Ariescar/anyCreature
You can now generate creatures directly within your project. Drop the open-source into your Agent, and start prompting what you want.
What it solves
anyCreature enables the rapid generation of game-ready 3D creatures from a single text prompt. It eliminates the need for manual mesh creation, photogrammetry, or pre-existing art packs by automating the process of designing, rigging, and animating a creature based on a user's description.
How it works
The system uses a pipeline of "cards" (stage-based instructions) that an AI agent follows to translate a text order into a JSON specification. This specification is then processed by a custom engine that compiles it into a skinned, animated GLB file with vertex colors and ambient occlusion (AO) baking.
To ensure quality, the project employs a "clean painter and strict inspector" philosophy. The design is handled by one agent, while quality control is managed by separate, context-free reader agents. These agents evaluate the creature's silhouettes from four views to ensure the design is "recognised" and "punchier" (bolder) before the project proceeds to final coloring and animation.
Who it’s for
It is designed for developers, "vibe coders," and AI agents (such as Claude Code or Cursor) who need to generate high-quality, 3D assets for games or other real-time applications without manual 3D modeling expertise.
Highlights
- Text-to-GLB Pipeline: Converts a simple text description into a fully rigged and animated 3D model.
- Automated Quality Gates: Uses independent AI agents to judge silhouettes and boldness, preventing self-grading bias.
- Zero-Dependency Engine: The core compiler requires only Node.js to turn a JSON spec into a GLB.
- Embedded Specifications: GLB files embed their own source specs, allowing agents to extract, edit, or graft parts between different creatures.
- Game-Ready Output: Produces vertex-colored, AO-baked models that follow a strict output contract for easy integration.
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