Thanks for all the support and feedback! After reviewing the feedback you all provided, we made a major improvement to the way our text filtering works in Studio for asset importing. As many of you know, we have a strict text filter in place across the platform in order to keep Roblox safe and friendly. That being said, we want to remove as many blockers as possible for our developers so that we can keep empowering you to create. In order to do this, we have implemented a text filter bypass for asset import.
How does this work?
Anytime you upload an asset into Studio, we will run the name through the text filter.
If it is flagged as inappropriate, instead of rejecting the file, we will fork the asset name from the asset alias and allow the file to be brought into Studio.
If this occurs, you will see a warning message in the import window saying “Asset name on website has been moderated.” This means that we have automatically renamed the discoverable asset name on roblox.com.
For meshes, it will be renamed to Meshes/meshPart and for images, it will be renamed to Images/images.
In Studio, your Game Explorer will show your original unfiltered file name (as the asset alias).
You can still change the name of your asset on the website using the Configure option
Hopefully this helps and let us know if you have any further questions.
I discovered that the meshes not being split was caused because I didn’t check a specific box that allowed me to export .OBJ files as groups instead of single meshes.
Open up blender and load in your meshes
Once you’re ready to export (in this case as .OBJ files) you will need to check this box in the export options (left-side of the export screen and scroll down until you see this:)
Make sure the “Objects as OBJ objects” box is unchecked and the “Objects as OBJ groups” box is checked
then export it and import it to Roblox Studio, if the method was correct, the mesh name should have a “Split from X.obj” subtitle on the import screen.
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Update: You can now import up to 200 assets at a time. If you are importing meshes with several mesh files in them, the 200 limit applies to the cumulative number of files after they have all been split.