> For the complete documentation index, see [llms.txt](https://docs.incari.com/incari-studio/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.incari.com/incari-studio/2.0/objects/scene-objects/mesh.md).

# 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**.

![](/files/-MIx_ftnMrHNzlpFRVPA)

## Mesh

### Mesh Asset

![](/files/-MIx_fton1yoghEdilz4)

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

![](/files/-MIx_ftpmSzwukNVBkDk)

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**.
