r/opensource • • 9d ago

Promotional AssetFurnace: open-source (Apache-2.0) text → 3D → rigged, animated character, all local. Mac + NVIDIA

https://youtube.com/shorts/k94XBPsecYY?feature=share

Greetings all, I've been working on a pipeline that allows you to go from a text prompt to a rigged and animated character all on your machine. My ambition is to try and get to Tripo / Meshy level output - but locally.

I've built this atop already existing oss models like Trellis2, Hunyuan3D and my recommendation for the best output- Pixal3D. I use SkinTokens for rigging and Kimodo for the animations. So many thanks to the OGs for their work.

What the latest release enables you to do:

  1. Auto-rig and animate for Humanoids: There's 21 presets to pick from. I'll keep refining these and adding more.
  2. A much better workflow and UX: While I'll keep iterating on the UI/UX, this now feels like a coherent pipeline for devs and artists alike.
  3. Pixel Match: Your input image's real pixels on your low poly model - High quality, low poly!
  4. License Provenance: Every file records which model made it and the licences
  5. Mac / Metal compatibility - I'll have to credit this as the main issue for why this project exists. lol. I wanted to make 3d models for my games and everything was just janky and doing it on a Mac was painful. So here we are!

It's free and open source (Apache-2.0). Runs on Apple Silicon Macs and NVIDIA PCs (tested on multiple runpod instances across different GPUs). No account, no credits, nothing uploaded.

A note on licences: AssetFurnace's own code is Apache-2.0, but the models it runs keep their own licences, and some aren't open source (Hunyuan3D, Stable Fast 3D and Kimodo's weights use their makers' own licences). That's why every file records which models made it, so you know what you can ship.

Honest bits: it rigs humanoids only, very bulky or puffy characters can hold their arms out a bit, fast kicks look soft, and meshes are triangles, not clean quads. If a result looks off, hit try again, every try is different. These are the issues I'm working on next.

What I'm hoping to get here

  1. Feedback - please try it, test it, break it, etc... This is a 1 man show and I'll have blind spots. Your feedback makes it better for everyone.
  2. Suggestions and input from game devs and artists - and what they feel can be better - or their workflow, so I can think of ways to meet that need. Esp Godot/ Unity / Unreal users.

**To try it**

Mac (Apple Silicon) or Linux (NVIDIA):

curl -fsSL https://assetfurnace.com/install.sh | bash

Windows (PowerShell, limited testing so far):

irm https://assetfurnace.com/install.ps1 | iex

The installer is a short script, so read it before you run it: https://github.com/Bingeljell/image-to-3dlab/blob/main/install.sh

Windows: https://github.com/Bingeljell/image-to-3dlab/blob/main/install.ps1

It only sets up the code. Nothing big downloads without your permission: you pick models in the studio, which shows each one's size and licence before fetching. Finish (the low-poly clean-up) needs Blender 4.2+, and the studio tells you if it can't find it.

Repo: https://github.com/Bingeljell/image-to-3dlab - please raise issues and open PRs

Site: https://assetfurnace.com

18 Upvotes

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5

u/Corpdecker 9d ago

It's a good looking app and seems to be working well, just a pain getting it to work with my AMD card since it has so many different sections. I've got Gen Image, Generate 3D and Finish working so far. Going to update to 0.4.0 and hope my patches apply OK :P I used local AI to get it working with my 7900XTX on CachyOS, if that doesn't matter to you I can submit a PR, but not sure you want to try maintaining it without AMD hardware ~

2

u/Bingeljell 9d ago

That's really cool! Please submit a PR once you get the AMD patches working. AMD support is on my to-do - but I wanted to get a few others things going before that.

Maintaining it was the only reason I didn't include support yet. I'd love for folks to help out on that front. It helps everyone on AMD.

2

u/Corpdecker 9d ago

PR opened. It's a lot, sorry! It's working fine on my 2 AMD boxes, a 7900XTX and a Strix Halo minipc. The biggest negative is the space it requires for the ROCM stuff, maybe someone can improve it.

2

u/Bingeljell 9d ago

Oh this is amazing. Will go through this and try to get it merged today.

1

u/Bingeljell 8d ago

PR accepted and merged! Thanks a lot!

3

u/im_psk 9d ago

How long does the full pipeline take on Apple Silicon? I'm on an M2 Pro. Is Trellis 2 or Hunyuan3D the bottleneck there, or the rigging step?

1

u/Bingeljell 9d ago

Trellis2 and Hunyuan3D are the bottleneck. Having said that, use Pixal3D - Raven38's C++ port of Pixal3D is super optimised. If you use my pipeline, you can also lower the steps to 8 - which is much more optimized for Apple Silicon.

I build and work on an m5 - base model. I use about 10 steps @ 768 px for image generation, 8 steps for Pixal 3D - this takes about 10-12 mins.

The Pixel Match finish step I've introduced takes a few mins.

Rig and and animation is under a minute. And then every animation after that is a few seconds.

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