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3D Studio

Type an idea.
Get a rigged,
animated 3D hero.

3D Studio is a four-stage AI pipeline that turns a plain sentence into a fully rigged, fully animated, game-ready 3D character. Generate, convert to 3D, rig automatically, and animate — exported as a single universal GLB that drops straight into every modern engine.

3D Studio pipeline part 1: text prompt → AI-generated image → textured 3D model → automatically rigged humanoid skeleton

Then weight paint, animate by prompt, and export to any engine.

3D Studio pipeline part 2: weight paint refinement → text-to-animation prompt → universal GLB export for Unity, Unreal, Godot, Three.js, and Babylon.js
Early Supporter Access

Lifetime pass to the Sorceress Game Creation Suite

See 3D Studio in action

Watch the pipeline turn a prompt into a rigged 3D hero.

How it works

From prompt to rigged hero in four stages.

3D Studio chains every step of a modern 3D character pipeline — image gen, image-to-3D, automatic rigging, weight refinement, and text-to-animation — into one continuous workflow. Every stage is also a standalone tool, so you can drop in at any step with art or models you already have.

STEP 01

Generate your character with AI

Start in the unified image-gen panel. Type a short prompt — 'female warrior, red hair, fantasy armor' — pick any art style, and the AI returns a clean concept-art portrait ready for the next stage. Every leading image model is right there in one panel: Nano Banana Pro, GPT Image 2, Grok Imagine, Seedream 5, Flux 2 Pro.

  • Every leading image model, unified in one panel
  • Reference-image input for character consistency
  • Built-in expand, inpaint, and upscale
  • Or skip this step and bring your own image
AI image-generation panel: a text prompt 'female warrior, red hair, fantasy armor' on the left becomes a fully painted concept-art portrait of a red-haired fantasy warrior on the right
STEP 02

Convert your image into a 3D model

One click runs your image through our image-to-3D pipeline and produces a fully textured 3D mesh — clean topology, baked diffuse texture, ready for the next stage. No Blender, no ZBrush, no manual retopo. The studio shows you the model in a live three.js viewport so you can rotate, inspect, and re-roll until it's right.

  • Single image to fully textured 3D in one click
  • Clean game-ready topology + baked textures
  • Live 3D viewport with rotate / inspect / zoom
  • Re-roll and re-mesh until you're happy
Two-panel diagram: the generated red-haired warrior portrait on the left labeled 'GENERATED IMAGE' is converted into a fully textured 3D model on a studio platform on the right labeled '3D MODEL'
STEP 03

Automatic rigging + weight-paint refinement

3D Studio's automatic rigging system drops a clean humanoid skeleton into the model with industry-standard bone names — head, spine, arms, legs, fingers — and computes per-vertex weights automatically. The Refine tab opens a paint-style weight editor so you can fix any tricky spots (long hair, capes, oversized armor) with a brush instead of a spreadsheet.

  • Automatic humanoid skeleton with standard bone names
  • Per-vertex weight painting computed for you
  • Brush-based weight refinement when you need it
  • Multi-leg creatures? Hand off to Procedural Walk
Two-panel diagram: the same red-haired warrior 3D model in T-pose on the left labeled '3D MODEL', and on the right labeled 'RIGGED + WEIGHT PAINT' with a glowing cyan rigging skeleton and red-to-blue weight-influence heatmap on the mesh
STEP 04

Animate by prompt, export anywhere

Type the motion in plain English — 'idle breathing', 'walk cycle', 'cast a spell', 'two-handed sword swing'. Text-to-Animation generates an on-model clip and bakes it onto the skeleton. Then export the rigged, animated character as a single universal GLB — the format every modern engine reads natively, from Unity and Unreal to Godot, Three.js, Babylon.js, and AI vibe-coded games.

  • Text-to-motion: any animation in plain English
  • Stack multiple animation clips on one rig
  • One-click GLB export — universal across every engine
  • Drops straight into Unity, Unreal, Godot, Three.js & more
Three-panel diagram: a 'PROMPT' textbox containing 'walk cycle, sword raised', then the same red-haired warrior mid-walk-cycle with motion-blur ghost frames labeled 'ANIMATION', then a single 'GLB' export plate with Unity, Unreal, Godot, and Blender engine icons
All the best AI 3D generators

Every leading AI 3D model generator. One panel.

