Back to Node List

Model Asset Save

model_asset_save

Saves a Model with PixPipeline authoring data as an editable .pxmodel asset.

Reviewed
Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
モデル
model
Model
Required
メッシュブーリアンを行わず組み立てるポリゴンモデルです。

Output Ports

NameTypeDescription
モデル
model
Model
組み立てたゲーム向けポリゴンモデルです。

Parameters

NameTypeDefaultRangeDescription / Options
Model素材パス
path
FilePath

再編集可能なPixPipeline Model素材のパスです。

保存モード
save_mode
Enum
Disabled

Model素材を保存するか、既存ファイルを置き換えるかを指定します。

  • 無効Disabled
  • 新規のみCreateIfMissing
  • 上書きOverwrite

Overview

Saves an assembled Model as an editable, reusable PixPipeline .pxmodel. It creates a source asset that retains production information, separate from the finished GLB sent to a game.

Usage tips

  • Connect it at the stage you want to reuse, such as Modelグループ / Modelマテリアル設定 → Model素材保存.
  • The default is Disabled. Change it to CreateIfMissing or Overwrite only when saving.
  • Saving writes a temporary file, reads it back for validation, then replaces the destination. The output Model can continue downstream unchanged.
  • Load and save share the same 256 MiB limit. Oversized encoded data fails before writing, so the save node cannot create an asset that the load node refuses.
  • _effect_outcome is written, unchanged, already-exists, or skipped. An enabled blank path, multi-frame evaluation, identical content, or preserved existing file also shows a non-fatal reason beside the relevant parameter.

Common pitfalls

  • A .pxmodel contains PBR images, so larger texture resolutions produce larger files.
  • To send the asset to a game engine, export GLB with model_gltf_export instead.

Related nodes

  • model_asset_load
  • model_gltf_export
  • model_group
Back to Node List
Model Asset Save — PixPipeline Node Reference