Overview
Merges multiple Model parts into one model. The grouped parts go into the same GLB and
share rendering and material-assignment workflows. Unlike Solid combine, it does
not fuse geometry; it only collects the unchanged parts.
Usage tips
- Use it as the assembly merge point:
部品A(transform済み) + 部品B(transform済み) → group. Groups can be nested, such as lid group + body group → treasure chest. - Parts may intersect and overlap. The design does not stitch faces or remove internal faces; slight overlap is better than painstakingly eliminating every gap.
- Each part's
namesurvives grouping and is used for GLB identification and animation targets. Name parts before grouping. - Identical meshes and materials remain shared immutable assets after grouping. Parts stay distinct, preserving appearance and animation targets without duplicate GLB asset data.
- Connecting the same Model directly to both inputs preserves the result but reports a warning about coincident faces and possible Z-fighting.
Common pitfalls
- The boundary should melt together: the Model lane intentionally cannot do this.
Use the Solid lane with
solid_combinefor smooth fusion. - Only one part should move after grouping: drive that part's
model_transformbefore the group. Trace the graph back to the relevant part; naming makes it easier.
Related nodes
model_transform— place parts before groupingmodel_set_material/ Model Set Material — apply materials after groupingmodel_gltf_export/model_render— exits for the grouped resultsolid_combine— use the Solid lane when fusion is required