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 toCreateIfMissingorOverwriteonly 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_outcomeiswritten,unchanged,already-exists, orskipped. 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
.pxmodelcontains PBR images, so larger texture resolutions produce larger files. - To send the asset to a game engine, export GLB with
model_gltf_exportinstead.
Related nodes
model_asset_loadmodel_gltf_exportmodel_group