Overview
Exports an assembled Model as a self-contained .glb, the binary glTF format with
embedded textures. It is the 3D exit of the Model lane and can be imported directly
into Unity, Godot, Blender, and similar tools. It also bakes rigid-body animation.
Usage tips
- Follow the standard export-node workflow: edit with
Save Mode = Disabled, confirm the destination, then switch toCreateIfMissingorOverwrite. - The initial destination is
exports/modelsfor a saved project, or the configured "3D model export" folder for an unsaved one. - Bake rigid-body animation: setting
Animation Framesto 2 or more bakes upstream motion, such as waveform-drivenmodel_transform, into glTF animation as rigid-body TRS for each stable PartId. Export the same motion as pixel art throughmodel_render → animation_renderto produce both GLB and a sprite sheet from one graph.workflows/model_chest_animation_c7.pplis a complete example. - Use
.pxmodelthrough model_asset_save, rather than GLB, for intermediate editable saving.
Common pitfalls
- The animation contains only one frame:
Animation Framesis still 1. Set it to the total frame count. - The engine cannot identify part names: each part's
nameis unset. Give parts stable names in their generator nodes before exporting. - Textures are rough or bleed: the GLB receives textures bundled by
pbr_material. Base resolution on the recommendation frommodel_texture_layout, then reserve a gutter withtexture_layout_dilate.
Related nodes
model_group/ Model Set Material — assemble the model immediately before exportmodel_render— the 2D pixel-art exit for the same modelmodel_asset_save/model_asset_load— native editable saving in .pxmodelpbr_material— bundles the embedded textures