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    <title>DEV Community: Matthias</title>
    <description>The latest articles on DEV Community by Matthias (@thecreatorgfr).</description>
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      <title>How I Automated 3D Game Assets with FLUX, Blender and the Roblox API</title>
      <dc:creator>Matthias</dc:creator>
      <pubDate>Thu, 05 Nov 2026 23:33:28 +0000</pubDate>
      <link>https://dev.to/thecreatorgfr/how-i-automated-3d-game-assets-with-flux-blender-and-the-roblox-api-16be</link>
      <guid>https://dev.to/thecreatorgfr/how-i-automated-3d-game-assets-with-flux-blender-and-the-roblox-api-16be</guid>
      <description>&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fqzx6zt4polpx7mujmb2b.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fqzx6zt4polpx7mujmb2b.jpg" alt="A low-poly treasure chest made with the pipeline, finished in Roblox Studio" width="800" height="281"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  The problem
&lt;/h2&gt;

&lt;p&gt;I build Roblox games on my own, and good-looking 3D models were always my bottleneck. The free models in the Toolbox all look different from each other, and I didn't want to spend hours learning to model every crate and lantern by hand when I could be building gameplay.&lt;/p&gt;

&lt;p&gt;So I built a pipeline. I type a short description, and a few minutes later a finished, colored, game-ready model is sitting in my Roblox Studio place. It chains four things together: an AI image model (FLUX) for a concept picture, Blender for the actual 3D model, the Roblox Open Cloud API for uploading, and a Luau script that finishes the model inside Studio.&lt;/p&gt;

&lt;p&gt;This article walks through each stage with the Python and Luau code I use, and the mistakes I hit along the way. The full code is on GitHub: &lt;a href="https://github.com/TheCreatorGFR/roblox-ai-asset-pipeline" rel="noopener noreferrer"&gt;github.com/TheCreatorGFR/roblox-ai-asset-pipeline&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  How the pipeline fits together
&lt;/h2&gt;

&lt;p&gt;The pipeline runs in four stages, and each stage's output is the next one's input:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;Concept image.&lt;/strong&gt; A text prompt goes to the FLUX image model on Cloudflare Workers AI, which returns a reference picture of the object.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;3D model.&lt;/strong&gt; I build the model in Blender to match the picture's shape and colors, then export it as an FBX file.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Upload.&lt;/strong&gt; A Python script sends the FBX to the Roblox Open Cloud Assets API and waits for Roblox to process it into an asset ID.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Finish in Studio.&lt;/strong&gt; The asset is inserted into my place, and a Luau script sets colors, materials, lights and position.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;The glue between them is MCP, the Model Context Protocol. MCP is an open standard that lets an AI coding agent call tools inside other programs. Blender and Roblox Studio both have MCP servers, so my agent can run Python inside Blender and Luau inside Studio directly, instead of me copying code between windows. Every step below also works by hand, so you don't need MCP to follow along.&lt;/p&gt;

&lt;p&gt;The Python code uses only the standard library plus &lt;code&gt;requests&lt;/code&gt; (&lt;code&gt;pip install requests&lt;/code&gt;).&lt;/p&gt;

&lt;h2&gt;
  
  
  Setup: keeping secrets out of your code
&lt;/h2&gt;

&lt;p&gt;You need four things before any code runs:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Python 3.10+ with &lt;code&gt;requests&lt;/code&gt; installed&lt;/li&gt;
&lt;li&gt;Blender (any recent version) and Roblox Studio&lt;/li&gt;
&lt;li&gt;A free Cloudflare account, with your account ID and an API token that has Workers AI permission&lt;/li&gt;
&lt;li&gt;A Roblox Open Cloud API key with Assets read and write permission, plus your Roblox user ID&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;The first rule of this project: API keys never go in your code, a chat window or a Git repo. Anyone who sees a Roblox key can upload assets under your account. Instead, store them as environment variables. On Windows, search for "Edit environment variables for your account", add each value under User variables, then restart your terminal and Blender so they pick up the change.&lt;/p&gt;

