A fantasy vertical slice, generated from an empty folder. Characters that walk. Props you can drop into a scene. Music, effects, and voices. Spin the models, play the sounds, and take the files.
Humanoid GLB files with a named skeleton, skin weights, and verified motion clips from the core, sword and combat packs. Choose any clip to inspect it.
assetyard generate model \
--prompt "A wiry marsh ranger in a neutral A-pose, full body head to feet, arms away from the torso, forearms and open hands visible, legs apart, both feet flat and fully visible, hooded green leather coat, leather bracers, knee-high boots, no weapon, game character reference sheet, plain background" \
--geometry-profile character \
--animation-pack humanoid_core \
--target-faces 40000 \
--texture-resolution 1024 \
--out assets/ashfen-ranger.glb
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
Built from the reference picture beside it, with 100,000 triangles and a 2048 texture so the face holds up close. Locomotion and ten sword and shield clips ship inside one GLB.
The picture Vale's model starts from. Front light, open eyes and hair clear of the face give the 3D model a face to copy.
PNG · 1.26 MiB
The command that made this file
assetyard generate image \
--prompt "Full body 3D game character reference of one adult woman warrior, a Norse shieldmaiden, standing in a neutral A-pose and facing the camera straight on. Head to feet fully in frame with a small margin. Arms held out and away from the torso, open hands with separated fingers, legs apart, both feet flat and fully visible. Attractive, strong, friendly face with clear symmetric features, both eyes open and looking at the viewer, visible irises and whites of the eyes, defined eyebrows, relaxed closed mouth, calm confident expression, natural skin, no dark makeup. Hair pulled back into a tight braided bun behind the head, face, ears and neck uncovered. Practical fitted armor with full coverage: riveted steel scale shirt over a long-sleeved wool tunic, leather belt, leather bracers, wool trousers, knee-high boots. Soft even studio light from the front, no shadows on the face or in the eye sockets. Plain white background, no floor shadow. Clean stylized realism, sharp detail. One character only, no weapon, no shield, no cape, no text." \
--width 1024 \
--height 1536 \
--seed 11 \
--out assets/vale-reference.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
A rigged, animated knight. Locomotion and ten sword clips ship inside the GLB, so the 3D build's boss really fights. The walk and run are the ranger's clips, copied onto this rig.
assetyard generate model \
--prompt "A lone hollow warden knight in a neutral A-pose, full body head to feet, arms away from the torso, forearms and open hands visible, legs apart, both feet flat and fully visible, weathered plate armor over a dark tabard, short cloak clear of the legs, no weapon, game character reference sheet, plain background" \
--geometry-profile character \
--animation-pack humanoid_core \
--animation-pack humanoid_sword \
--target-faces 40000 \
--texture-resolution 1024 \
--out assets/hollow-warden.glb
python tools/rebuild_character_clips.py hollow-warden.glb hollow-warden.glb \
--from walk_forward=ashfen-ranger.glb --from run_forward=ashfen-ranger.glb
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
A prop-profile mesh. Small triangle budget, one texture, ready to place.
GLB · 3.54 MiB · 11,792 triangles
The command that made this file
assetyard generate model \
--prompt "One hanging iron wayfarer lantern with amber glass panels and a ring handle, single object, game prop, plain background" \
--geometry-profile prop \
--target-faces 12000 \
--texture-resolution 1024 \
--out assets/wayfarer-lantern.glb
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
Weapons and fittings. The 3D build holds the blades in hand bones. The character prompts say no weapon, so a blade can be swapped rather than fused into a hand.
The painted face of the shieldmaiden's heater shield. A shield is a thin board, and image to 3D tore every one it built, so the 3D build cuts this picture to a heater outline with an iron rim.
PNG · 1.62 MiB · generated in 2 min
The command that made this file
assetyard generate image \
--prompt "Square texture of a painted medieval shield face, weathered dark green paint over vertical wooden planks, a pale gold stag head emblem in the center, a few iron rivets, scratches and chipped paint, fills the whole frame edge to edge, flat orthographic front view, even lighting, no shadows, no border, no text" \
--width 1024 \
--height 1024 \
--out assets/shield-face.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
GLB · 3.53 MiB · 5,992 triangles · generated in 8 min
The command that made this file
assetyard generate model \
--prompt "One heavy two-handed greatsword lying flat, long dark iron blade, wide cross guard, long grip wrapped in black leather, whole sword visible, single object, game prop, plain background" \
--geometry-profile prop \
--target-faces 6000 \
--texture-resolution 1024 \
--out assets/warden-greatsword.glb
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
assetyard generate image \
--prompt "Wide fantasy game key art, a lone armored warden on a cliff road above a drowned valley of broken towers, storm light, cold teal and amber palette, painterly, cinematic" \
--width 1024 \
--height 1024 \
--out assets/hollowreach-key-art.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
An environment plate. Use it as a loading screen or a modelling reference.
