Importing your pet into Roblox Studio
How to take an exported pet from Altushka Builder into Roblox Studio as a welded model of separate, named MeshParts.
What you’ll need
- A pet exported from Altushka Builder — the export gives you a
.glbfile, a<name>_RobloxSetup.luascript, and a.altushkapreset (keep that one; it lets you re-open the build in the app later) - Roblox Studio, signed in to your Roblox account
Step 1 — Export from Altushka Builder
Export your assembled pet and pick a name. The name you choose becomes the name
of everything: the .glb, the setup script, and the final model in Studio.
Step 2 — Import the .glb in Studio
Open your place in Roblox Studio and open the 3D importer: File → Import 3D, which is the path in Roblox’s current documentation. Roblox has been moving this button around — newer Studio builds shorten the label to just Import, and the app’s own export panel points at the Home tab — so if one of those isn’t there in your Studio, the other will be. It’s the same importer either way.
Pick your exported .glb, leave Merge Meshes off and the scale unit on
Studs (both are Studio’s defaults), and confirm. Studio uploads the meshes
to your Roblox account and inserts the model — every part arrives as its own
named MeshPart.
Step 3 — Assemble (plugin or script)
The imported model is still “raw” — loose MeshParts, nothing welded. Two ways to finish it.
The plugin way (one click). Altushka Builder installs a small companion
plugin into Studio for you. Select the imported model, open Studio’s
Plugins tab, and press Assemble Pet. Undoable with Ctrl/⌘-Z like any
Studio action. Faces arrive on this path too — they ride inside the .glb as
tiny marker nodes that the plugin reads and then clears away.
The script way (this export’s exact settings). Open the command bar
(View → Command Bar), paste in the whole contents of
<name>_RobloxSetup.lua, and press Enter.
Both paths weld the same structure and apply the same face. What differs is settings: the generated script bakes in this export’s values, while the plugin is generic and always assembles with the defaults. So if you turned on Solid statue root (collidable) or set a Pet height (studs) in the app’s settings before exporting, take the script route — the plugin button would give you the default root and the unscaled size instead. The app’s export panel tells you when that’s your situation.
The script is normally written beside your .glb, under the same name. On
macOS it sometimes can’t be: the system protects Desktop, Documents and
Downloads, so if you exported into one of those, the app writes the script into
its own folder instead and says so in the export result. Either way,
Copy Script in that window puts the whole thing on your clipboard — the one
button that always reaches it.
Step 4 — What you get
A single Model named after your export:
- an invisible root part (
Main) at the pet’s feet, ready to be the handle your game code moves around; - every part a separate, named MeshPart, welded to the root;
- the face applied as a decal — from either path.
From there it behaves like any Roblox model: recolor parts, add scripts, attach it to a pet-follow system, publish it in your experience.
Credit isn’t required — but if you drop a “pets made thanks to Altushka Builder” into your game description, it’s very much appreciated.
Keep editing later
The .altushka preset is the one that brings everything back. Open it in the
Builder and your pet is exactly as you left it — every part separate, still
movable, still swappable.
If all you have is the Roblox side, there’s still a way in. Studio can export a model as glTF (right-click it in the Explorer → Save / Export → Export as glTF; it’s a beta feature, enabled under File → Beta Features, and it only exports assets you own or that were shared with you). Altushka Builder imports that file — but as one merged part, recentered on its bounds, not as your original assembly. That’s plenty to keep building around it, and it’s the only route in for a model that never came from the Builder. It is not a way to get part-by-part editing back. For that, keep the preset.