How To

Use the OBJ File Loader Plugin

OBJ File Import

To use it, you just have to reference the loader file:

<script src="babylon.js"></script>
<script src="babylon.objFileLoader.js"></script>

You can find it here

If you are using ES6 imports via NPM, you need to reference with side-effects:

import 'babylonjs-loaders'

You can read more about NPM support


See how to load from any file type Babylon.js will know how to load the obj file and its mtl file automatically:

Good things to know

  • Your model doesn't have to be triangulated, as this loader will do it automatically.
  • A Babylon.Mesh will be created for each object/group
  • The obj model should be exported with -Z axis forward, and Y axis upward to be compatible with Babylon.js


  • By default, due to optimization in the code for loading time, UVs problems can appear, like this :

Batman UVs problem

If you meet this problem, set the variable:


Then, you'll have a better texture, but with a longer loading.

Batman UVs ok

Depending on the modeling program you export your OBJ files from, textures may appear distorted or inverted. As a workaround, you can modify your imported model's UV coordinate scale via setting the variable:

BABYLON.OBJFileLoader.UV_SCALE = new BABYLON.Vector2(xValue, yValue)

Although not part of Wavefront OBJ file format, some OBJ files include vertex colors. If you are loading such a file and want vertices with colors, set the variable:


If you have an OBJ file without normals or wish to have them calculated for you, set the variable:


To have your imported model inverted on the y-axis, set the variable:

BABYLON.OBJFileLoader.INVERT_Y = true;

To invert your imported textures on the y-axis, set the variable:


By default if a MTL file cannot be loaded (missing/error) it will silently fail. The model will still be loaded, but if you want to enforce a stricter loading of materials you can use onSuccess() and onError() callbacks accordingly. Set the variable:


If a MTL is defined in your OBJ and you wish to have it ignored, set the variable:



  • Object/group
  • Geometric vertex
    • colors
  • Faces
    • triangles
    • quads
    • polygons
  • Colors
    • diffuseColor
    • ambientColor
    • specularColor
    • specularPower
    • alpha
  • Textures
    • ambientTexture
    • diffuseTexture
    • specularTexture
    • bumpTexture
    • opacityTexture
  • Multimaterial
    • For each material defined in the same mesh, it creates a new BABYLON.Mesh.
    • The name of the created BABYLON.Mesh follows this syntax: meshName_mmX
    • X is the nth BABYLON.Mesh created with this method

Not supported currently

  • Smoothing groups (s parameter in OBJ file)
  • Illumination (illum parameter in MTL file)
  • The differents options for loading textures in MTL file.
  • A good description about MTL files and their options can be found here: