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Model Group

model_group

Groups two model documents without booleans or vertex rewriting.

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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
a
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。
モデル
b
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
グループ名
name
Text
Group

GLBに保存する安定したグループ名です。

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 name survives 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_combine for smooth fusion.
  • Only one part should move after grouping: drive that part's model_transform before the group. Trace the graph back to the relevant part; naming makes it easier.

Related nodes

  • model_transform — place parts before grouping
  • model_set_material / Model Set Material — apply materials after grouping
  • model_gltf_export / model_render — exits for the grouped result
  • solid_combine — use the Solid lane when fusion is required
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Model Group — PixPipeline Node Reference