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Model Box

model_box

Generates a game-ready box mesh with automatic UVs, tangents, and named face regions. It assembles with other Model parts but does not perform mesh booleans.

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

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。
テクスチャレイアウト
texture_layout
TextureLayout
2D素材作成に使う自動UVと名前付き領域です。

Parameters

NameTypeDefaultRangeDescription / Options
size_x
Float
10.01–64 / step 0.05

x方向の大きさです。

奥行き
size_y
Float
10.01–64 / step 0.05

y方向の大きさです。

高さ
size_z
Float
10.01–64 / step 0.05

z方向の大きさです。

面取り
bevel
Float
00–32 / step 0.01

Box生成時に面を追加する平面チャムファーです。最短辺の半分未満へ制限されます。

パーツ名
name
Text
Box

GLBに保存する安定したパーツ名です。

Overview

The most basic part in the Model assembly lane: a box mesh. A treasure-chest body, house wall, or desktop—most low-poly assets begin as combinations of boxes. This lane does not use booleans for cutouts; overlapping intersecting parts is the correct Model workflow.

Usage tips

  • The basic assembly flow is model_box → model_transform(配置) → model_group(合流) → model_set_material / モデル素材割り当て → model_render または model_gltf_export. The bundled workflows/model_asset_c1.ppl is a complete example.
  • Add a small bevel of 0.02–0.1 to create edge faces that catch highlights when rasterized into pixel art.
  • The effective bevel maximum stays just below half the shortest side. Its displayed maximum follows the box dimensions, and a saved or connected value above that limit reports the effective clamped value as a warning.
  • name is the stable part name retained in the GLB. Rigid-body TRS animation and later part selection depend on it, so use meaningful names such as "lid" and "body".
  • Connect the texture_layout output to model_texture_layout to obtain a UV guide and region masks as 2D images, then draw per-face textures with PixPipeline's 2D nodes.

Common pitfalls

  • A hole or cutout is needed: the Model lane intentionally has no booleans. Use the Solid lane (solid_box + solid_subtract) for cutouts and fused forms, choosing the lane by purpose (→ the two-lane table in Guide "08 3D Features").
  • Seams between parts are visible: overlapping parts is the intended workflow. The design does not stitch faces or remove internal faces.
  • Dimensions are hard to judge: one unit equals pixels_per_unit pixels at render time. At 16px/unit, a 1×1×1 box is approximately a 16px cube.

Related nodes

  • model_cylinder / model_cone / model_wedge / model_plane — other basic parts
  • model_transform / model_group — place and merge parts
  • model_render / model_gltf_export — rasterize to pixel art or export GLB
  • solid_box — use the Solid lane for forms that require cutting or fusion
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Model Box — PixPipeline Node Reference