&lt;p&gt;I use these four names:&lt;/p&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Variable&lt;/th&gt;
&lt;th&gt;What it holds&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;&lt;code&gt;CLOUDFLARE_ACCOUNT_ID&lt;/code&gt;&lt;/td&gt;
&lt;td&gt;Your Cloudflare account ID&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;code&gt;CLOUDFLARE_API_TOKEN&lt;/code&gt;&lt;/td&gt;
&lt;td&gt;A Workers AI API token&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;code&gt;ROBLOX_API_KEY&lt;/code&gt;&lt;/td&gt;
&lt;td&gt;Your Open Cloud API key&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;code&gt;ROBLOX_CREATOR_ID&lt;/code&gt;&lt;/td&gt;
&lt;td&gt;Your Roblox user ID&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;p&gt;Then a small &lt;code&gt;config.py&lt;/code&gt; reads them and fails loudly if one is missing, so you get a clear error instead of a confusing 401 later:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight python"&gt;&lt;code&gt;&lt;span class="c1"&gt;# config.py
&lt;/span&gt;&lt;span class="kn"&gt;import&lt;/span&gt; &lt;span class="n"&gt;os&lt;/span&gt;


&lt;span class="k"&gt;def&lt;/span&gt; &lt;span class="nf"&gt;require_env&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;str&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;-&amp;gt;&lt;/span&gt; &lt;span class="nb"&gt;str&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
    &lt;span class="sh"&gt;"""&lt;/span&gt;&lt;span class="s"&gt;Read a secret from the environment, failing loudly if it&lt;/span&gt;&lt;span class="sh"&gt;'&lt;/span&gt;&lt;span class="s"&gt;s missing.&lt;/span&gt;&lt;span class="sh"&gt;"""&lt;/span&gt;
    &lt;span class="n"&gt;value&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;os&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;environ&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;get&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="ow"&gt;not&lt;/span&gt; &lt;span class="n"&gt;value&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="k"&gt;raise&lt;/span&gt; &lt;span class="nc"&gt;RuntimeError&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sa"&gt;f&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;Missing environment variable: &lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;value&lt;/span&gt;


&lt;span class="n"&gt;CLOUDFLARE_ACCOUNT_ID&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;require_env&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;CLOUDFLARE_ACCOUNT_ID&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="n"&gt;CLOUDFLARE_API_TOKEN&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;require_env&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;CLOUDFLARE_API_TOKEN&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="n"&gt;ROBLOX_API_KEY&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;require_env&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;ROBLOX_API_KEY&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="n"&gt;ROBLOX_CREATOR_ID&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;require_env&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;ROBLOX_CREATOR_ID&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Notice the error message prints the variable's name, never its value. If you ever need to check that a key loaded, print &lt;code&gt;bool(value)&lt;/code&gt;, not the key itself.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 1: generate a concept image with FLUX
&lt;/h2&gt;

&lt;p&gt;Before modeling anything, I generate a reference picture. It gives me a concrete target for the shape, proportions and colors, and it's much faster to regenerate an image than to rebuild a model.&lt;/p&gt;

&lt;p&gt;I use FLUX.1 [schnell] on Cloudflare Workers AI. It's fast, and Cloudflare's free tier covers a lot of images. The API is a single POST request, and the image comes back as a base64 string inside JSON:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight python"&gt;&lt;code&gt;&lt;span class="c1"&gt;# flux.py
&lt;/span&gt;&lt;span class="kn"&gt;import&lt;/span&gt; &lt;span class="n"&gt;base64&lt;/span&gt;
&lt;span class="kn"&gt;from&lt;/span&gt; &lt;span class="n"&gt;pathlib&lt;/span&gt; &lt;span class="kn"&gt;import&lt;/span&gt; &lt;span class="n"&gt;Path&lt;/span&gt;

&lt;span class="kn"&gt;import&lt;/span&gt; &lt;span class="n"&gt;requests&lt;/span&gt;

&lt;span class="kn"&gt;from&lt;/span&gt; &lt;span class="n"&gt;config&lt;/span&gt; &lt;span class="kn"&gt;import&lt;/span&gt; &lt;span class="n"&gt;CLOUDFLARE_ACCOUNT_ID&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;CLOUDFLARE_API_TOKEN&lt;/span&gt;

&lt;span class="n"&gt;FLUX_URL&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;https://api.cloudflare.com/client/v4/accounts/&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;
    &lt;span class="sa"&gt;f&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;CLOUDFLARE_ACCOUNT_ID&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="s"&gt;/ai/run/@cf/black-forest-labs/flux-1-schnell&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;
&lt;span class="p"&gt;)&lt;/span&gt;


