# Mesh

## Overview

In other 3D applications, it is quite common to apply materials and textures directly to a 3D mesh. In Incari though, we have a specific **Mesh Object** which contains separate references to the 3D **Asset** (the mesh data) and Incari's own **Material** file, which contains **Shader** and **Texture** information.

Like any other **Scene Object**, we can manipulate the **Position**, **Rotation** and **Scale** of a **Mesh** using the **Transformation Attributes** and adjusting its **Rotation Pivot**.

![](https://879976444-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MIspkFTPkuGkv4UgQGs-41739140%2Fuploads%2Fgit-blob-d2cbf67fb3988fe920b0928dc3ef7382f1fd7ded%2Fimage%20\(2\).png?alt=media)

## Mesh

### Mesh Asset

![](https://879976444-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MIspkFTPkuGkv4UgQGs-41739140%2Fuploads%2Fgit-blob-af387a59ff875974b2e07460f4ef6c4002557881%2Fmeshicon.png?alt=media)

The `Mesh Asset` **Attribute** contains a reference to a 3D file in your **Asset Manager**. We currently have limited support for **.3ds, .ply, .dae** and **.fbx** files. However, we recommend using **.obj** as the importer is well tested and rarely has any issues.

When you drag and drop a mesh from the **Asset Manager** into your **Scene**, a **Mesh Object** is automatically created. If you need to assign the **Asset** manually, however, you can simply drag and drop the **Asset** onto the **Asset** slot of the **Attribute**.

## Material

### Material Asset

![](https://879976444-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MIspkFTPkuGkv4UgQGs-41739140%2Fuploads%2Fgit-blob-7408779aeb4ad6e3519754944cc8024d42a33cd0%2Ficonmaterial.png?alt=media)

The `Material Asset` **Attribute** is used to apply a **Material Asset** to a **Mesh**. **Materials** can be created in the **Asset Manager** and edited in the **Material Editor**.

To assign a **Material Asset** to the **Attribute**, drag and drop it onto the **Asset** slot of the **Attribute**.
