anyCreature
Text → a game-ready 3D creature, in one session.
An AI session takes an order like "make me a menacing mountain giant", asks at most two questions, and delivers a skinned, animated, vertex-coloured, AO-baked GLB plus an offline showroom viewer.
Every creature is compiled from one JSON spec. No mesh files, no downloaded art
packs, no photogrammetry. The worked example that ships with this repo,
example/wolf.json, is 2,211 vertices and 31 joints written
out by the engine from plain text.
Quick start
bash setup.sh # deps + red/green ruler calibration
node engine/cli.js example/wolf.json out/wolf.glbsetup.sh must print calibrate OK before you trust anything else: it builds one
spec that has to pass and two that have to be blocked, so you know the rulers separate
good from bad on your machine.
To run the full text-to-creature session, point an agent at
MANUAL.md and let it read cards/ in order —
00_START → 01_LOW → 02_MID → 03_HIGH → 04_SHIP.
Driving it harder
| Knob | Where | What it changes |
|---|---|---|
smooth_angle | spec root, or per volume/part | Crease threshold in degrees, default 50. Higher = smoother body, lower = more facets. |
shading | spec root | Whole-body vertical colour ramp and grain — {gradient:{top,bottom}, noise:{size,amount}}. |
build: "rigid" | spec root | The only way to get a fully faceted body past the checker. For robots and crystals, not for animals. |
ao | spec root | Per-vertex ambient occlusion; false to skip the bake. |
harness/presets/ | QC | Role presets — minion.json, npc.json, boss.json — different budgets and thresholds per role. |
What is actually in here
| Folder | What it holds |
|---|---|
engine/ | The ACS engine. One JSON spec in, one skinned GLB out. Zero runtime dependencies — node engine/cli.js spec.json out.glb is the whole interface. |
cards/ | The five stage cards the executing session reads, plus the spec syntax on one page. |
harness/ | Measuring tools (silhouettes, mask metrics, claims judge), the delivery packer and the publisher. |
example/ | A bred, approved light quadruped to read and copy from. |
calibration/ | One sample that must build and two that must be blocked — proof the rulers separate good from bad. |
How it works
flowchart LR
A[Order<br/>one sentence] --> B[Interview<br/>≤ 2 questions] --> C[Silhouette<br/>brief] --> D[LOW<br/>design free]
D --> E{Gate 1<br/>RECOGNISED}
E -->|fail| D
E -->|pass| F{Gate 2<br/>PUNCHIER}
F -->|reverted| D
F -->|pass| G[MID<br/>all parts] --> H[HIGH<br/>colour + anims] --> I[SHIP<br/>stamp · deliver]The two gates
Neither gate is self-graded. The session that designed the creature is the worst possible judge of whether it reads, because it already knows what it drew. So the silhouettes go to a context-free reader agent that has never seen the order, and the only question is "what is this?"
Gate 1 is RECOGNISED: all four views have to land. Gate 2 is PUNCHIER: a new round may only make the silhouette bolder than the last one — a round that tames the shape is reverted, even if it is "more correct". LOW's deliverable is an exaggerated silhouette, not an accurate one.
The engine floors
The compiler talks in three registers, and they mean different things:
| Prefix | Meaning |
|---|---|
BLOCK: | The build stops. A hard floor was crossed — faceted body, part floating off its host, a mirrored twin distorted past 30%, an attack that never reaches. |
warn: | It built, but something is probably wrong. Read it. |
info: | A number you asked for, or an assumption the compiler made on your behalf — like which way an anchored fin ended up facing. |
Floors are not style opinions. They are the failures that survive review and ship broken: a body that renders in hard facets, a horn that hovers a centimetre off the skull, a right thigh collapsed to 40% depth by mirrored skinning.
What gets measured

Every round renders these four views, reduces them to masks, and computes the numbers the design card declared a target for — width over height, mass thirds, torso depth contrast, leg fraction, silhouette turn count, zigzag alignment, and IoU against the previous round as a regression guard. The 24px thumbnail is what the blind reader actually sees; if it does not read at 24px, it does not read.
The doctrine in one paragraph
Head-to-head experiments showed the model designs BOLDLY when left free, and every attempt to teach it design upfront made the output tamer — so this harness ships a clean painter and a strict inspector. The creation side gets only the order, the engine syntax, and a short pit-map of engine-local traps; ALL quality control lives in gates read by context-free reader agents, never self-graded. Form beats obedience, everywhere.
Honesty about limits
- Isolated-part blind reads misfire on dome-plus-hanging-tube heads. Elephants and birds get read as something else when the head is shown alone; put the same head back on the body and it reads fine. Trust the whole-body read when the two disagree.
- Cost is only measured on two bosses, at roughly 4.4M tokens each. Minions and NPCs
should be cheaper, but nobody has measured them, so treat the preset budgets in
harness/presets/as estimates rather than data. part_attachmentandmirror_distortionare new in 1.2.0. Specs authored against an older version may now be blocked. That is usually the checker being right, but it is a breaking change, not a silent improvement.- The example wolf ships two animations, not three. Card 03 asks for idle, move and
attack;
example/wolf.jsonhas idle and move. Copy it for structure, not for animation coverage. - The engine has zero dependencies; the tooling does not. Every render and measure tool drives headless Chromium through playwright. If playwright will not install, you can still compile creatures — you just cannot measure them, and the gates are the point.
Scripts
| Script | Role |
|---|---|
engine/cli.js | Spec → GLB. The whole engine interface. |
harness/silmetrics.mjs | Renders the four silhouettes and the 24px thumbnail; emits the layout metrics. |
harness/maskmetrics.py | Per-view mask measures and dullness flags (sq_fill, mirror_sym, straight_max). |
harness/judge.mjs | Claims judge — part shares, focal contrast, saturated area, rig/anim/triangle budgets. |
harness/hero.mjs | hero.png (1024² transparent, 45°) and hero.jpg over studio grey. |
harness/deliver.py | Stamps identity into the GLB, writes the offline showroom viewer, builds the upload pack. |
harness/publish.mjs | Gobkit publisher. Only runs after an explicit yes, and always tries the upload before offering the manual page. |
harness/calibrate.py | The red/green self-check setup.sh runs. |
Requirements
Node 18+ and Python 3.9+. setup.sh installs three, playwright, numpy, pillow
and scipy, then runs the calibration self-check. The engine alone needs nothing but
Node; the dependencies are for the measuring and render tools.
Security
Short-lived local servers used by the render tools bind to 127.0.0.1 only, and
Chromium runs with its OS sandbox enabled. The Gobkit submission key in
harness/gobkit.json is public by design — it authorises posting to the community
wall and nothing else. Details and reporting: SECURITY.md.
Licence
MIT — see LICENSE. One third-party component is bundled
(harness/assets/three-bundle.js, three.js, MIT); attributions for it and for
everything setup.sh installs are in
THIRD-PARTY-NOTICES.md.
About
Gobkit: AI-native 3D infrastructure for agents and vibe coders. Stream game-ready 3D assets straight into your workflows via API. Agent-friendly. Studio-quality. Built by a team of artists and engineers.
Author: Ariescar | Alsomindtech
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