🎨 Visual Assets¶
Concept art, 3D models, UV unwrapping, textures, rigging, animation, VFX sprites, LOD generation, and UI icons — all driven by open AI models.
Quick Reference¶
| Command | Description | Model |
|---|---|---|
assgen gen visual concept generate |
Generate concept art from a text prompt | stable-diffusion-xl-base-1.0 |
assgen gen visual concept ref |
Generate a multi-view reference sheet (front/side/back/3/4) | — |
assgen gen visual concept style |
Generate art style exploration samples | IP-Adapter |
assgen gen visual blockout create |
Generate a 2D blockout layout sketch for scene planning (SDXL) | stable-diffusion-xl-base-1.0 |
assgen gen visual blockout assemble |
Assemble multiple blockout pieces into a scene | — |
assgen gen visual blockout iterate |
Generate a quick variation of an existing blockout | — |
assgen gen visual model create |
Generate a 3D mesh from text or an image using InstantMesh (multi-view diffusion | Hunyuan3D-2 |
assgen gen visual model highpoly |
Refine a mesh to high-poly for normal map baking | — |
assgen gen visual model retopo |
Auto-retopology: produce clean, game-ready mesh topology | (algorithmic) |
assgen gen visual model splat |
Generate a triangle mesh from multi-view images (TripoSR) | TripoSR |
assgen gen visual model edit |
Edit an existing mesh (deform, boolean, combine) | — |
assgen gen visual model optimize |
Generate LOD variants and reduce polygon count | — |
assgen gen visual model export |
Convert and export a mesh to a specific engine format | — |
assgen gen visual mesh validate |
Check mesh integrity: manifold, holes, non-manifold edges, duplicate verts | (algorithmic) |
assgen gen visual mesh convert |
Convert a mesh between formats (glb, obj, ply, stl) | (algorithmic) |
assgen gen visual mesh merge |
Merge multiple meshes into a single file | (algorithmic) |
assgen gen visual mesh bounds |
Compute AABB, OBB, and bounding sphere for a mesh | (algorithmic) |
assgen gen visual mesh flip-normals |
Flip the face winding order (normals) of a mesh | — |
assgen gen visual mesh weld |
Merge near-duplicate vertices within a threshold distance | (algorithmic) |
assgen gen visual mesh center |
Reposition the mesh pivot to the origin or bounding-box centre | (algorithmic) |
assgen gen visual mesh scale |
Scale a mesh by a factor or perform unit conversion | (algorithmic) |
assgen gen visual lod generate |
Generate N LOD meshes via QEM decimation (pyfqmr or trimesh fallback) | (algorithmic) |
assgen gen visual uv auto |
Run AI smart-unwrap on a mesh | (algorithmic) |
assgen gen visual uv manual |
Generate AI seam suggestions for a mesh | — |
assgen gen visual uv optimize |
Optimise UV island packing and texel density | — |
assgen gen visual texture generate |
Generate albedo and PBR maps from a text prompt or mesh reference | stable-diffusion-xl-base-1.0 |
assgen gen visual texture apply |
Apply a PBR texture set to a mesh (UV-based projection) | — |
assgen gen visual texture bake |
Bake normal, AO, and curvature from a high-poly to low-poly mesh | (algorithmic) |
assgen gen visual texture pbr |
Derive a full PBR material set (normal, roughness, metallic, AO, height) from an | (algorithmic) |
assgen gen visual texture channel-pack |
Pack separate R/G/B/A channel images into a single RGBA texture | — |
assgen gen visual texture convert |
Convert an image to a different format (PNG/TGA/JPG/EXR → WebP/PNG/TGA/JPG) | (algorithmic) |
assgen gen visual texture atlas-pack |
Pack images into a texture atlas + UV manifest JSON | — |
assgen gen visual texture mipmap |
Generate a full mipmap chain and save each level as a PNG | (algorithmic) |
assgen gen visual texture normalmap-convert |
Flip G channel to convert a normal map between DirectX and OpenGL conventions | — |
assgen gen visual texture seamless |