Hunyuan 3D, Meshy, Microsoft TRELLIS, Hyper3D Rodin, Tripo — the entire top tier of image-to-3D generators, side by side in one studio. No comparing platforms, no juggling subscriptions, no guessing which one is best for your character. Pick a generator per asset and switch in one click.

Hunyuan 3D 3.1 — Tencent's open image-to-3D model generator for game characters
Meshy 6 — premium polished image-to-3D character model
TRELLIS 2 — Microsoft Research's high-detail image-to-3D model
Rodin 2.0 — Hyper3D's photorealistic ornate image-to-3D model
Tripo v3.1 — fast efficient image-to-3D character model

No per-platform subscriptions and no juggling separate accounts. We add new AI 3D model generators the moment they ship.

Perfect for

What people use it for.

Generate every kind of 3D asset your game needs — not just heroes. Characters, NPCs, and enemies. Trees, rocks, and environment props. Swords, shields, and weapons. Armor, potions, and loot. Same pipeline, same one-click GLB export, ready for any engine.

Four-cell gallery of 3D Studio asset types: characters (red-haired warrior, robed wizard, NPC merchant), environment props (trees, mossy boulder, broken column), weapons and items (broadsword, axe, bow, magical staff, shield), and equipment and loot (plate-armor chestpiece, leather belt, red and blue potions, gold coins, ancient scroll)
Heroes, NPCs, and enemiesTrees, rocks, and environment propsSwords, shields, and weaponsArmor, potions, and loot
Exports

Drop into any 3D engine.

Every asset exports as a single universal GLB — the one 3D format every modern engine reads natively. Skeletons use industry-standard humanoid bone names, so retargeting onto existing animation libraries works out of the box. Even AI vibe-coded games (Three.js, Babylon.js) load GLB straight from disk.

The same red-haired warrior character we've featured throughout, rigged in T-pose with a single GLB export plate, surrounded by Unity, Unreal Engine, Godot, Blender, Three.js, and Babylon.js engine icons connected by glowing arrows
  • Universal GLB — readable by every modern 3D engine
  • Rigged humanoid skeleton with industry-standard bone names
  • Embedded animation clips on every export
  • PNG texture atlas baked into the GLB
  • Engine-ready scale, axis, and pivot
  • Drops straight into AI vibe-coded games (Three.js, Babylon.js)
Plays nice with
UnityUnreal EngineGodotBlenderThree.jsBabylon.jsA-FrameRoblox StudioReady Player MeAI vibe-coded games

Plus anything that reads GLB — basically every modern 3D pipeline, including AI vibe-coded games.

Common questions

Everything you might be wondering.

Short answers to the questions we hear most often. If yours isn't here, drop us a line — we read everything.

01Do I need any 3D modeling skill?+
No. Describe your character in one sentence, click through the four stages, and you'll have a rigged, animated, exportable 3D model. No Blender, no ZBrush, no manual UV work, no rigging experience required.
02Can I bring my own character art?+
Yes. The image-gen step is optional — drop in your own concept art or reference photo and jump straight into the image-to-3D stage.
03Can I upload my own 3D model?+
Yes. If you already have an unrigged 3D character, upload it and start directly at the automatic rigging and weight-refinement stage instead of generating a new model first.
04What art styles are supported?+
Any style the image-gen models can produce — semi-realistic fantasy, anime, stylized cartoon, sci-fi, hand-painted, low-poly. The image-to-3D stage is style-agnostic and tries to match the source image's look in the textured mesh.
05What kind of rig does it support?+
3D Studio's automatic rigging system is built for humanoid characters — head, spine, arms, hands with fingers, legs, feet — using industry-standard bone names that drop straight into Unity Mecanim, Unreal's Mannequin retarget, and Godot's humanoid skeleton. For multi-leg creatures and non-humanoid forms, hand the model off to Procedural Walk for IK-based locomotion.
06What engines does the export work in?+
Every modern 3D engine. 3D Studio exports a single universal GLB — Unity, Unreal Engine, Godot, Blender, Three.js, Babylon.js, Roblox Studio, Ready Player Me, A-Frame, and AI vibe-coded games all read GLB natively. The skeleton uses standard humanoid bone names so retargeting onto existing animation libraries works out of the box.
07How long does one character take?+
Usually about 2–3 minutes end-to-end, including image generation, image-to-3D generation, automatic rigging, and text-to-animation generation time.
Start Building

Get building. Today.

Describe the game you want, or dive into the full studio. $49 one-time — and every future tool we ship is included.

Lifetime access · Every future tool included