3D models
A 3D model is a fully three-dimensional object you generate from a chat prompt in MotherFluxer. Once it exists, you can spin it around to inspect it, repaint it, rebuild it in higher fidelity, rig it to move, and adjust its lighting, materials, and proportions — all without leaving the app.
In your Artifacts, 3D models appear under the 3D filter, inside the Media filter group.
Generate a 3D model
Describe the object you want in chat and MotherFluxer builds it as a 3D artifact.
- Type a prompt that names the object and the look you're after — for example, "a low-poly red sports car" or "a stylized ceramic teapot."
- The model is generated and added to your Artifacts.
- Open it to view it in the interactive 3D viewer.
If a generation step lets you choose a model option, pick from the options shown — each lists its cost and speed so you can decide before you commit.
You can also start a 3D model from a picture you already have. Open the picture, open Smart Edit, and ask in Discuss for a 3D model of it. The AI offers a Create 3D card; select Generate and the new model is built from your picture, with anything you wrote shaping the details.
Inspect your model
The 3D viewer lets you look at your model from any angle before you edit it. When a model opens it sweeps most of the way around quickly and stops facing the way you left it; a model that moves on its own — one that was rigged, has a motion picked, or has parts you posed — plays that movement instead. Touching or scrolling the view ends the opening turn straight away.
- Turn — drag on the model to turn it. Where you leave it is saved: the Rotate settings under Distort follow along, and the model reopens, and shows in its pictures, turned the same way. Each drag is one step you can undo.
- Zoom — scroll (or pinch) to move closer or pull back.
- Pan — hold Shift (or Ctrl, or ⌘) while you drag, drag with the right or middle mouse button, or drag with two fingers on a touchscreen, to slide the model around the frame.
While a large model is still downloading, the viewer shows how far along it is.
Zoom and pan are only for looking; they aren't saved. Once you have zoomed or panned, a target mark appears in the top bar beside the zoom; press it and the model returns to its centre at its opening size. Take a moment to turn the model all the way around so you can see how the front, back, and underside look before deciding what to change.
The viewer draws your model with your device's graphics processor. In a browser that can't give it one, opening a 3D model shows This artifact can't be opened on this device. in place of the editor, with Editing needs a device with a supported graphics processor (GPU). beneath it. The model's picture still shows in your Artifacts and in chat.
Smart Edit a 3D model
Smart Edit restyles or rebuilds your model from a prompt — you describe the change in Discuss, MotherFluxer works out which of its five edits fits and does the work.
- Retexture — repaint the surface while keeping the existing mesh. Use this when the shape is right but you want a new color scheme, material feel, or pattern. You can attach a picture, such as a photo of a material, to guide the new surface alongside your words.
- Regenerate — a restyle that rebuilds the model from a single view. It reinterprets your model into a new look, so the silhouette and details can shift. Use this when you want a fresh take on the design.
- Remesh HD — a faithful, high-definition rebuild that reconstructs the model from multiple real views of it. Use this when you want the same object, truer and cleaner, with more geometric detail.
- Animate — automatically rigs the model so it can move. Use this to bring a static object to life. Pick the motion from its list, where each row shows what it costs.
- Reimagine — generates a new interpretation of the model from your prompt. It first drafts a concept picture you can redo until you like it, then builds the model from it; attach a photo of a face if you want the draft to resemble it.
These edits take a few minutes. If your connection drops while one is running, the edit carries on: the Smart Edit panel waits for it and shows the result when it is ready. When it lands, the model's picture in your Artifacts and in chat shows the new version.
Regenerate and Remesh HD are not the same. Regenerate is a single-view restyle — it changes the design and the shape can drift. Remesh HD is a multi-view faithful rebuild — it keeps the object you have and reconstructs it in higher fidelity. Reach for Regenerate to explore a new style; reach for Remesh HD to upgrade the model you already like.
The edits Smart Edit can run on a 3D model, each with what it does:
- Retexture — Keep the exact geometry; repaint the surface from your prompt
- Regenerate — Rebuild the model from the current view + your prompt (geometry changes)
- Remesh HD — Faithful high-fidelity rebuild from 4 angles of the current model
- Animate — Auto-rig a humanoid character and bake an animation clip you pick
- Reimagine — Generate a new model from a concept image you draft first
- Change settings — Change the model's settings from a sentence
Pose the model's parts
Animate in Smart Edit has a second half, under the motion choice: a place to animate the model's own parts by hand — a door that swings, wings that spread, a lid that lifts.