Fix tile seams via offset-blend to make a texture seamlessly tileable | (algorithmic) |
assgen gen visual texture resize |
Resize a texture image to specified dimensions | (algorithmic) |
assgen gen visual texture report |
Generate a texture report: format, dimensions, and estimated GPU memory | (algorithmic) |
assgen gen visual sprite pack |
Pack animation frames into a sprite sheet PNG + manifest JSON | (algorithmic) |
assgen gen visual rig auto |
Auto-rig a mesh with a skeleton (UniRig-style) | UniRig |
assgen gen visual rig skin |
Generate or refine skin weight maps for a rigged mesh | — |
assgen gen visual rig retarget |
Retarget an existing rig to a different mesh | — |
assgen gen visual animate keyframe |
Generate a 2D animation preview video from a text prompt (AnimateDiff) | animatediff-motion-adapter-v1-5-2 |
assgen gen visual animate mocap |
Extract motion from a video and convert to skeleton animation | sapiens-pose-0.3b |
assgen gen visual animate blend |
Blend two animations together | — |
assgen gen visual animate retarget |
Retarget an animation from one rig to another | (algorithmic) |
assgen gen visual vfx particle |
Generate a particle texture / sprite sheet | stable-diffusion-xl-base-1.0 |
assgen gen visual vfx decal |
Generate a decal texture (with alpha channel) | — |
assgen gen visual vfx sim |
Run and bake a physics-based VFX simulation | — |
assgen gen visual ui icon |
Generate game UI icons or inventory sprites | stable-diffusion-xl-base-1.0 |
assgen gen visual ui hud |
Generate HUD elements (health bars, minimaps, meters) | — |
assgen gen visual ui overlay |
Generate a 2D overlay for a 3D game canvas | — |
assgen gen visual ui button |
Generate styled game buttons with state variants, DPI scales, and optional 9-sli | stable-diffusion-xl-base-1.0 |
assgen gen visual ui panel |
Generate dialog boxes, inventory frames, and panel chrome | stable-diffusion-xl-base-1.0 |
assgen gen visual ui widget |
Generate individual UI controls (sliders, toggles, checkboxes, progress bars) | stable-diffusion-xl-base-1.0 |
assgen gen visual ui mockup |
Generate full-screen UI mockups, optionally guided by a sketch reference | controlnet-canny-sdxl-1.0 |
assgen gen visual ui layout |
Generate grid-based HUD and menu layout compositions | controlnet-depth-sdxl-1.0 |
assgen gen visual ui iconset |
Generate a themed icon pack with visual consistency across all icons | stable-diffusion-xl-base-1.0 |
assgen gen visual ui theme |
Generate a coordinated UI theme kit (icons + buttons + panels) from a style refe | IP-Adapter |
assgen gen visual ui screen |
Generate a complete game screen composition at full resolution | stable-diffusion-xl-base-1.0 |
assgen gen visual concept 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
AI Model
Stable Diffusion XL
stabilityai/stable-diffusion-xl-base-1.0
Ungated, 7 500+ likes; excellent prompt-to-concept generation; widely supported by diffusers
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
PROMPT (required) |
TEXT |
— |
Description of the concept art |
--negative |
TEXT |
— |
Negative prompt |
--style |
TEXT |
— |
Art style hint, e.g. 'painterly' |
--width |
INTEGER |
1024 |
Image width |
--height |
INTEGER |
1024 |
Image height |
--output |
TEXT |
— |
Output file path |
--wait |
BOOLEAN |
— |
Wait for completion and show result |
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
assgen gen visual concept ref¶
Generate a multi-view reference sheet (front/side/back/3/4).
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
SUBJECT (required) |
TEXT |
— |
Character or prop to create references for |
--views |
INTEGER |
4 |
Number of reference views (turnaround) |
--output |
TEXT |
— |
Output file path |
--wait |
BOOLEAN |
— |
Wait for completion and show result |
assgen gen visual concept style¶
Generate art style exploration samples.
