3D & BlenderBeginner plusNo Robux needed

Roblox Blender Sword: Import and Equip It

Build a low-poly sword from three cubes in Blender, import it through FBX, and equip it as an OriginalSword Tool with the grip in the right place.

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An R15 avatar holding a Blender-made sword by its grip in Roblox

Build a blade, guard, and grip in Blender, then turn them into an OriginalSword that you can select from the hotbar. Allow about 12 minutes. You do not need Robux, an external plugin, or a published game.

An R15 avatar holding the sword grip below the guard

Start with the working StarterPack > LightStick > Handle from Make a Tool You Can Hold in Roblox Studio. The first step covers Blender installation, so previous Blender experience is not required.

1. Install Blender, set the units, and save

Blender is a free application for making 3D shapes outside Roblox Studio. It runs on Windows, Mac, and Linux. If it is not installed, use the download link in Roblox’s official Blender guide. Start a new General file. This workflow does not use a Roblox account connection or a Blender add-on.

In Blender, select Scene Properties on the right and expand Units. Set:

Setting Value
Unit System None
Rotation Degrees

Scene Properties with Unit System set to None and Rotation set to Degrees

Roblox’s Blender unit configuration recommends these settings for matching Blender dimensions to Studio studs.

Save the editable blend file first

Open File > Save As. Enter original-sword.blend in the file-name field at the bottom, then select Save Blender File at the lower right. The button reads Overwrite when a file with that name already exists.

The Blender save window with the original-sword.blend file name and save button marked

Keep the .blend file and the FBX you will export in the same folder. The .blend file is your editable source; the FBX is the file Studio reads.

Use File > Save while you work. The shortcut is Ctrl+S on Windows and Command+S on Mac. A successful save removes the * before the file name in Blender’s window title.

Tip — Learn three Blender areas

The central 3D Viewport shows the shape, the Outliner at the upper right lists objects, and Properties at the lower right holds settings. An object is one selectable item in Blender; the default Cube is one object.

2. Shape three cubes into a sword

Confirm that the mode selector at the top says Object Mode. Select the default Cube and rename it blade in the Outliner. Press N to open Item > Transform, then enter the first row below.

Add two more cubes with Shift+A > Mesh > Cube. Rename them guard and grip, then enter their values.

Object Location X / Y / Z Scale X / Y / Z
blade 0 / 0 / 2.65 0.22 / 0.36 / 2.4
guard 0 / 0 / 0.12 1.1 / 0.25 / 0.12
grip 0 / 0 / -0.75 0.24 / 0.22 / 0.75

Three cubes shaped and named blade, guard, and grip in Blender

Tip — G, R, and S transform an object

Select an object and press G to move, R to rotate, or S to scale. Follow with an axis and a number for an exact change: G, Z, 1, Enter moves up by 1; S, X, 2, Enter doubles the X size. Press Esc to cancel or Ctrl+Z to undo. The table keeps Rotation at 0 / 0 / 0.

Tip — Moving the view does not move the object

Middle-drag rotates the view, Shift+middle-drag pans, and the mouse wheel zooms. You can also drag the XYZ gizmo at the upper right. These view controls do not change an object’s Location or Rotation.

The blade is the long cutting section, the guard crosses above the hand, and the grip is the section the avatar holds.

Tip — X, Y, and Z are the three directions

X is left and right, Y is depth, and Z is height. Scale Z = 2.4 makes the blade long, while Scale X = 1.1 widens the guard.

Press A to select all three objects. Press Ctrl+A and choose Scale. Their displayed Scale values should become 1.000 without changing the visible sword.

3. Join the pieces into one Handle mesh

Click empty space to clear the selection. Select blade and guard while holding Shift, then select grip last. The grip should have the brighter orange outline.

Press Ctrl+J to join the three objects. Rename the result Handle with a capital H. The Outliner should contain one Handle, and its Scale should be 1 / 1 / 1. Use File > Save to save the .blend file again.

The joined sword shown as one Handle object with Scale 1 1 1

Tip — A mesh stores the 3D shape

A mesh combines vertices, edges, and faces into a surface. Joining the three cubes makes the complete sword one mesh that Studio can use as a Tool Handle.

Tip — The active object supplies the join result

The last selected object is the active object. Selecting grip last lets the joined object inherit its origin and name, but this does not guarantee that an avatar’s hand lands on the grip. You will check and correct that relationship with the Tool’s Grip property in Studio.

Roblox’s mesh geometry specification allows up to 20,000 triangles per mesh. This sword has 36 triangles. Because it is built from solid cubes, it also has thickness instead of exposed one-sided surfaces.

4. Export only the sword as FBX

Select Handle, then open File > Export > FBX (.fbx). Name the file original-sword.fbx and use these settings:

Section Setting Value
Include Selected Objects On
Transform Scale 1.00
Transform Apply Scalings FBX Units Scale
Transform Forward Z Forward
Transform Up Y Up

The Blender FBX export options for the selected sword and Roblox axes

Turn Bake Animation off because this mesh has no animation. Roblox’s Blender FBX export requirements use FBX Unit Scale and allow Bake Animation to be disabled when no animation data is needed. Select Export FBX.

