CLI Reference¶
The CLI reference below is generated directly from the source code β every
flag, argument, and help string you see here comes from the same Typer
annotations that power assgen --help. Any change to the code is immediately
reflected here on the next docs build.
assgen¶
assgen¶
AI-driven game asset generation pipeline.
Usage:
Options:
-v, --verbose Enable debug logging (shows server
communication, model resolution, etc.)
-V, --version Show version and exit.
--json Emit machine-readable JSON to stdout.
Disables progress bars. Ideal for CI pipelines
and scripting.
--yaml Emit machine-readable YAML to stdout.
Disables progress bars. Human-friendly
alternative to --json.
-n, --variants INTEGER RANGE Submit N identical jobs (batch generation).
Use with --wait to collect all outputs.
[default: 1; x>=1]
-q, --quality TEXT Model quality tier: draft (fastest/smallest),
standard, high (best/largest). Maps to model
size variants where available. [default:
standard]
--from-job TEXT Chain from a completed job's outputs. Pass
the upstream job ID; its output files are
forwarded as inputs to this job.
--context TEXT Named context from a prior job: 'key=job_id'.
Repeatable. Loads that job's primary text
output into params['context_map']['key'] so
handlers can incorporate prior narrative/lore
content.
--install-completion Install completion for the current shell.
--show-completion Show completion for the current shell, to copy
it or customize the installation.
client¶
Client configuration: server targeting and connection settings
Usage:
config¶
View and update client configuration.
Usage:
set-server¶
Point the client at a specific assgen-server (local or remote).
Once set, all job submissions and queries go to this server rather than auto-starting a local one. Ideal for targeting your desktop GPU.
Example: assgen client config set-server http://192.168.1.50:8432
Usage:
Options:
show¶
Show active client configuration and the server this client will use.
Usage:
unset-server¶
Remove the configured server URL (revert to auto-start local server mode).
After this, running any asset command will automatically start a local assgen-server if one is not already running.
Usage:
compose¶
Multi-step asset pipelines: npc, weapon, prop, material, soundscape, ui-kit, environment
Usage:
environment¶
Generate a cohesive level environment kit from a theme description.
Produces a batch of themed props, an optional ground material, and optional ambient audio β all sharing the same visual identity.
Runs a multi-phase pipeline: Phase 1 β Style reference (1Γ concept generate) Phase 2 β Props: for each prop: concept β mesh β UV β texture β LOD β collider Phase 3 β Ground material: texture β seamless β normalmap β PBR [--no-ground to skip] Phase 4 β Audio: ambient loop + theme music [--no-audio to skip] Phase 5 β Batch export
Examples: assgen compose environment "medieval tavern interior" --count 8 --engine godot --wait assgen compose environment "sci-fi space station" --items "console,crate,pipe,terminal" --wait assgen compose environment "enchanted forest" --no-audio --quality high --wait
Usage:
Options:
PROMPT Environment theme, e.g. 'medieval tavern interior'
[required]
-n, --count INTEGER Number of props to generate [default: 6]
--items TEXT Explicit comma-separated prop list, e.g.
'barrel,chair,table,torch' (overrides --count)
--style TEXT
--engine TEXT unity | unreal | godot [default: unity]
--audio / --no-audio Generate ambient audio and theme music [default:
audio]
--ground / --no-ground Generate a tiling ground/floor material [default:
ground]
-q, --quality TEXT draft | standard | high [default: standard]
-o, --output TEXT Output directory
--wait / --no-wait Block until the full pipeline completes (default:
on) [default: wait]
--dry-run
material¶
Generate a full PBR material set from a text description.
Runs a 5-6 step pipeline: 1. Albedo texture (SDXL) 2. Make seamless/tileable (algorithmic) 3. Normal map derivation (algorithmic) 4. PBR channel generation β roughness / AO / metallic (algorithmic) 5. 2Γ upscale (Real-ESRGAN) [--upscale to enable] 6. Engine material folder export
Output files: albedo.png, normal.png, roughness.png, ao.png, metallic.png
Examples: assgen compose material "weathered cobblestone, mossy" --engine godot --wait assgen compose material "rusted metal plate" --type metal --resolution 2048 --wait assgen compose material "dark oak wood planks" --type wood --upscale --wait
Usage:
Options:
PROMPT Surface description, e.g. 'weathered cobblestone,
mossy' [required]
--style TEXT
--type TEXT stone | wood | metal | fabric | organic | surface
[default: surface]
-r, --resolution INTEGER Output texture resolution in pixels (512 | 1024 |
2048 | 4096) [default: 1024]
--upscale / --no-upscale Run a 2Γ Real-ESRGAN upscale pass for crisper
detail [default: no-upscale]
--engine TEXT unity | unreal | godot [default: unity]
-q, --quality TEXT draft | standard | high [default: standard]
-o, --output TEXT Output directory
--wait / --no-wait Block until the full pipeline completes (default:
on) [default: wait]
--dry-run
npc¶
Generate a complete game NPC from a text description.
Runs a multi-step pipeline: 1. Concept art (SDXL) 2. Multi-view turnaround (Zero123++) [--no-multiview to skip] 3. 3D mesh reconstruction (TripoSR) 4. UV unwrap 5. Concept-guided texture generation (IP-Adapter) 6. Auto-rig with humanoid skeleton (UniRig) 7. Animation retargeting (bundled BVH clips) 8. LOD levels 0/1/2 [--no-lod to skip] 9. Collision mesh [--no-collider to skip] 10. NPC dialog text generation 11. Text-to-speech for dialog lines 12. Engine export
Examples: assgen compose npc "pig shopkeeper with apron, medieval fantasy" --wait assgen compose npc "dark elf archer" --style "gritty realistic" --engine unreal --wait assgen compose npc "robot guard" --no-multiview --animations idle,walk,attack_light --wait
Usage:
Options:
PROMPT Character description, e.g. 'pig shopkeeper
with apron, medieval fantasy' [required]
--style TEXT Visual style applied to all generation steps,
e.g. 'painterly, warm tones'
--voice TEXT TTS voice description for NPC dialog lines,
e.g. 'gruff male merchant, aged'
-a, --animations TEXT Comma-separated animation clips to retarget
onto the character [default: idle,walk,talk]
--skeleton TEXT biped | humanoid (humanoid = Unity-compatible
55-bone naming) [default: humanoid]
--engine TEXT unity | unreal | godot [default: unity]
--lod / --no-lod Generate LOD 0/1/2 levels [default: lod]
--collider / --no-collider Generate collision mesh [default: collider]
--multiview / --no-multiview Use Zero123++ multi-view for better mesh
quality (slower) [default: multiview]
-q, --quality TEXT draft | standard | high [default: standard]
-o, --output TEXT Output directory
--wait / --no-wait Block until the full pipeline completes
(default: on) [default: wait]
--dry-run Print pipeline steps without executing
prop¶
Generate a static game prop from a text description.
Runs a 7-step pipeline: 1. Concept art (SDXL) 2. 3D mesh reconstruction (TripoSR) 3. UV unwrap 4. Concept-guided texture (IP-Adapter) 5. LOD levels 0/1/2 [--no-lod to skip] 6. Collision mesh [--no-collider to skip] 7. Engine export
Examples: assgen compose prop "wooden barrel with iron bands, medieval" --engine godot --wait assgen compose prop "sci-fi crate with glowing vents" --type container --quality high --wait assgen compose prop "ornate stone fountain" --type decoration --style "low poly" --wait
Usage:
Options:
PROMPT Prop description, e.g. 'wooden barrel with iron
bands, medieval' [required]
--style TEXT Visual style, e.g. 'low poly, flat shading'
--type TEXT furniture | container | decoration | foliage |
structure | prop [default: prop]
--engine TEXT unity | unreal | godot [default: unity]
--lod / --no-lod Generate LOD 0/1/2 levels [default: lod]
--collider / --no-collider Generate collision mesh [default: collider]
-q, --quality TEXT draft | standard | high [default: standard]
-o, --output TEXT Output directory
--wait / --no-wait Block until the full pipeline completes
(default: on) [default: wait]
--dry-run
soundscape¶
Generate a complete audio suite for a game level or biome.
Runs a 4-6 step pipeline: 1. Ambient loop (MusicGen-stereo) 2. Theme music (MusicGen-large) [--no-music to skip] 3. Loopable music variant (MusicGen-stereo-medium) [--no-music to skip] 4. SFX clips Γ N (AudioGen) 5. Loop optimisation (algorithmic) 6. Audio folder export
Examples: assgen compose soundscape "enchanted forest at night" --wait assgen compose soundscape "medieval tavern" --sfx-list "mug clinking,fire crackling,crowd murmur" --wait assgen compose soundscape "space station interior" --no-music --sfx-count 8 --wait
Usage:
Options:
PROMPT Environment/mood description, e.g. 'enchanted forest
at night' [required]
--sfx-count INTEGER Number of SFX clips to generate [default: 5]
--sfx-list TEXT Comma-separated explicit SFX prompts, e.g. 'footstep
on dirt,wind,door creak'
--duration INTEGER Length of ambient/music clips in seconds [default:
30]
--music / --no-music Generate theme music in addition to ambient [default:
music]
-q, --quality TEXT draft | standard | high [default: standard]
-o, --output TEXT Output directory
--wait / --no-wait Block until the full pipeline completes (default: on)
[default: wait]
--dry-run
ui-kit¶
Generate a cohesive UI element set for a game.
