Overview
Moves, rotates, non-uniformly scales, and sets the pivot of a Model part. In addition to assembly placement, a part with the correct pivot becomes a joint for rigid-body animation. This is where a treasure-chest lid learns to open around its hinge.
Usage tips
- The basic assembly pattern is one of these nodes immediately after each part such as
model_box. - The pivot is essential to animation: place it at the hinge for a lid or the
shoulder for an arm, then drive rotation with a waveform. "Model Transform X
Rotation" in the bundled
workflows/model_chest_animation_c7.pplis a complete example. - Select the part in the 3D viewer (Model 3D Stage) and write gizmo changes back to this node. It is faster than numeric input.
- The stage shows evaluated values after promoted wires and variable bindings, not merely stored values. Driven transform groups, pivot axes, and snap fields become read-only so direct manipulation cannot overwrite their source.
nameis a human-readable GLB label; it is not the stable internal Part ID.- Non-uniform scaling, such as 2× on X only, lets one box produce boards, posts, and beams.
Common pitfalls
- Rotation uses the wrong center: the pivot is unset and remains at the origin or center. Move it to the joint before rotating.
- Animation is missing from the GLB: rigid-body TRS is baked per stable PartId. Set
the part's
nameand use at least 2 Animation Frames inmodel_gltf_export.
Related nodes
- Generators such as
model_box— parts to transform model_group— merge placed partsmodel_gltf_export— bake rigid-body animation into GLBsolid_transform— Solid-lane version