PNG · 1.17 MiB
The command that made this file
assetyard generate image \
--prompt "Fantasy game environment concept art, a drowned marsh of dead trees and sunken stone arches, low mist, pale green water, distant ruined tower, painterly, no characters, no text, no signature, no logo, no watermark" \
--width 1024 \
--height 1024 \
--seed 32 \
--out assets/ashfen-marsh.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
An interior plate for a hub scene. Same command, different prompt.
PNG · 1.25 MiB · generated in 1 min
The command that made this file
assetyard generate image \
--prompt "Fantasy game interior concept art, a warm crowded stone tavern under a gatehouse arch, lantern light, long wooden tables, rain in the doorway, painterly, no characters" \
--width 1024 \
--height 1024 \
--out assets/last-gate-inn.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
The frame around the 2D crawler's strike meter. The game keys out the black field and the empty slot, then draws the miss, hit and critical zones behind the iron.
PNG · 659 KiB
The command that made this file
assetyard generate image \
--prompt "A long ornate horizontal fantasy RPG meter frame, dark forged iron with thin gold filigree and small rivets, one long empty black slot running through the middle, perfectly symmetrical, flat front view, centered, game interface asset, isolated on a pure black background" \
--width 1536 \
--height 512 \
--seed 11 \
--out assets/ui-meter-frame.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
The ring that closes in on a parry. It glows, so the game adds it to the scene and the black field disappears with no cutout.
PNG · 893 KiB
The command that made this file
assetyard generate image \
--prompt "A thin circular ring of glowing golden runes, an engraved magic circle with small runic letters around its edge, completely empty black center, perfectly round and symmetrical, flat front view, centered, isolated on a pure black background" \
--width 1024 \
--height 1024 \
--seed 12 \
--out assets/ui-rune-ring.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
The mark a parry aims at. The rune ring must meet it inside the glowing band.
PNG · 654 KiB
The command that made this file
assetyard generate image \
--prompt "A round ornate bronze ward emblem shaped like a ring, engraved knotwork band with four small studs, hollow empty black center, perfectly round, flat front view, centered, game interface asset, isolated on a pure black background" \
--width 1024 \
--height 1024 \
--seed 13 \
--out assets/ui-ward-ring.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
A loot cue. The sound nobody wants to search a forum for.
WAV · 517 KiB
The command that made this file
assetyard generate sfx \
--prompt "One heavy iron chest lid opening with a metal latch click, dry studio recording, no music" \
--duration 3 \
--out assets/chest-open.wav
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
assetyard generate sfx \
--prompt "One glass bottle uncorking and a short liquid gulp, dry studio recording, no music" \
--duration 2 \
--out assets/potion-drink.wav
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
assetyard generate sfx \
--prompt "One deep hollow armored creature roar with a stone rumble tail, dry studio recording, no music" \
--duration 4 \
--out assets/warden-roar.wav
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
assetyard generate sfx \
--prompt "One short soft wooden UI confirmation click with a faint harp overtone, dry studio recording, no music" \
--duration 1 \
--out assets/ui-confirm.wav
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
Bodies that are not bipeds. Every clip the file carries is in the dropdown; a creature with no clips is rigged and not yet animated, and the card says which.
A plain quadruped. If any non-humanoid rig works, this one should.
GLB · 5.08 MiB · 39,798 triangles · 31 joints · rigged, not yet animated · generated in 8 min
The command that made this file
assetyard generate model \
--prompt "A large wolf standing square on all four legs in a neutral pose, full body head to tail, all four legs apart and each paw flat and fully visible, head forward and level, tail out behind and clear of the legs, no rider, side view, game creature reference sheet, plain background" \
--geometry-profile character \
--rig \
--target-faces 40000 \
--texture-resolution 1024 \
--out assets/marsh-direwolf.glb
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
A winged quadruped: four legs, two wings, a neck and a tail. Seven limbs off one spine.