AI Model
IP-Adapter
h94/IP-Adapter
Reference-image style guidance via image prompts alongside SDXL backbone; HF tag is text-to-image
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
PROMPT (required) |
TEXT |
— |
Art style description |
--samples |
INTEGER |
4 |
Number of style samples |
--output |
TEXT |
— |
Output file path |
--wait |
BOOLEAN |
— |
Wait for completion and show result |
assgen gen visual blockout 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.
AI Model
Stable Diffusion XL
stabilityai/stable-diffusion-xl-base-1.0
Generates a 2D layout sketch / greybox reference image — NOT a 3D mesh. Use the output as a visual reference when manually building 3D blockout geometry in your engine.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
PROMPT (required) |
TEXT |
— |
What to blockout, e.g. 'dungeon room with pillars' |
--scale |
TEXT |
— |
Approx scale, e.g. '10x10x3m' |
--input-image |
TEXT |
— |
Reference image |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual blockout assemble¶
Assemble multiple blockout pieces into a scene.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUTS (required) |
TEXT |
— |
Paths to blockout pieces to combine |
--layout |
TEXT |
— |
Layout description |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual blockout iterate¶
Generate a quick variation of an existing blockout.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_MESH (required) |
TEXT |
— |
Existing blockout .glb/.obj to vary |
--prompt |
TEXT |
— |
Variation guidance |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual model 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
AI Model
Hunyuan3D-2
tencent/Hunyuan3D-2
State-of-the-art image-to-3D; 1 700+ likes; ungated; high-quality textured mesh output (.glb)
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
--prompt |
TEXT |
— |
Text description |
--input-image |
TEXT |
— |
Input image path or URL |
--format |
TEXT |
glb |
Output format: glb obj fbx |
--target-faces |
INTEGER |
— |
Max triangles after decimation (default 10 000) |
--output |
TEXT |
— |
Output file path (.glb/.obj/.fbx) |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
--model-id |
TEXT |
— |
Override HF model (validated by server) |
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 <concept-job-id> --wait
assgen gen visual model highpoly¶
Refine a mesh to high-poly for normal map baking.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_MESH (required) |
TEXT |
— |
Input mesh path |
--detail-level |
INTEGER |
3 |
Detail level 1-5 |
--output |
TEXT |
— |
Output file path (.glb/.obj/.fbx) |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual model retopo¶
Auto-retopology: produce clean, game-ready mesh topology.
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_MESH (required) |
TEXT |
— |
High-poly or raw AI mesh to retopologise |
--target-polys |
INTEGER |
— |
Target polygon count |
--quads |
BOOLEAN |
True |
Prefer quads or triangles |
--output |
TEXT |
— |
Output file path (.glb/.obj/.fbx) |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual model 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.
AI Model
TripoSR
stabilityai/TripoSR
Produces a triangle mesh (PLY/GLB) from multi-view images — NOT a Gaussian Splat (3DGS). True 3DGS training requires a separate pipeline (nerfstudio, gaussian-splatting). Output mesh can feed into a downstream GS trainer.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
IMAGES (required) |
TEXT |
— |
Multi-view input images |
--convert-mesh |
BOOLEAN |
False |
Also export a .ply alongside the .glb |
--target-faces |
INTEGER |
10000 |
Max triangles after trimesh decimation |
--output |
TEXT |
— |
Output file path (.glb/.obj/.fbx) |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual model edit¶
Edit an existing mesh (deform, boolean, combine).