&lt;span class="k"&gt;def&lt;/span&gt; &lt;span class="nf"&gt;generate_concept&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;subject&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;str&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;out_path&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Path&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;steps&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;int&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;4&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;-&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;Path&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
    &lt;span class="sh"&gt;"""&lt;/span&gt;&lt;span class="s"&gt;Generate a modeling-reference image of `subject` and save it as a JPEG.&lt;/span&gt;&lt;span class="sh"&gt;"""&lt;/span&gt;
    &lt;span class="n"&gt;prompt&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;
        &lt;span class="sa"&gt;f&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;subject&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="s"&gt;, single object, three-quarter view, &lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;
        &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;plain light grey background, soft even lighting, &lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;
        &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;clean low-poly style with flat colors, &lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;
        &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;no text, no watermark, no logo&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;
    &lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="n"&gt;response&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;requests&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;post&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
        &lt;span class="n"&gt;FLUX_URL&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
        &lt;span class="n"&gt;headers&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;Authorization&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="sa"&gt;f&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;Bearer &lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;CLOUDFLARE_API_TOKEN&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;},&lt;/span&gt;
        &lt;span class="n"&gt;json&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;prompt&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;prompt&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;steps&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;steps&lt;/span&gt;&lt;span class="p"&gt;},&lt;/span&gt;  &lt;span class="c1"&gt;# steps: 1-8, higher = more detail
&lt;/span&gt;        &lt;span class="n"&gt;timeout&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="mi"&gt;60&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="ow"&gt;not&lt;/span&gt; &lt;span class="n"&gt;response&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ok&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="k"&gt;raise&lt;/span&gt; &lt;span class="nc"&gt;RuntimeError&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sa"&gt;f&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;FLUX request failed: &lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;response&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;status_code&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="s"&gt; &lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;response&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;text&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

    &lt;span class="n"&gt;image_b64&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;response&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;json&lt;/span&gt;&lt;span class="p"&gt;()[&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;result&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;image&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
    &lt;span class="n"&gt;out_path&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;write_bytes&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;base64&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;b64decode&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;image_b64&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;out_path&lt;/span&gt;


&lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;__name__&lt;/span&gt; &lt;span class="o"&gt;==&lt;/span&gt; &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;__main__&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
    &lt;span class="nf"&gt;generate_concept&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;wooden treasure chest&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nc"&gt;Path&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;TreasureChest.jpg&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The prompt matters more than the code. A good modeling reference shows the object alone, from a three-quarter angle, on a plain background with even lighting, so nothing hides the silhouette. I also always end with "no text, no watermark, no logo", because without it FLUX sometimes invents a fake watermark bar across the bottom.&lt;/p&gt;

&lt;p&gt;The &lt;code&gt;steps&lt;/code&gt; parameter trades speed for detail. Four steps is enough for a reference image; I only go up to eight when small details come out muddled. If the result doesn't match what I wanted, I tweak the prompt and run it again. I cap myself at about three tries and then pick the best one.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F47ijlr52ucnupkhugvol.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F47ijlr52ucnupkhugvol.png" alt="The FLUX concept image for a wooden treasure chest" width="512" height="512"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 2: build and export the model in Blender
&lt;/h2&gt;

&lt;p&gt;The concept image is a reference, not something to trace detail for detail. I match its silhouette, proportions and color blocking, and keep it low-poly. Roblox has a few rules that decide whether a model imports cleanly, so I follow these while modeling:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Model in studs.&lt;/strong&gt; I treat 1 Blender unit as 1 stud (the export below scales it so Roblox agrees). A default character is about 5–6 studs tall and a door about 7, so I build at the real in-game size.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;One object per material.&lt;/strong&gt; Blender material colors don't survive the import; everything arrives a pale default color. Keeping each material as its own object (&lt;code&gt;TreasureChest_Wood&lt;/code&gt;, &lt;code&gt;TreasureChest_Metal&lt;/code&gt;) means coloring it later is one property per part.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Name parts &lt;code&gt;&amp;lt;Asset&amp;gt;_&amp;lt;Part&amp;gt;&lt;/code&gt;.&lt;/strong&gt; The export script uses this to find everything that belongs to the asset.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Build with the base center at the world origin.&lt;/strong&gt; Applying transforms then puts every part's origin there, so the model sits on the ground when placed.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Stay under 20,000 triangles.&lt;/strong&gt; Roblox rejects anything bigger. Props should be a few hundred to a few thousand.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;This script runs inside Blender (paste it into the Scripting tab, or send it through the Blender MCP server). It applies transforms, checks the triangle budget and exports an FBX:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight python"&gt;&lt;code&gt;&lt;span class="c1"&gt;# export_asset.py  (runs inside Blender)
&lt;/span&gt;&lt;span class="kn"&gt;from&lt;/span&gt; &lt;span class="n"&gt;pathlib&lt;/span&gt; &lt;span class="kn"&gt;import&lt;/span&gt; &lt;span class="n"&gt;Path&lt;/span&gt;

