# 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 **Shade** 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://2628349686-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fwnv17cpjDin2deSlOz0z%2Fuploads%2Fgit-blob-d2cbf67fb3988fe920b0928dc3ef7382f1fd7ded%2Fimage%20\(2\).png?alt=media)

## Mesh Asset

![](https://2628349686-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fwnv17cpjDin2deSlOz0z%2Fuploads%2Fgit-blob-b54b90607ccbd02b020e30fd0be52b8068db33cc%2Fmeshimage1.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`, since the importer has been widely 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 Asset

![](https://2628349686-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fwnv17cpjDin2deSlOz0z%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**.