GLB · 5.36 MiB · 39,634 triangles · 39 joints · rigged, not yet animated · generated in 7 min
The command that made this file
assetyard generate model \
--prompt "A dragon standing on all four legs in a neutral pose, full body head to tail, both wings spread wide and fully visible, all four legs apart and each foot flat and visible, long neck raised, long tail extended clear of the legs, horned head, side three quarter view, game creature reference sheet, plain background" \
--geometry-profile character \
--rig \
--target-faces 40000 \
--texture-resolution 1024 \
--out assets/ashfen-dragon.glb
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
assetyard generate model \
--prompt "A gaunt monstrous humanoid in a neutral A-pose, full body head to feet, arms away from the torso, long forearms and open clawed hands visible, legs apart, both feet flat and fully visible, elongated eyeless head, ridged hide over a lean frame, no weapon, game creature reference sheet, plain background" \
--geometry-profile character \
--animation-pack humanoid_core \
--animation-pack humanoid_combat \
--target-faces 40000 \
--texture-resolution 1024 \
--out assets/gloom-stalker.glb
python tools/rebuild_character_clips.py gloom-stalker.glb gloom-stalker.glb
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
assetyard generate model \
--prompt "A great serpent laid out straight from head to tail tip, full body visible end to end, horned head with open jaws, long unbroken segmented body, no legs, no arms, no wings, tapering tail clear of the body, side view, game creature reference sheet, plain background" \
--geometry-profile character \
--rig \
--target-faces 40000 \
--texture-resolution 1024 \
--out assets/hollow-wyrm.glb
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
A serpentine body: one long spine, no limbs. The first prompt drew a two-legged beast, so this one names a real snake.
GLB · 4.35 MiB · 39,937 triangles · 21 joints · rigged, not yet animated · generated in 6 min
The command that made this file
assetyard generate model \
--prompt "A giant reticulated python snake lying fully stretched out in a straight line on flat ground, seen from directly above, the whole snake from the tip of its nose to the tip of its tail, a smooth round limbless body of even thickness, dark scales with pale diamond markings, game asset reference, plain background" \
--geometry-profile character \
--rig \
--target-faces 40000 \
--texture-resolution 1024 \
--out assets/marsh-python.glb
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
A second character from the same catalog. The voice key is the only change.
FLAC · 140 KiB
The command that made this file
assetyard generate tts \
--voice ayhf2_granite_veteran_c1 \
--text "Rope, oil, and a dry blanket. Everything else out there is already spoken for." \
--out assets/gate-merchant.flac
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
A narrator line from the published catalog. Pick a voice key, pass your text.
FLAC · 119 KiB
The command that made this file
assetyard generate tts \
--voice ayv2_aud_lantern_c1 \
--text "The reach swallowed the old road, and everyone who walked it. You are going anyway." \
--out assets/opening-narration.flac
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
The warden's deep voice, reading as a storyteller. Low expressiveness, even delivery.
FLAC · 132 KiB
The command that made this file
assetyard generate tts \
--voice ayqhfy_deep_narrator_c2 \
--expressiveness 0.05 \
--text "Three floors down, the water stops moving. That is how you know you are close." \
--out assets/narration-level.flac
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
A very deep bass voice from the catalog, chosen by key alone. A monster needs a low voice more than a monster category.
FLAC · 129 KiB
The command that made this file
assetyard generate tts \
--voice ayqhfy_deep_narrator_c2 \
--text "You carry a lantern into a place that ate the sun. Set it down." \
--out assets/warden-line.flac
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
The same deep voice at full expressiveness. Compare it with the calm narration.
FLAC · 85 KiB
The command that made this file
assetyard generate tts \
--voice ayqhfy_deep_narrator_c2 \
--expressiveness 0.95 \
--text "You should not have come down here. Put it down and run!" \
--out assets/warden-battle-cry.flac
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
One picture in, one place out. Each GLB holds a depth backdrop at metric scale, the camera that took the picture, and a hidden floor collider over the walkable cells. The 3D build plays in all three.
The picture beside it, rebuilt in 3D at metric scale, with the source camera and a walkable floor collider. The 3D build plays in it.
GLB · 5.63 MiB · 156,008 triangles
How this file was made
Made on one of our GPU hosts during the administrator canary, with the worker runtime, graph and checked post-process, not through the public API. This command runs the same step.
The hall of the gloom stalkers, as one picture. A long floor between pillars gives the fight a lane.
PNG · 1.57 MiB
The command that made this file
assetyard generate image \
--prompt "Elevated wide view from high in one corner of a long vaulted stone dungeon hall. A broad flat flagstone floor fills the lower half of the frame. Thick square stone pillars stand along both sides. Iron wall sconces hold low orange flames. An arched doorway glows at the far end. Thin cold mist lies on the floor. Painterly realistic fantasy game environment, sharp detail, even depth of field. No people, no characters, no skeletons, no text, no logo, no watermark." \
--width 1664 \
--height 928 \
--seed 32 \
--out assets/environment-hall.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
The picture beside it, rebuilt in 3D at metric scale, with the source camera and a walkable floor collider. The 3D build plays in it.