&lt;span class="kn"&gt;import&lt;/span&gt; &lt;span class="n"&gt;bpy&lt;/span&gt;

&lt;span class="n"&gt;MAX_TRIANGLES&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;20_000&lt;/span&gt;  &lt;span class="c1"&gt;# Roblox rejects meshes above this
&lt;/span&gt;

&lt;span class="k"&gt;def&lt;/span&gt; &lt;span class="nf"&gt;export_asset&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;asset_name&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;str&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;out_dir&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;str&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;-&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;Path&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
    &lt;span class="sh"&gt;"""&lt;/span&gt;&lt;span class="s"&gt;Apply transforms, check the triangle budget and export &amp;lt;asset_name&amp;gt;_* objects as FBX.&lt;/span&gt;&lt;span class="sh"&gt;"""&lt;/span&gt;
    &lt;span class="n"&gt;parts&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;
        &lt;span class="n"&gt;obj&lt;/span&gt; &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="n"&gt;obj&lt;/span&gt; &lt;span class="ow"&gt;in&lt;/span&gt; &lt;span class="n"&gt;bpy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;objects&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;obj&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nb"&gt;type&lt;/span&gt; &lt;span class="o"&gt;==&lt;/span&gt; &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;MESH&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt; &lt;span class="ow"&gt;and&lt;/span&gt; &lt;span class="n"&gt;obj&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;startswith&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sa"&gt;f&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;asset_name&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="s"&gt;_&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;]&lt;/span&gt;
    &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="ow"&gt;not&lt;/span&gt; &lt;span class="n"&gt;parts&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="k"&gt;raise&lt;/span&gt; &lt;span class="nc"&gt;ValueError&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sa"&gt;f&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;No mesh objects named &lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;asset_name&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="s"&gt;_*&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

    &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;bpy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;context&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nb"&gt;object&lt;/span&gt; &lt;span class="ow"&gt;and&lt;/span&gt; &lt;span class="n"&gt;bpy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;context&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nb"&gt;object&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;mode&lt;/span&gt; &lt;span class="o"&gt;!=&lt;/span&gt; &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;OBJECT&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="n"&gt;bpy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ops&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nb"&gt;object&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;mode_set&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;mode&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;OBJECT&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="n"&gt;bpy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ops&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nb"&gt;object&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;select_all&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;action&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;DESELECT&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="n"&gt;obj&lt;/span&gt; &lt;span class="ow"&gt;in&lt;/span&gt; &lt;span class="n"&gt;parts&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="n"&gt;obj&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;select_set&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="bp"&gt;True&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="n"&gt;bpy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;context&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;view_layer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;objects&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;active&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;parts&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;

    &lt;span class="c1"&gt;# Bake location, rotation and scale into the mesh so nothing imports rotated or stretched.
&lt;/span&gt;    &lt;span class="n"&gt;bpy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ops&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nb"&gt;object&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;transform_apply&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;location&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="bp"&gt;True&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;rotation&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="bp"&gt;True&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;scale&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="bp"&gt;True&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

    &lt;span class="c1"&gt;# Count triangles after modifiers, the same way the game will see them.
&lt;/span&gt;    &lt;span class="n"&gt;depsgraph&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;bpy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;context&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;evaluated_depsgraph_get&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="n"&gt;triangles&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;
    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="n"&gt;obj&lt;/span&gt; &lt;span class="ow"&gt;in&lt;/span&gt; &lt;span class="n"&gt;parts&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="n"&gt;evaluated&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;obj&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;evaluated_get&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;depsgraph&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="n"&gt;mesh&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;evaluated&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;to_mesh&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
        &lt;span class="n"&gt;mesh&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;calc_loop_triangles&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
        &lt;span class="n"&gt;triangles&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="nf"&gt;len&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;mesh&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;loop_triangles&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="n"&gt;evaluated&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;to_mesh_clear&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;triangles&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;MAX_TRIANGLES&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="k"&gt;raise&lt;/span&gt; &lt;span class="nc"&gt;ValueError&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sa"&gt;f&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;triangles&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="s"&gt; triangles is over the &lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;MAX_TRIANGLES&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="s"&gt; limit&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

