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Create an animated 3D asset

This workflow converts a 2D reference into a rigged and animated 3D asset validated in Godot.

1. Create the context

  1. Select New asset.
  2. Choose project mode 3D and asset type Character.
  3. Keep this asset selected throughout the workflow.

2. Create a rig-friendly reference

  1. Start ComfyUI + FLUX.
  2. Generate a full-body front view on a plain background.
  3. Keep both arms visibly separated from the torso and the legs separated from each other.
  4. Avoid hidden hands, merged accessories and dense detail near joints.
  5. Approve the image, stop ComfyUI and register it in Artifacts as the reference.

Simple means controlled detail, not low-poly. Soldiers, robots and other designs are suitable when their limbs and silhouette remain clear.

3. Reconstruct with TRELLIS 2

  1. Start TRELLIS 2.
  2. Load the approved reference.
  3. Use the safe 512 profile for the validated workstation.
  4. Generate and inspect the result from every side.
  5. Export GLB, stop TRELLIS and register the GLB as the reconstruction artifact.

Surfaces that were hidden in the reference may be incomplete. If the character needs visible back, underarm or interior detail, improve the source or model before rigging.

4. Review in Blender

Open the reconstruction from the Blender card. Check scale, orientation, materials, disconnected geometry and deformation-critical areas. Save an approved review copy and register it in Artifacts.

5. Rig with UniRig

  1. Start UniRig and use the selected asset's approved model.
  2. Generate the skeleton, then skinning, then the merged rigged output.
  3. Open the result in Blender.
  4. Enter Pose Mode and move arms, legs, hands and feet to inspect deformation.
  5. Register the rigged model only after it passes review.

If the reference joined an arm to the torso, skinning can carry torso geometry with the arm. Return to the reference or repair the mesh; animation cannot reliably correct fused geometry.

6. Generate motion with ARDY

  1. Open ARDY and describe one clear motion.
  2. Set its duration, name and seed.
  3. Wait for generation to finish, then select Viewer.
  4. Approve the body motion before retargeting and stop the viewer.

7. Retarget and review

  1. Run Retarget ARDY → UniRig.
  2. Confirm the selected motion and rig belong to the active asset.
  3. When processing finishes, select Review.
  4. In Blender, play the full frame range and inspect the character from several angles.

If Blender shows vibration that does not appear in the ARDY viewer, inspect interpolation and retargeted keyframes before changing the generated motion.

8. Validate in Godot

  1. In the Godot card, select Prepare to export the approved animated copy.
  2. Wait for Blender export and Godot import to finish.
  3. Select Test.
  4. Play, pause, restart and orbit the camera while checking materials, animation, scale and floor contact.
  5. Stop Godot after approval and confirm that RAM and VRAM return to their idle range.

The validated GLB is now ready to integrate into a game project. Gameplay code, collisions, state machines and final optimization remain game-specific work.