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。
Create or apply material maps and bake a textured high-poly mesh onto a game mesh, with channel, UV and export checks.
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。
Identify the requested operation: generate material maps, retexture an existing mesh, or optimize a textured high-poly for a game. These are different tasks. Keep supplied geometry when only a material change was requested.
For fal material generation, discover the current Patina/material endpoint and read its schema using the fal module. The chosen material should be evaluated on the intended surface, not only as a preview tile. For mesh retexturing, inspect the chosen service's geometry/UV inputs separately.
For a high-to-low workflow:
Example: a textured brass prop reduced for a distant game camera. Acceptance requires the same readable silhouette and a clean material at the gameplay distance; a smaller file alone is not sufficient. Preserve the source mesh. Dependencies: Blender or the chosen bake tool, supplied geometry/materials, and a provider account only for a requested remote generation.
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。
Prepare strict-front character sheets, isolated parts and optional multiview references for 3D modeling from an approved image.
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。