Tripo: Convert model
Getting your mesh into the format your pipeline wants
- model_info
- STRING
Every 3D toolchain speaks a different dialect. Blender lives happily with GLTF, a game engine wants FBX with the right bone conventions, and a 3D printer needs STL. TripoConvertNode is the last node in the chain for exactly that reason: it takes whatever Tripo produced and converts it into the format your actual pipeline wants, with the option to clean it up along the way.
The workflow shape is usually: generate → refine → texture → rig/animate → this. It's a pure export step - nothing artistic happens here - which is why it's the one node in the pack that's marked as an output node and returns only a single value. It's the exit door.
What it takes
Required inputs are the model_info handle and the format, with six choices: GLTF, USDZ, FBX, OBJ, STL, 3MF. Picking the right one is half the battle - STL/3MF for printing, FBX for animation pipelines, GLTF for the web and quick inspection.
The optional inputs are where conversion gets useful rather than merely possible:
fbx_preset-blender,mixamo, or3dsmax. This matters more than people expect; FBX is notoriously finicky about scale and axis conventions per host app. If your mesh shows up sideways or 100x too big in Maya, this preset is why.texture_size(up to 4096) andtexture_format(JPEG default; PNG, TIFF, OPEN_EXR and friends available) - how the baked textures are exported.flatten_bottomandpivot_to_center_bottom- the printing-friendly options: flatten the base and/or move the origin to the floor so the model sits correctly on a bed.export_orientation(+x,+y,-x,-y) andscale_factor- fix up axis and scale mismatches without re-importing into a DCC.with_animation(on) - carries rig and animation data through the conversion. Turn it off for a static export.quad,force_symmetry,face_limit,pack_uv,export_vertex_colors- deeper mesh surgery most people won't touch, but they're there.
It returns one output: a model_file string path to the converted file in ComfyUI/output/. No model_info - there's nothing left to chain after the exit door.
Install
Same pack, same three options (Manager, clone, or comfy-cli):
cd ComfyUI/custom_nodes
git clone https://github.com/VAST-AI-Research/ComfyUI-Tripo
cd ComfyUI-Tripo && pip install -r requirements.txt
Key from platform.tripo3d.ai as usual.
Where people get burned
Conversion on Tripo's side is a re-mesh operation, not a rename - so it costs credits and can take a while on complex models. Set face_limit if you're targeting a game budget, and don't assume the first format you pick is right. The classic mistake is grabbing FBX for Blender without touching fbx_preset and then fighting import settings for an hour; pick the preset and save yourself the grief. The other one is exporting to STL for a print without flatten_bottom - you'll be sanding a tilted base.
Inputs (19)
| Name | Type | Default | Description |
|---|---|---|---|
| model_info | MODEL_INFO | — | |
| format | COMBO | 6 options: GLTF, USDZ, FBX, OBJ, STL, 3MF | |
| quadopt | BOOLEAN | false | — |
| force_symmetryopt | BOOLEAN | false | — |
| face_limitopt | INT | -1-1–500000 | — |
| flatten_bottomopt | BOOLEAN | false | — |
| flatten_bottom_thresholdopt | FLOAT | 0.010–1 | — |
| texture_sizeopt | INT | 4096128–4096 | — |
| texture_formatopt | COMBO | JPEG | 9 options: BMP, DPX, HDR, JPEG, OPEN_EXR, PNG, +3 |
| pivot_to_center_bottomopt | BOOLEAN | false | — |
| scale_factoropt | FLOAT | 1.00 | — |
| with_animationopt | BOOLEAN | true | — |
| pack_uvopt | BOOLEAN | false | — |
| bakeopt | BOOLEAN | true | — |
| part_namesopt | STRING | — | |
| fbx_presetopt | COMBO | blender | 3 options: blender, mixamo, 3dsmax |
| export_vertex_colorsopt | BOOLEAN | false | — |
| export_orientationopt | COMBO | +x | 4 options: +x, +y, -x, -y |
| animate_in_placeopt | BOOLEAN | false | — |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| STRING | STRING | — |