Runs a 5-8 step pipeline: 1. Style reference sheet (SDXL) β establishes visual identity 2. Button states β normal, hover, pressed (SDXL) 3. Panel/dialog background (SDXL) 4. Icon set Γ N (SDXL) β one per icon name 5. Widget elements β slider, progress bar (SDXL) 6. Engine UI folder export
All elements share the same style prompt for visual consistency.
Examples: assgen compose ui-kit "dark fantasy RPG" --wait assgen compose ui-kit "cute cartoon mobile game" --icons "heart,star,coin,gem" --engine unity --wait assgen compose ui-kit "minimal sci-fi HUD" --palette "cyan, dark navy" --wait
Usage:
Options:
PROMPT Visual style description, e.g. 'dark fantasy RPG'
[required]
--icons TEXT Comma-separated icon names to generate [default:
health,mana,stamina,gold,attack,defense]
--palette TEXT Colour palette hint, e.g. 'dark tones, gold accents'
--engine TEXT unity | unreal | godot [default: unity]
-q, --quality TEXT draft | standard | high [default: standard]
-o, --output TEXT Output directory
--wait / --no-wait Block until the full pipeline completes (default: on)
[default: wait]
--dry-run
weapon¶
Generate a complete weapon asset: concept β mesh β LOD β texture β collider β export.
Examples: assgen compose weapon "rusted iron longsword, dark fantasy" --wait assgen compose weapon "plasma rifle" --style "sci-fi, chrome" --engine unreal --wait
Usage:
Options:
PROMPT Weapon description, e.g. 'rusted iron longsword'
[required]
--style TEXT
--engine TEXT unity | unreal | godot [default: unity]
--lod / --no-lod [default: lod]
--collider / --no-collider [default: collider]
-q, --quality TEXT draft | standard | high [default: standard]
-o, --output TEXT Output directory
--wait / --no-wait Block until the full pipeline completes
(default: on) [default: wait]
--dry-run
config¶
Configure job-type β model mappings
Usage:
list¶
List all job-type β model mappings with source and HF task info.
Usage:
Options:
-d, --domain TEXT Filter by domain prefix, e.g. visual, audio, scene,
pipeline
--installed Only show installed models
remove¶
Remove a user override, reverting to the built-in default.
Usage:
Options:
search¶
Search HuggingFace Hub for models relevant to a game-dev task.
Examples: assgen config search triposr --job-type visual.model.create assgen config search musicgen --task text-to-audio assgen config search sdxl --apply --job-type visual.texture.generate
Usage:
Options:
[QUERY] Search term (model name or keyword)
-j, --job-type TEXT Job type to pre-filter by HF task (e.g.
visual.model.create)
-t, --task TEXT HuggingFace pipeline_tag filter (e.g. text-to-image,
image-to-3d)
-n, --limit INTEGER Max results to show [default: 10]
-a, --apply Interactively pick a result and apply it to the job
type
set¶
Add or update the model mapping for a job type.
If arguments are omitted, each field is prompted interactively. When no --model-id is given, an interactive HuggingFace search is offered.
Usage:
Options:
[JOB_TYPE] Job type to configure
-m, --model-id TEXT HuggingFace model ID (org/repo)
-n, --name TEXT Display name
--notes TEXT Optional notes
-t, --task TEXT Override HF pipeline_tag for search
show¶
Show the full configuration for a single job type.
Usage:
Options:
gen¶
Generate assets: visual Β· audio Β· scene Β· pipeline Β· support Β· qa
Usage:
audio¶
Sound effects, music, voice synthesis
Usage:
music¶
Music and ambient track generation
Usage:
adaptive¶
Generate adaptive music stems for different gameplay moods.
Usage:
Options:
THEME Base theme description [required]
--moods TEXT Comma-separated mood states to generate stems for
[default: calm,tense,combat,victory]
-d, --duration FLOAT [default: 30.0]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
compose¶
Compose a music track from a text prompt (MusicGen).
Examples: assgen gen audio music compose "epic orchestral battle music, dramatic" --wait assgen gen audio music compose "ambient forest, birds, peaceful" -d 30 --wait assgen gen audio music compose "upbeat 8-bit chiptune, adventure" --genre chiptune --wait assgen gen audio music compose "tense stealth theme, low bass" -d 60 --wait
Usage:
Options:
PROMPT Music description, e.g. 'epic orchestral battle theme'
[required]
-d, --duration FLOAT Track length in seconds [default: 15.0]
--bpm INTEGER Beats per minute
--key TEXT Musical key, e.g. 'C minor'
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
loop¶
Generate a seamlessly looping music track.
Usage:
Options:
PROMPT Loop description, e.g. 'calm forest ambient loop'
[required]
-d, --duration FLOAT Loop duration in seconds [default: 30.0]
-n, --variations INTEGER Number of loop variants [default: 1]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live
progress
process¶
Audio processing: normalize, trim, convert
Usage:
convert¶
Convert audio between formats (WAV/OGG/MP3/FLAC).
Usage:
Options:
INPUT_FILE Audio file to convert [required]
-f, --format TEXT Target format: wav ogg mp3 flac [default: ogg]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes
downmix¶
Downmix stereo to mono (or upmix mono to stereo).
Usage:
Options:
INPUT_FILE Audio file to downmix [required]
-c, --channels INTEGER Target channel count: 1 (mono) or 2 (stereo)
[default: 1]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes
loop-optimize¶
Find zero-crossing loop points for seamless audio looping.
Usage:
Options:
INPUT_FILE Audio file to optimize for looping [required]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes
normalize¶
Normalize audio to a target LUFS level or peak 0 dBFS.
Usage:
Options:
INPUT_FILE Audio file to normalize [required]
--lufs FLOAT Target LUFS level [default: -14.0]
-m, --mode TEXT Normalization mode: lufs | peak [default: lufs]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes
resample¶
Change the sample rate of an audio file.
Usage:
Options:
INPUT_FILE Audio file to resample [required]
-r, --rate INTEGER Target sample rate in Hz [default: 48000]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes
trim-silence¶
Strip leading and trailing silence from an audio file.
Usage:
Options:
INPUT_FILE Audio file to trim [required]
--threshold-db FLOAT Silence threshold in dBFS (default -50) [default:
-50.0]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes
waveform¶
Generate a waveform PNG preview of an audio file.
Usage:
Options:
INPUT_FILE Audio file to visualize [required]
-W, --width INTEGER Output image width in pixels [default: 1200]
-H, --height INTEGER Output image height in pixels [default: 200]
--color TEXT Waveform colour (hex, e.g. '#00ff88') [default:
#00ff88]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes
sfx¶
Sound effects generation
Usage:
edit¶
Edit or process an existing sound effect.
Usage:
Options:
INPUT_FILE Input audio file to edit [required]
--op TEXT pitch | reverb | speed | layer | normalize [default:
pitch]
--value TEXT Operation parameter
--secondary TEXT Second audio for layer op
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
generate¶
Generate a sound effect from a text description (AudioGen).
Examples: assgen gen audio sfx generate "laser gun firing, futuristic" --wait assgen gen audio sfx generate "heavy footsteps on gravel" -d 3.0 --wait assgen gen audio sfx generate "explosion, distant, muffled" -n 3 --wait assgen gen audio sfx generate "UI button click, satisfying" -d 0.5 --wait
Usage:
Options:
PROMPT Sound description, e.g. 'laser gun firing'
[required]
-d, --duration FLOAT Target duration in seconds [default: 2.0]
-n, --variations INTEGER Number of variants to generate [default: 1]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live
progress
--model-id TEXT Override HF model (validated by server)
library¶
Browse the local generated SFX library.
Usage:
Options:
voice¶
TTS, voice cloning, and dialog batching
Usage:
clone¶
Clone a voice from an audio sample and synthesise new speech.
Usage:
Options:
SAMPLE Path to reference audio sample (β₯5 seconds) [required]
TEXT Text for the cloned voice to speak [required]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
dialog¶
Generate a batch of voiced NPC dialog lines from a script file.
Usage:
Options:
SCRIPT_FILE JSON or plain-text file with dialog lines [required]
--speaker TEXT Speaker preset or voice sample
--emotion TEXT
-o, --output-dir TEXT Directory for output files
--wait / --no-wait Block until the job completes and stream live
progress
tts¶
Convert text to speech with optional emotion (Bark).
