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。
Prepare and select character motion references, or transfer approved motion to a human reference for a later mocap workflow.
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。
Resolve whether the user needs a character reference video for authored animation or human footage for a later mocap tool. The camera follows that purpose. Character-first and human-first are both valid; preserve the user's chosen route.
Establish the opening pose, action, contact point, recovery, duration and camera. Use the approved character identity. Before a new video, verify its first-frame pose instead of relying on a model to invent the correct start. Keep framing stable enough to read the relevant limbs and contacts.
Choose the provider/model from the user's selection or current discovery. Use the fal or Higgsfield module for execution and recovery. The number of candidates comes from the task; do not impose a costly fixed batch.
Review support changes, strike readability, foot contact, impossible joints, interpenetration, unwanted camera motion and loop seams. Keep candidate names and decisions stable. Preserve longer source motion when creating a shorter gameplay variant, and record event times in seconds as well as frames.
For an appearance transfer, use the accepted video as motion authority and the approved human/reference image for appearance. Preserve camera and timing; do not recreate the action from text. Check the transferred limbs and contacts. Generated human-looking footage is not itself captured skeleton data. A later mocap extraction and its quality checks remain separate work.
Keep a small take ledger: source, prompt or edit intent, provider/model, local result, observed problems and decision. Distinguish generated, reviewed, selected and approved. Carry the selected take's identity into the animation handoff. For a creature-to-human transfer, verify which limb represents each contact and reject anatomy changes that destroy the original action. Preserve the original and any timed trim; do not replace a motion reference with a new performance merely because its appearance is cleaner.
Example: a two-second robot walk loop with fixed camera and readable foot contacts. A successful clip must loop cleanly and retain the approved robot; remote completion alone does not establish those properties.
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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。
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。
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.
中文简介正在准备中。当前显示原文说明。