/>\n\u2022 <strong>FaceCenterAttachment<\/strong> &#8211; Sits directly inside the center of the head, used for custom eyes or noses.<\/p>\n<p>2. Torso, Upper Body &#038; Back Slots<br \/>\nThese attachments sit inside the character&#8217;s UpperTorso part on R15 rigs, or the main Torso part on R6 rigs.<br \/>\n\u2022 <strong>BodyBackAttachment<\/strong> &#8211; The standard slot for backpacks, capes, swords sheathed on the back, and wings.<br \/>\n\u2022 <strong>BodyFrontAttachment<\/strong> &#8211; Used for front-facing gear, cross-body bags, chest rigs, and ties.<br \/>\n\u2022 <strong>NeckAttachment<\/strong> &#8211; The anchor point for necklaces, scarfs, collars, and chokers.<\/p>\n<p>3. Shoulder Slots<br \/>\nThese attachments allow items to ride along with arm movements. On R15 rigs, they live inside the LeftUpperArm and RightUpperArm parts.<br \/>\n\u2022 <strong>LeftShoulderAttachment<\/strong> &#8211; Used for pauldrons, shoulder pads, or shoulder pets on the left side.<br \/>\n\u2022 <strong>RightShoulderAttachment<\/strong> &#8211; Used for shoulder cosmetics on the right side.<br \/>\n\u2022 <strong>LeftCollarAttachment<\/strong>\/<strong>RightCollarAttachment<\/strong> &#8211; Sits closer to the neck on the collarbones, used for detailed armor layers.<\/p>\n<p>4. Waist &#038; Hip Slots<br \/>\nThese attachments sit inside the LowerTorso part on R15 rigs, or the bottom zone of the classic R6 Torso.<br \/>\n\u2022 <strong>WaistCenterAttachment<\/strong> &#8211; Sits directly in the center of the beltline, used for belts and hip-pouches.<br \/>\n\u2022 <strong>WaistFrontAttachment<\/strong> &#8211; Anchors front-facing belt accessories like keys or large buckles.<br \/>\n\u2022 <strong>WaistBackAttachment<\/strong> &#8211; Anchors items hanging off the lower back, like tails, holsters, or trailing coat-tails.<\/p>\n<p>5. Hand &#038; Grip Slots (Weapons\/Held Items)<br \/>\nThese attachments sit inside the LeftHand and RightHand parts.<br \/>\n\u2022 <strong>LeftGripAttachment<\/strong>\/<strong>RightGripAttachment<\/strong> &#8211; The default fallback spot where held accessories snap.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-attachment-points.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/roblox\/roblox-attachment-points.jpg\" alt=\"Attachment points\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Location of Roblox attachment points for Accessory items for Blocky R15.<\/i>\n<\/p><\/blockquote>\n<h3><span class=\"ez-toc-section\" id=\"timestamps\"><\/span>Timestamps<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Times are approximate;<br \/>\n&#8211; 00:00 : Blender Prep &#038; Export<br \/>\n&#8211; 03:00 : Roblox Studio Setup &#038; Import<br \/>\n&#8211; 05:00 : Accessory Setup<br \/>\n&#8211; 08:00 : Avatar Test &#038; Adjustments<\/p>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":10728,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[34,1072,230],"tags":[575,1139,704,203,801,802,1140,912,869,1074,1075],"class_list":["post-10552","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-blender","category-roblox","category-tutorials","tag-accessory","tag-attachment","tag-avatar","tag-fbx","tag-glb","tag-gltf","tag-meshpart","tag-obj","tag-rig","tag-roblox","tag-roblox-studio"],"post_mailing_queue_ids":[],"_links":{"self":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/10552","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/comments?post=10552"}],"version-history":[{"count":51,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/10552\/revisions"}],"predecessor-version":[{"id":10734,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/10552\/revisions\/10734"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media\/10728"}],"wp:attachment":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media?parent=10552"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/categories?post=10552"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/tags?post=10552"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}