# Imported mesh operating troubles

**URL:** <https://forum.babylonjs.com/t/imported-mesh-operating-troubles/27506>\
**Category:** Questions\
**Created:** [February 9, 2022, 9:58pm UTC](https://forum.babylonjs.com/t/imported-mesh-operating-troubles/27506 "2022-02-09T21:58:52Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![degtyarik.ilya](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/degtyarik.ilya/32/22053_2.png) [@degtyarik.ilya](https://forum.babylonjs.com/u/degtyarik.ilya)\
**Post date:** [February 9, 2022, 9:58pm UTC](https://forum.babylonjs.com/t/imported-mesh-operating-troubles/27506/1 "2022-02-09T21:58:52Z")

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Hi everyone!  
Can anyone explain what im doing wrong? My imported (or appended, nwm) models cant be operated through scene.meshes[i] or any other way. What is wrong? Example: [Babylon.js Playground](https://www.babylonjs-playground.com/#PRNWPM)

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**Author:** ![Blake](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/blake/32/21509_2.png) [@Blake](https://forum.babylonjs.com/u/Blake)\
**Post date:** [February 9, 2022, 11:09pm UTC](https://forum.babylonjs.com/t/imported-mesh-operating-troubles/27506/2 "2022-02-09T23:09:35Z")

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Hey there, welcome to the forum! 🙂 The model is loaded with a rotationQuaternion, which causes the rotation vector to be ignored. But once the rotationQuaternion is set to null then the rotation vector can be animated like below.

> **[Babylon.js Playground](https://www.babylonjs-playground.com/#PRNWPM%232)**
>
> Babylon.js playground is a live editor for Babylon.js WebGL 3D scenes

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**Author:** ![bghgary](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/bghgary/32/48532_2.png) [@bghgary](https://forum.babylonjs.com/u/bghgary)\
**Post date:** [February 11, 2022, 1:18am UTC](https://forum.babylonjs.com/t/imported-mesh-operating-troubles/27506/3 "2022-02-11T01:18:38Z")

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Careful with this. Nulling out the `rotationQuaternion` will also remove the original rotation that was set on the loaded model. Perhaps using `addRotation` would be a more generic solution.

PG: [https://www.babylonjs-playground.com/#PRNWPM#3](https://www.babylonjs-playground.com/#PRNWPM#3)

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**Author:** ![Blake](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/blake/32/21509_2.png) [@Blake](https://forum.babylonjs.com/u/Blake)\
**Post date:** [February 11, 2022, 3:02am UTC](https://forum.babylonjs.com/t/imported-mesh-operating-troubles/27506/4 "2022-02-11T03:02:09Z")

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Also another option is to call toEulerAngles on the rotationQuaternion before nulling it, if you just want to use the rotation vector. 🙂

> **[Babylon.js Playground](https://www.babylonjs-playground.com/#PRNWPM%234)**
>
> Babylon.js playground is a live editor for Babylon.js WebGL 3D scenes
