The one number you need
1 stud = 0.28 meters. That is the entire conversion. One meter is about 3.57 studs. Size your model in meters, divide by 0.28, and you know the stud dimensions Studio will show.
| Reference | Studs | Meters |
|---|---|---|
| Baseplate grid square | 4 × 4 | 1.12 × 1.12 |
| Minifig character | ~5 tall | ~1.4 |
| Door | ~4 × 7 | ~1.1 × 2.0 |
| Crate prop | 2 – 4 | 0.56 – 1.12 |
| Player vehicle | ~14 – 20 long | ~4 – 5.6 |
Doing the math by hand gets old. The Studs Converter converts studs, meters, centimeters, feet and inches both ways.
Why FBX imports 100x too big
FBX stores units internally as centimeters. Blender works in meters. When the exporter's unit handling is off (Apply Unit disabled, or a scene unit scale that disagrees), Studio reads the raw numbers and the mesh arrives 100x larger. The reverse mistake, exporting at 0.01 scale, produces meshes under 0.02 studs: technically present, effectively invisible.
Blender export checklist
- 1.Model at real-world size. Check the Dimensions readout in the N-panel: a 2 m door should say 2.0 m, not 200.
- 2.Apply all transforms (Ctrl+A → All Transforms). Unapplied scale is the classic source of surprises after export.
- 3.In the FBX export panel, enable Apply Unit and use Scale 1.00. Or skip FBX and export GLB.
- 4.Convert your target size to studs first: meters ÷ 0.28. A 0.6 m crate becomes about 2.1 studs.
- 5.After import, check the MeshPart Size property. It reads in studs and should match your plan within rounding.
Verify before you import
The Mesh Checker reports bounds in studs and flags export-scale mistakes automatically: anything over 1024 studs or under 0.02 studs gets a scale warning before the file ever reaches Studio.
Resizes any GLB or OBJ to the exact size you need in studs and returns a Studio-ready ZIP.
Numbers verified against Roblox Studio behavior and the studmill import pipeline as of Sep 14, 2026. Roblox changes limits and policies; the official docs win.