Build a facility · 3D models

Place 3D models on your indoor map

Add forklifts, trucks, shelving and your own .glb models with Add 3D model (B). Rotate on three axes, scale, tint, animate and fade building shells.

9 min readUpdated

When to use the 3D model tool

A 3D model is a glTF / GLB asset placed at one point on the map. Reach for it when the thing you're drawing has real 3D shape that matters — a forklift on a warehouse floor, a shipping container in a yard, a self-checkout kiosk in a store, a whole building shell. Unlike a marker (a flat icon) a model has depth, materials, and rotation on every axis.

To open the tool: open the Draw flyout on the left toolbar and pick Add 3D model, or press B on the keyboard. 9 also opens it. Placed models are listed under 3D models in the side panel.

B 9Open the 3D model tool (opens the model library).

The Acme Warehouse demo uses the tool for its delivery trucks (Truck-01, Truck-02 and so on) parked at the dock doors. In a factory you might place machines or a forklift, in a store a checkout counter; anything you have as a .glb file can go on the map.

Screenshot · A 3D truck model selected in the Acme Warehouse
The Acme Warehouse in the editor with the Truck-01 model selected at a dock door. The side panel shows the model editor with the Asset preview and Swap button, Position with Move on map and Elevation, Rotation with Pitch, Yaw and Roll sliders, and Appearance with Active, Global tint, Mix, Emissive and Opacity
The Acme Warehouse in the editor with the Truck-01 model selected at a dock door. The side panel shows the model editor with the Asset preview and Swap button, Position with Move on map and Elevation, Rotation with Pitch, Yaw and Roll sliders, and Appearance with Active, Global tint, Mix, Emissive and Opacity

The model library

Activating the tool opens the "Add 3D model" library. The left side is a grid of thumbnails with a search box; the right side is a live, rotatable 3D preview of the selected model with its details, so you can check what a model is before placing it.

TabWhat lives there
This facilityModels uploaded in — or already used in — the facility you're editing.
Whole workspaceEvery model uploaded anywhere in the workspace. Upload once, reuse in any facility.
Built-inThe bundled catalog of 49 models: forklifts, trucks, a shipping container, boxes, warehouse and store shelving, kiosks, self-checkout, furniture, plants and more.

The library opens on This facility when it has models, otherwise on Whole workspace, otherwise on Built-in. Every tile has a thumbnail — pre-rendered for built-in models and rendered in the browser for your uploads. Uploaded tiles also say where they're used ("Used here", "Used in Warehouse A", "Not used yet").

Uploading your own model

Click "Upload model" in the library (or drop a file on the empty-state drop zone). A .glb or .gltf file is accepted, but only that one file is uploaded, so a .gltf that points to separate .bin or texture files won't load. Use a .glb with embedded textures: it is a single self-contained file. The upload is saved to the workspace and selected straight away.

  • The details panel shows an upload's Size, Uploaded date and Usage (built-in models show Source: Built-in library). Use the pencil to rename an upload.
  • Identical uploads appear once in the library.
  • "Remove from library" deletes an uploaded model after a confirmation. If it is placed anywhere, the dialog tells you how many placements use it — they are removed too. This can't be undone.

Placing the model

Once you pick a model, the library closes, the cursor turns to a crosshair, and a preview of the model follows the mouse. Click on the map to drop it.

  1. 1
    Preview it at the cursor

    Move the mouse over the map — the model renders at its default settings so you can see where it will land.

  2. 2
    Click to drop

    The model saves at the click point, named after the asset (for example "Forklift (rigged)"), and is selected. The tool stays active so you can drop several in a row.

  3. 3
    Exit when you're done

    Press Esc, click Pan on the toolbar, or pick a different tool.

The side-panel sections

A selected model has its own dedicated editor. Asset, Position, Rotation and Appearance start open; the rest are collapsed.