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_MESH (required) |
TEXT |
— |
Mesh to edit |
--operation |
TEXT |
deform |
deform | boolean | combine |
--prompt |
TEXT |
— |
Edit guidance |
--secondary |
TEXT |
— |
Second mesh for boolean/combine |
--output |
TEXT |
— |
Output file path (.glb/.obj/.fbx) |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual model optimize¶
Generate LOD variants and reduce polygon count.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_MESH (required) |
TEXT |
— |
Mesh to optimise |
--lods |
INTEGER |
3 |
Number of LOD levels |
--target-polys |
INTEGER |
— |
|
--output |
TEXT |
— |
Output file path (.glb/.obj/.fbx) |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual model export¶
Convert and export a mesh to a specific engine format.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_MESH (required) |
TEXT |
— |
Mesh to export |
--format |
TEXT |
glb |
glb obj fbx uasset |
--output |
TEXT |
— |
Output file path (.glb/.obj/.fbx) |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual mesh validate¶
Check mesh integrity: manifold, holes, non-manifold edges, duplicate verts.
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_FILE (required) |
TEXT |
— |
Mesh file to validate |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes |
assgen gen visual mesh convert¶
Convert a mesh between formats (glb, obj, ply, stl).
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_FILE (required) |
TEXT |
— |
Source mesh file |
--format |
TEXT |
glb |
Target format: glb obj ply stl |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes |
assgen gen visual mesh merge¶
Merge multiple meshes into a single file.
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUTS (required) |
TEXT |
— |
Mesh files to merge |
--format |
TEXT |
glb |
Output format |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes |
assgen gen visual mesh bounds¶
Compute AABB, OBB, and bounding sphere for a mesh.
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_FILE (required) |
TEXT |
— |
Mesh file |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes |
assgen gen visual mesh flip-normals¶
Flip the face winding order (normals) of a mesh.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_FILE (required) |
TEXT |
— |
Mesh file |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes |
assgen gen visual mesh weld¶
Merge near-duplicate vertices within a threshold distance.
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_FILE (required) |
TEXT |
— |
Mesh file |
--threshold |
FLOAT |
1e-05 |
Distance threshold for merging vertices |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes |
assgen gen visual mesh center¶
Reposition the mesh pivot to the origin or bounding-box centre.
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_FILE (required) |
TEXT |
— |
Mesh file |
--mode |
TEXT |
bbox |
Pivot mode: origin | bbox |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes |
assgen gen visual mesh scale¶
Scale a mesh by a factor or perform unit conversion.
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_FILE (required) |
TEXT |
— |
Mesh file |
--scale |
FLOAT |
— |
Uniform scale factor |
--units-from |
TEXT |
— |
Source unit, e.g. 'cm' |
--units-to |
TEXT |
— |
Target unit, e.g. 'm' |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes |
assgen gen visual lod generate¶
Generate N LOD meshes via QEM decimation (pyfqmr or trimesh fallback).
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_FILE (required) |
TEXT |
— |
Source mesh file (glb, obj, ply, ...) |
--num-lods |
INTEGER |
3 |
Number of LOD levels to generate |
--min-poly-count |
INTEGER |
100 |
Minimum face count for the coarsest LOD |
--output |
TEXT |
— |
Output directory path |
--wait |
BOOLEAN |
— |
Block until the job completes |
assgen gen visual uv auto¶
Run AI smart-unwrap on a mesh.
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_MESH (required) |
TEXT |
— |
Mesh to unwrap |
--padding |
INTEGER |
4 |
UV island padding in pixels |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual uv manual¶
Generate AI seam suggestions for a mesh.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_MESH (required) |
TEXT |
— |
Mesh to provide seam guidance for |
--style |
TEXT |
— |
Unwrap style: organic | hard-surface |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual uv optimize¶
Optimise UV island packing and texel density.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_MESH (required) |
TEXT |
— |
Mesh with existing UVs to optimize |
--texel-density |
FLOAT |
— |
Target texels/metre |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual texture 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
AI Model
Stable Diffusion XL
stabilityai/stable-diffusion-xl-base-1.0
Outputs an albedo/diffuse texture image only. Full PBR maps (normal, roughness, metallic) require post-processing in Materialize / Substance or a ControlNet Normal+Depth pipeline.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
--prompt |
TEXT |
— |
Texture description |
--input-mesh |
TEXT |
— |
Mesh to texture |
--resolution |
INTEGER |
1024 |
Texture resolution (px) |
--maps |
TEXT |
albedo,normal,roughness,metallic |
Comma-separated PBR maps to generate |
--style |
TEXT |
— |
Material style, e.g. 'worn stone' |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
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
assgen gen visual texture apply¶
Apply a PBR texture set to a mesh (UV-based projection).
