[{"Owner":"CHIMAIRA","Date":"2017-10-08T17:18:56Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tHello everyone_co_ \n_lt_/p_gt_\n\n_lt_p_gt_\n\tI have two questions about the SceneLoader.ImportMesh()  function. \n_lt_/p_gt_\n\n_lt_p_gt_\n\t1- Does it import objects including their materials or should we do it by ourselves in the callback body ? \n_lt_/p_gt_\n\n_lt_p_gt_\n\t I tried importing  object from  a babylon file (generated with 3DsMax plugin including  materials) but the Mesh in babylon scene has no mateiral !\n_lt_/p_gt_\n\n_lt_p_gt_\n\t \n_lt_/p_gt_\n\n_lt_p_gt_\n\t2- The meshes are added automatically to the scene (given as an argument to the importScene function).\n_lt_/p_gt_\n\n_lt_p_gt_\n\tBut I wish to import the objects and then have the control to add the desired mesh with Scene._lt_span_gt_addMesh(newMesh)_lt_/span_gt_\n_lt_/p_gt_\n\n_lt_p_gt_\n\t_lt_span_gt_Is that possible ? _lt_/span_gt_\n_lt_/p_gt_\n\n_lt_p_gt_\n\t \n_lt_/p_gt_\n\n_lt_p_gt_\n\t_lt_span_gt_Thanks _lt_/span_gt_\n_lt_/p_gt_\n\n_lt_p_gt_\n\t_lt_span_gt_A._lt_/span_gt_\n_lt_/p_gt_\n\n_lt_p_gt_\n\t \n_lt_/p_gt_\n\n_lt_p_gt_\n\t \n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"aWeirdo","Date":"2017-10-08T18:39:01Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tHi _lt_a contenteditable_eq__qt_false_qt_ data-ipshover_eq__qt__qt_ data-ipshover-target_eq__qt_http_dd_//www.html5gamedevs.com/profile/28710-chimaira/?do_eq_hovercard_qt_ data-mentionid_eq__qt_28710_qt_ href_eq__qt_http_dd_//www.html5gamedevs.com/profile/28710-chimaira/_qt_ rel_eq__qt__qt__gt_@CHIMAIRA_lt_/a_gt_ _lt_br /_gt__lt_br /_gt_\n\tAs for material_co_ are you sure the material is supported by BJS and the 3ds max exporter? _lt_br /_gt_\n\tAny console errors?_lt_br /_gt__lt_br /_gt_\n\tAs for imported mesh_co_\n_lt_/p_gt_\n\n_lt_p_gt_\n\tSimply _qt_add_qt_ the newMesh to a predefined variable_co_ array or object.\n_lt_/p_gt_\n\n_lt_p_gt_\n\t_lt_br /_gt_\n\tIn import code_sm_\n_lt_/p_gt_\n\n_lt_p_gt_\n\tHide or disable mesh.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tWhen you need the mesh_co_ un-hide/un-disable or clone or instance it via the predefined var/array/obj _lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt__lt_br /_gt__lt_br /_gt_\n\tPG example_sm_ _lt_a href_eq__qt_http_dd_//playground.babylonjs.com/#PR5SWB%231_qt_ rel_eq__qt_external nofollow_qt__gt_http_dd_//playground.babylonjs.com/#PR5SWB#1_lt_/a_gt__lt_br /_gt_\n\t(Wait for skull to load_co_ might take a few moments_co_ click on canvas to enable/disable.)_lt_br /_gt_\n\tif you un-comment line 16_co_ the skull will be disabled on scene load.\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"}]