How generation, credits, rigging, and CAD actually work. If it is not answered here, it is probably a good feature request.
A textured 3D model you can inspect in the browser — orbit it, play its animations, check the wireframe — and download in seven formats: GLB, USDZ, FBX, OBJ, STL, 3MF, and PLY. CAD parts additionally export the exact STEP file.
A text prompt, your own images (up to four labeled views: front, back, left, right), or an image you generate in the built-in image studio first. There is also a text-to-CAD mode for mechanical parts.
Concept images land in seconds to a minute. 3D generation typically takes a few minutes — the premium geometry engine spends up to about eight minutes on a full shape-and-texture pass. The panel shows live progress the whole way.
Only you. Assets belong to your signed-in account and are private to it. Organize them into projects from the workspace sidebar.
Every operation shows its exact price in credits before you run it. The amount is held when a job starts and only captured when it succeeds — a failed generation releases the hold automatically, and the panel says so plainly: you were not charged.
Yes — every account receives a monthly grant of free credits, refreshed at the start of each month. Purchased credits never expire and are drawn on only after the monthly grant runs out.
Clean subject, plain background, and the object fully in frame. For anything you plan to rig, use an A- or T-pose with arms and legs clearly separated — there is a pose control in the generator that steers this for you.
Yes. Retexture repaints it from reference images, and remesh rebuilds the topology — clean quad edge flow or triangles, at any face count from 100 to two million. Both produce a new asset; the original is never modified.
Generated models come fully textured with PBR materials. When your pipeline needs specific topology or budgets, run a remesh pass — the quad OBJ download serves the real quads untouched.
Give it a textured humanoid in an A- or T-pose and it returns a skinned, animation-ready character in about two minutes. Humanoids only for now — keep props out of the character's hands and limbs separated for the cleanest bind.
A library of hundreds of humanoid motions — walks, runs, fighting moves, dances, and daily actions — applied to your rigged character in one step. Multi-clip characters export as GLB or FBX with every clip embedded.
Yes — parametric geometry built and verified by the CAD toolchain, not a sculpted mesh that looks mechanical. You get the STEP file (the exact B-rep source, never a conversion) alongside the usual mesh formats, plus the parametric source itself.