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Model Transform

model_transform

Adds a non-destructive transform parent with a stable pivot and quaternion rotation.

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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
X移動
translate_x
Float
0-1024–1024 / step 0.05

x方向の移動です。

Y移動
translate_y
Float
0-1024–1024 / step 0.05

y方向の移動です。

Z移動
translate_z
Float
0-1024–1024 / step 0.05

z方向の移動です。

X回転
rotate_x
Angle
0— / step 1

x軸のオイラー回転角です。

Y回転
rotate_y
Angle
0— / step 1

y軸のオイラー回転角です。

Z回転
rotate_z
Angle
0— / step 1

z軸のオイラー回転角です。

X拡縮
scale_x
Float
1-64–64 / step 0.05

x方向の非uniform拡縮です。

Y拡縮
scale_y
Float
1-64–64 / step 0.05

y方向の非uniform拡縮です。

Z拡縮
scale_z
Float
1-64–64 / step 0.05

z方向の非uniform拡縮です。

ピボットX
pivot_x
Float
0-1024–1024 / step 0.05

x方向のピボットです。

ピボットY
pivot_y
Float
0-1024–1024 / step 0.05

y方向のピボットです。

ピボットZ
pivot_z
Float
0-1024–1024 / step 0.05

z方向のピボットです。

移動スナップ
translation_snap
Float
0.250–64 / step 0.05

3Dギズモの移動スナップです。0で無効です。

角度スナップ
rotation_snap
Float
150–180 / step 1

3Dギズモの角度スナップです。0で無効です。

拡縮スナップ
scale_snap
Float
0.10–4 / step 0.05

3Dギズモの拡縮スナップです。0で無効です。

パーツ名
name
Text
Transform

GLBに保存する安定した変換名です。

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.ppl is 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.
  • name is 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 name and use at least 2 Animation Frames in model_gltf_export.

Related nodes

  • Generators such as model_box — parts to transform
  • model_group — merge placed parts
  • model_gltf_export — bake rigid-body animation into GLB
  • solid_transform — Solid-lane version
Back to Node List
Model Transform — PixPipeline Node Reference