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
MESH (required) |
TEXT |
— |
Mesh to apply textures to |
TEXTURE_DIR (required) |
TEXT |
— |
Directory containing PBR texture maps |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual texture bake¶
Bake normal, AO, and curvature from a high-poly to low-poly mesh.
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
HIGHPOLY (required) |
TEXT |
— |
High-poly source mesh |
LOWPOLY (required) |
TEXT |
— |
Low-poly target mesh |
--maps |
TEXT |
normal,ao,curvature |
Maps to bake: normal ao curvature height |
--resolution |
INTEGER |
2048 |
|
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual texture pbr¶
Derive a full PBR material set (normal, roughness, metallic, AO, height) from an albedo image.
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
ALBEDO (required) |
TEXT |
— |
Source albedo/diffuse image (PNG or JPEG) |
--maps |
TEXT |
normal,roughness,metallic,ao,height |
Comma-separated PBR maps to derive: normal roughness metallic ao height |
--resolution |
INTEGER |
— |
Resize albedo before processing (e.g. 1024) |
--normal-strength |
FLOAT |
2.0 |
Strength multiplier for normal map gradient |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual texture channel-pack¶
Pack separate R/G/B/A channel images into a single RGBA texture.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
--r |
TEXT |
— |
Red channel image path |
--g |
TEXT |
— |
Green channel image path |
--b |
TEXT |
— |
Blue channel image path |
--a |
TEXT |
— |
Alpha channel image path (optional) |
--output-name |
TEXT |
packed.png |
Output filename |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual texture convert¶
Convert an image to a different format (PNG/TGA/JPG/EXR → WebP/PNG/TGA/JPG).
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_FILE (required) |
TEXT |
— |
Source image file |
--format |
TEXT |
png |
Target format: png jpg tga webp exr |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual texture atlas-pack¶
Pack images into a texture atlas + UV manifest JSON.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUTS (required) |
TEXT |
— |
Image files to pack into atlas |
--size |
TEXT |
2048x2048 |
Atlas dimensions WxH |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual texture mipmap¶
Generate a full mipmap chain and save each level as a PNG.
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_FILE (required) |
TEXT |
— |
Source image file |
--min-size |
INTEGER |
1 |
Stop at this minimum dimension (px) |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual texture normalmap-convert¶
Flip G channel to convert a normal map between DirectX and OpenGL conventions.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_FILE (required) |
TEXT |
— |
Normal map image file |
--from-format |
TEXT |
dx |
Source convention: dx | gl |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual texture seamless¶
Fix tile seams via offset-blend to make a texture seamlessly tileable.
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_FILE (required) |
TEXT |
— |
Source texture image |
--blend-width |
FLOAT |
0.1 |
Blend zone as fraction of image size (0.01–0.49) |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual texture resize¶
Resize a texture image to specified dimensions.
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUT_FILE (required) |
TEXT |
— |
Source texture image |
--width |
INTEGER |
— |
Target width in pixels |
--height |
INTEGER |
— |
Target height in pixels |
--pow2 |
BOOLEAN |
False |
Snap to next power-of-2 |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual texture report¶
Generate a texture report: format, dimensions, and estimated GPU memory.
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUTS |
TEXT |
— |
Image files to report on (or use --directory) |
--directory |
TEXT |
— |
Directory to scan for textures |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual sprite pack¶
Pack animation frames into a sprite sheet PNG + manifest JSON.