Examples: assgen gen audio voice tts "Hello adventurer, welcome to my shop!" --wait assgen gen audio voice tts "I will have my revenge!" --preset v2/en_speaker_6 --wait assgen gen audio voice tts "The ancient tome speaks of dark prophecy..." --preset v2/en_speaker_9 --wait
Usage:
Options:
TEXT Text to synthesise [required]
--emotion TEXT Emotion tag: neutral angry happy sad fearful
--speaker TEXT Speaker preset, e.g. 'v2/en_speaker_6'
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
pipeline¶
Workflows, batching, engine integration, asset tools
Usage:
asset¶
Asset manifest, validation, rename, and budget report.
Usage:
manifest¶
Walk a directory and produce a manifest.json with file metadata.
Usage:
Options:
rename¶
Batch rename assets to a naming convention (dry-run by default).
Usage:
Options:
DIRECTORY Directory containing files to rename [required]
-c, --convention TEXT snake_case | PascalCase | kebab-case [default:
snake_case]
--prefix TEXT Optional name prefix
--suffix TEXT Optional name suffix
--dry-run / --no-dry-run Plan only (default) or execute renames [default:
dry-run]
--wait / --no-wait
report¶
Generate a size-budget report grouped by asset type.
Usage:
Options:
validate¶
Check for oversized textures, non-pow2 textures, and high-poly meshes.
Usage:
Options:
DIRECTORY Directory to validate [required]
--max-texture-mb FLOAT Max texture file size in MB [default: 16.0]
--max-mesh-verts INTEGER Max vertex count per mesh [default: 100000]
--wait / --no-wait
batch¶
Batch job queuing and variant generation.
Usage:
queue¶
Enqueue a batch of jobs from a JSON manifest file.
Manifest format: [{"job_type": "visual.model.create", "params": {"prompt": "..."}, "priority": 0}, ...]
Usage:
Options:
status¶
Show recent batch / queue status (active + recently completed jobs).
Usage:
Options:
variant¶
Generate style or damage-state variants of an existing asset.
Usage:
Options:
INPUT_ASSET Base asset path [required]
-n, --count INTEGER Number of variants [default: 4]
--style TEXT Style description for variants
--damage Generate damage-state variants
--wait / --no-wait
git¶
Git and VCS helpers for game asset repos.
Usage:
lfs-rules¶
Scan asset extensions and generate .gitattributes LFS rules.
Usage:
Options:
integrate¶
Engine export, prefab bundling, and script generation.
Usage:
export¶
Export an asset to a specific game engine format.
Usage:
Options:
INPUT_ASSET Asset to export [required]
--engine TEXT unity | unreal | godot [default: unity]
--format TEXT Override output format
--wait / --no-wait
prefab¶
Bundle multiple assets into an engine prefab or scene package.
Usage:
Options:
ASSETS... Asset files to bundle into a prefab [required]
--name TEXT Prefab name
--engine TEXT [default: unity]
--wait / --no-wait
script¶
Generate behavior script stubs and attach-point metadata for a mesh.
Usage:
Options:
MESH Mesh to generate behavior stubs for [required]
--behaviors TEXT Comma-separated behavior types to stub [default:
interact,damage,loot]
--language TEXT csharp | gdscript | blueprint [default: csharp]
--wait / --no-wait
workflow¶
Define and run multi-step asset workflows.
Usage:
create¶
Define a new multi-step workflow (sequence of job types).
By default, each step's output is automatically chained into the next step as upstream_files. Use --no-chain to submit all steps independently.
Usage:
Options:
NAME Workflow name [required]
STEPS... Ordered job types, e.g. visual.concept.generate
visual.model.splat [required]
-o, --output TEXT Save workflow YAML to path
--chain / --no-chain Auto-chain each step's output into the next step's
upstream_files (default: on) [default: chain]
list¶
List all saved workflows.
Usage:
run¶
Execute a saved workflow, chaining each step's output into the next.
Unlike a simple batch submit, each step waits for the previous to complete and receives its output files as upstream_files β enabling real multi-step pipelines where later steps depend on earlier outputs.
Usage:
Options:
NAME Workflow name or path to YAML [required]
--inputs TEXT JSON string of input params
--dry-run Print steps without executing
procedural¶
Procedural generation: terrain, levels, foliage, plants
Usage:
foliage¶
Foliage and object scatter
Usage:
scatter¶
Scatter foliage instances using Poisson disk sampling on a density map.
Usage:
Options:
DENSITY_MAP Greyscale density map image [required]
-n, --count INTEGER [default: 100]
-d, --min-dist FLOAT [default: 1.0]
-s, --seed INTEGER [default: 42]
-o, --output TEXT
--wait / --no-wait
level¶
Procedural level layouts (dungeon, Voronoi)
Usage:
dungeon¶
Generate a BSP or cellular-automata dungeon layout.
Usage:
Options:
-W, --width INTEGER [default: 64]
-H, --height INTEGER [default: 64]
-r, --rooms INTEGER [default: 10]
-a, --algorithm TEXT bsp | cellular [default: bsp]
-s, --seed INTEGER [default: 42]
-o, --output TEXT
--wait / --no-wait
voronoi¶
Generate a Voronoi region map (colour PNG + regions JSON).
Usage:
Options:
-W, --width INTEGER [default: 512]
-H, --height INTEGER [default: 512]
-r, --regions INTEGER [default: 12]
-s, --seed INTEGER [default: 42]
-o, --output TEXT
--wait / --no-wait
plant¶
L-system plant skeleton generation
Usage:
lsystem¶
Generate an L-system plant skeleton (SVG + branches JSON).
Usage:
Options:
-a, --axiom TEXT [default: F]
-r, --rules TEXT JSON mapping symbolβreplacement [default:
{"F":"F[+F]F[-F]F"}]
-i, --iterations INTEGER [default: 4]
-g, --angle FLOAT Turn angle in degrees [default: 25.0]
-s, --step FLOAT Segment length in pixels [default: 10.0]
-o, --output TEXT
--wait / --no-wait
terrain¶
Procedural terrain heightmaps
Usage:
heightmap¶
Generate a procedural heightmap PNG (Perlin/fractal/ridged noise).
Usage:
Options:
-W, --width INTEGER [default: 512]
-H, --height INTEGER [default: 512]
-t, --type TEXT perlin | fractal | ridged [default: fractal]
-s, --seed INTEGER [default: 42]
--scale FLOAT [default: 100.0]
--octaves INTEGER [default: 6]
-o, --output TEXT
--wait / --no-wait
texture¶
Procedural noise textures
Usage:
noise¶
Generate a tileable noise texture PNG (Perlin/Voronoi/fBm).
Usage:
Options:
-W, --width INTEGER [default: 512]
-H, --height INTEGER [default: 512]
-n, --noise-type TEXT perlin | voronoi | fbm [default: fbm]
-s, --seed INTEGER [default: 42]
--scale FLOAT [default: 100.0]
--octaves INTEGER [default: 6]
-o, --output TEXT
--wait / --no-wait
tileset¶
Wave Function Collapse tileset synthesis
Usage:
wfc¶
Synthesise a new tileset using Wave Function Collapse from a sample image.
Usage:
Options:
SAMPLE Sample tileset image [required]
-W, --width INTEGER [default: 20]
-H, --height INTEGER [default: 20]
-t, --tile-size INTEGER [default: 16]
-s, --seed INTEGER [default: 42]
-o, --output TEXT
--wait / --no-wait
qa¶
Asset validation and performance testing
Usage:
perf¶
Analyse performance characteristics: poly count, VRAM, draw calls.
Usage:
Options:
ASSET Asset to performance-test [required]
--poly-budget INTEGER Max polygon count
--vram-budget INTEGER VRAM budget in MB
--lod-preview Preview all LOD levels
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live
progress
report¶
Generate a full QA issues report for a set of assets.
Usage:
Options:
[ASSET_DIR] Directory of assets to include in the report [default:
.]
--format TEXT markdown | json | html [default: markdown]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
style¶
Check assets for visual consistency with the project art style guide.
Usage:
Options:
ASSET Asset or directory to style-check [required]
--guide TEXT Path to style guide image or YAML
--threshold FLOAT Similarity threshold 0.0-1.0 [default: 0.8]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
validate¶
Run automated validation checks on an asset (normals, UVs, manifold, etc.).
Usage:
Options:
ASSET Asset file or directory to validate [required]
--checks TEXT Comma-separated checks: normals uvs manifold scale
naming textures [default:
normals,uvs,manifold,scale,naming]
--strict Fail on warnings as well as errors
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
scene¶
Physics colliders and lighting assets
Usage:
lighting¶
HDRI skies, probes, lightmaps
Usage:
bake¶
Bake global illumination lightmaps for a scene.
Usage:
Options:
SCENE Scene file to bake lighting for [required]
--quality TEXT low | medium | high [default: medium]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
hdri¶
Generate an HDR environment / sky map from a text description.
Usage:
Options:
PROMPT Sky / environment description, e.g. 'sunset desert
sky' [required]
-r, --resolution INTEGER Output resolution (width of equirectangular image)
[default: 4096]
--format TEXT exr | hdr [default: exr]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live
progress
probes¶
Generate reflection or irradiance probes for a scene.
Usage:
Options:
SCENE Scene file to generate probes for [required]
--type TEXT reflection | light | irradiance [default: reflection]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
volumetrics¶
Generate volumetric fog, cloud, or atmosphere assets.