GLB · 4.75 MiB · 118,914 triangles
How this file was made
Made on one of our GPU hosts during the administrator canary, with the worker runtime, graph and checked post-process, not through the public API. This command runs the same step.
The town square the 3D build opens in, as one picture. An elevated view keeps a wide floor in frame, so the player has room to walk.
PNG · 1.66 MiB
The command that made this file
assetyard generate image \
--prompt "Elevated wide view from an upper window over a small walled frontier town square at dusk. A broad open square of wet cobblestones fills the lower half of the frame. Market stalls with awnings line the left and right edges. Iron lanterns on wooden posts glow warm amber. A tall stone gatehouse with a closed iron portcullis stands in the far wall. Crenellated town walls, a violet dusk sky. Painterly realistic fantasy game environment, sharp detail, even depth of field. No people, no characters, no animals, no text, no logo, no watermark." \
--width 1664 \
--height 928 \
--seed 32 \
--out assets/environment-town.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
The picture beside it, rebuilt in 3D at metric scale, with the source camera and a walkable floor collider. The 3D build plays in it.
GLB · 5.58 MiB · 147,052 triangles
How this file was made
Made on one of our GPU hosts during the administrator canary, with the worker runtime, graph and checked post-process, not through the public API. This command runs the same step.
The boss room, as one picture. The seal in the middle of the floor is where the warden sleeps.
PNG · 1.71 MiB
The command that made this file
assetyard generate image \
--prompt "Elevated wide view from a stone gallery into a vast circular underground vault. A broad flat cracked stone floor fills the lower half of the frame. A round iron seal in the centre of the floor glows amber from below. Heavy chains hang from the dark domed ceiling. Arched alcoves ring the curved walls. Painterly realistic fantasy game environment, sharp detail, even depth of field. No people, no characters, no statues, no text, no logo, no watermark." \
--width 1664 \
--height 928 \
--seed 32 \
--out assets/environment-vault.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
GLB · 3.79 MiB · 9,559 triangles · generated in 8 min
The command that made this file
assetyard generate model \
--prompt "One simple wooden market stall with a cloth awning and a counter" \
--geometry-profile prop \
--out assets/market-stall.glb
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
The merchant figure to match the merchant voice line.
PNG · 368 KiB · generated in 19 min
The command that made this file
assetyard generate image \
--prompt "A single stout hooded merchant, front view, facing the camera, face visible, full body from head to boots, centered, heavy travel coat, satchels and coiled rope, painterly game character art, cut out on black, every pixel of the background is solid pure black edge to edge, no backdrop panel, no painted band, no border, no frame, no vignette, no ground shadow, no scenery, no text" \
--width 1024 \
--height 1024 \
--out assets/npc-merchant.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
A prop on a black field. The demo composites it anywhere.
PNG · 825 KiB · generated in 2 min
The command that made this file
assetyard generate image \
--prompt "A single wooden supply barrel with iron bands, centered, three quarter view, painterly game prop art, isolated on a plain pure black background, no scenery, no text" \
--width 1024 \
--height 1024 \
--out assets/prop-barrel.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
assetyard generate image \
--prompt "A single tall iron portcullis gate, front view, centered, painterly game prop art, cut out on black, every pixel of the background is solid pure black edge to edge, no backdrop panel, no painted band, no border, no frame, no vignette, no ground shadow, no scenery, no text" \
--width 1024 \
--height 1024 \
--out assets/prop-gate.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
A tiling ground texture for a town. The model returns a photograph, not a wrapping tile, so one local pass flattens the baked light and closes the seam. Both steps are shown.
PNG · 2.74 MiB · generated in 49 s
The command that made this file
assetyard generate image \
--prompt "Seamless tiling texture of worn grey granite cobblestones set in dark soil, even lighting, flat orthographic view, no shadows, no text" \
--width 1024 \
--height 1024 \
--out assets/texture-road.png
python make_tileable.py texture-road.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
assetyard generate image \
--prompt "A small walled frontier town square at dusk, market stalls, lantern light, wet cobblestones, a closed iron gate at the far end, painterly game background art, wide establishing view, no people, no text" \
--width 1280 \
--height 720 \
--out assets/town-square.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
An enemy figure on a plain black field, ready to composite into a fight.
PNG · 246 KiB · generated in 8 min
The command that made this file
assetyard generate image \
--prompt "A single skeletal armored sentry standing facing the viewer, full body, centered, rusted helm and shield, painterly game enemy art, isolated on a plain pure black background, no scenery, no text" \
--width 1024 \
--height 1024 \
--out assets/enemy-bone-sentry.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
The boss, matching the rigged 3D character in the pack.
