On this tab page, you can import your 3D model and configure various parameters before uploading it to the scene. Currently supported formats include OBJ, 3DS, FBX, DAE, glTF, and GLB.

Once the application processes your model, you can select objects, primitives, or materials and assign textures accordingly.
You can then save the selected textures as a Texture Group, which can be used later during live production on your HTML frontend.
You can create a Global Texture Group, a collection of textures not initially linked to any object or material. Once added to the HTML frontend, selecting an object in the scene allows you to apply any texture from the group to that object.
When you assign a material to an object and import textures for it, a new group is created in the Saved Textures panel.
You can edit the images and rename the texture group and the updated name will appear in the Main Menu on your frontend HTML page.
Flyout Menu
Each texture group includes an “As Flyout Menu” checkbox, which allows you to attach a flyout menu to the 3D scene for easier texture selection.
Tooltips
Each texture group includes a TT button for entering group-specific tooltip text.
Use this to provide explanations, instructions, or contextual guidance for your users.
Tooltip display is fully automated:
You can customize the visual appearance of tooltips on the HTML Setup page.
If you’re not satisfied with a texture group, you can remove it entirely using the ‘Remove’ button.
To replace or delete individual images, click the ‘Edit’ button within the desired texture group and make changes in the Textures Control form.

If the imported model contains animations, they will be included automatically, and an ‘Animations’ menu item will be added to the Main Menu on the frontend HTML page.
Similarly, if the model includes more cameras, they will be imported and listed under a ‘Camera’ menu item in the Main Menu.
You can enable or disable menu items or whole Main Menu on “Project Setup” tab page.


In cases where an object uses multiple materials, a material selector will appear as popup menu, allowing you to choose which material the texture should be applied to.
This behavior is mostly true for Autodesk FBX objects. In contrast, glTF and GLB files typically assign one material per primitive. A primitive is a part of 3d object composed of polygon or group of polygons, each formed by three or more vertices connected by edges. These edges define the boundaries of the polygon, and the primitive itself may or may not have an associated material.
IMPORTANT
Imported 3D models should be well prepared, with UVW mapping coordinates clearly defined. The best way to ensure this is by baking textures in your preferred 3D application and exporting the model with baked textures and lighting information.
You can find more info on UV mapping and baking textures on “What is UV mapping?” page.
At the application level, Texture Groups are mirrored in two places: the “Camera Views” dropdown list under advanced connections, and the WooCommerce Product Exporter as product attributes. Each Texture Group in the Saved Textures panel corresponds to a product attribute, and every image added to that group becomes a term for that attribute.
When you upload an imported 3D model and update your project, Texture Groups are automatically added to the Main Menu in your HTML frontend. If a Texture Group is enabled as ‘Flyout’ in the Saved Textures panel, a menu with thumbnail images will appear in your 3D scene. You can customize the easing type and animation duration for flyout menus in the “HTML Setup” tab to personalize how flyout and images animate on the frontend.”
Saved Textures Panel: Area where your texture groups will appear.

Use this panels to precisely adjust the position, rotation, and scale of your imported 3D model along the X, Y, and Z axes.
Object scaling is locked across all three axes, ensuring the model retains its original proportions upon import. This is typically the only setting you’ll need to adjust when importing different models.
Use Scale setting to maintain the original size of your imported model. With a bit of simple math, you can scale the model to the correct size, normalizing the size so it appears correctly in the scene.
This part of application is created with shadows in mind. With ground plane created and Shadow Material applied, you can “Catch” shadows from other objects. In combination with background image, you can put your 3d model to environment that he belongs.

If your imported model contains embedded animations, they will be automatically included in your scene. By default, the first animation in the file will begin playing. This section allows you to configure how all animations behave when they are started.

Adds an environment image to the object’s material environment map. The map is applied at the object level and is always loaded as a spherical environment used for reflections and refractions. This is useful when you want to visually separate object reflections from the background environment.
IMPORTANT
If an environment map is added at the object level, it will be used for that object’s reflections and refractions. If no map is provided, the scene background will be used instead.
Additionally, if “As Environment Map” is checked in the Sun/Sky Environment group on the Scene Setup page and Sun/Sky option is on, that environment will be used for reflections/refractions.Environment maps are applied in the following priority order:
Sun/Sky Environment – if “As Environment Map” is enabled in the Scene Setup and Sun/Sky option is on.
Object Environment Map – if set, used for object’s reflections/refractions.
Scene Background Map – used when neither Sun/Sky nor Object Environment Map are assigned.
Load Image
Upload a image file in one of the supported formats: HDRI, EXR, JPG, PNG, BMP, etc.
Remove Image
Clears loaded image.
Background Rotation
Adjust the orientation of the environment map and set precise position of your spherical background.
Background Intensity
Adjusts the brightness of your environment map image.

Load Objects
Click load object button to save all settings used on “Model and Materials” page to your project file. After this, your changes should be visible in web browser preview window on right side of application.