Skip to content

Repository files navigation

Facet Forge gemstone

Facet Forge

An agent-native 3D asset creator, built with Godot.

Checks MIT license Experimental alpha

Download · Connect Codex · Tool reference · Contribute

Give an agent a modeling language—not a mouse to chase. Facet Forge turns structured commands into editable 3D parts, renders views the agent can inspect, and exports animated GLBs. The desktop editor and agent tools share the same modeling engine.

v0.1.0 is an experimental alpha. Useful for stylized props and transform-animated assemblies; not a full Blender replacement. Windows is tested. Other platforms are source-only and unverified.

Six camera views of an asset created through the tool

Start creating

  1. Download facet-forge-0.1.0-windows-x64.zip from Releases.
  2. Extract the whole folder to a writable location. Do not launch inside the ZIP.
  3. Double-click Launch Facet Forge.bat. The portable download includes Godot; no installer or API key is needed for the editor.
  4. Click an Open demo button. Scroll down for animation controls, recipe saving, six-view capture, and GLB export.
  5. To let Codex create assets, install Python 3.10+ and follow Connect Codex. Python has no third-party dependencies here.

The Windows build is unsigned. Review the source and release checksums before deciding whether to run it. Source ZIPs and GitHub's automatic source archives do not include Godot; use a local Godot 4.7.2 editor executable with godot --path . or set GODOT_BIN for the launcher.

What you can build

Modeling Inspection Reliability
Beveled boxes, ellipsoids, cones, tori Six primary + twelve diagonal views Atomic batches and revision checks
Profile lathes, tapered sweeps, polygon extrusions Compact, labeled contact sheets Retry-safe requests, undo/redo
Mirrors, arrays, hierarchy, anchors Camera metadata and part bounds Finite-geometry diagnostics
Bend, taper, faceting, PBR materials Exact animation poses and playback GLB export followed by reimport

All assets are editable JSON recipes. Geometry stays in the engine; agents specify shapes, relationships, materials, and keyframes. The local MCP bridge returns rendered images directly for vision. There is no hosted backend, bundled language model, telemetry, or API-key requirement. Your chosen assistant may have its own costs and data policies.

A complete agent workflow

Inspect → apply a batch → inspect the six-view sheet → refine → check animation poses → validate → save → export.

Named parts make small, deliberate edits possible. Use the six-view sheet first, then request full-size or diagonal views where needed. Structured bounds describe geometry, not whether it looks good—visual review still matters.

See AGENTS.md for agent instructions and docs/CODEX.md for a complete first asset, troubleshooting, and tool setup. The tool reference covers parameters, coordinate conventions, errors, and limits.

Included examples

  • Mochi: mushroom night-light; lathe, simple face, decorative parts.
  • Tilly: turtle teapot; curved spout, handle, mirrored details.
  • Lumen: observatory robot; 39 parts and a transform-animation clip.

These are small generic examples, not game content. Operation batches live in examples/; ready-to-open recipes live in examples/assets/. Your saved recipes, PNGs, and GLBs go to output/.

Scope and privacy

No sculpting, mesh booleans, skeleton skinning, texture painting, physics simulation, or arbitrary imported-GLB editing yet. No certification of collision, watertightness, UVs, or artistic quality. Some primitive poles produce harmless degeneracy warnings. Render caching and delta inspection are not implemented.

The tool endpoint binds only to loopback and requires a random session token. .runtime/ contains credentials and recovery history: never share it. Local authentication is not a multi-user security boundary. See SECURITY.md before connecting an agent.

Development and license

The development guide explains clean checks, rendering tests, and packaging. Release notes document alpha limitations. MIT licensed; the portable Godot runtime retains its own third-party notices.

Created by BeyondRandom. Independent software, not affiliated with OpenAI or the Godot Foundation.

About

An agent-native 3D asset creator built with Godot. Model, animate, inspect, and export through structured tools.

Topics

Resources

Security policy

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages