Build or generate a voxel
Generate one with the AI, import a 3D file, or build it manually in the editor.
Export an animated voxel as a GLB optimized for 3D engines.
Export your animated voxel as a GLB file (glTF binary). Greedy-meshed geometry to keep faces under control, all your animations baked in as named clips, palette-only unlit material. Drop it into Three.js, Unity, Godot, Babylon.js, Unreal or Blender - every engine handles glTF natively or with a one-click importer.
Generate one with the AI, import a 3D file, or build it manually in the editor.
Idle and walk are usually generated automatically. Add attack, jump, death, etc. through the AI add-animation flow or by editing frames.
The greedy mesher merges adjacent same-color faces; animations are baked as glTF animation clips. Output is a single .glb file.
Three.js GLTFLoader, Unity glTFast, Godot 4 native, Babylon SceneLoader, Blender import - everything just works.
Adjacent voxels of the same color are merged into single quads - a 32³ character drops from ~6000 faces to ~600.
Each animation becomes a named glTF animation clip. Trigger them from your engine's animator.
No textures, no PBR maps. One material per palette color. File stays tiny, renders deterministic across browsers.
glTF 2.0 spec-compliant binary. Imports natively or with a single-click extension everywhere.
A typical animated character lands under 100 KB. Streams instantly on slow connections, fits in memory budgets for mobile games.
No round-trip through Blender or any DCC tool. The export happens in the browser, locally, no server roundtrip.
Every published gallery model is downloadable as GLB - same export pipeline you'd use on your own creations. Good benchmark for what's typical in terms of size, animation count and mesh density.
Yes - exporting to GLB is free. No credits used. You can export the same asset as many times as you want, with or without animations.
GLB is the binary form of glTF, the standard 3D format pushed by Khronos. It packs geometry, materials, textures and animations into a single file. Three.js, Babylon.js, Unity, Unreal, Godot, Blender all import it natively.
Yes. Every animation present on your asset (idle, walk, attack, custom) is baked into the GLB as a separate animation clip. Switch between them with your engine's animation system.
The voxel mesh is greedy-meshed before export - adjacent same-color faces are merged into single quads. A 32³ voxel character typically lands under 50 KB. Animations add ~5-20 KB per anim depending on duration.
Yes - load it with GLTFLoader. Materials are MeshBasicMaterial style (palette-only, no texture, no shading) so the file stays tiny and renders identically across browsers.
Yes for Unity (with the glTFast or UnityGLTF importer), Godot 4 (native glTF support), Unreal (via Datasmith or glTF Runtime). The animations come through as named animation clips.
Voxel art is intentionally flat-shaded. Adding PBR/normal maps fights the pixel-art aesthetic and bloats file size 10×. The export uses unlit material per palette color - light it yourself in the engine if you want shading.
GLB export is free, browser-side, and works in every modern 3D engine.