Getting Started - Chapter 1 - Working with Models

The playgrounds on this page contain models (in this example, houses) which can be positioned, rotated and scaled. Once the basics (such as importing a model and putting your project on a web page) have been introduced, we will give you details on how to accomplish this with Babylon.js.

Importing a Scene or Model

When you add a model to a scene, you are loading it through the browser. As you likely already know, loading anything from a website is an asynchronous function. Therefore, before you can do anything with your models, you first must ensure they have been loaded successfully. You can do this using the ImportMeshAsync method of the SceneLoader, which can be done as follows:

BABYLON.SceneLoader.ImportMeshAsync(model_name, folder_path, file_name, scene);

The scene parameter is optional and will default to the current scene. The first parameter can be any one of three types depending whether you want to load all the models, just one model or a list of models.

BABYLON.SceneLoader.ImportMeshAsync("", "/relative path/", "myFile"); //Empty string loads all meshes
BABYLON.SceneLoader.ImportMeshAsync("model1", "/relative path/", "myFile"); //Name of the model loads one model
BABYLON.SceneLoader.ImportMeshAsync(["model1", "model2"], "/relative path/", "myFile"); //Array of model names

Note that any of the calls above will only load the models; however, you will not be able to manipulate them in any way. Internally, a Promise object is setup and returned, but the above code does nothing with the result of that Promise. Examples of this are in the following two playgrounds, which only import the named models.

Loading Your First Model Loading Multiple Models at Once

Therefore, in order to act on the result and manipulate the objects, we follow the Promise with the then method to call a function with the result of the Promise. The result is an object containing, among other things, the property meshes which contains all the loaded models. We can use this array, or their names, to manipulate each mesh.

BABYLON.SceneLoader.ImportMeshAsync("", "/relative path/", "myFile").then((result) => {
result.meshes[1].position.x = 20;
const myMesh1 = scene.getMeshByName("myMesh_1");
myMesh1.rotation.y = Math.PI / 2;

The following playground imports all models and changes their positions:

Modifying Models After Load

Moving On

Having a working scene in the playground is one thing, but you will ultimately want your game or application to run on your own website. In the next section, we will provide an HTML template to do just this.


An obvious statement - different file types export models differently.

A less obvious statement - different file types may be changed when importing into Babylon.js.

You need to be aware of how the type you are using affects the outcome. It is not appropriate at this stage to go into detail but the following examples indicate why this is important.

  1. Some software saves all meshes with a rotationQuaternion set and you cannot then use the rotation methods unless you first add:
myMesh.rotationQuaternion = null; //Any version of Babylon.js
myMesh.rotation = BABYLON.Vector3.Zero(); //babylon.js versions > 4.00
  1. The following two types were exported from exactly the same scene and imported into Babylon.js:

.babylon A model is stored as one mesh, i.e. each house body and roof forms one house.


.glb A _root_ node is added to hold all the models and model parts, which are stored as sub-meshes.

detached_house primitive0
detached_house primitive1
semi_house primitive0
semi_house primitive1