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
INPUTS (required) |
TEXT |
— |
Ordered list of frame image files |
--cols |
INTEGER |
4 |
Number of columns in the sprite sheet |
--output |
TEXT |
— |
Output directory path |
--wait |
BOOLEAN |
— |
Block until the job completes |
assgen gen visual rig auto¶
Auto-rig a mesh with a skeleton (UniRig-style).
AI Model
UniRig
VAST-AI/UniRig
No HF pipeline_tag (validation auto-skipped); best open auto-rigging model available
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
MESH (required) |
TEXT |
— |
Character / creature mesh to rig |
--rig-type |
TEXT |
biped |
biped | quadruped | wing | custom |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual rig skin¶
Generate or refine skin weight maps for a rigged mesh.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
MESH (required) |
TEXT |
— |
Mesh with an existing skeleton |
--method |
TEXT |
heat |
Skinning method: heat | geodesic | ai |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual rig retarget¶
Retarget an existing rig to a different mesh.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
SOURCE_RIG (required) |
TEXT |
— |
Source rigged mesh |
TARGET_MESH (required) |
TEXT |
— |
Target mesh to retarget the rig onto |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual animate keyframe¶
Generate a 2D animation preview video from a text prompt (AnimateDiff).
NOTE: Output is a short video clip or sprite-sheet reference — 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.
AI Model
AnimateDiff
guoyww/animatediff-motion-adapter-v1-5-2
Outputs a short 2D animation video / sprite preview — NOT a skeletal animation (BVH/FBX). Use as a visual reference or sprite-sheet source. No open model can generate 3D keyframe animation data yet.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
PROMPT (required) |
TEXT |
— |
Animation description, e.g. 'walking cycle' |
--rig |
TEXT |
— |
Rigged mesh to animate |
--fps |
INTEGER |
30 |
|
--duration |
FLOAT |
2.0 |
Duration in seconds |
--looping |
BOOLEAN |
False |
Generate as a looping animation |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual animate mocap¶
Extract motion from a video and convert to skeleton animation.
AI Model
Sapiens Pose 0.3B
facebook/sapiens-pose-0.3b
Meta Sapiens 0.3B; state-of-the-art body keypoint detection; fits in 12 GB fp16
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
VIDEO (required) |
TEXT |
— |
Input video file for motion capture |
--target-rig |
TEXT |
— |
Rig to retarget captured motion onto |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual animate blend¶
Blend two animations together.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
ANIM_A (required) |
TEXT |
— |
First animation file |
ANIM_B (required) |
TEXT |
— |
Second animation file |
--blend-weight |
FLOAT |
0.5 |
Blend weight (0=A, 1=B) |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual animate retarget¶
Retarget an animation from one rig to another.
Algorithmic — no AI model required
This command uses CPU-based algorithms. No model download or GPU required.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
ANIMATION (required) |
TEXT |
— |
Animation file to retarget |
SOURCE_RIG (required) |
TEXT |
— |
Source skeleton |
TARGET_RIG (required) |
TEXT |
— |
Target skeleton |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual vfx particle¶
Generate a particle texture / sprite sheet.
AI Model
Stable Diffusion XL
stabilityai/stable-diffusion-xl-base-1.0
Generates particle texture sheets; prompt for 'sprite sheet, transparent background'
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
PROMPT (required) |
TEXT |
— |
Effect description, e.g. 'magical sparkle burst' |
--frames |
INTEGER |
16 |
Sprite sheet frame count |
--resolution |
INTEGER |
512 |
|
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual vfx decal¶
Generate a decal texture (with alpha channel).
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
PROMPT (required) |
TEXT |
— |
Decal description, e.g. 'bullet hole in metal' |
--resolution |
INTEGER |
512 |
|
--alpha |
BOOLEAN |
True |
Include alpha channel |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual vfx sim¶
Run and bake a physics-based VFX simulation.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
SIM_TYPE (required) |
TEXT |
— |
Simulation type: fire smoke cloth destruction fluid |
--duration |
FLOAT |
2.0 |
Simulation duration in seconds |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual ui icon¶
Generate game UI icons or inventory sprites.