Usage:
Options:
PROMPT Volume description, e.g. 'thick morning fog' [required]
--type TEXT fog | clouds | smoke | dust [default: fog]
--density FLOAT Volume density 0.0-1.0 [default: 0.5]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
physics¶
Colliders, rigid bodies, cloth sim
Usage:
cloth¶
Simulate and bake cloth or hair physics.
Usage:
Options:
MESH Cloth or hair mesh to simulate [required]
--type TEXT cloth | hair | softbody [default: cloth]
--duration FLOAT Simulation duration in seconds [default: 3.0]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
collider¶
Generate an optimised collision mesh from a visual mesh.
Usage:
Options:
MESH Visual mesh to generate a collider for [required]
--shape TEXT Collider type: convex hull box sphere capsule mesh
[default: convex]
--simplify / --exact [default: simplify]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
export¶
Export baked physics data for a target game engine.
Usage:
Options:
MESH Physics setup to export [required]
--engine TEXT Target engine: unity unreal godot [default: unity]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
rigid¶
Set up rigid body physics properties for a mesh.
Usage:
Options:
MESH Mesh to configure as a rigid body [required]
--mass FLOAT Mass in kg
--material TEXT Physics material: wood metal stone rubber
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
support¶
Narrative, lore, procedural data
Usage:
data¶
Lightmap baking and procedural data generation.
Usage:
lightmap¶
Bake GI lightmaps for a scene using AI-accelerated methods.
Usage:
Options:
SCENE Scene file to bake [required]
--quality TEXT low | medium | high [default: medium]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
proc¶
Generate a procedural asset generation script from a description.
Usage:
Options:
DESCRIPTION Describe the procedural asset to generate code for
[required]
--language TEXT python | gdscript | csharp | hlsl [default: python]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
i18n¶
Internationalisation (i18n) string extraction.
Usage:
extract¶
Extract localisation string keys from JSON files (outputs JSON + CSV).
Usage:
Options:
DIRECTORY Directory to scan for translatable strings [required]
-p, --pattern TEXT Glob pattern for files to scan [default: **/*.json]
-k, --key-field TEXT JSON field to extract as translatable string
[default: text]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
narrative¶
NPC dialog and world-building lore generation.
Usage:
dialog¶
Generate NPC dialog lines or a branching dialog tree.
Examples: assgen gen support narrative dialog "grizzled blacksmith, old town, skeptical" assgen gen support narrative dialog "mysterious elf merchant" --context "player just saved the village" --wait assgen gen support narrative dialog "guard captain, corrupt city" --branching --lines 20 --wait
Usage:
Options:
CHARACTER NPC name / description [required]
--context TEXT Scene / quest context
-n, --lines INTEGER Number of dialog lines to generate [default: 10]
--branching Generate a branching dialog tree
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
lore¶
Generate world-building lore text (codex entries, item descriptions, quest text).
Examples: assgen gen support narrative lore "history of the fallen empire" --wait assgen gen support narrative lore "ancient cursed sword" --format item-description --wait assgen gen support narrative lore "the order of silver dawn" --format codex --length 800 --wait
Usage:
Options:
TOPIC Lore topic, e.g. 'history of the fallen empire'
[required]
--length INTEGER Approximate word count [default: 500]
--format TEXT prose | codex | item-description | quest [default:
prose]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
validate-dialogue¶
Lint a dialogue JSON: orphan nodes, dead ends, missing keys.
Usage:
Options:
INPUT_FILE Dialogue JSON file to validate [required]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
validate-quest¶
Check a quest JSON graph for cycles and unreachable nodes.
Usage:
Options:
INPUT_FILE Quest JSON file to validate [required]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
visual¶
3D meshes, textures, rigs, animations, VFX, UI
Usage:
animate¶
Keyframe, mocap, and animation blending
Usage:
blend¶
Blend two animations together.
Usage:
Options:
ANIM_A First animation file [required]
ANIM_B Second animation file [required]
--weight FLOAT Blend weight (0=A, 1=B) [default: 0.5]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
keyframe¶
Generate a 2D animation preview video from a text prompt (AnimateDiff).
NOTE: Output is a short video clip or sprite-sheet reference β NOT a 3D skeletal animation (BVH/FBX). Use the output as a visual reference when hand-keying or to drive a 2D sprite animation. No open model currently produces importable 3D keyframe data.
Usage:
Options:
PROMPT Animation description, e.g. 'walking cycle' [required]
-r, --rig TEXT Rigged mesh to animate
--fps INTEGER [default: 30]
--duration FLOAT Duration in seconds [default: 2.0]
--loop Generate as a looping animation
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
mocap¶
Extract motion from a video and convert to skeleton animation.
Usage:
Options:
VIDEO Input video file for motion capture [required]
--rig TEXT Rig to retarget captured motion onto
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
retarget¶
Retarget an animation from one rig to another.
Usage:
Options:
ANIMATION Animation file to retarget [required]
SOURCE_RIG Source skeleton [required]
TARGET_RIG Target skeleton [required]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
blockout¶
Rapid greybox / blockout prototyping
Usage:
assemble¶
Assemble multiple blockout pieces into a scene.
Usage:
Options:
INPUTS... Paths to blockout pieces to combine [required]
--layout TEXT Layout description
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
create¶
Generate a 2D blockout layout sketch for scene planning (SDXL).
NOTE: Output is a 2D image reference (top-down or perspective sketch), NOT a 3D mesh. Use the output as a visual guide when building blockout geometry manually in your game engine or in Blender.
Usage:
Options:
PROMPT What to blockout, e.g. 'dungeon room with pillars'
[required]
--scale TEXT Approx scale, e.g. '10x10x3m'
-i, --input-image TEXT Reference image
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live
progress
iterate¶
Generate a quick variation of an existing blockout.
Usage:
Options:
INPUT_MESH Existing blockout .glb/.obj to vary [required]
--prompt TEXT Variation guidance
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
concept¶
Concept art and style references
Usage:
generate¶
Generate concept art from a text prompt.
Examples: assgen gen visual concept generate "medieval knight, full plate armour, front view" assgen gen visual concept generate "neon-lit cyberpunk alley" --style "digital painting" --wait assgen gen visual concept generate "cartoon mushroom character" --variants 4 --wait assgen gen visual concept generate "sci-fi spaceship cockpit interior" -q high --wait
Usage:
Options:
PROMPT Description of the concept art [required]
--negative TEXT Negative prompt
--style TEXT Art style hint, e.g. 'painterly'
--width INTEGER Image width [default: 1024]
--height INTEGER Image height [default: 1024]
-o, --output TEXT Output file path
--wait / --no-wait Wait for completion and show result
ref¶
Generate a multi-view reference sheet (front/side/back/3/4).
Usage:
Options:
SUBJECT Character or prop to create references for [required]
--views INTEGER Number of reference views (turnaround) [default: 4]
-o, --output TEXT Output file path
--wait / --no-wait Wait for completion and show result
style¶
Generate art style exploration samples.
Usage:
Options:
PROMPT Art style description [required]
--samples INTEGER Number of style samples [default: 4]
-o, --output TEXT Output file path
--wait / --no-wait Wait for completion and show result
lod¶
LOD generation via QEM decimation
Usage:
generate¶
Generate N LOD meshes via QEM decimation (pyfqmr or trimesh fallback).
Usage:
Options:
INPUT_FILE Source mesh file (glb, obj, ply, ...) [required]
-n, --num-lods INTEGER Number of LOD levels to generate [default: 3]
--min-poly-count INTEGER Minimum face count for the coarsest LOD [default:
100]
-o, --output TEXT Output directory path
--wait / --no-wait Block until the job completes
mesh¶
Mesh processing: validate, convert, repair
Usage:
bounds¶
Compute AABB, OBB, and bounding sphere for a mesh.
Usage:
Options:
INPUT_FILE Mesh file [required]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes
center¶
Reposition the mesh pivot to the origin or bounding-box centre.
Usage:
Options:
INPUT_FILE Mesh file [required]
-m, --mode TEXT Pivot mode: origin | bbox [default: bbox]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes
convert¶
Convert a mesh between formats (glb, obj, ply, stl).
Usage:
Options:
INPUT_FILE Source mesh file [required]
-f, --format TEXT Target format: glb obj ply stl [default: glb]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes
flip-normals¶
Flip the face winding order (normals) of a mesh.
Usage:
Options:
INPUT_FILE Mesh file [required]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes
merge¶
Merge multiple meshes into a single file.
Usage:
Options:
INPUTS... Mesh files to merge [required]
-f, --format TEXT Output format [default: glb]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes
scale¶
Scale a mesh by a factor or perform unit conversion.
Usage:
Options:
INPUT_FILE Mesh file [required]
-s, --scale FLOAT Uniform scale factor
--from TEXT Source unit, e.g. 'cm'
--to TEXT Target unit, e.g. 'm'
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes
validate¶
Check mesh integrity: manifold, holes, non-manifold edges, duplicate verts.