PNG · 695 KiB · generated in 8 min
The command that made this file
assetyard generate image \
--prompt "A single towering hollow knight in weathered plate armor and a tattered cloak facing the viewer, full body, centered, empty helm with faint light, painterly game boss art, isolated on a plain pure black background, no scenery, no text" \
--width 1024 \
--height 1024 \
--out assets/enemy-hollow-warden.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
assetyard generate image \
--prompt "A single tattered hooded wraith hovering and facing the viewer, full body, centered, pale green inner light, painterly game enemy art, isolated on a plain pure black background, no scenery, no text" \
--width 1024 \
--height 1024 \
--out assets/enemy-marsh-wraith.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
assetyard generate image \
--prompt "First person view of a flooded stone dungeon chamber, shallow black water, broken pillars, a single shaft of cold light from above, painterly game background, no characters, no text, no logo, no watermark" \
--width 1664 \
--height 928 \
--seed 32 \
--out assets/room-chamber.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
A dungeon room plate. Swap the prompt for another floor.
PNG · 1.59 MiB
The command that made this file
assetyard generate image \
--prompt "First person view down a narrow stone dungeon corridor, wet flagstones, iron sconces with low flame, receding arches, painterly game background, no characters, no text, no logo, no watermark" \
--width 1664 \
--height 928 \
--seed 32 \
--out assets/room-corridor.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
assetyard generate image \
--prompt "First person view of a vast circular stone vault with a cracked floor seal, hanging chains, faint amber glow from below, painterly game background, no characters, no text, no logo, no watermark" \
--width 1664 \
--height 928 \
--seed 32 \
--out assets/room-vault.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
A tiling floor texture. The model returns a photograph, not a wrapping tile, so one local pass flattens the baked light and closes the seam. Both steps are shown.
PNG · 2.41 MiB
The command that made this file
assetyard generate image \
--prompt "Seamless tiling texture of worn stone dungeon floor flagstones with grit, even lighting, flat orthographic view, no shadows, no text" \
--width 1024 \
--height 1024 \
--out assets/texture-floor.png
python make_tileable.py texture-floor.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
A tiling wall texture. The model returns a photograph, not a wrapping tile, so one local pass flattens the baked light and closes the seam. Both steps are shown.
PNG · 2.33 MiB
The command that made this file
assetyard generate image \
--prompt "Seamless tiling texture of damp medieval dungeon stone blocks, even lighting, flat orthographic view, no shadows, no text" \
--width 1024 \
--height 1024 \
--out assets/texture-stone.png
python make_tileable.py texture-stone.png
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
Both lines below use the same catalog voice. The only difference is --expressiveness, a normalized control from 0.0 to 1.0. 0.0 is flat and even. 1.0 is a line delivered under real strain.
The scale is ours, not the speech model’s. We map it onto whatever control the model behind it exposes, so a script written today keeps its meaning after we change that model. Leave the argument out and you get ordinary delivery.
Both files are in the pack below, and both play in the turn-based crawler.
WHAT THIS REPLACES
One account. Not eight tabs.
A small team normally buys a separate subscription for each of these jobs, then reconciles six licenses at release. Asset Yard runs them from one balance.
The job
The usual route
Here
Concept art and textures
An image subscription, or a local GPU and a model zoo
generate image
3D models
A mesh generator subscription, or days in a modelling tool
generate model
Rigging and animation
A rig service, a motion library, and a retarget pass
--animation-pack
Music
A music generator subscription, or a stock library license
generate music
Sound effects
An effects subscription, or hours in a free-sound archive
generate sfx
Voice
A voice subscription plus casting
generate tts
Model terms still differ by pipeline. Asset Yard records the provider and license information with each asset. Read models and licenses before a commercial release.
Also: Voidwake
Our playable space demo. These files run in a shipped browser game.
+Y up, +Z forward, centered pivot. This ship flies in the playable demo.
GLB · 3.55 MiB · 9,749 triangles
The command that made this file
assetyard generate model \
--prompt "One symmetric courier spacecraft with a pointed nose and two wings" \
--geometry-profile prop \
--orientation-profile rigid_vehicle \
--out assets/courier.glb
This command names no model. The server runs its current model for this kind of file, so a new run can give a different file.
Every GLB imports into Three.js, Godot, Unity, and other GLB-capable engines. The animated characters carry named skeleton nodes, skin weights, and named clips.
Some formats need conversion for a particular target. Keep the original files and their license records before you optimize a release build.