# Import animations Beginner Designer To animate a model, you need to use three kinds of assets together: * models * skeletons * animations Stride supports the following model file types: `.3ds`, `.blend`, `.dae`,`dxf`, `.fbx`, `.glb`, `.gltf`, `.md2`, `.md3`, `.obj`, `.ply`, `.stl`,`.stp`, `.x`. ## Import a model, skeleton, or animation from a model file 1. Drag the model file from Explorer to the **Asset View** (in the bottom pane by default). ![Choose asset type](media/create-and-add-assets-drag-and-drop-model.png) Alternatively, in the **Asset View**: 1a. Click ![Add asset](media/create-and-add-assets-add-new-asset-button.png) and select **Import directly from files**. ![Choose asset type](media/create-and-add-assets-add-new1.png) 2b. Browse to the file and click **Open**. 2. Specify whether you want to import the **3D model**, **animation**, or **skeleton** from the model file. ![Choose asset type](media/create-and-add-assets-choose-asset-type.png) * If you choose **3D model**, Stride can import any additional materials, textures and skeletons it finds in the model file. You can also import the skeleton from the model (**Import new skeleton**), import no skeleton (**Don't use skeleton**), or specify a different skeleton (**Use existing skeleton**) in the lower field. ![Choose asset type](media/create-and-add-assets-model-import-parameters.png) * If you choose **Skeleton**, Stride imports only the skeleton from the model file. You might want to do this, for example, if you want to use it for a new skeleton that uses a subset of its nodes. * If you choose **Animation**, Stride imports only the animation from the model file. This is sufficient for regular animations; for additive information, there are some extra steps. For details, see [Additive animation](additive-animation.md). After you import the assets, Game Studio adds them to the **Asset View**. ![Assets in Asset View](media/assets-in-asset-view1.png) You can view and edit their properties in the **Property Grid** (on the right by default). For more information, see [Animation properties](animation-properties.md). ![Properties](media/animations-properties.png) ## Use an animation asset To use an animation asset, add an [AnimationComponent](xref:Stride.Engine.AnimationComponent) to an entity, then add the animation asset to the animation component. For more information, see [Set up animations](set-up-animations.md). >[!Note] >Make sure you correctly skin your mesh to the skeleton. If you don't, you won't be able to animate your model correctly. ## See also * [Animation index](index.md) * [Animation properties](animation-properties.md) * [Set up animations](set-up-animations.md) * [Preview animations](preview-animations.md) * [Animation scripts](animation-scripts.md) * [Additive animation](additive-animation.md) * [Procedural animation](procedural-animation.md) * [Custom blend trees](custom-blend-trees.md) * [Model node links](model-node-links.md) * [Custom attributes](custom-attributes.md)