Pick a Part, choose whether you're going to Rotate, Move, or Scale it, and pick the X, Y, or Z axis. Then move the playhead to the moment you want and set the value; that moment is saved as a key, and the model animates between the keys you set.
- Part also lists the Camera, which keys like any part: Rotate orbits, tilts and rolls it, and Move slides it sideways, raises it or moves it closer.
- + Key saves the current value at the playhead, and Unkey removes the key you're sitting on. The times you've keyed appear as a row of buttons — tap one to jump back to it.
- Length sets how long the whole movement lasts, so you can scrub further out to place later keys.
- Clear removes everything you've posed and starts over.
- The play/pause control at the bottom plays what you've built so far, live on the model.
If the model is a single piece, there are no parts to pose yet. Split into parts breaks it into named pieces first — the button shows what it costs, and it takes a few minutes. While it works, Splitting into parts… shows in the middle of the screen; if it can't finish, the reason shows there instead. When it finishes, the parts are ready to pick.
The 3D hands-on tools
The editor gives you hands-on controls instead of prompts, grouped into menus.
- Scene — set the lighting around your model with Reflect, Shadow, Mood and Angle, turn the Grid and Ground on or off, and pick a background color. Scene settings, beside Angle, opens the rest of the scene in the menu's place, in five sections: Light — the main light's height, and how strong the main, fill and ambient lights are and each one's color — Shadow (how soft the shadows are), Reflect (the turn of the surroundings), Lens and Exposure. Each setting shows the value the model is drawn with even before you set it; a light whose strength you haven't set follows Mood. A setting you have set wears its undo mark: press it to hand the setting back — a light's strength to Mood, a light's color to white. Its × or Escape takes you back to the menu, and the next time you open Scene it starts on the menu again.
- Material — the look the model is wearing stands at the right end as a card: the ready-made surface it matches, the starred look it matches, or Custom once you have changed it. The strip beside it holds the other looks — the ready-made surfaces, then Starred, the looks you have starred, once you have any — with a search column at its start that reaches your Starred looks and what other people have shared under Community, and its expand arrows add a box to type a name into. Picking a card puts that look on. Picking a look whose card shows a rainbow — one you choose the color of — also opens a color picker right over the card you pressed, so you can choose its color straight away. Press Recipe on that card to open the look's settings in the strip's place, in six sections — Surface, Shading, Pattern, Edge glow, Glow and Opacity. It opens on the settings the look uses, so a plain matte finish shows fewer than a patterned one; View: All lists the rest, blank until you touch one, and a setting the look can't use isn't listed at all. A setting the look sets wears its undo mark: press it to take that setting off the look — a color, Metallic or Roughness goes back to the model's own. Press Recipe again, or Escape, to go back. Once the look is Custom, the star on the card stars it, and it joins Starred for any model.
- Animate — the motions, clips and recordings that make the model move.
- Distort — stretch and rotate the model on the X, Y, and Z axes to change its proportions and orientation. Rotate Y turns it like a turntable, the same setting a sideways drag changes.
Scene opens from the top bar. Material, Animate and Distort sit along the bottom of the editor, in that order, and stay in view the whole time. Click the model to select it and open one of them; clicking the model again keeps it selected, and dragging it turns it. To deselect, click the open tab again, click the empty space around the model, or press Escape.
Each tab applies its changes live in the viewer, so you can turn the model and check the result as you go.
Which settings a material's Recipe lists
Recipe on the Material menu's current card lists only the settings the look can use, so two looks rarely show the same rows.
- Surface — a look lit by the scene lists every surface setting. A self-lit look, one whose Shading is Unlit or Polished (Krypton, Fluorite, LED, Granite and Jade), glows with its own light instead, so of the surface settings it lists only Color and Replace textures.
- Shading — Shading picks Normals, Unlit or Polished; with none set, the scene lights the look. A look shaded with Normals (Bismuth and Argon) colors its surface by the way it faces, so it lists only Shading and Opacity. Light angle, Light height and Light wrap set the light a self-lit look's Dots or Veins pattern is shaded by, so they list on such a look only — LED and Granite among the ready-made ones. Polished adds Band start, Band end, Highlight angle, Highlight height, Highlight size, Highlight sharpness and Highlight strength: where its edge color's band begins and ends, and its white highlight.