Usage:
Options:
INPUT_FILE Mesh file to validate [required]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes
weld¶
Merge near-duplicate vertices within a threshold distance.
Usage:
Options:
INPUT_FILE Mesh file [required]
-t, --threshold FLOAT Distance threshold for merging vertices [default:
1e-05]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes
model¶
3D mesh generation, retopo, splat
Usage:
create¶
Generate a 3D mesh from text or an image using InstantMesh (multi-view diffusion).
Examples:
assgen gen visual model create "low-poly medieval sword" --wait
assgen gen visual model create "cartoon treasure chest" --format glb --wait
assgen gen visual model create "sci-fi pistol" --format obj --triangulate --wait
assgen gen visual model create "wooden barrel" --from-job
Usage:
Options:
-p, --prompt TEXT Text description
-i, --input-image TEXT Input image path or URL
-f, --format TEXT Output format: glb obj fbx [default: glb]
--target-faces INTEGER Max triangles after decimation (default 10 000)
-o, --output TEXT Output file path (.glb/.obj/.fbx)
--wait / --no-wait Block until the job completes and stream live
progress
--model-id TEXT Override HF model (validated by server)
edit¶
Edit an existing mesh (deform, boolean, combine).
Usage:
Options:
INPUT_MESH Mesh to edit [required]
--op TEXT deform | boolean | combine [default: deform]
--prompt TEXT Edit guidance
--secondary TEXT Second mesh for boolean/combine
-o, --output TEXT Output file path (.glb/.obj/.fbx)
--wait / --no-wait Block until the job completes and stream live progress
export¶
Convert and export a mesh to a specific engine format.
Usage:
Options:
INPUT_MESH Mesh to export [required]
-f, --format TEXT glb obj fbx uasset [default: glb]
-o, --output TEXT Output file path (.glb/.obj/.fbx)
--wait / --no-wait Block until the job completes and stream live progress
highpoly¶
Refine a mesh to high-poly for normal map baking.
Usage:
Options:
INPUT_MESH Input mesh path [required]
--detail INTEGER Detail level 1-5 [default: 3]
-o, --output TEXT Output file path (.glb/.obj/.fbx)
--wait / --no-wait Block until the job completes and stream live progress
optimize¶
Generate LOD variants and reduce polygon count.
Usage:
Options:
INPUT_MESH Mesh to optimise [required]
--lods INTEGER Number of LOD levels [default: 3]
--target-polys INTEGER
-o, --output TEXT Output file path (.glb/.obj/.fbx)
--wait / --no-wait Block until the job completes and stream live
progress
retopo¶
Auto-retopology: produce clean, game-ready mesh topology.
Usage:
Options:
INPUT_MESH High-poly or raw AI mesh to retopologise [required]
--target-polys INTEGER Target polygon count
--quads / --tris Prefer quads or triangles [default: quads]
-o, --output TEXT Output file path (.glb/.obj/.fbx)
--wait / --no-wait Block until the job completes and stream live
progress
splat¶
Generate a triangle mesh from multi-view images (TripoSR).
NOTE: Output is a triangle mesh (PLY/GLB), NOT a Gaussian Splat (3DGS). True 3DGS training requires a separate pipeline such as nerfstudio or the original gaussian-splatting trainer. The mesh output can be fed into a downstream 3DGS trainer as a point-cloud initialisation.
Usage:
Options:
IMAGES... Multi-view input images [required]
--convert-mesh Also export a .ply alongside the .glb
--target-faces INTEGER Max triangles after trimesh decimation [default:
10000]
-o, --output TEXT Output file path (.glb/.obj/.fbx)
--wait / --no-wait Block until the job completes and stream live
progress
rig¶
Auto-rigging, skinning, retargeting
Usage:
auto¶
Auto-rig a mesh with a skeleton (UniRig-style).
Usage:
Options:
MESH Character / creature mesh to rig [required]
--type TEXT biped | quadruped | wing | custom [default: biped]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
retarget¶
Retarget an existing rig to a different mesh.
Usage:
Options:
SOURCE_RIG Source rigged mesh [required]
TARGET_MESH Target mesh to retarget the rig onto [required]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
skin¶
Generate or refine skin weight maps for a rigged mesh.
Usage:
Options:
MESH Mesh with an existing skeleton [required]
--method TEXT Skinning method: heat | geodesic | ai [default: heat]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
sprite¶
Sprite sheet packing and animation frames
Usage:
pack¶
Pack animation frames into a sprite sheet PNG + manifest JSON.
Usage:
Options:
INPUTS... Ordered list of frame image files [required]
-c, --cols INTEGER Number of columns in the sprite sheet [default: 4]
-o, --output TEXT Output directory path
--wait / --no-wait Block until the job completes
texture¶
PBR textures, baking, material sets
Usage:
apply¶
Apply a PBR texture set to a mesh (UV-based projection).
Usage:
Options:
MESH Mesh to apply textures to [required]
TEXTURE_DIR Directory containing PBR texture maps [required]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
atlas-pack¶
Pack images into a texture atlas + UV manifest JSON.
Usage:
Options:
INPUTS... Image files to pack into atlas [required]
-s, --size TEXT Atlas dimensions WxH [default: 2048x2048]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
bake¶
Bake normal, AO, and curvature from a high-poly to low-poly mesh.
Usage:
Options:
HIGHPOLY High-poly source mesh [required]
LOWPOLY Low-poly target mesh [required]
--maps TEXT Maps to bake: normal ao curvature height
[default: normal,ao,curvature]
-r, --resolution INTEGER [default: 2048]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live
progress
channel-pack¶
Pack separate R/G/B/A channel images into a single RGBA texture.
Usage:
Options:
--r TEXT Red channel image path [required]
--g TEXT Green channel image path [required]
--b TEXT Blue channel image path [required]
--a TEXT Alpha channel image path (optional)
--output-name TEXT Output filename [default: packed.png]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
convert¶
Convert an image to a different format (PNG/TGA/JPG/EXR β WebP/PNG/TGA/JPG).
Usage:
Options:
INPUT_FILE Source image file [required]
-f, --format TEXT Target format: png jpg tga webp exr [default: png]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
generate¶
Generate albedo and PBR maps from a text prompt or mesh reference.
Examples: assgen gen visual texture generate --prompt "worn cobblestone, mossy" --wait assgen gen visual texture generate -p "rusted metal panel" --resolution 2048 --wait assgen gen visual texture generate -p "oak wood planks" --maps albedo,normal,roughness --wait
Usage:
Options:
-p, --prompt TEXT Texture description
-m, --mesh TEXT Mesh to texture
-r, --resolution INTEGER Texture resolution (px) [default: 1024]
--maps TEXT Comma-separated PBR maps to generate [default:
albedo,normal,roughness,metallic]
--style TEXT Material style, e.g. 'worn stone'
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live
progress
mipmap¶
Generate a full mipmap chain and save each level as a PNG.
Usage:
Options:
INPUT_FILE Source image file [required]
--min-size INTEGER Stop at this minimum dimension (px) [default: 1]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
normalmap-convert¶
Flip G channel to convert a normal map between DirectX and OpenGL conventions.
Usage:
Options:
INPUT_FILE Normal map image file [required]
--from-format TEXT Source convention: dx | gl [default: dx]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
pbr¶
Derive a full PBR material set (normal, roughness, metallic, AO, height) from an albedo image.
Usage:
Options:
ALBEDO Source albedo/diffuse image (PNG or JPEG)
[required]
--maps TEXT Comma-separated PBR maps to derive: normal
roughness metallic ao height [default:
normal,roughness,metallic,ao,height]
-r, --resolution INTEGER Resize albedo before processing (e.g. 1024)
--normal-strength FLOAT Strength multiplier for normal map gradient
[default: 2.0]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live
progress
report¶
Generate a texture report: format, dimensions, and estimated GPU memory.
Usage:
Options:
[INPUTS]... Image files to report on (or use --directory)
-d, --directory TEXT Directory to scan for textures
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
resize¶
Resize a texture image to specified dimensions.
Usage:
Options:
INPUT_FILE Source texture image [required]
-W, --width INTEGER Target width in pixels
-H, --height INTEGER Target height in pixels
--pow2 Snap to next power-of-2
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
seamless¶
Fix tile seams via offset-blend to make a texture seamlessly tileable.
Usage:
Options:
INPUT_FILE Source texture image [required]
--blend-width FLOAT Blend zone as fraction of image size (0.01β0.49)
[default: 0.1]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
ui¶
Icons, HUD elements, 2D overlays
Usage:
button¶
Generate styled game buttons with state variants, DPI scales, and optional 9-slice metadata.
