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appearance.setModel

Assign a model (mesh) to the Model and SkinnedModel-bearing entities found by searching an entity hierarchy from a root. It swaps the model field and leaves materials alone; to change materials across the same kind of hierarchy use appearance.swapMaterials. Give the root by id or name and the model as a mesh name, a procedural source like cube or sphere, or a mesh reference; options let you take only the first match, filter by a name pattern, or exclude the root itself.