Choose a workflow for 3D concepts, meshes, materials, animation, game VFX, UI, levels, audio and native visual review.
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Prepare strict-front character sheets, isolated parts and optional multiview references for 3D modeling from an approved image.
中文简介正在准备中。当前显示原文说明。
查看安装方法安装前可以查看交给 AI 代理的指令内容。
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.
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Choose a workflow for 3D concepts, meshes, materials, animation, game VFX, UI, levels, audio and native visual review.
中文简介正在准备中。当前显示原文说明。
Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。
Prepare a precise handoff for an agent or developer implementing a feature, continuing a task or reviewing a finished change.
中文简介正在准备中。当前显示原文说明。
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.
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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.
中文简介正在准备中。当前显示原文说明。