State choices: normal, hover, pressed, disabled, focused, selected, locked
Examples: assgen gen visual ui button "stone RPG button" --states normal,hover,pressed --wait assgen gen visual ui button "sci-fi button" --nine-slice auto --dpi 1x,2x --wait assgen gen visual ui button "fantasy button" --greyscale-base --states normal,disabled --wait
Usage:
Options:
PROMPT Button description, e.g. 'medieval stone
START button' [required]
--style TEXT Visual style hint, e.g. 'flat', 'pixel-art',
'gothic'
--width INTEGER [default: 256]
--height INTEGER [default: 128]
--states TEXT Comma-separated state variants: normal,hover
,pressed,disabled,focused,selected,locked
[default: normal]
--nine-slice TEXT 'auto' β emit .meta.json sidecar with
9-slice inset margins; 'off' to skip
[default: off]
--nine-slice-inset INTEGER Override 9-slice border inset in px
(default: ~16%% of shortest edge)
--dpi TEXT Comma-separated DPI scale variants to
output, e.g. '1x,2x,3x' [default: 1x]
--greyscale-base / --no-greyscale-base
Output greyscale+alpha so the engine can
tint at runtime [default: no-greyscale-
base]
--steps INTEGER Inference steps (quality vs. speed)
[default: 25]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream
live progress
hud¶
Generate HUD elements (health bars, minimaps, meters).
Usage:
Options:
PROMPT HUD element description, e.g. 'health bar sci-fi'
[required]
--width INTEGER [default: 512]
--height INTEGER [default: 128]
--style TEXT Visual style hint, e.g. 'flat', 'pixel-art', 'gothic'
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
icon¶
Generate game UI icons or inventory sprites.
Usage:
Options:
PROMPT Icon description, e.g. 'crossed swords inventory icon'
[required]
-s, --size INTEGER Icon size in pixels [default: 256]
--style TEXT Visual style hint, e.g. 'flat', 'pixel-art', 'gothic'
-n, --count INTEGER Number of variants to generate [default: 1]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
iconset¶
Generate a themed icon pack with visual consistency across all icons.
Examples: assgen gen visual ui iconset "fantasy RPG" --icons "sword,shield,potion,map,key" --wait assgen gen visual ui iconset "sci-fi HUD" --count 12 --style-image ref_icon.png --wait
Usage:
Options:
PROMPT Icon theme, e.g. 'fantasy RPG inventory icons'
[required]
--icons TEXT Comma-separated icon names, e.g.
'sword,shield,potion,key'
--style-image TEXT Reference icon for style consistency
-n, --count INTEGER Number of icons (when --icons not specified) [default:
8]
-s, --size INTEGER Icon size in pixels (square) [default: 128]
--steps INTEGER Inference steps (quality vs. speed) [default: 25]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
layout¶
Generate grid-based HUD and menu layout compositions.
Examples: assgen gen visual ui layout "medieval RPG inventory grid, 6x4 item slots" --wait assgen gen visual ui layout "space game HUD" --reference grid_sketch.png --wait
Usage:
Options:
PROMPT Layout description, e.g. 'sci-fi HUD minimap top-
right, health bottom-left' [required]
-r, --reference TEXT Path to layout sketch or depth reference
--width INTEGER [default: 1280]
--height INTEGER [default: 720]
--cn-scale FLOAT [default: 0.7]
--steps INTEGER [default: 30]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
mockup¶
Generate full-screen UI mockups, optionally guided by a sketch reference.
Examples: assgen gen visual ui mockup "dark fantasy RPG main menu" --wait assgen gen visual ui mockup "sci-fi HUD" --reference wireframe.png --wait
Usage:
Options:
PROMPT Screen description, e.g. 'fantasy RPG main menu dark
castle' [required]
-r, --reference TEXT Path to sketch/wireframe reference image
--width INTEGER [default: 1280]
--height INTEGER [default: 720]
--cn-scale FLOAT ControlNet strength (0.0β1.0) [default: 0.8]
--steps INTEGER [default: 30]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
overlay¶
Generate a 2D overlay for a 3D game canvas.
Usage:
Options:
PROMPT Overlay description [required]
--width INTEGER [default: 1920]
--height INTEGER [default: 1080]
--transparent / --opaque [default: transparent]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live
progress
panel¶
Generate dialog boxes, inventory frames, and panel chrome.
Usage:
Options:
PROMPT Panel description, e.g. 'gothic stone dialog frame'
[required]
-t, --type TEXT dialog|inventory|tooltip|frame|border [default: dialog]
--style TEXT Visual style hint, e.g. 'flat', 'pixel-art', 'gothic'
--width INTEGER [default: 512]
--height INTEGER [default: 256]
--steps INTEGER Inference steps (quality vs. speed) [default: 25]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
screen¶
Generate a complete game screen composition at full resolution.
Examples: assgen gen visual ui screen "fantasy RPG combat HUD" --type gameplay --wait assgen gen visual ui screen "space game main menu" --type mainmenu --wait
Usage:
Options:
PROMPT Screen description, e.g. 'fantasy RPG combat with health
bars and minimap' [required]
-t, --type TEXT gameplay|mainmenu|pause|inventory|loading|cutscene
[default: gameplay]
--width INTEGER [default: 1920]
--height INTEGER [default: 1080]
--steps INTEGER [default: 35]
--guidance FLOAT [default: 7.5]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
theme¶
Generate a coordinated UI theme kit (icons + buttons + panels) from a style reference.
Examples: assgen gen visual ui theme "dark souls gothic stone" style_ref.png --wait assgen gen visual ui theme "pixel art retro" ref.png --elements "icon,button" --wait
Usage:
Options:
PROMPT Theme description, e.g. 'dark souls gothic stone
medieval' [required]
STYLE_IMAGE Reference image that defines the visual style
[required]
--elements TEXT Comma-separated elements to generate:
icon,button,panel,widget (default: all)
--ip-scale FLOAT Style influence (0.0β1.0) [default: 0.65]
--steps INTEGER [default: 30]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
widget¶
Generate individual UI controls (sliders, toggles, checkboxes, progress bars).
Usage:
Options:
PROMPT Widget description, e.g. 'fantasy scroll health bar'
[required]
-t, --type TEXT slider|toggle|checkbox|progressbar|spinner|radio|knob
[default: slider]
--style TEXT Visual style hint, e.g. 'flat', 'pixel-art', 'gothic'
--width INTEGER [default: 320]
--height INTEGER [default: 64]
--steps INTEGER Inference steps (quality vs. speed) [default: 25]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
uv¶
UV unwrapping and layout optimisation
Usage:
auto¶
Run AI smart-unwrap on a mesh.
Usage:
Options:
INPUT_MESH Mesh to unwrap [required]
--padding INTEGER UV island padding in pixels [default: 4]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
manual¶
Generate AI seam suggestions for a mesh.
Usage:
Options:
INPUT_MESH Mesh to provide seam guidance for [required]
--style TEXT Unwrap style: organic | hard-surface
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
optimize¶
Optimise UV island packing and texel density.
Usage:
Options:
INPUT_MESH Mesh with existing UVs to optimize [required]
--texel-density FLOAT Target texels/metre
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live
progress
vfx¶
Particle systems, decals, simulations
Usage:
decal¶
Generate a decal texture (with alpha channel).
Usage:
Options:
PROMPT Decal description, e.g. 'bullet hole in metal'
[required]
-r, --resolution INTEGER [default: 512]
--alpha / --no-alpha Include alpha channel [default: alpha]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live
progress
particle¶
Generate a particle texture / sprite sheet.
Usage:
Options:
PROMPT Effect description, e.g. 'magical sparkle burst'
[required]
--frames INTEGER Sprite sheet frame count [default: 16]
-r, --resolution INTEGER [default: 512]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live
progress
sim¶
Run and bake a physics-based VFX simulation.
Usage:
Options:
SIM_TYPE Simulation type: fire smoke cloth destruction fluid
[required]
--duration FLOAT Simulation duration in seconds [default: 2.0]
-o, --output TEXT Output file or directory path
--wait / --no-wait Block until the job completes and stream live progress
jobs¶
Job queue management
Usage:
cancel¶
Cancel a queued or running job.
Usage:
Options:
clean¶
Remove old terminal jobs from the local database.
Note: this operates directly on the local SQLite DB (config dir), not via the server API.
Usage:
Options:
-s, --status TEXT Which statuses to delete [default: COMPLETED, FAILED,
CANCELLED]
-d, --days INTEGER Only delete jobs older than N days
--dry-run Show what would be deleted
download¶
Download the output files produced by a completed job.
Usage:
Options:
JOB_ID Job ID to download files from [required]
-o, --output TEXT Directory to save downloaded files (default: current
directory)
list¶
List enqueued and recent jobs.
Usage:
Options:
-s, --status TEXT Filter by status (repeatable): QUEUED RUNNING COMPLETED
FAILED CANCELLED
-n, --limit INTEGER Max number of jobs to show [default: 50]
rerun¶
Re-submit a previous job with the same type and parameters.
Fetches the original job's job_type and user-supplied params, then enqueues a fresh job. Internal/pipeline params (upstream_files, _quality, upstream_job_id, context_map) are stripped β use --from-job / --quality on the new run if you need them again.
Examples: assgen jobs rerun a1b2c3d4 assgen jobs rerun a1b2c3d4 --wait assgen jobs rerun a1b2c3d4 --dry-run
Usage:
Options:
JOB_ID Job ID or prefix to re-submit [required]
--wait / --no-wait Wait for the new job to complete (overrides client
default)
--dry-run Print what would be re-submitted without actually
enqueuing
status¶
Show the status of a single job.