- Pattern — Pattern picks Cells, Veins or Dots. Cells and veins take a Pattern scale and a Second color; cells add Edge color, Cell edge width and Cell blend, and veins add Vein density and Vein wander. Dots take neither a scale nor a second color.
- Edge glow — Edge tint lists only on a look with a Color and no Edge glow color of its own, and Centre brightness only while See through is on.
- Glow — Body brightness lists only on a look with a Color.
Turn every setting in a section back to where it rests and that section comes off the look: Gold with its Edge glow turned up and back down is Gold again, not Custom.
The model's own settings
A model's scene — its light, shadow, reflections, lens and exposure, behind the Scene menu and its Recipe — and what moves it in its other panels are its own settings.
Scene
- Reflect — How strongly the surroundings reflect in the model.
- Shadow — How dark the shadows the main light casts are.
- Mood — How dramatic the lighting is: low is flat and even, high is a strong main light with little fill. It moves every light level left unset.
- Angle — Where the main light comes from, turning around the model: 0 is in front of it, 180 behind it.
- Background — The color behind the model. Unset, the editor's own backdrop.
Light
- Light height — How high the main light stands above the model, from level with it to overhead.
- Main light — How strong the main light is. Unset, Mood decides it.
- Fill light — How strong the soft light opposite the main light is. Unset, Mood decides it.
- Ambient light — How strong the even light on every side of the model is. Unset, Mood decides it.
- Main light color — The color of the main light.
- Fill light color — The color of the fill light.
- Ambient light color — The color of the even light on every side.
Shadow
- Shadow softness — How soft the edges of the shadows are.
Reflect
- Surroundings turn — Turns the surroundings that reflect in the model around it.
Lens
- Lens — How wide the camera sees, in degrees: low flattens the model like a telephoto, high exaggerates its depth. The model keeps its size.
Exposure
- Exposure — How bright the lit picture is mapped to the screen; the glowing looks keep their own brightness.
Distort
- Rotate — Turns the whole model, in degrees about each axis — the up axis first, so turning about it is a turntable.
- Stretch — Stretches or squashes the whole model along each axis; 100% is its own shape.
Animate
- Orbit — Swings the camera around the model, sideways, from where the view stands.
- Tilt — Swings the camera over or under the model from where the view stands.
- Roll — Tips the camera about its own line of sight, so the picture leans.
- Truck — Slides the camera sideways, as a share of its distance from the model.
- Rise — Raises or lowers the camera, as a share of its distance from the model.
- Dolly — Moves the camera toward or away from the model, as a share of its distance.
- Rotate — Turns one part of the model from its resting pose, in degrees about each axis.
- Move — Moves one part of the model from its resting pose, in the model's own units.
- Scale — Grows or shrinks one part of the model from its resting size, along each axis.
- Length — How long the model's pose lasts before it repeats, in seconds — one length for every part, camera move and setting it keys.
Clip
- Start — When the clip starts playing on the model's loop, in seconds.
- Speed — How fast the clip plays: 1× is as it was made.
- Weight — How much of the clip shows in the mix with the others: 100% is all of it.
- Fade in — How long the clip takes to come in at its start, in seconds.
- Fade out — How long the clip takes to go out at its end, in seconds.
View
- View turn — Where a placed model's camera looks from, turning around it.
- View tilt — How far above or below a placed model its camera looks from.
- View zoom — How close a placed model's camera stands: 1× fits the model in its box.
- View pan — Slides what a placed model's camera looks at, across and up.
Moment
- Moment — Which moment of the model's motion a still picture of it shows, in seconds.
Make a model move with motions and clips
Animate, the second tab along the bottom of the 3D editor, is the same Animate menu every item in a video has: a strip of cards, and at its right end the layers the model is playing. A model plays them over and over, with no jump where the loop restarts.
The strip starts with Record, then Recordings once you have made any, then Play, which reads Pause while the model moves and pauses and resumes everything it is doing, including an animation it was rigged with or one you posed; there is no slider to move through it. After them come:
- The animation cards a model can play over and over. Picking one puts its motions on the model.
- This model — the clips in the model's own file, on a rigged model.
- Clip library — a free set of clips, on a model whose own skeleton is a humanoid's. A model with no skeleton of its own isn't offered them.
- Starred and Community — reached through the search at the strip's start: the animations you have starred, and what other people have shared. A pick brings the loops it holds, and a card with nothing a model can loop stands dimmed.