    &lt;span class="n"&gt;out_path&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nc"&gt;Path&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;out_dir&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="sa"&gt;f&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;asset_name&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="s"&gt;.fbx&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;
    &lt;span class="n"&gt;bpy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ops&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;export_scene&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;fbx&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
        &lt;span class="n"&gt;filepath&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="nf"&gt;str&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;out_path&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
        &lt;span class="n"&gt;use_selection&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="bp"&gt;True&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
        &lt;span class="n"&gt;object_types&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;MESH&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;},&lt;/span&gt;
        &lt;span class="n"&gt;global_scale&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="mf"&gt;0.01&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="c1"&gt;# Blender writes FBX in cm; this keeps 1 Blender unit = 1 stud
&lt;/span&gt;    &lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="nf"&gt;print&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sa"&gt;f&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;Exported &lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;out_path&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="s"&gt; (&lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="nf"&gt;len&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;parts&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="s"&gt; parts, &lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;triangles&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="s"&gt; triangles)&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;out_path&lt;/span&gt;


&lt;span class="nf"&gt;export_asset&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;TreasureChest&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;bpy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;app&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;tempdir&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The &lt;code&gt;global_scale=0.01&lt;/code&gt; line matters. Blender writes FBX files in centimeters, so without it Roblox reads every meter as 100 studs. My first test chest came in 310 studs wide instead of 3.1.&lt;/p&gt;

&lt;p&gt;The triangle count uses Blender's dependency graph (&lt;code&gt;evaluated_depsgraph_get&lt;/code&gt;) so it includes modifiers like Subdivision or Mirror. Counting the raw mesh would under-report and let an oversized model slip through to a failed upload.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fod9qn14o4ivep2dj8ntb.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fod9qn14o4ivep2dj8ntb.png" alt="The finished chest model in Blender: three parts, 216 triangles" width="800" height="800"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 3: upload with the Roblox Open Cloud API
&lt;/h2&gt;

&lt;p&gt;Roblox Open Cloud lets you upload assets over HTTP instead of clicking through Studio's importer. Two things make this endpoint different from a simple API call.&lt;/p&gt;

&lt;p&gt;First, it's a &lt;strong&gt;multipart&lt;/strong&gt; request. The body carries two parts: a JSON description of the asset (&lt;code&gt;request&lt;/code&gt;) and the file itself (&lt;code&gt;fileContent&lt;/code&gt;). With &lt;code&gt;requests&lt;/code&gt;, you build both through the &lt;code&gt;files&lt;/code&gt; argument, using &lt;code&gt;None&lt;/code&gt; as the filename for the JSON part so it's sent as a plain form field.&lt;/p&gt;

&lt;p&gt;Second, it's &lt;strong&gt;asynchronous&lt;/strong&gt;. Roblox doesn't finish processing the model before it responds. It returns an &lt;em&gt;operation&lt;/em&gt; object right away, and you poll that operation until &lt;code&gt;done&lt;/code&gt; is true. Only then does the response contain your asset ID. This pattern is common for slow jobs like file processing or video rendering, because holding a request open for a minute is fragile.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight python"&gt;&lt;code&gt;&lt;span class="c1"&gt;# upload.py
&lt;/span&gt;&lt;span class="kn"&gt;import&lt;/span&gt; &lt;span class="n"&gt;json&lt;/span&gt;
&lt;span class="kn"&gt;import&lt;/span&gt; &lt;span class="n"&gt;time&lt;/span&gt;
&lt;span class="kn"&gt;from&lt;/span&gt; &lt;span class="n"&gt;pathlib&lt;/span&gt; &lt;span class="kn"&gt;import&lt;/span&gt; &lt;span class="n"&gt;Path&lt;/span&gt;

&lt;span class="kn"&gt;import&lt;/span&gt; &lt;span class="n"&gt;requests&lt;/span&gt;

&lt;span class="kn"&gt;from&lt;/span&gt; &lt;span class="n"&gt;config&lt;/span&gt; &lt;span class="kn"&gt;import&lt;/span&gt; &lt;span class="n"&gt;ROBLOX_API_KEY&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;ROBLOX_CREATOR_ID&lt;/span&gt;

&lt;span class="n"&gt;ASSETS_URL&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;https://apis.roblox.com/assets/v1/assets&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;
&lt;span class="n"&gt;OPERATION_URL&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;https://apis.roblox.com/assets/v1/operations/{}&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;
&lt;span class="n"&gt;HEADERS&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;x-api-key&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;ROBLOX_API_KEY&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;


