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Model GLB Export

model_gltf_export

Writes a Model as a self-contained binary glTF (.glb) using the same deterministic encoder as the 3D preview.

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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
GLB保存先
path
FilePath

保存する.glbファイルのパスです。

保存モード
save_mode
Enum
Disabled

GLB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
アニメーションフレーム数
total_frames
Int
11–1024

2以上で上流Modelを時間サンプリングし、剛体パーツのglTFアニメーションを書き出します。

アニメーションFPS
fps
Int
121–240

animated GLBの時間軸に使うフレームレートです。

アニメーション名
clip_name
Text
Animation

glTFアニメーションクリップ名です。

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 to CreateIfMissing or Overwrite.
  • The initial destination is exports/models for a saved project, or the configured "3D model export" folder for an unsaved one.
  • Bake rigid-body animation: setting Animation Frames to 2 or more bakes upstream motion, such as waveform-driven model_transform, into glTF animation as rigid-body TRS for each stable PartId. Export the same motion as pixel art through model_render → animation_render to produce both GLB and a sprite sheet from one graph. workflows/model_chest_animation_c7.ppl is a complete example.
  • Use .pxmodel through model_asset_save, rather than GLB, for intermediate editable saving.

Common pitfalls

  • The animation contains only one frame: Animation Frames is still 1. Set it to the total frame count.
  • The engine cannot identify part names: each part's name is 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 from model_texture_layout, then reserve a gutter with texture_layout_dilate.

Related nodes

  • model_group / Model Set Material — assemble the model immediately before export
  • model_render — the 2D pixel-art exit for the same model
  • model_asset_save / model_asset_load — native editable saving in .pxmodel
  • pbr_material — bundles the embedded textures
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Model GLB Export — PixPipeline Node Reference