---
title: "Custom Asset Library"
canonical: "https://documentation.chaos.com/space/EArchiCAD/126943824/Custom%20Asset%20Library"
format: markdown
---
This page provides information about the Custom Asset Library.


## **Overview**

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The Enscape **Custom Asset Library** is an additional option for users who want to [place their own custom assets into their projects](https://docs-chaos.atlassian.net/wiki/spaces/EArchiCAD/pages/126845056).

The **Custom Asset Library** is accessible in the same way as the Enscape Asset Library, Alternatively, you can use the keyboard shortcut [**L**], which will result in the Asset Library panel being opened within the Enscape Viewport. Note that a free seat must be available if you are using an Enscape Floating License.

> Macro (ui-text-box)
> 
> In order to use this feature successfully it is strongly recommended that the user should have a pretty solid understanding and at least some experience of [low poly modelling](https://en.wikipedia.org/wiki/Low_poly#:~:text=Low%20poly%20is%20a%20polygon,relatively%20small%20number%20of%20polygons.&text=The%20term%20low%20poly%20is,appearance%20to%20the%20resulting%20graphics.).

To understand how to place and transform your custom assets in the CAD or in the Enscape Viewport UI, [please refer to this article](https://docs-chaos.atlassian.net/wiki/spaces/EArchiCAD/pages/126845056).



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> Macro (ui-text-box)
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> If you find the Asset Library window or the Enscape Viewport is blocked by a notification stating that no seats are available on the current License Key, or that the License has expired, then please refer to this article.


## **Supported File Formats**

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Only the file formats; *.gltf, *.obj or *.fbx can be imported to the **Custom Asset Library**. As these constitute the most common cross-platform industry standard formats, a model that can be converted to one of these formats can, in theory, be imported into the **Custom Asset Library**.

Model files to be imported should be low polyon models that, for performance reasons, should have less than 20,000 triangles (also referred to as 3 sided, or 3-point polygons). A model with more than 20k polys may be successfully imported, but you will be given a warning message that the model may affect performance and that the asset may not be visible in the Asset Editor Preview window. This also means a thumbnail cannot be generated for the custom asset, which is needed to export the asset to the library in the first place. It can also result in the model not being shown in the Enscape viewport, despite a placeholder being shown in the CAD. Lastly, trying to import a model with over 20k may result in Enscape crashing. Therefore, it is advised to check your poly count before importing a model file into the **Custom Asset Library**.

Support criteria for the different model types differs and the **Custom Asset Editor** does rely on the paths being set correctly for the model’s textures. This should be done in the software the model was created in, although the materials may still have to be assigned manually in the Custom Asset Material Editor.

​Some .fbx material formats, for instance, are unsupported at the present time.


## **Import Options**

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## **Custom Asset Editor Dialog**

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|  |  |
| --- | --- |
| **Left Side** | **Right side** |
| **Search** – Search for keywords to find an Asset Project. | **New Project** – start a new blank Asset Project | **Import Project** – import an existing Asset Project | **Configure – **define the paths for Asset Project and Asset Export. |  |
| **Add Category** – Add a new category to Asset Project Library. | **Save Changes and Export** – save the current project and export asset into the library. |
| **All** – Shows all Asset Projects in the Project Library. | **Export All To** – all assets in the output directory will be cleared and re-exported |
| **Uncategorized** – Shows all Uncategorized Asset Projects. | **Discard Changes** – discard all the changes and close the window. |



## **Configuration of Custom Asset Editor**

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Once the path has been set correctly, a restart of the Enscape viewport will be required for the assets to show.

If you want to configure the project and output directory at a later date, after clicking on the** [Configure]** button in the **Enscape Custom Asset Editor**, a dialog will open showing the current path ( blue) and any change to that path can be made by clicking on this. Two steps are required: project path and export path.



## **Add Category**

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## **Create a New Asset Project**

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Notice that any required fields will be highlighted in red, as shown above where a ‘Title’ is required.

The layout of the **Custom Asset Editor** consists of the following:


|  |  |
| --- | --- |
| **Left Side** | **Right side** |
| **Project Source** – states the path to the project if already defined, otherwise the source is stated as a New Project up until it is saved. | **Import Geometry** – import a single model (Batch Import can only be done from the button in the Custom Asset Library). |
| **Title** – this will usually take on the name of the model file by default, but this can be changed. A title is always required for an Asset Project. | **Scale (XYZ)** – scale adjustment of the asset. |
| **Category** – choose Category Name and Icon for the Asset Project. You can define custom categories for your project | **Up Axis (XYZ)**– to choose which axis is treated as being the axis which orientation is based on (normally this is Y). |
| **Description** – optional additional information for the Asset Project. You can insert line breaks here by using Shift + Enter key combination. | **Placeholder Geometry** – to swap out the placeholder that defines the asset in the CAD, by default the nearest matching primitive is used as an assets placeholder. |
| **Materials** – this is essentially the [Enscape Material Editor](https://docs-chaos.atlassian.net/wiki/spaces/EArchiCAD/pages/127139973) embedded into the Custom Asset Editor | **Preview** – where you can preview the model and how its thumbnail for the asset library will be displayed.. |
|  | **Thumbnail Buttons** –<br>Create a thumbnail for the Asset Library.<br>Apply camera position of asset thumbnail to the preview viewport.<br>Temporary Save and Open the thumbnail in the operating systems default image viewer.<br>Safe Frame in Thumbnail View. |
|  | **Save Changes and Export** – save the current project and export asset into the library. |
|  | **Export** – export the asset into the Custom Asset Library. |
|  | **Discard Changes** – discard all the changes and close the window. |



## **Importing a Model**

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To import a model click on the **Import Geometry** button.

Again, models with less than 20k polygons should successfully be imported and exported to an asset for use in Enscape.

Generally, where a model has more than 20k polygons in its geometry, a message stating that the model exceeds that 20k triangle limit will be shown, indicating that this may cause performance issues.


![image](media://3f341193-5dcf-4306-a86b-53eaae1e9638)

*Geometry exceeds 20k polygons*


Your only option here is to correct the file by reducing its poly count. Once you have managed to successfully import your model, it will appear in the **Preview **area. The materials may not be assigned correctly at this point.

> Macro (ui-text-box)
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> If nothing is shown in the preview window, then it will not be possible to generate a thumbnail, meaning you will not be able to export an asset for the **Custom Asset Library**.


![image](media://5eacb9dc-6b2c-4a58-9f0a-186bfbf38a7e)

*The thumbnail is missing*




## **Assigning Materials**

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## **Scale and Up Axis**

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## **Replacing the Placeholder**

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## **Thumbnail Buttons**

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## **Export Custom Asset Library**

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## **Batch Import Several Models as Assets**

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## **Conflict Resolution**

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## **Deleting Custom Assets**

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This is simply achieved by removing them from the folders that the Asset Project and Exported Asset reside in.

It is possible to delete the Asset Project and keep the Exported Asset, but you will no longer be able to edit the asset once the associated Asset Project is deleted.