Tip — FBX carries the shape into Studio

Keep original-sword.blend as the editable file. original-sword.fbx is the transfer file that Studio imports. When you revise the shape later, edit the .blend file and export the FBX again.

5. Import Handle into Studio

Return to Roblox Studio and Stop any playtest. Choose File > Import, then select original-sword.fbx.

In Import Preview, the object list should contain one Handle and no warning or error. Under File General, turn on Import Only as a Model, Upload to Roblox, and Add to Workspace, and leave Anchored off. Uploading the mesh creates a private asset for your account; it does not publish the sword to Creator Store or Marketplace and does not spend Robux.

Under File Transform, check World Forward = Front and World Up = Top.

Import Preview with one Handle and Front and Top axis settings

Under File Geometry, check Scale Unit = Stud and Scale Factor = 1.

Import Preview with Scale Unit set to Stud

Roblox’s Blender-to-Studio settings use this Front, Top, and Stud combination. If the preview points in the expected direction, select Import.

Wait for Import Preview to close and Workspace > original-sword > Handle to appear. Select Handle once. The complete blade, guard, and grip should share one selection box. If each section selects separately, return to Blender, join all three with Ctrl+J, and export again.

Tip — MeshPart displays a custom mesh

A MeshPart displays a shape that was made outside Studio. The imported sword is one MeshPart named Handle, so the Tool system can attach it to a hand.

6. Replace LightStick with the sword

Rename StarterPack > LightStick to OriginalSword, then delete its old Part named Handle. Drag Workspace > original-sword > Handle directly under OriginalSword. Delete the empty original-sword Model.

StarterPack
└─ OriginalSword (Tool)
   └─ Handle (MeshPart)

Select the MeshPart Handle and turn Anchored and CanCollide off. Confirm that no second Handle remains in Workspace. Roblox’s Tool handle guide explains that a one-part physical Tool attaches the MeshPart named Handle.

Expand the Tool in Explorer. Handle must appear one indentation level below OriginalSword, not beside it.

The Handle MeshPart nested directly under OriginalSword in StarterPack

Select the parent Tool OriginalSword, search Properties for Grip, and set:

Grip Value
Position 0, -2.5, 0
Orientation 0, 0, 0

OriginalSword Grip Position set to 0 negative 2.5 0

Roblox’s Tool grip documentation describes Grip as the position and orientation of the held object relative to the hand. For this sword, Y -2.5 moves the hand from the blade area to the grip below the guard.

Tip — Grip changes placement, not the mesh

With the dimensions in this guide, 0, -2.5, 0 places the grip inside the right hand. If you change the grip length, adjust only Y in steps of 0.1 while viewing the equipped sword from the side. The guard should remain above the hand, the grip should cross the palm, and the blade must not pass through the hand.

7. Check fit, unequip, and re-equip

Press Play and select OriginalSword from the hotbar. View the avatar from a close side or three-quarter angle. The tested R15 avatar should hold the rectangular grip in its right hand, below the guard, with the blade pointing upward. The blade and guard must not intersect the hand.

An R15 avatar equipping OriginalSword, unequipping it, and equipping it again

This fit was verified only with the blog account’s current R15 avatar. R6 and different body proportions are outside this article’s tested claim. If you support another avatar shape, repeat the same close contact and intersection check for that configuration.

Select the same hotbar slot again to unequip, then select it once more to re-equip. If other Tools are present, the sword may not use number key 1; choose the slot named OriginalSword.

Check these three results:

  1. The hotbar contains OriginalSword.
  2. Equipping places the right hand on the grip below the guard, and the avatar can still walk.
  3. Unequipping and re-equipping restores the same position and orientation.

Stop and Play again. The sword should return to the hotbar from StarterPack. Do not edit the temporary Tool copy that appears under the character or Backpack during Play; Stop first and edit StarterPack > OriginalSword.

Clicking with the sword does nothing yet. This guide covers the model and fit only, not attacks, damage, or animation.

Troubleshooting

  • Importer lists several objects: Join blade, guard, and grip with Ctrl+J and leave one Outliner object named Handle.
  • The file picker does not show your sword: Select original-sword.fbx, not the .blend source.
  • The sword is too large: Check FBX Units Scale, Scale Unit = Stud, and Scale Factor = 1.
  • The sword points sideways: Restore Z Forward, Y Up, Front, and Top.
  • The hotbar has no sword: Put one Handle directly under StarterPack > OriginalSword.
  • Equipping prevents movement: Turn Handle.Anchored off and start a new Play session.
  • The hand touches the blade or guard: Set Grip.Position to 0, -2.5, 0; after custom size changes, adjust only Y by 0.1 while checking a close side view.

Completion check

You now have one 36-triangle Handle mesh, one OriginalSword > Handle Tool, and a verified R15 grip position. The sword equips, unequips, and re-equips without the blade or guard crossing the hand.

The next project adds a single sword-swing animation without damage.

Official sources

Expanded image