Usage:
Options:
wait¶
Wait for a job to reach a terminal state, showing a live progress bar.
Usage:
Options:
models¶
Model catalog and installation
Usage:
install¶
Download and cache models from HuggingFace Hub.
Without arguments, installs all models configured in the catalog.
Usage:
Options:
[MODEL_IDS]... Model IDs to install. Omit to install all catalog models.
-a, --all Install every model in the catalog
-r, --recommended Install the 5 most commonly used models (~25 GB total)
list¶
List all models in the catalog with their installation status.
Usage:
Options:
status¶
Show installation status and usage history for a specific model.
Usage:
Options:
server¶
Local server process management
Usage:
config¶
View and update assgen-server runtime configuration.
Usage:
models¶
Show and manage the task β model catalog used by the server.
This is the same as running assgen config list but surfaced here
so it's discoverable under server configuration.
To add / change a model:
assgen server config models --domain visual
assgen config set
Usage:
Options:
set¶
Persist a server configuration setting to ~/.config/assgen/server.yaml.
Changes take effect on next server start.
Examples: assgen server config set device cuda assgen server config set port 9000 assgen server config set log_level debug
Usage:
Options:
show¶
Show the resolved assgen-server runtime configuration.
Usage:
start¶
Start a local assgen-server.
Usage:
Options:
--daemon / --foreground Run as background daemon [default: daemon]
--host TEXT Override server host
--port INTEGER Override server port
status¶
Show whether a local assgen-server is running.
Usage:
stop¶
Stop the local assgen-server.
Usage:
unset¶
Remove the configured server URL β revert to auto-start mode. (Alias for: assgen client config unset-server)
Usage:
use¶
Point the client at a specific server URL. (Alias for: assgen client config set-server)
Usage:
Options:
tasks¶
Browse all game dev tasks and their configured models
Usage:
Options:
-d, --domain TEXT Filter to a single domain: visual audio scene pipeline
support qa
--json Output as JSON (job-type list)
upgrade¶
Check for and install the latest assgen release
Usage:
Options:
--check Only check β do not install
--pre Include pre-release versions
-y, --yes Skip confirmation prompt
version¶
Print version information and exit.
Usage:
| Subcommand | Description |
|---|---|
compose |
Multi-step asset pipelines (NPC, weapon, prop, material, soundscape, ui-kit, environment) |
tasks |
Browse all game dev tasks and their assigned AI models |
visual |
3D visual assets (models, textures, rigs, animations, VFX) |
audio |
Sound effects, music, and voice synthesis |
scene |
Physics collision data and lighting assets |
pipeline |
Workflows, batching, and engine integration |
support |
Narrative, lore, and procedural data |
qa |
Asset validation and performance testing |
jobs |
Job queue management |
models |
Model catalog and installation |
config |
Task β model catalog management |
client |
Client configuration (server targeting) |
server |
Server process management |
upgrade |
Check for and install the latest release |
version |
Print version information |
assgen compose¶
Multi-step asset pipelines β a single command that chains multiple generation steps sequentially, passing each step's output into the next. The cost equals the sum of the individual steps; there is no additional overhead.
assgen compose npc¶
Generate a complete game NPC from a text description:
concept art β multi-view (Zero123++) β mesh β UV unwrap β concept-guided texture
β auto-rig (Unity humanoid) β animation retargeting β LOD levels β collision mesh
β NPC dialog text β TTS voice lines β engine export
assgen compose npc "pig shopkeeper with apron, medieval fantasy" --wait
assgen compose npc "dark elf archer" --style "gritty realistic" --engine unreal --wait
assgen compose npc "robot guard" --no-multiview \
--animations idle,walk,attack_light,death \
--skeleton humanoid --engine unity --wait
assgen compose npc "wizard" --voice "elderly male, wise" --no-lod --no-collider --wait
# Preview what steps will run without executing
assgen compose npc "dwarf warrior" --dry-run
| Flag | Default | Description |
|---|---|---|
--style |
β | Visual style applied to all steps |
--voice |
β | TTS voice descriptor for dialog lines |
--animations |
idle,walk,talk |
Comma-separated BVH clips to retarget |
--skeleton |
humanoid |
biped or humanoid (Unity 55-bone naming) |
--engine |
unity |
unity | unreal | godot |
--lod/--no-lod |
on | Generate LOD 0/1/2 |
--collider/--no-collider |
on | Generate collision mesh |
--multiview/--no-multiview |
on | Use Zero123++ for better mesh quality |
--quality |
standard |
draft | standard | high |
--output |
β | Output directory |
--dry-run |
off | Print steps without executing |
assgen compose weapon¶
Generate a complete weapon asset:
concept art β mesh β UV unwrap β concept-guided texture β LOD levels
β collision mesh β engine export
assgen compose weapon "rusted iron longsword, dark fantasy" --wait
assgen compose weapon "plasma rifle" --style "sci-fi, chrome" --engine unreal --wait
assgen compose prop¶
Generate a static game prop (barrel, crate, torch, furniture, etc.):
concept art β mesh β UV unwrap β concept-guided texture β LOD levels
β collision mesh β engine export
assgen compose prop "wooden barrel with iron bands, medieval" --wait
assgen compose prop "stone pillar, dungeon" --type decoration --engine godot --wait
assgen compose prop "lantern hanging, warm glow" --quality low --wait
assgen compose prop "ornate chest, treasure" --dry-run
Flags:
- --type {furniture,container,decoration,foliage,structure} β steers the concept prompt
- --quality {low,medium,high} β mesh and texture quality
- --engine {unity,unreal,godot} β export format
assgen compose material¶
Generate a full PBR material set from a text description:
albedo texture β seamless tiling β normal map β PBR channels (roughness/AO/metallic)
β optional upscale β engine export
Output: albedo.png, normal.png, roughness.png, ao.png, metallic.png
assgen compose material "weathered cobblestone, mossy" --wait
assgen compose material "rusted iron sheet" --resolution 2048 --upscale --wait
assgen compose material "worn oak planks" --type wood --engine godot --wait
assgen compose material "dragon scale skin, iridescent" --dry-run
Flags:
- --resolution {512,1024,2048,4096} β texture dimensions (default: 1024)
- --upscale / --no-upscale β 2Γ Real-ESRGAN pass (default: off)
- --type {organic,metal,stone,wood,fabric} β prompt augmentation
- --engine {unity,unreal,godot} β export folder structure
assgen compose soundscape¶
Generate a complete audio suite for a game level or biome:
assgen compose soundscape "enchanted forest at night" --wait
assgen compose soundscape "medieval tavern, busy crowd" --sfx-count 8 --wait
assgen compose soundscape "dungeon" --sfx-list "drip,chain,growl,footstep" --wait
assgen compose soundscape "space station" --no-music --duration 60 --wait
assgen compose soundscape "volcano" --dry-run
Flags:
- --sfx-count N β number of SFX to generate (default: 5)
- --sfx-list "a,b,c" β explicit SFX prompts instead of auto-generated
- --no-music β skip music, generate ambient loop + SFX only
- --duration N β audio length in seconds (default: 30)
assgen compose ui-kit¶
Generate a cohesive UI element set for a game:
assgen compose ui-kit "dark fantasy RPG" --wait
assgen compose ui-kit "sci-fi HUD, blue glow" --icons "health,shield,ammo,radar" --wait
assgen compose ui-kit "cozy farming game" --palette "warm earthy tones" --wait
assgen compose ui-kit "horror survival" --dry-run
Flags:
- --icons "a,b,c" β comma-separated icon names to generate (default: health, mana, stamina, gold, sword, shield)
- --palette "description" β color palette hint added to every prompt
- --engine {unity,unreal,godot} β export folder structure
assgen compose environment¶
Generate a complete level environment kit β multiple props, ground material, and ambient audio β all sharing a common visual style:
style reference β N Γ (concept β mesh β UV β texture β LOD β collider)
β ground material (albedo β seamless β normal β PBR)
β ambient loop + theme music β batch export
assgen compose environment "medieval tavern interior" --count 6 --wait
assgen compose environment "sci-fi corridor" --count 4 --engine unreal --wait
assgen compose environment "haunted forest clearing" \
--items "dead tree,gravestone,iron fence,lantern" --wait
assgen compose environment "crystal cave" --no-audio --no-ground --dry-run
Flags:
- --count N β number of props to generate (default: 6)
- --items "a,b,c" β explicit prop list (overrides --count)
- --no-audio β skip ambient and music generation
- --no-ground β skip ground material generation
- --quality {low,medium,high} β applied to all prop steps
- --engine {unity,unreal,godot} β export format
Note: With 6 props this pipeline runs ~26 sequential steps. Use
--dry-runto preview the full chain before submitting.
assgen pipeline¶
assgen pipeline workflow¶
Define and execute multi-step workflows. Unlike compose, workflows are saved as YAML
and can be parameterised at run-time. Each step waits for the previous to complete
and receives its output files as upstream_files.