&lt;span class="k"&gt;def&lt;/span&gt; &lt;span class="nf"&gt;upload_model&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;fbx_path&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Path&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;display_name&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;str&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;description&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;str&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;-&amp;gt;&lt;/span&gt; &lt;span class="nb"&gt;str&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
    &lt;span class="sh"&gt;"""&lt;/span&gt;&lt;span class="s"&gt;Upload an FBX as a Roblox Model asset and return its asset ID.&lt;/span&gt;&lt;span class="sh"&gt;"""&lt;/span&gt;
    &lt;span class="n"&gt;asset_request&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;assetType&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;Model&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
        &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;displayName&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;display_name&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
        &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;description&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;description&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
        &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;creationContext&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;creator&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;userId&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;ROBLOX_CREATOR_ID&lt;/span&gt;&lt;span class="p"&gt;}},&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="k"&gt;with&lt;/span&gt; &lt;span class="n"&gt;fbx_path&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;open&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;rb&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;as&lt;/span&gt; &lt;span class="n"&gt;fbx_file&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="n"&gt;response&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;requests&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;post&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
            &lt;span class="n"&gt;ASSETS_URL&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
            &lt;span class="n"&gt;headers&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="n"&gt;HEADERS&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
            &lt;span class="n"&gt;files&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;request&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="bp"&gt;None&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;json&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;dumps&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;asset_request&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;application/json&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
                &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;fileContent&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;fbx_path&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;fbx_file&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;model/fbx&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
            &lt;span class="p"&gt;},&lt;/span&gt;
            &lt;span class="n"&gt;timeout&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="mi"&gt;120&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
        &lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="ow"&gt;not&lt;/span&gt; &lt;span class="n"&gt;response&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ok&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
        &lt;span class="k"&gt;raise&lt;/span&gt; &lt;span class="nc"&gt;RuntimeError&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sa"&gt;f&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;Upload failed: &lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;response&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;status_code&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="s"&gt; &lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;response&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;text&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nf"&gt;wait_for_asset&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;response&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;json&lt;/span&gt;&lt;span class="p"&gt;())&lt;/span&gt;


&lt;span class="k"&gt;def&lt;/span&gt; &lt;span class="nf"&gt;wait_for_asset&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;operation&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;dict&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;interval&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;float&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;timeout&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;float&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;300&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;-&amp;gt;&lt;/span&gt; &lt;span class="nb"&gt;str&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
    &lt;span class="sh"&gt;"""&lt;/span&gt;&lt;span class="s"&gt;Poll an Open Cloud operation until Roblox finishes processing the upload.&lt;/span&gt;&lt;span class="sh"&gt;"""&lt;/span&gt;
    &lt;span class="n"&gt;operation_id&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;operation&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;get&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;operationId&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="ow"&gt;or&lt;/span&gt; &lt;span class="n"&gt;operation&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;path&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="nf"&gt;split&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;/&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)[&lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
    &lt;span class="n"&gt;deadline&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;time&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;monotonic&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="n"&gt;timeout&lt;/span&gt;

    &lt;span class="k"&gt;while&lt;/span&gt; &lt;span class="ow"&gt;not&lt;/span&gt; &lt;span class="n"&gt;operation&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;get&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;done&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;time&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;monotonic&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;deadline&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
            &lt;span class="k"&gt;raise&lt;/span&gt; &lt;span class="nc"&gt;TimeoutError&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sa"&gt;f&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;Operation &lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;operation_id&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="s"&gt; still processing after &lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;timeout&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="s"&gt;s&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="n"&gt;time&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;sleep&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;interval&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="n"&gt;response&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;requests&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;get&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;OPERATION_URL&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;format&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;operation_id&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="n"&gt;headers&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="n"&gt;HEADERS&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;timeout&lt;/span&gt;&lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="mi"&gt;30&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="ow"&gt;not&lt;/span&gt; &lt;span class="n"&gt;response&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ok&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
            &lt;span class="k"&gt;raise&lt;/span&gt; &lt;span class="nc"&gt;RuntimeError&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sa"&gt;f&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;Polling failed: &lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;response&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;status_code&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="s"&gt; &lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;response&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;text&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="n"&gt;operation&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;response&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;json&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;

    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;operation&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;response&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;][&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;assetId&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;


&lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;__name__&lt;/span&gt; &lt;span class="o"&gt;==&lt;/span&gt; &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;__main__&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
    &lt;span class="n"&gt;asset_id&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;upload_model&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nc"&gt;Path&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;TreasureChest.fbx&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;TreasureChest&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;Low-poly treasure chest&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="nf"&gt;print&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="sa"&gt;f&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="s"&gt;Uploaded: rbxassetid://&lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="n"&gt;asset_id&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;&lt;span class="sh"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The polling loop uses &lt;code&gt;time.monotonic()&lt;/code&gt; for its deadline instead of &lt;code&gt;time.time()&lt;/code&gt;, because the monotonic clock never jumps if the system clock changes. Errors report the status code and response body, never the request headers, since those contain the API key.&lt;/p&gt;

