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Generate, rig and animate 3D models with Bali

Bali can create 3D models for your game, from props and buildings to full characters. Characters can then be rigged and animated, taking them from an idea to a moving, game-ready asset without leaving Studio.

  1. Ask Bali, for example: “Create a low-poly treasure chest with gold trim.”
  2. In the Generate 3D Models card, choose a Generation Mode:
    • Prompt: describe the model in words.
    • Reference Image: upload a PNG or JPG (up to 10 MB) of the object or character, such as concept art.
  3. Open Advanced Options to adjust the settings.
  4. Click Generate. In Prompt mode, you first get an untextured preview so you can check the shape.
  5. Happy with the shape? Click Generate Texture to add color and materials. You can guide this with a Texture Prompt or a Texture Reference Image.
  6. Click Done. The model is saved in its own folder under assets/models/.
Setting Options
Art Style Realistic or Sculpture
Mesh Type Standard, Smart Topology or Lowpoly
Target Polycount How detailed the mesh is. Standard mesh only.
Should Remesh Rebuilds the mesh with cleaner geometry. Standard mesh only.
Pose Mode (Characters) None, A-pose or T-pose. Use a pose for characters you plan to rig.
Model Format GLB (the default), FBX, OBJ, STL, USDZ or 3MF

Bringing a character to life takes three steps: generate it in a rig-friendly pose, rig it, then add animations.

When you ask for a character, set Pose Mode (Characters) to:

  • A-pose: arms angled down at the sides. Often gives cleaner, more reliable rigs.
  • T-pose: arms straight out. The classic rigging pose.

For characters, Bali picks settings that suit rigging and animation.

Rigging adds a skeleton so the model can move.

  1. Ask Bali, for example: “Rig the knight character.”
  2. In the Rig 3D Models card, check the Model Path. Optionally set Character Height (meters, Optional). The default is 1.7 m.
  3. Turn on Generate Basic Animations to also get walking and running animations.
  4. Click Generate, then Done. The rigged model is saved as a GLB file.

Rigging works best on textured, humanoid models in GLB format, such as characters you generated in Studio.

  1. Ask Bali for an animation, for example: “Make the knight wave” or “Give the knight a sword slash.”
  2. The Animate 3D Model card shows Suggested Actions that fit your request, each with a name, a category and a preview.
  3. Pick one. To look further, open Advanced: Browse More Actions and browse by Category, Subcategory and Animation.
  4. Click Generate, then Done. Each animation is saved as a new GLB file named after the model and the action, such as knight_wave.glb.

Animations need a character that was rigged in Studio.

Open a model in the Assets tab to preview it. Studio can display GLB, glTF, OBJ, FBX and STL files.

Bali can also inspect models in those formats to understand their structure, such as meshes, materials and animations. Ask things like “How many animations does knight.glb have?” or “Why does the chest look black in the game?”

  • Start simple. Generate the shape, check it from every angle, then texture it.
  • Use reference images for characters. A front-facing concept image gives much more control than a text prompt.
  • Match the style of your game. Use Lowpoly for stylized or mobile games and Realistic for detailed scenes.
  • Plan for animation early. If a character will move, generate it in an A-pose or T-pose from the start.