AI Model
Stable Diffusion XL
stabilityai/stable-diffusion-xl-base-1.0
Game UI icons and HUD elements; prompt for 'flat icon, isolated, game HUD element'
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
PROMPT (required) |
TEXT |
— |
Icon description, e.g. 'crossed swords inventory icon' |
--size |
INTEGER |
256 |
Icon size in pixels |
--style |
TEXT |
— |
Visual style hint, e.g. 'flat', 'pixel-art', 'gothic' |
--count |
INTEGER |
1 |
Number of variants to generate |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual ui hud¶
Generate HUD elements (health bars, minimaps, meters).
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
PROMPT (required) |
TEXT |
— |
HUD element description, e.g. 'health bar sci-fi' |
--width |
INTEGER |
512 |
|
--height |
INTEGER |
128 |
|
--style |
TEXT |
— |
Visual style hint, e.g. 'flat', 'pixel-art', 'gothic' |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual ui overlay¶
Generate a 2D overlay for a 3D game canvas.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
PROMPT (required) |
TEXT |
— |
Overlay description |
--width |
INTEGER |
1920 |
|
--height |
INTEGER |
1080 |
|
--transparent |
BOOLEAN |
True |
|
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual ui 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
AI Model
Stable Diffusion XL
stabilityai/stable-diffusion-xl-base-1.0
Styled game buttons and interactive controls; generates isolated PNG with transparent background
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
PROMPT (required) |
TEXT |
— |
Button description, e.g. 'medieval stone START button' |
--style |
TEXT |
— |
Visual style hint, e.g. 'flat', 'pixel-art', 'gothic' |
--width |
INTEGER |
256 |
|
--height |
INTEGER |
128 |
|
--states |
TEXT |
normal |
Comma-separated state variants: normal,hover,pressed,disabled,focused,selected,locked |
--nine-slice |
TEXT |
off |
'auto' → emit .meta.json sidecar with 9-slice inset margins; 'off' to skip |
--nine-slice-inset |
INTEGER |
— |
Override 9-slice border inset in px (default: ~16%% of shortest edge) |
--dpi |
TEXT |
1x |
Comma-separated DPI scale variants to output, e.g. '1x,2x,3x' |
--greyscale-base |
BOOLEAN |
False |
Output greyscale+alpha so the engine can tint at runtime |
--steps |
INTEGER |
25 |
Inference steps (quality vs. speed) |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
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
assgen gen visual ui panel¶
Generate dialog boxes, inventory frames, and panel chrome.
AI Model
Stable Diffusion XL
stabilityai/stable-diffusion-xl-base-1.0
Dialog boxes, inventory frames, tooltip panels, and chrome elements for game UIs
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
PROMPT (required) |
TEXT |
— |
Panel description, e.g. 'gothic stone dialog frame' |
--panel-type |
TEXT |
dialog |
dialog|inventory|tooltip|frame|border |
--style |
TEXT |
— |
Visual style hint, e.g. 'flat', 'pixel-art', 'gothic' |
--width |
INTEGER |
512 |
|
--height |
INTEGER |
256 |
|
--steps |
INTEGER |
25 |
Inference steps (quality vs. speed) |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual ui widget¶
Generate individual UI controls (sliders, toggles, checkboxes, progress bars).
