Hunyuan3D: 3D Part
3D Part — hand Tencent an FBX and get back a model with labeled, separable parts
- model_3d
- FBX
Most 3D generation nodes give you a single welded mesh. Then you try to move an arm or swap a wheel and realize it's one blob. Hunyuan3D: 3D Part is Tencent's answer: it takes an existing FBX and automatically identifies and separates its components - "component identification and generation based on the model structure," per the node description - so you get a model with parts that can actually be manipulated.
This is Tencent's paid Hunyuan3D cloud API, proxied through Comfy Org, so the usual rules apply: Comfy Org account, credits (~$0.60 a run), no local compute. What makes it different from the Meshy/Tripo/Rodin nodes is that it works on a model you already have, not an image you generate from. Think of it as the auto-partition pass you'd otherwise do by hand - which makes it a natural post-step after any image-to-model node in this category, not a generation node in its own right.
How it works
You feed it a 3D model in FBX format (the model_3d input accepts FILE_3D_FBX or any FILE_3D). The node uploads it to Tencent's Hunyuan3D API, which analyzes the structure, splits it into logical parts, and runs a staged generation to fill them out properly. Comfy polls the job and returns a single FBX output - the re-partitioned model, saved to your output folder. The face budget matters: the tooltip warns the model should have fewer than 30,000 faces, so heavy assets need decimation first.
The inputs that matter
- model_3d - the FBX to partition. Required, and it must actually be FBX: the node throws "Unsupported file format" for anything else. Keep it under 30K faces.
- seed - the standard re-run control; results are non-deterministic regardless.
Output: one FBX, the part-separated model. There's no GLB here - FBX is the format that carries rigs and part hierarchies, which is the whole point.
Common issues
Format is the first wall: this node is FBX-only, and unlike some siblings it refuses anything else with a hard error. Second is the face limit - dropping a 200K-face character in will either fail or take an eternity; decimate to under 30K faces first, then re-partition. Third, don't confuse this with rigging: parts and skeletons are different things. Tencent3DPartNode gives you separable components; if you need bones and skin weights, that's Meshy's rigging line. And the usual reminder: seed won't give you reproducible results, and each run costs credits, so partition a final-ish model, not a draft.
Inputs (2)
| Name | Type | Default | Description |
|---|---|---|---|
| model_3d | FILE_3D_FBX,FILE_3D | 3D model in FBX format. Model should have less than 30000 faces. | |
| seed | INT | 00–2147483647 | Seed controls whether the node should re-run; results are non-deterministic regardless of seed. |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| FBX | FILE_3D_FBX | — |