Choose a workflow for 3D concepts, meshes, materials, animation, game VFX, UI, levels, audio and native visual review.
日本語の概要は準備中です。原文の説明を表示しています。
Prepare strict-front character sheets, isolated parts and optional multiview references for 3D modeling from an approved image.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
Create a consistent reference pack from the user's supplied character. This is an agent-guided workflow with prompts and visual inspection; it does not bundle a standalone classifier or an automatic mesh-generation service.
Use the supplied design as authority. Establish the relevant parts, symmetry, pose and downstream use. Preserve already approved scope; do not ask again for an approval the user has given. Optional views and videos are separate scope.
Nano Banana Pro front/part edits and GPT Image supplementary sheets are useful routes from the source workflow, not restrictions on a user's explicit choice. Verify current endpoint IDs and schemas via the selected provider. The included fal module handles fal execution and job recovery.
Example: a robot with three feet and one telescope. Extract the body, telescope and foot set from the approved front reference. Acceptance means matching shape, pose and lighting, with no missing foot and no new perspective drift.
まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Choose a workflow for 3D concepts, meshes, materials, animation, game VFX, UI, levels, audio and native visual review.
日本語の概要は準備中です。原文の説明を表示しています。
Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.
日本語の概要は準備中です。原文の説明を表示しています。
Generate and edit images, create video, audio, 3D assets or material maps through fal.ai MCP or the Python queue client. Use for fal model discovery, reference uploads, generation, recovery and local delivery.
日本語の概要は準備中です。原文の説明を表示しています。
Prepare a precise handoff for an agent or developer implementing a feature, continuing a task or reviewing a finished change.
日本語の概要は準備中です。原文の説明を表示しています。
Integrate approved character clips into a game's movement and combat systems, including turn compensation, gait phase, event timing and interruptions. Use after animation authoring or to repair runtime transitions.
日本語の概要は準備中です。原文の説明を表示しています。
Build and review game sound banks, map chosen takes to real events, and prepare or verify runtime playback with timing, repetition and mix limits. Use for unit voices, foley, impacts, UI cues and ambience.
日本語の概要は準備中です。原文の説明を表示しています。