AI Model
Stable Diffusion XL
stabilityai/stable-diffusion-xl-base-1.0
Individual UI controls (sliders, toggles, checkboxes, progress bars) matching a given visual style
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
PROMPT (required) |
TEXT |
— |
Widget description, e.g. 'fantasy scroll health bar' |
--widget-type |
TEXT |
slider |
slider|toggle|checkbox|progressbar|spinner|radio|knob |
--style |
TEXT |
— |
Visual style hint, e.g. 'flat', 'pixel-art', 'gothic' |
--width |
INTEGER |
320 |
|
--height |
INTEGER |
64 |
|
--steps |
INTEGER |
25 |
Inference steps (quality vs. speed) |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
assgen gen visual ui 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
AI Model
ControlNet Canny SDXL
diffusers/controlnet-canny-sdxl-1.0
Full-screen UI mockups (main menu, pause screen, inventory layout) guided by a canny edge reference sketch; falls back to SDXL text-to-image if no reference provided
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
PROMPT (required) |
TEXT |
— |
Screen description, e.g. 'fantasy RPG main menu dark castle' |
--reference |
TEXT |
— |
Path to sketch/wireframe reference image |
--width |
INTEGER |
1280 |
|
--height |
INTEGER |
720 |
|
--controlnet-scale |
FLOAT |
0.8 |
ControlNet strength (0.0–1.0) |
--steps |
INTEGER |
30 |
|
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
Examples
assgen gen visual ui mockup "dark fantasy RPG main menu" --wait
assgen gen visual ui mockup "sci-fi HUD" --reference wireframe.png --wait
assgen gen visual ui 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
AI Model
ControlNet Depth SDXL
diffusers/controlnet-depth-sdxl-1.0
Grid-based UI layout generation from a depth/structural reference; use for HUD compositions and menu grids; falls back to SDXL if no reference
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
PROMPT (required) |
TEXT |
— |
Layout description, e.g. 'sci-fi HUD minimap top-right, health bottom-left' |
--reference |
TEXT |
— |
Path to layout sketch or depth reference |
--width |
INTEGER |
1280 |
|
--height |
INTEGER |
720 |
|
--controlnet-scale |
FLOAT |
0.7 |
|
--steps |
INTEGER |
30 |
|
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
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
assgen gen visual ui 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
AI Model
Stable Diffusion XL
stabilityai/stable-diffusion-xl-base-1.0
Generates a themed set of 4–24 icons in a consistent visual language using IP-Adapter style lock; requires a style_image reference for coherence
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
PROMPT (required) |
TEXT |
— |
Icon theme, e.g. 'fantasy RPG inventory icons' |
--icon-names |
TEXT |
— |
Comma-separated icon names, e.g. 'sword,shield,potion,key' |
--style-image |
TEXT |
— |
Reference icon for style consistency |
--count |
INTEGER |
8 |
Number of icons (when --icons not specified) |
--size |
INTEGER |
128 |
Icon size in pixels (square) |
--steps |
INTEGER |
25 |
Inference steps (quality vs. speed) |
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
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
assgen gen visual ui 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
AI Model
IP-Adapter SDXL
h94/IP-Adapter
Generates a coordinated UI theme kit (icons + buttons + panels) derived from a reference image using IP-Adapter style transfer on SDXL
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
PROMPT (required) |
TEXT |
— |
Theme description, e.g. 'dark souls gothic stone medieval' |
STYLE_IMAGE (required) |
TEXT |
— |
Reference image that defines the visual style |
--elements |
TEXT |
— |
Comma-separated elements to generate: icon,button,panel,widget (default: all) |
--ip-adapter-scale |
FLOAT |
0.65 |
Style influence (0.0–1.0) |
--steps |
INTEGER |
30 |
|
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
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
assgen gen visual ui 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
AI Model
Stable Diffusion XL
stabilityai/stable-diffusion-xl-base-1.0
Complete game screen composition (HUD + gameplay + UI chrome) at high resolution; prompt should describe screen type (gameplay, main menu, cutscene, loading)
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
PROMPT (required) |
TEXT |
— |
Screen description, e.g. 'fantasy RPG combat with health bars and minimap' |
--screen-type |
TEXT |
gameplay |
gameplay|mainmenu|pause|inventory|loading|cutscene |
--width |
INTEGER |
1920 |
|
--height |
INTEGER |
1080 |
|
--steps |
INTEGER |
35 |
|
--guidance-scale |
FLOAT |
7.5 |
|
--output |
TEXT |
— |
Output file or directory path |
--wait |
BOOLEAN |
— |
Block until the job completes and stream live progress |
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