Tripo: Convert model
Tripo hands you GLB. Blender, Unity and Unreal all want something else.
- original_model_task_id
Every Tripo generation node hands you a GLB. Which is great - until you need to drop the model into Unreal (wants FBX), a print slicer (wants STL), or a 3MF for manufacturing. Tripo: Convert model is the translator at the end of the pipeline: give it a task ID from any Tripo generation, pick a format, and get a converted file back.
It's a Partner Node, so it's built into ComfyUI core and runs on Tripo's cloud rather than your GPU. Login is your ComfyUI Account, payment is prepaid credits, and the price badge on the node reflects a quirk worth knowing: the basic conversion is cheap, but touching almost any of the advanced options roughly doubles the cost. The node literally prices "did you change a setting?" into the bill.
The one input that matters
- original_model_task_id - and here's the nice part: it accepts a
MODEL_TASK_ID, aRIG_TASK_ID, or aRETARGET_TASK_ID. So you can convert a plain generated model, a rigged one (the rig survives into the target format), or even an animated retarget. - format - GLTF, USDZ, FBX, OBJ, STL, or 3MF. This is the entire point of the node. Everything else is optional.
Then there's the settings buffet, all collapsed under advanced and mostly self-explanatory: quad and face_limit to slim geometry, texture_size/texture_format to re-bake maps, flatten_bottom + flatten_bottom_threshold and pivot_to_center_bottom to make a model sit flat and origin-corrected, scale_factor for real-world units, and fbx_preset with blender / mixamo / 3dsmax choices - pick mixamo if the rigged model is heading to character animation. with_animation / animate_in_place matter if your source came out of a retarget with a baked clip. part_names takes a comma-separated list of mesh parts to convert selectively.
What comes out - nothing to wire
Here's the twist: this node declares no outputs at all. It's a terminal node. It runs the conversion, downloads the result, and the file lands in your ComfyUI/output/ folder. That's the whole job. Don't go hunting for a mesh socket that isn't there - you grab the converted file from disk (or save it via a built-in Save node from upstream). It's one of the few built-in nodes that's pure side effect.
When it's worth it
If you just need a format swap, Blender is free and does it without spending credits. The real value here is that Tripo converts the native asset with the rig and animation intact and all the fix-ups - flattening, scaling, pivot correction - applied during the same cloud pass, so you're not babysitting a pipeline of format round-trips. For getting a rigged, animated character out of Tripo and into Mixamo or Unreal in one step, it's genuinely the cleanest path.
Just remember the pricing rule: keep the advanced options at their defaults unless you need them, or that "basic" rate quietly stops applying.
Inputs (19)
| Name | Type | Default | Description |
|---|---|---|---|
| original_model_task_id | MODEL_TASK_ID,RIG_TASK_ID,RETARGET_TASK_ID | — | |
| format | COMBO | 6 options: GLTF, USDZ, FBX, OBJ, STL, 3MF | |
| quadopt | BOOLEAN | false | — |
| face_limitopt | INT | -1-1–2000000 | — |
| texture_sizeopt | INT | 4096128–4096 | — |
| texture_formatopt | COMBO | JPEG | 9 options: BMP, DPX, HDR, JPEG, OPEN_EXR, PNG, +3 |
| force_symmetryopt | BOOLEAN | false | — |
| flatten_bottomopt | BOOLEAN | false | — |
| flatten_bottom_thresholdopt | FLOAT | 0.000–1 | — |
| pivot_to_center_bottomopt | BOOLEAN | false | — |
| scale_factoropt | FLOAT | 1.00 | — |
| with_animationopt | BOOLEAN | false | — |
| pack_uvopt | BOOLEAN | false | — |
| bakeopt | BOOLEAN | false | — |
| part_namesopt | STRING | — | |
| fbx_presetopt | COMBO | blender | 3 options: blender, mixamo, 3dsmax |
| export_vertex_colorsopt | BOOLEAN | false | — |
| export_orientationopt | COMBO | default | 2 options: align_image, default |
| animate_in_placeopt | BOOLEAN | false | — |
Outputs (0)
No outputs