3D

Build the world. Parts, meshes, rigged characters, cameras, lights, particles and the joints that hold them together.

Everything here has a place in a 3D scene and lives in a DataModel. You move, scale and rotate it in the Viewport with Roblox Studio's tools; joints and constraints pose it and cameras film it. Falling parts and cloth run in Play mode and in renders, never in Edit mode.

PVInstanceAnything with a place in a 3D scene: parts, models, cameras, null objects, shaders and clouds.BasePartWhat Part and MeshPart share: a place, a size, a colour, a look, and Roblox-style physics, so a part can fall, collide and stack.PartThe building block. A block, ball or cylinder you can size, colour and make rough, metal or glass; drop a picture on a face and it becomes a decal.MeshPartBring in a mesh from OBJ, glTF or FBX and use it like any part. Export the file again and the part picks up the new mesh.SkinnedMeshPartCharacters that bend. Bring in a rigged glTF or FBX and pose it by dragging its bones right in the viewport.ModelGroup parts into one thing you can move, pose and animate: a character, a prop, a whole set. Give a character a face and play clips on its joints.CameraEvery picture starts here. Aim it, pick a lens and give it its own look: exposure, bloom, depth of field and motion blur.NullObjectAn invisible handle. Put things under it and they move with it, like parenting in After Effects: turn a null and everything under it turns too.ShaderWrite your own GLSL and draw thousands of anything into the scene, lit like a part. Insert one and it starts as a field of grass.CloudFill the sky with soft, sunlit clouds. Size a box, choose how much of it is cloud, and scrub Time to watch them drift and change shape.BoneThe joints inside a skinned character. Click one in the viewport and turn it to pose an arm, a tail or a jaw, and the mesh bends with it.Motor6DThe joints of a Roblox-style rig. Join two parts and the second follows the first; turn it and it swings about the joint, ready to key.ClothCapes that swing, flags that flap, sheets that drape. Put a Cloth under a mesh, pin one edge and press Play.SquishModifierMakes the MeshPart it sits under squishy like jelly in Play and renders: it squashes where it hits, wobbles and springs back to its shape.IKControlGrab a hand and drag it, and the arm follows. Pose limbs by moving one target instead of turning every joint.WeldConstraintPut a phone in a hand and it stays there. Weld one part to another and it moves along, no code.FollowConstraintPass a prop from one hand to another, or let a camera ride along. One keyed number blends from staying put to following.LookAtConstraintMake a head follow the action, a camera track a runner or a lamp aim at the stage, and keep aiming while everything moves.ParticleEmitterFire, sparks, dust and magic. Particles that scrub exactly, glow, light the room around them and show in path traced reflections.EmissionPointOne burst, right on time. Put a point on the timeline and that many particles burst out at once, the same every time you scrub past it.LightLight your scene with lamps, spotlights and glowing panels, with soft shadows, bounced light and reflections when path traced.PointLightA bulb. Light spreads in every direction from a part or a null: lamps, candles, glowing props.SpotLightA stage light. Throw a cone of light out of one face of a part, wide or narrow, onto whatever it points at.SurfaceLightA glowing panel. Light pours out of one face of a part, like a ceiling light or a bright screen, with soft shadows when path traced.DecalStick a picture on any face of a part: a sign, a poster, a label. Drag an image file onto a part and it lands on the face you point at.