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Common ModelDoc Nodes

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ModelDoc uses a node-based system for putting together models, but maybe not in the way you'd think. Nodes are stored in the Outliner, which is organized by Categories, each with their own unique settings and properties that are worth taking a once over.

If you want to take a look at every available node, simply right-click the outliner in the ModelDoc editor and click Add. You can also view Node Categories, which also have their own unique settings. To utilize ModelDoc to it's fullest capabilities, it's important for you to understand what it can do. Here is a couple example Nodes that might prove useful to you.

Warning.png Warning: This article is incomplete. Please feel free to add to it as we understand more about ModelDoc.

Common Nodes

"Add..." Nodes

These Nodes are simple ways to add commonly used functions, like meshes, animations, cloth, and gibs (break pieces.) They do nothing different other than provide an easy way to access these functions at the top of the list.


Adds a mesh to your model. Will also import the skeleton


Adds an animation by using a file. This file can be a DMX, SMD, or FBX.


Adds a blank reference animation. Can be useful for making sequence blends, or if you're trying to quickly import a model that needs morphs to work (morphs require a material with "Morphs Supported" ticked on and an animation file alongside the mesh.)


Adds certain nodes that seem to correspond with specific games/projects. Some important things exclusive to HLVR are in here, like AO proxies or handpose data.

Common Categories


Stores all our RenderMeshFiles. No properties.


Stores PhysicsShapes. Used for collisions (available nodes: Capsule, Sphere, Box, and Mesh File)


Stores PhysicsJoints. Used for setting up joints for ragdolls and restricting/allowing certain movements.


If your model imports with no skinning on certain bones, the model will by default cull these bones. It's important to go to this category and set "Bone Cull Type" from Aggressive to "None."

Note.png Note: Why does Valve do this by default??