New · Text to 3D

Turn words into a
game-ready 3D model.

Describe the asset in a sentence — a prop, a character, a weapon — and AnnoMotion AI builds a textured 3D mesh from your words, right inside AnnoMotion Skeleton, where you can also rig it, animate it and export it for Unity, Godot or Unreal. Pick your detail level, or switch to the Maximum engine for hero-grade detail. No modelling, no sculpting, no reference image needed.

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Your prompt

A stylised fantasy sword with a glowing blue gem in the hilt, ornate silver crossguard and a worn leather-wrapped grip.

Preview of a 3D model generated from a text prompt — click to load the interactive version Interactive demo
GLB FBX OBJ USDZ

Made as a GLB · FBX, OBJ or USDZ copy on Maximum

What it is

One sentence in, a textured mesh out.

No modelling software, no sculpting from scratch. Type a short description and get back a real 3D model — geometry plus textures — in the open formats your engine already imports.

One sentence in, a textured mesh out

Describe a prop, a character or a weapon and AnnoMotion AI builds it as a full 3D model — geometry and surface textures baked in, ready to view and drop into a scene.

Engine-ready formats

Every model is a GLB, and the Maximum engine can keep an extra FBX, OBJ or USDZ copy, chosen before you run it. Open standards only, no proprietary container and no plugin, so the model imports cleanly into Unity, Godot, Unreal, Blender and AR pipelines.

Pick your detail level

Choose a fast draft for blockouts or crank the detail up for hero assets. Higher tiers add denser geometry and finer surface detail.

How it works

Write a prompt, choose your output, download the model.

01 — Describe

Write a prompt

Type a short description of the asset you want — a prop, a character, a weapon. A clear sentence naming the shape, materials and style gives the sharpest result.

02 — Choose

Choose detail & format

Say whether it is a character, made in a T-pose ready to rig, or a prop. Pick a detail level to match the job — draft to ultra — and on the Maximum engine keep an extra FBX, OBJ or USDZ copy if you want one.

03 — Download

Download your model

Preview the result, then download the mesh in your chosen format. Every model you generate stays in your library, re-previewable and re-downloadable any time.

What's inside

Built for real game and AR pipelines.

More than a mesh — the controls you need to get an asset that's actually usable in an engine, from detail and texturing to rig-friendly output.

Multiple detail levels

From a quick draft for prototyping and blockouts up to ultra detail for hero props — pick the density that fits the asset and your budget.

PBR, shaded or none

Ask for full PBR texturing for physically-based lighting, a simpler shaded look, or no texturing at all when you just want the raw geometry to work from.

T-pose output for rigging

Generate characters in a clean, arms-out T-pose so the mesh is ready to rig and animate downstream — no wrestling with a folded-up sculpt.

HD detail pack

Add an optional high-definition pass for extra surface fidelity when an asset needs to hold up under a close camera or a hero shot.

Choose your mesh density

Leave it on automatic, ask for clean quad topology, or take a dense triangle mesh — whichever suits what happens next, whether that is engine import, decimation or further editing in Blender or your DCC of choice.

Maximum engine: hero-grade detail

Switch to the Maximum engine for its highest-detail meshes, an A-pose as well as a T-pose, and low-poly or smart-topology styles.

Low-poly & smart topology

On the Maximum engine, pick a standard, stylised low-poly or smart-topology style — clean, separated parts. Standard and smart topology take a polygon budget, from a tiny mobile prop up to a dense hero asset on the standard style; low-poly sets its own count.

Preview render

See a rendered preview of the finished model right in your dashboard before you download, so you can judge the result at a glance.

Pricing

Pay by detail level — the price is set before you generate.

Text to 3D runs on the same credits as every AI tool in the suite. Cost scales with the detail you ask for, so a quick draft costs a fraction of a hero asset. 15 free credits when you verify your email, and any failed generation is refunded automatically.

Draft

Fast, low-detail models

  • Great for blockouts, prototypes and greyboxing
  • Lowest cost per model
  • Any of the five export formats, your pick

Ultra

Maximum detail for hero assets

  • Densest geometry and finest surface detail
  • For close-up cameras and showcase shots
  • Optional HD detail pack for extra surface fidelity

One credit wallet across the whole AI suite — subscribe monthly for a recurring allowance at the lowest per-credit rate, with one-off top-up packs available to subscribers whenever you need more. Credits never expire and unused subscription credits roll over.

Want the highest-detail engine? The Maximum engine costs considerably more than the detail levels above and adds low-poly and smart-topology styles.

Prompted a character? AnnoMotion Skeleton takes it the rest of the way — fit a skeleton to the mesh, animate it on a keyframe timeline and export a rigged glTF, or render the clip out as a 2D sprite sheet. The editor is free; the optional AI auto-rig and generating a model from a description or a photo spend credits, and the full motion library comes with a subscription.

FAQ

Text to 3D, answered.

What formats can I export?

Every model is made as a GLB, the open glTF format Unity, Godot and Unreal import directly, so it opens straight onto the Skeleton stage. On the Maximum engine you can also keep a copy as FBX, OBJ or USDZ, chosen before you generate. Once it has a rig and its clips, Skeleton exports a rigged glTF with presets for your engine, or a 2D sprite sheet.

Which engines does it work with?

Anything that reads standard 3D formats. GLB drops straight into Unity, Godot 4 and Unreal, as does an FBX copy; OBJ covers Blender and most DCC tools; USDZ handles Apple AR. Because everything is an open standard, there's no lock-in.

Can I rig and animate the model?

Yes — the model is made inside AnnoMotion Skeleton, which is also where you rig and animate it. The “What are you making?” question starts on Character, and a character is made in a T-pose — the clean rest pose that is easiest to skin. You can change the pose before you generate, including an A-pose on the Maximum engine. Choose Prop or object instead and it keeps the pose your description implies, ready to animate as one piece. Then carry on in Skeleton to fit a skeleton, key an animation on a timeline and export a rigged glTF, or, for a humanoid, load the GLB into Rig Lab to fit and weight a skeleton for free in your browser.

How detailed should my prompt be?

A clear sentence is enough to build a full 3D model. The more you specify — the shape and silhouette, the materials, the style — the sharper and more accurate the result. Name what matters and leave the rest to the AI. On the Maximum engine prompts can be up to 600 characters, and you can optionally let the AI expand a short prompt with extra detail.

How much does a model cost?

On the Standard engine the cost scales with the detail level you pick — a quick draft costs a fraction of an ultra-detailed hero asset, with an optional HD detail pack on top. The Maximum engine costs considerably more. Any failed job is refunded automatically.

Can I use the models commercially?

Yes. Anything you generate is yours to ship — in commercial games, client work and marketing — subject to applicable law and our AI provider's policies. We don't claim ownership of your outputs and we don't watermark exports.

Turn your next idea into a model.

Describe the asset, pick your detail, and get an engine-ready 3D model inside AnnoMotion Skeleton — ready to rig, animate and export. No modelling, no sculpting, no reference image needed. Verify your email for 15 free credits, no card required.

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