&lt;p&gt;These are the common failures and what fixes them:&lt;/p&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Error&lt;/th&gt;
&lt;th&gt;What it means&lt;/th&gt;
&lt;th&gt;Fix&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;401 Unauthorized&lt;/td&gt;
&lt;td&gt;Roblox rejected the key. It can be wrong or expired, or your IP isn't on the key's allowed list&lt;/td&gt;
&lt;td&gt;Compare your current IP with the key's list first, then regenerate the key if needed&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;403 Forbidden&lt;/td&gt;
&lt;td&gt;The key lacks Assets read and write permission&lt;/td&gt;
&lt;td&gt;Edit the key in the Creator Dashboard&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Operation never finishes&lt;/td&gt;
&lt;td&gt;The asset is waiting on moderation&lt;/td&gt;
&lt;td&gt;Wait and retry; it usually clears within minutes&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h2&gt;
  
  
  Step 4: finish the model in Studio
&lt;/h2&gt;

&lt;p&gt;The upload gives back an asset ID, but the model isn't done yet. Because FBX material colors don't come through, every part arrives the same pale grey. This Luau script inserts the asset, then colors each part, picks real materials, adds a light to glowing parts and sets the model on the ground. Run it from Studio's command bar in Edit mode (or through the Studio MCP server):&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight lua"&gt;&lt;code&gt;&lt;span class="c1"&gt;-- finish_asset.lua  (run in the Studio command bar)&lt;/span&gt;
&lt;span class="kd"&gt;local&lt;/span&gt; &lt;span class="n"&gt;InsertService&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;game&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="n"&gt;GetService&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s2"&gt;"InsertService"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

&lt;span class="kd"&gt;local&lt;/span&gt; &lt;span class="n"&gt;ASSET_ID&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt; &lt;span class="c1"&gt;-- paste the asset ID from upload.py&lt;/span&gt;
&lt;span class="kd"&gt;local&lt;/span&gt; &lt;span class="n"&gt;GROUND_Y&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt; &lt;span class="c1"&gt;-- top of the default Baseplate; change if your floor is elsewhere&lt;/span&gt;

&lt;span class="c1"&gt;-- One entry per Blender object name&lt;/span&gt;
&lt;span class="kd"&gt;local&lt;/span&gt; &lt;span class="n"&gt;STYLES&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;TreasureChest_Wood&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="n"&gt;Color&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Color3&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;fromRGB&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;122&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;82&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;48&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="n"&gt;Material&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Enum&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Material&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;WoodPlanks&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
    &lt;span class="n"&gt;TreasureChest_Metal&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="n"&gt;Color&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Color3&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;fromRGB&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;230&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;170&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;45&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="n"&gt;Material&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Enum&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Material&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;SmoothPlastic&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
    &lt;span class="n"&gt;TreasureChest_Gem&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="n"&gt;Color&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Color3&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;fromRGB&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;80&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;200&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;255&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="n"&gt;Material&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Enum&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Material&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Neon&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;Light&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="kd"&gt;local&lt;/span&gt; &lt;span class="n"&gt;model&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;InsertService&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="n"&gt;LoadAsset&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;ASSET_ID&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="n"&gt;model&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Name&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="s2"&gt;"TreasureChest"&lt;/span&gt;
&lt;span class="n"&gt;model&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Parent&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;workspace&lt;/span&gt;

&lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="n"&gt;_&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;part&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;model&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="n"&gt;GetDescendants&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="k"&gt;do&lt;/span&gt;
    &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;part&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="n"&gt;IsA&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s2"&gt;"MeshPart"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;then&lt;/span&gt;
        &lt;span class="n"&gt;part&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Anchored&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt;
        &lt;span class="kd"&gt;local&lt;/span&gt; &lt;span class="n"&gt;style&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;STYLES&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;part&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Name&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;style&lt;/span&gt; &lt;span class="k"&gt;then&lt;/span&gt;
            &lt;span class="n"&gt;part&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Color&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;style&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Color&lt;/span&gt;
            &lt;span class="n"&gt;part&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Material&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;style&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Material&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;style&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Light&lt;/span&gt; &lt;span class="k"&gt;then&lt;/span&gt;
                &lt;span class="n"&gt;part&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;CanCollide&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;false&lt;/span&gt;
                &lt;span class="n"&gt;part&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;CastShadow&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="kc"&gt;false&lt;/span&gt;
                &lt;span class="kd"&gt;local&lt;/span&gt; &lt;span class="n"&gt;light&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Instance&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;new&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s2"&gt;"PointLight"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
                &lt;span class="n"&gt;light&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Color&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;style&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Color&lt;/span&gt;
                &lt;span class="n"&gt;light&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Range&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;12&lt;/span&gt;
                &lt;span class="n"&gt;light&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Parent&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;part&lt;/span&gt;
            &lt;span class="k"&gt;end&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt;
            &lt;span class="n"&gt;warn&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s2"&gt;"No style for part: "&lt;/span&gt; &lt;span class="o"&gt;..&lt;/span&gt; &lt;span class="n"&gt;part&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Name&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="k"&gt;end&lt;/span&gt;
    &lt;span class="k"&gt;end&lt;/span&gt;
&lt;span class="k"&gt;end&lt;/span&gt;