SectionWhat lives there
HeaderName input plus Duplicate and Delete icon buttons (Delete is immediate — undo with ⌘/Ctrl + Z).
AssetThe current model — its label, source and category, material / node / animation counts. "Swap" reopens the library as "Change 3D model" to change the asset without moving the instance (the scale resets to suit the new model). A small 3D preview confirms the file loads.
PositionLongitude and latitude (read-only) plus a "Move on map" button. Elevation (a number, 0–500 m above the ground).
RotationPitch (X), Yaw (Y), Roll (Z) sliders, each −180° to +180°.
ScaleUniform switch. On — one slider scales all three axes together. Off — X, Y, Z sliders separately. Range 0.01 × to 20 ×.
AppearanceActive switch · Global tint (picker + hex) · Mix (0–1) · Emissive (0–5) · Opacity (0–100 %).
Facility shellOptional — mark this model as the building's outer shell so the viewer fades it out as you zoom in on the interior.
Materials (N)Per-material overrides — one card per material in the file.
Nodes (N)Per-node overrides — show/hide and Pitch / Yaw / Roll per named node.
AnimationPick a glTF animation clip if the model declares any.
ExtrasRead-only glTF metadata the exporter baked in (only when present).
TooltipShow the tooltip on hover or click.
LabelShow label switch plus label text, size and colour. Model labels don't render on the map yet.

Below the editor, Edit linked data opens the linked-data editor for the model.

Positioning — Move, Rotate, Scale

Models have one on-map transform: Move. Rotation and scale live in the side panel as sliders, and the keyboard covers the common nudges.

  1. 1
    Move on map

    Click "Move on map" in the Position section. An orange dot appears at the model's anchor; drag it to a new spot. The button reads "Drag the orange dot — click to finish" while active; click it again to stop moving (Esc doesn't end a model move).

  2. 2
    Rotate on any axis

    Rotation section — three sliders. Pitch tips the model forward and back, Yaw spins it around the vertical axis (the usual "which way is it facing"), Roll tilts it sideways.

  3. 3
    Scale

    Scale section — Uniform on by default with one slider. Turn Uniform off to stretch the model on one axis. Every axis takes 0.01 × to 20 ×.

← → ↑ ↓Move the selected model (Shift = bigger steps).
[ ]Rotate around the vertical axis (Yaw) by 1° (Shift = 15°).
- +Scale down / up.
PgUp PgDnRaise / lower the elevation.
⌘/Ctrl + DDuplicate.
DeleteDelete the model (undo with ⌘/Ctrl + Z).

Appearance — tint, glow, active

The Appearance section is where you recolour a model without editing its file.

ControlWhat it does
Active switchTurn off to render the model dimmed — reads as "off-shift" or "decommissioned" without hiding it.
Global tintColour blended over the source material. Has no effect while Mix is 0.
Mix (0–1)Blend strength. 0 = ignore the tint, 1 = solid tint. Around 0.3–0.5 recolours while keeping shading detail.
Emissive (0–5)Self-glow strength — useful for an "alert" or "selected" look.
Opacity (0–100 %)Whole-model transparency.

Per-material and per-node overrides

When the file exposes materials or named nodes, the panel shows a card per item. That lets you retint one part of the model (a truck cab, a piece of racking) or hide or rotate one sub-mesh (open a door, hide a fixture) without touching the rest.

  • Materials — base colour, emissive, metallic, roughness and opacity per material.
  • Nodes — a show/hide toggle and Pitch / Yaw / Roll per node.
  • Only fields you change are stored; everything else renders with the file's own values.

Animation

When the file declares clips, the Animation section is a dropdown of every clip with its duration. The choice is stored on the shape; playback depends on the map runtime, and older runtimes treat it as metadata only.

If no clips are detected, the section shows a free-text field where you can type a clip name.

Facility shell — fade the outside on zoom-in

A model can be marked as the facility shell — the outer building volume you want visible when the map is zoomed out, and gone when the viewer zooms in to look inside.

  1. 1
    Open the Facility shell section

    Tick "Treat as building shell (auto-fade on zoom)".

  2. 2
    Set the zoom range

    Two sliders (zoom 10–22) — "Opaque below zoom" and "Vanish by zoom". Between them, the shell fades linearly. Defaults are 16 and 19.

  3. 3
    Check it in the viewer

    In the viewer, the floor switcher of a facility with floor plans offers an Auto / Shell / Interior choice, so people can force the shell fully on or fully off. See Floors.

Editing many models at once

Shift-click (or ⌘/Ctrl-click) models on the map to build a multi-selection. The side panel switches to "N models selected" with Fit and Delete all (two-click confirm), plus the fields it's safe to change across many at once.

SectionBulk-editable fields
AppearanceTint · Tint strength · Opacity · Glow.
3D & AltitudeElevation.

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