Scene

Build a world the Roblox way, then pose it, light it and fill it with particles and clouds.

A scene is a DataModel: a 3D world of its own, with its sky, its sun and a CurrentCamera.

A Roblox character standing in tall grass among pine trees, seen from low down, path traced
Imported meshes, a Roblox rig
PartsBlock, Ball, Cylinder
MeshesOBJ, glTF, FBX; skinned meshes posed by Bones
RigsMotor6D joints, solved root to tip; Roblox animations in as .rbxmx
FacesA face image or a head atlas, switched by keys
CamerasPerspective or orthographic; each has a colour and its own render settings
NullObjectJust a CFrame; what is under it follows it
ParticlesSet by Time, so scrubbing is exact; flipbooks, trails, bursts, particle lights
CloudsA box of clouds, set by Time
LightsPoint, spot, surface; four presets
MaterialsTexture, Normal, Roughness, Metalness, Emission, Transparency, Transmission, IOR: a picture or a value each
DecalsA picture on one face
AttributesRoblox's, on anything

Same frame, every time

Scrub anywhere and the sparks and clouds are already right.

Particles and clouds are worked out from their Time, never simulated frame by frame, so any Time gives the same picture.

Pose and drop

Pose a character by dragging its limbs; drop meshes and pictures straight in.

Motor6D joints use Roblox's formula, solved root to tip, so turning an arm carries the hand.

Drag a limbPose it Alt drag a limbEdit the rig Click a bone markerSelect the Bone Drop a mesh fileA MeshPart, standing where it lands Drop an image on a partA Decal on that face

More keys: Viewport. Joints that reach and look: Physics and IK.