# Define a workflow (auto-chains output β input by default)
assgen pipeline workflow create my-npc \
visual.concept.generate visual.model.splat visual.uv.auto visual.rig.auto
# Preview without executing
assgen pipeline workflow run my-npc --dry-run
# Execute with custom inputs
assgen pipeline workflow run my-npc --inputs '{"prompt": "pig shopkeeper"}'
# List saved workflows
assgen pipeline workflow list
Workflow YAML format (saved to ~/.config/assgen/workflows/<name>.yaml):
name: my-npc
chain: true # auto-pass upstream_files between steps
steps:
- id: concept
job_type: visual.concept.generate
- id: mesh
job_type: visual.model.splat
from_step: concept # receives concept's output as upstream_files
- id: uv
job_type: visual.uv.auto
from_step: mesh
- id: rig
job_type: visual.rig.auto
from_step: mesh
params:
skeleton: humanoid
Global output flags¶
Three mutually exclusive output modes are available on every command:
| Flag | Description |
|---|---|
| (default) | Rich human-readable output with colours and progress bars |
--json |
Emit machine-readable JSON to stdout; suppresses progress bars |
--yaml |
Emit machine-readable YAML to stdout; suppresses progress bars |
--json and --yaml are useful for scripting and piping to other tools:
# JSON β pipe to jq
assgen --json gen visual concept generate "ruined castle" --wait | jq .job_id
# YAML β human-friendly alternative
assgen --yaml jobs status a1b2c3d4
# Use in a pipeline
JOB=$(assgen --json gen visual model create --wait | python -c "import sys,json; print(json.load(sys.stdin)['job_id'])")
assgen --yaml jobs status "$JOB"
assgen tasks¶
Displays a rich tree of all 82 game development tasks with their assigned AI models.
| Option | Description |
|---|---|
--domain |
Filter by domain: visual, audio, scene, pipeline, qa, support |
--json |
Output as JSON for scripting |
assgen gen visual¶
assgen gen visual model¶
assgen gen visual model create --prompt "medieval sword" [--input-image img.png] \
[--format glb] [--model-id org/repo] [--wait]
assgen gen visual model retopo input.glb [--target-faces 5000] [--wait]
assgen gen visual model splat [--input-dir ./frames] [--wait]
assgen gen visual model optimize input.glb [--lod-levels 3] [--wait]
assgen gen visual model export input.glb [--engine unity|unreal|godot] [--wait]
# Multi-view turnaround: single image β 6 views (Zero123++) β better mesh quality
assgen gen visual model multiview --input concept.png [--prompt "pig shopkeeper"] [--wait]
assgen gen visual texture¶
assgen gen visual texture generate input.glb --prompt "worn leather" [--resolution 2048] [--wait]
assgen gen visual texture bake high.glb low.glb [--map-types all] [--wait]
assgen gen visual texture pbr input.glb [--style "sci-fi metal"] [--wait]
# Concept-guided texturing: style from concept art β UV texture atlas (IP-Adapter SDXL)
assgen gen visual texture from-concept mesh.glb --concept concept.png \
--prompt "pig shopkeeper, painterly" [--resolution 1024] [--wait]
assgen gen visual rig¶
assgen gen visual rig auto character.glb [--skeleton humanoid|biped|animal|custom] [--wait]
# --skeleton humanoid outputs Unity-compatible 55-bone naming (Hips, Spine, LeftUpperArmβ¦)
assgen gen visual rig skin character.glb [--bone-influence 4] [--wait]
assgen gen visual rig retarget source.glb target.glb [--wait]
assgen gen visual animate¶
assgen gen visual animate keyframe character.glb --prompt "walk cycle" [--frames 60] [--wait]
assgen gen visual animate mocap video.mp4 [--target character.glb] [--wait]
assgen gen visual animate blend anim1.glb anim2.glb [--weight 0.5] [--wait]
# BVH clip retargeting: apply bundled CMU Mocap clips to a rigged character
assgen gen visual animate retarget rig.glb \
--clips idle,walk,run,talk,attack_light,death \
[--skeleton humanoid] [--wait]
# Available clips: idle, walk, run, turn_left, turn_right, talk, attack_light,
# attack_heavy, death, jump, strafe_left, strafe_right,
# crouch_idle, wave, sit_idle
Other visual subcommands¶
assgen gen visual concept generate --prompt "fantasy castle" [--wait]
assgen gen visual uv auto mesh.glb [--wait]
assgen gen visual vfx particle --prompt "fire explosion" [--wait]
assgen gen visual ui¶
Generate UI components for games β icons, HUD elements, and full screen compositions.
# Single items
assgen gen visual ui icon "health potion" [--size 256] [--wait]
assgen gen visual ui button "medieval stone button" [--states normal,hover,pressed,focused] [--nine-slice auto] [--dpi 1x,2x] [--greyscale-base] [--wait]
assgen gen visual ui panel "gothic dialog frame" [--type dialog] [--wait]
assgen gen visual ui widget "fantasy scroll health bar" [--type progressbar] [--wait]
# Screen-level compositions
assgen gen visual ui mockup "RPG main menu dark castle" [--reference sketch.png] [--wait]
assgen gen visual ui layout "sci-fi HUD, minimap top-right" [--reference grid.png] [--wait]
assgen gen visual ui screen "RPG combat HUD" [--type gameplay] [--wait]
# Theme kits
assgen gen visual ui iconset "fantasy RPG" --icons "sword,shield,potion,key" [--wait]
assgen gen visual ui theme "dark souls gothic stone" style_ref.png [--wait]
assgen gen audio¶
assgen gen audio sfx generate "laser gun firing" [--duration 2.0] [--model-id org/repo] [--wait]
assgen gen audio music compose "epic battle theme" [--duration 30] [--wait]
assgen gen audio music loop input.wav [--target-duration 60] [--wait]
assgen gen audio voice tts "Welcome, hero." [--voice en_default] [--wait]
assgen gen audio voice dialog dialog.json [--voice npcs.yaml] [--wait]
assgen jobs¶
assgen jobs list [--status queued|running|completed|failed] [--limit 50]
assgen jobs status <id> # full 36-char UUID or 8-char prefix
assgen jobs wait <id> # block with live progress bar
assgen jobs cancel <id>
assgen jobs clean [--days 30] # remove completed jobs older than N days
jobs status displays the job type, status, timestamps, and the original user
input parameters (prompt, flags, file paths) so you can review or reproduce
any previous run. Pass --json / --yaml to get machine-readable output
suitable for re-running the job with tweaked parameters:
# Inspect a past run in YAML
assgen --yaml jobs status a1b2c3d4
# Capture params and re-submit
assgen --json jobs status a1b2c3d4 | jq .params
assgen models¶
assgen models list [--domain DOMAIN] [--installed]
assgen models status <model-id>
assgen models install [model-id ...] # download from HuggingFace
assgen config¶
Manages the task β HuggingFace model catalog. User overrides are saved to
~/.config/assgen/models.yaml and sent with each job submission.
assgen config list [--domain DOMAIN] [--installed]
assgen config show <job-type>
assgen config set <job-type> [--model-id org/repo] # interactive if no --model-id
assgen config remove <job-type> # revert to built-in default
assgen config search <query> # search HuggingFace
assgen client config¶
assgen client config show # show resolved server URL + live health check
assgen client config set-server <url> # point client at a remote server
assgen client config unset-server # revert to auto-start local server
assgen server config¶
assgen server config show # show all resolved server settings
assgen server config set <key> <val> # persist to ~/.config/assgen/server.yaml
assgen server config models [--domain] # view task β model catalog
Configurable keys¶
| Key | Type | Default | Description |
|---|---|---|---|
host |
string | 127.0.0.1 |
Bind address |
port |
int | 8432 |
Listen port |
workers |
int | 1 |
Concurrent worker threads |
device |
string | auto |
auto / cuda / cpu / mps |
log_level |
string | info |
Logging verbosity |
model_load_timeout |
int | 120 |
Max seconds to wait for model download |
job_retention_days |
int | 30 |
Days to keep completed jobs in DB |
allow_list |
list | [] |
Allowed model IDs ([] = allow all) |
skip_model_validation |
bool | false |
Bypass HF pipeline-tag compatibility check |
assgen server¶
assgen server start [--daemon] # start local assgen-server
assgen server stop # stop local assgen-server
assgen server status # check if server is healthy
assgen server use <url> # alias for: assgen client config set-server
assgen server unset # alias for: assgen client config unset-server
assgen upgrade¶
assgen upgrade # check and prompt to upgrade
assgen upgrade --check # exit 0 if up-to-date, exit 1 if outdated
assgen upgrade --yes # skip confirmation prompt
assgen upgrade --pre # include pre-release versions
assgen version¶
assgen version
# assgen version: 0.0.1 python: 3.12.3 platform: Linux-6.8.0 build: v0.0.1-0-gabcdef0
Global options¶
All commands support --help. The --wait / -w flag is available on all asset
generation commands and blocks until the job completes, showing a progress bar.