An agent-native 3D asset creator, built with Godot.
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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.
- Download facet-forge-0.1.0-windows-x64.zip from Releases.
- Extract the whole folder to a writable location. Do not launch inside the ZIP.
- Double-click Launch Facet Forge.bat. The portable download includes Godot; no installer or API key is needed for the editor.
- Click an Open demo button. Scroll down for animation controls, recipe saving, six-view capture, and GLB export.
- 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.
| 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.
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.
- 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/.
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.
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.
