# Asset library

The bottom-of-screen panel that holds the gray-boxing assets you'll use to block scenes. Drag straight in; no menu hunt, no search-then-import.

## Watch

<https://www.youtube.com/watch?v=fvUcN8G6KrU>

![Asset library docked at the bottom of Build mode with the My Assets category active, showing thumbnail tiles for placed and imported assets, search across the top, and Generate 3D plus Import Asset buttons on the right](/files/fdiS1XZeIJNKlzV87sAW)

## What it does

If you've worked in Maya or Blender, you know the cold-start problem: a brief lands, and the first hour goes to scrounging for blocking assets that exist only so the director can see scale. The asset library solves that. Over 5,000 pre-made gray-boxing assets are categorized into Characters, Furnishings, Mannequins, My Assets, Objects, Populators, Primitives, Roads, Sets, and Vehicles, all one drag away – enough to block any scene before the real assets arrive.

The panel maximizes for browsing and minimizes automatically the moment you start dragging an item, so the 3D viewport reappears for placement.

## How to use it

1. **Open the library.** It lives at the bottom of the screen in Build mode. Drag the top edge to expand it, or click the maximize button. Click anywhere on a thumbnail to start dragging.
2. **Browse by category.** Tabs across the top group assets by type. The full set: **Characters**, **Furnishings**, **Mannequins**, **My Assets**, **Objects**, **Populators**, **Primitives**, **Roads**, **Sets**, **Vehicles**. Hover an asset for the name; click for a larger preview.
3. **Search.** The search field at the top of the library matches asset names and category tags. "Aderondack" finds the chair; "olive green Jeep" finds the SUV.
4. **Drag to place.** Click and drag an asset thumbnail into the viewport. The library minimizes; the asset lands at the cursor's projected ground point. Smart snapping (if it's on – see [Transform](/build/transform.md)) will land it on terrain or other surfaces.
5. **Place repeatedly.** A category stays open across drags, so you can drop multiple chairs without reopening the library each time.

### My Assets and Team Assets

![Add an Object panel with the My Assets tab active, showing thumbnails of saved assets](/files/awJFuIPgiWk71TVpSD6l)

Imported objects ([Smart Import](/build/import-your-own-models.md)) and saved sets ([Sets](/build/sets.md)) appear in two extra categories:

* **My Assets**: things you uploaded or saved in your personal workspace.
* **Team Assets**: things uploaded or saved within the active team workspace, visible to every team member.

Generated 3D meshes ([Generate 3D Asset](/build/generate-3d-asset.md)) drop into whichever category was active at generate time. Switch teams and the team-assets category swaps.

## Details

| Action              | How                                               |
| ------------------- | ------------------------------------------------- |
| Maximize / minimize | Top-edge drag or the maximize button              |
| Auto-minimize       | Triggers on drag-start of any asset               |
| Search              | Top-of-panel search field, matches names and tags |
| Categories          | Tabs across the top of the panel                  |
| Hover preview       | Larger thumbnail with name and concept tags       |

## Limits and known issues

* **Asset count limits per scene aren't documented.** Browser-based rendering imposes a soft cap; very large scenes (1,000+ items, especially populators) start to feel sluggish on lower-end hardware.
* **Search is scoped to the active category tab.** "Cars" while you're on the Furnishings tab returns nothing. Switch to the relevant category (Vehicles, in this case), or use the search field with a more specific name to narrow within a category.
* **The library is shared across modes** but the contextual menus that appear after placement are mode-specific. Drag in Compose and the asset still lands; you'll just have fewer build-time controls until you switch back to Build.

## Related

* [Working with objects](/build/working-with-objects.md)
* [Smart Import](/build/import-your-own-models.md)
* [Sets](/build/sets.md)
* [AI Composer](/build/ai-composer.md): prompt for environments instead of dragging individual assets.
* [Generate 3D Asset](/build/generate-3d-asset.md)


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