A model's motions are one layer. Press Recipe on that layer to see them under Animations, each with its own settings, and add more there; they play together. Under a motion's settings, each part it moves has rows of its own — its Amount, how far that part goes, and where the part repeats, its Rate and Phase — so you can turn one part up without touching the rest. Spin turns a model about its vertical axis until you set its Axis. Once you have tuned the motions, picking another card asks before it replaces them. The star in the Recipe stars the motions as one of your own.
Each clip is a layer of its own. A clip card switches the clip the named layer plays, or adds a clip if there is none. To play another alongside it, press + layer, then a clip card. Press Recipe on a clip for its Start, Speed, Weight, Fade in and Fade out; each fade has an Ease under it for how it comes in or goes out. Two clips that overlap blend into each other.
Recording a clip of the animation
Record, in the Animate menu, captures the model's motion as a short clip.
Record needs something to move. Until the model has a motion, a clip, a rig of its own, or parts you have posed, the card is unavailable and reads Pick a motion to record. If a recording does not finish, Recording failed. appears in the middle of the screen with Try again, and stays until you close the message or try again.
Choosing it opens the recording settings: how many loops to capture, the screen ratio to frame it at, and whether you want a video, a version with a transparent background, or both. A guide appears in the viewer, and you can keep turning the model and zooming to frame the shot while the settings are open; clicking beside the model keeps it selected while they are, and Escape closes them, as does leaving the Animate tab. If you haven't moved the camera, the recording pulls back so the whole motion stays in the frame. Once you've moved it, the recording captures exactly what the guide shows. Choose Record to capture, or Cancel to back out.
Finished recordings collect behind the Recordings card in the Animate menu, which shows how many there are; press it to review them. Each one plays in place and carries its own menu: Download saves it to your device, + Artifact promotes it into your Artifacts as an item of its own, and Delete removes it for good. If the list can't load, or adding or deleting a recording fails, the reason shows in the middle of the screen. Undo never removes a finished recording or brings back one you deleted. A transparent recording arrives as two entries: the clip used in videos, which has no Download, and an animated picture of the same motion, which is the one to download.
To use a recording in a video, first promote it with + Artifact. It is then one of your videos: in the Video editor, the Video tile in Add adds your newest video, and a clip's Video tab lets you pick any of them. A transparent recording lands there as a 3D object you can keep editing; a recording with its background lands as an ordinary clip.
Undo and Redo
Editing is forgiving — every change can be stepped back.
- Undo reverses your last change.
- Redo reapplies a change you just undid.
Each step takes you back to where you made the change, so you see it go back: a material change opens the Material tab, a stretch or turn from the sliders opens Distort, a lighting or background change opens Scene — on Scene settings when that is where you made it — and a motion change opens Animate. A turn you made by dragging the model, and a pose you set in Smart Edit, are stepped back right where you are.
Use them freely while you experiment with materials, proportions, and animation.
Saving and downloading
Your scene is saved as you go, a moment after you pause, so you don't have to close the editor to keep a change.
Export in the File menu saves the model as a GLB file, with any material and movement you authored baked into it, so they show wherever you open the file. It is built on your own device, which is why it arrives straight away instead of queueing. With no material, motion, pose, turn or stretch there is nothing to bake in, so you get the model's own file.
A GLB file carries a physical material — colour, metal, roughness, coat, sheen, highlight, iridescence, glow, transparency — but not everything a material here can do. A patterned surface (Granite's veins, Fluorite's cells, LED's dots), an edge glow, Bismuth's and Argon's rainbow shading, Jade's polished shading (the file keeps it as a plain unlit color), Lattice's wireframe, Krypton's see-through blending and a material's reflection setting stay in the editor. A clip from Clip library stays in the editor too, while the model's own clips stay in its file. This is the one place where what you export can differ from what you see, so when your model holds one of these, Export's list offers Export GLB (or Export animated GLB) in place of Download, and says exactly which of them the file will not carry.
Export also offers Add to an App…, which puts the same GLB file into one of your Apps' Assets instead of downloading it.
A model's picture in your Artifacts, in chat and on its shared page shows it as you saved it — its material, the way it faces and its lighting, on a see-through background. A model that moves is shown at the first moment of its motion. Hover over the picture (or tap it on a touchscreen) and it comes alive as it was saved, starting from exactly the picture you see and slowly turning so you can look around it.
Your models also stay in your Artifacts, where they remain editable — open one any time to keep refining it, restyle it, or build a new variation.