&lt;span class="c1"&gt;-- Move the model so its bottom sits exactly on the ground&lt;/span&gt;
&lt;span class="kd"&gt;local&lt;/span&gt; &lt;span class="n"&gt;boxCFrame&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;boxSize&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;model&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="n"&gt;GetBoundingBox&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
&lt;span class="kd"&gt;local&lt;/span&gt; &lt;span class="n"&gt;bottom&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;boxCFrame&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Y&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="n"&gt;boxSize&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Y&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;
&lt;span class="n"&gt;model&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="n"&gt;PivotTo&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;model&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="n"&gt;GetPivot&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="n"&gt;Vector3&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;new&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;GROUND_Y&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="n"&gt;bottom&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;

&lt;span class="nb"&gt;print&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s2"&gt;"Finished"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;model&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Name&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="s2"&gt;"size:"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;boxSize&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;This is where naming parts &lt;code&gt;&amp;lt;Asset&amp;gt;_&amp;lt;Part&amp;gt;&lt;/code&gt; in Blender pays off: the style table is keyed by those names, so one lookup colors each part. Any part without a style triggers a &lt;code&gt;warn&lt;/code&gt;, which catches typos fast. Neon parts get a &lt;code&gt;PointLight&lt;/code&gt; so they actually light up the scene, with collisions and shadows turned off so players don't snag on a decorative glow.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fqzx6zt4polpx7mujmb2b.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fqzx6zt4polpx7mujmb2b.jpg" alt="The chest in Studio after the finishing script: colored, lit and grounded" width="800" height="281"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Results and lessons
&lt;/h2&gt;

&lt;p&gt;My test chest went from a one-line prompt to a finished, colored model in Studio in one sitting, and most of that time went to fixing the two bugs below. With those fixed, the only hands-on step left is the Blender modeling. Every asset also comes out in the same low-poly style, which keeps a game's props looking like they belong together.&lt;/p&gt;

&lt;p&gt;What I learned building it:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Secrets break in boring ways.&lt;/strong&gt; My upload suddenly failed with "401 Invalid API Key" on a key that had worked for weeks. The key was fine: my home IP had changed, and the key only accepted my old one. Adding the new IP fixed it with no code changes.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Fail loudly and early.&lt;/strong&gt; Checking for missing variables and the triangle limit before uploading turns a confusing API error into a one-line message that says exactly what's wrong.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Async APIs need patience.&lt;/strong&gt; The upload responds instantly with an operation, not an asset ID. In my test it took two polls before Roblox handed back the ID.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AI is the starting point, not the finish.&lt;/strong&gt; FLUX gives a great reference, but the model still needs a human eye on proportions, and the Studio pass is what makes it look finished.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Units will bite you.&lt;/strong&gt; My first chest imported 100 times too big because Blender exports FBX in centimeters. One export setting, &lt;code&gt;global_scale=0.01&lt;/code&gt;, fixed it.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Next, I want to batch-generate whole sets of matching props from one style prompt, and try the same pipeline for other engines that accept FBX.&lt;/p&gt;

&lt;p&gt;The full code is on GitHub: &lt;a href="https://github.com/TheCreatorGFR/roblox-ai-asset-pipeline" rel="noopener noreferrer"&gt;github.com/TheCreatorGFR/roblox-ai-asset-pipeline&lt;/a&gt;.&lt;/p&gt;




&lt;p&gt;&lt;em&gt;I built this pipeline with an AI coding assistant, which also helped me draft and test this article.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>python</category>
      <category>ai</category>
      <category>gamedev</category>
      <category>tutorial</category>
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