Tripo: Segment mesh
Break a mesh into parts so you can work on them separately
- model_info
- ref_image
- model_file
- model_info
A generated character is one solid mesh, but you rarely want to work with it that way. Segmenting it into logical parts - head, torso, arms, legs - is what lets you re-texture just the head, animate articulated pieces, or run part_names-based operations elsewhere in this pack. TripoMeshSegmentation is the node that does that split, in the cloud, on command.
It sits between the mesh producers and the part-aware operators. Once a mesh is segmented, the part_names input that shows up on nodes like TripoSmartLowPoly, TripoTextureModel, and TripoConvertNode becomes useful - you can say "only touch the torso" instead of guessing.
What it takes
Feed it model_info from any generated or imported mesh. The model_version picker has two options, and this is one of the few places in the pack where the choice meaningfully changes behavior:
v1.0-20250506(default) - the classic segmentation.v2.0-20260430- the newer engine, which unlocks three extra options that the v1 path silently ignores:segmentation_granularity(simple,balanced,detailed- how finely it carves),split_by_connectivity(separate disjoint lumps into distinct parts), andref_image(a reference image that steers how it groups the geometry). The pack's changelog flags v2.0 as a headline feature, so if you're segmenting seriously, that's the one.
Outputs are the standard pair: model_file (path to the segmented GLB/GLTF in ComfyUI/output/) and updated model_info so the segmentation result can flow onward. The parts live in the model's hierarchy - you'll see them as named objects when you load it in Blender, and they're addressable by name via part_names in downstream nodes.
Install
Same pack, same setup:
cd ComfyUI/custom_nodes
git clone https://github.com/VAST-AI-Research/ComfyUI-Tripo
cd ComfyUI-Tripo && pip install -r requirements.txt
Or search "Tripo for ComfyUI" in ComfyUI Manager. API key from platform.tripo3d.ai, via env, config.json, or node field.
The honest part
Segmentation is one of those features that's easy to overuse. If you're just exporting a static model for a render or a print, you don't need it - skip it and save the credits. It pays off in two situations: when you want to texture or low-poly parts of a model independently (which is where the rest of the pack expects it), or when you're going to rig and want cleaner articulation boundaries. Also, v2.0 with detailed granularity is genuinely slower and pricier; start at balanced and only go detailed if the split looks too coarse.
Inputs (5)
| Name | Type | Default | Description |
|---|---|---|---|
| model_info | MODEL_INFO | — | |
| model_version | COMBO | v1.0-20250506 | 2 options: v1.0-20250506, v2.0-20260430 |
| segmentation_granularityopt | COMBO | balanced | 3 options: simple, balanced, detailed |
| ref_imageopt | IMAGE | — | |
| split_by_connectivityopt | BOOLEAN | true | — |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| model_file | STRING | — |
| model_info | MODEL_INFO | — |