# Newbie question, how to add individual mesh to scene

**URL:** <https://forum.babylonjs.com/t/newbie-question-how-to-add-individual-mesh-to-scene/3330>\
**Category:** Questions\
**Created:** [May 19, 2019, 3:17am UTC](https://forum.babylonjs.com/t/newbie-question-how-to-add-individual-mesh-to-scene/3330 "2019-05-19T03:17:16Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Federico\_Marino](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/federico_marino/32/2402_2.png) [@Federico\_Marino](https://forum.babylonjs.com/u/Federico_Marino)\
**Post date:** [May 19, 2019, 3:17am UTC](https://forum.babylonjs.com/t/newbie-question-how-to-add-individual-mesh-to-scene/3330/1 "2019-05-19T03:17:17Z")

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Hi, I can’t figure out how can I can add individual meshes to the scene (loaded with the SceneLoader)

If I use the **container.addAllToScene();**, It also adds some lights that I don’t want to add.  
I tried setting a parent object that is already in the scene, but the object does not appear.  
Isn’t there something like, scene.addChild(mesh) ?

Here is an example of my code

```
 var pivot = new BABYLON.TransformNode("root");

 var loader=BABYLON.SceneLoader.LoadAssetContainer("./models/", "teapot.babylon", scene, 
           function (container) {
                    var meshes = container.meshes;
                    var materials = container.materials;
                
                    for (var i=0;i<meshes.length;i++){    
                        meshes[i].setParent(pivot);
                    }
          });
```

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<div class="post-metadata">

**Author:** ![JohnK](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/johnk/32/26764_2.png) [@JohnK](https://forum.babylonjs.com/u/JohnK)\
**Post date:** [May 19, 2019, 8:34am UTC](https://forum.babylonjs.com/t/newbie-question-how-to-add-individual-mesh-to-scene/3330/2 "2019-05-19T08:34:54Z")

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You might find this thread of interest [Loading multiple 3D models with assetmanager](https://forum.babylonjs.com/t/loading-multiple-3d-models-with-assetmanager/3148)

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<div class="post-metadata">

**Author:** ![Deltakosh](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/deltakosh/32/26635_2.png) [@Deltakosh](https://forum.babylonjs.com/u/Deltakosh)\
**Post date:** [May 20, 2019, 3:12pm UTC](https://forum.babylonjs.com/t/newbie-question-how-to-add-individual-mesh-to-scene/3330/3 "2019-05-20T15:12:47Z")

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Can you try to repro in the Playground? Will be easier to help  
Doc to reference external assets: [Using External Assets - Babylon.js Documentation](https://doc.babylonjs.com/resources/external_pg_assets)

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<div class="post-metadata">

**Author:** ![wulf11](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/wulf11/32/2196_2.png) [@wulf11](https://forum.babylonjs.com/u/wulf11)\
**Post date:** [May 20, 2019, 10:11pm UTC](https://forum.babylonjs.com/t/newbie-question-how-to-add-individual-mesh-to-scene/3330/4 "2019-05-20T22:11:37Z")

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Hi!  
Hope I got your question right, that you only want to import specific meshes to the scene…

I build this Playground as example for you:  
[https://playground.babylonjs.com/#Z44DT5](https://playground.babylonjs.com/#Z44DT5)

You may take a look at the link @JohnK provided! The assetsmanger is also a nice way to do it and brings some really nice features with it.

If you need more help, then a repro in the Playground would be usefull 🙂

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<div class="post-metadata">

**Author:** ![Federico\_Marino](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/federico_marino/32/2402_2.png) [@Federico\_Marino](https://forum.babylonjs.com/u/Federico_Marino)\
**Post date:** [May 21, 2019, 1:08pm UTC](https://forum.babylonjs.com/t/newbie-question-how-to-add-individual-mesh-to-scene/3330/5 "2019-05-21T13:08:17Z")

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Thanks!, I think that would help me.
