> For the complete documentation index, see [llms.txt](https://help.intangible.ai/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://help.intangible.ai/build/import-your-own-models.md).

# Import your own models

Import 3D models from Blender, Maya, Houdini, or Unreal. GLB, GLTF, DAE, FBX, PLY, OBJ, SOG, SPZ. Smart Import fixes scale and orientation on the way in.

Smart Import handles the common 3D exchange formats and lands the imported asset in an editing environment that lets you fix scale, orientation, and category before it joins the scene. Use it for client CAD, custom hero assets, anything the asset library doesn't cover.

## Watch

{% embed url="<https://www.youtube.com/watch?v=iiC8IR_tG3w>" %}

![The Import Assets dialog: a drop zone that supports .glb, .gltf, .dae, .fbx, .ply, .obj, .sog and .spz, a Check to review and edit toggle, and Cancel and Browse](https://1179478100-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FSWrjIqlgVAblx6vHGJiM%2Fuploads%2Fgit-blob-2510e22fc43079c47112c7922cc455e93ecd47b8%2Fimport-assets-dialog-01.png?alt=media)

## What it does

The asset library covers most blocking. The hero – the actual product the agency is pitching – almost never lives there. Smart Import is how you bring the brief's specific car, the client's spaceship, the architect's building, the product designer's cup. Once imported, the asset behaves like any other library asset: drag, swap, lock, attach an [image reference](/learn-more/concepts/image-reference.md).

{% hint style="warning" %}
**Animations don't import.** If your FBX or DAE file has rigged animation, the geometry comes in but the animation does not. Plan to author motion in Compose mode.
{% endhint %}

**Rigs do import.** A skinned GLB or FBX keeps its skeleton and lands as a character, saved under My Assets. Select it and open Pose to bend its joints. A rig with Mixamo bone names counts as a humanoid and takes the full pose library. See [Pose your own rigged character](/build/pose-edit-mode.md#pose-your-own-rigged-character).

## Supported formats

`.glb`, `.gltf`, `.dae`, `.fbx`, `.ply`, `.obj`, `.sog`, `.spz`

* **GLB / GLTF** – web-optimized formats, the most reliable path in. Smallest file size for a given model.
* **FBX** – the most common interchange format from Maya, 3ds Max, Blender. Geometry and rigs come in.
* **OBJ** – geometry only. Good for clean meshes from CAD.
* **DAE (Collada)** – common interchange format. Geometry and skeletal data come in.
* **PLY** – polygon and point data, often used for scans. A `.PLY` holding a Gaussian splat is detected from its header and imported as a splat instead.
* **SOG / SPZ** – compressed Gaussian splat formats. See [Import Gaussian splats](/build/import-gaussian-splats.md).

Every format comes in as geometry. Colour and textures are removed (alpha masks aside); see [What import keeps](#what-import-keeps).

A mesh import is capped at **512 MB** and **2 million vertices**, with a maximum of 10 files per upload. A file over either limit is rejected. Splats have their own, larger ceilings.

{% hint style="warning" %}
**USD, STL and DXF are not import formats.** USD is available on export only. Convert an STL or DXF to GLB before importing.
{% endhint %}

{% hint style="info" %}
**When in doubt, convert to GLB first.** OBJ and FBX can carry hidden nodes and cruft that trip the importer. Opening the file in Blender and re-exporting as GLB is the most reliable path and almost never fails on import.
{% endhint %}

## How to import

{% stepper %}
{% step %}

### Click Import in the asset library

The library has an **Import** button next to **Generate 3D**. Click it. A file picker opens.
{% endstep %}

{% step %}

### Pick the file

Use **Browse** to open a file picker, or drag and drop a file from your desktop into the import area. Smart Import reads the file, generates a preview, and drops you into the editing environment.
{% endstep %}

{% step %}

### Review and edit

The editing environment shows the imported model alongside a reference character and a banana for scale. Different applications use different default unit systems – Maya exports in centimeters, Blender in meters – so a model that was 1.8 m tall in Blender can arrive 100× too large or too small. Adjust scale here before committing. Also confirm orientation and set a descriptive name so the [agents](/chat-agents-intangible/in-the-modes.md#build) can find the asset by name when you ask for it later.
{% endstep %}

{% step %}

### Confirm or cancel

When the asset looks right, click the **check** action to commit it to the scene. Click **Cancel** to discard the import without saving.
{% endstep %}

{% step %}

### Save to My Assets or Team Assets

Saves the imported asset to your library so you can reuse it across projects. **My Assets** is private to your account; **Team Assets** is visible to everyone on the team. The Generate-3D-Asset preview tutorial walks the team-asset flow if you're sharing imports.
{% endstep %}
{% endstepper %}

**Put your client's product in the shot.**

<a href="https://studio.intangible.ai/?utm_source=help.intangible.ai&#x26;utm_medium=docs&#x26;utm_campaign=page-cta&#x26;utm_content=import-your-own-models" class="button primary" data-icon="arrow-up-right">Import a model into Intangible</a>

## What import keeps

Import optimizes every model for the browser. The geometry comes through. The rest changes:

* **A static model becomes one object.** Its hierarchy is flattened and its meshes are merged, so you place and move it as a single piece. To move parts on their own, import them as separate files. An animated or skinned model keeps its hierarchy.
* **Textures are removed**, except alpha masks, so cut-outs such as leaves or fences keep their shape.
* **Every material becomes plain white.** Colour is lost along with the textures, so a red car arrives white.

To get the look back at render time, attach an [image reference](/learn-more/concepts/image-reference.md) to the object and describe it in [Object details](/build/object-details.md).

## Limits and known issues

{% hint style="warning" %}
**Big models are rejected or slow.** A model over 512 MB or 2 million vertices is rejected, and one close to those limits imports slowly. Run a decimation pass in your modeling tool first if the asset is big; the system optimizes on import, but starting from a sane source helps.
{% endhint %}

* **Imported models arrive plain white.** Import removes textures, except alpha masks, and replaces every material with white, so colour is lost too. Attach an [image reference](/learn-more/concepts/image-reference.md) to the object for surface treatment at render time.
* **Animations don't import.** Smart Import handles geometry and skeletons. Camera tracks and animation clips from your DCC don't come in.

## Related

* [Import Gaussian splats](/build/import-gaussian-splats.md) – photographic captures rather than meshes, with their own formats and limits.
* [Asset library](/build/asset-library.md)
* [Image reference](/learn-more/concepts/image-reference.md)
* [Generate 3D Asset](/build/generate-3d-asset.md)
* [Object details](/build/object-details.md)
* [Supported file formats](/learn-more/reference/supported-file-formats.md)


---

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