Flockbay
The modeler
The modeler is how your AI makes a 3D model without a generation key. It writes a spec of blended shapes, and Flockbay builds a rigged, game-ready model from it on your computer. It costs nothing per model.
What it builds
One tool, flockbay_build_model, takes a spec and builds a glTF binary: one mesh per material, a skeleton where the spec asks for bones, a triangle budget, and its look as Godot materials. Props, vehicles, buildings, plants, characters and creatures come from the same vocabulary of shapes.
The reply carries a report of the build and a preview picture, so the AI can look at what it made and build again.
It runs on your PC. A mug builds in under a second and a creature of a few hundred parts in a few seconds. A build that runs past three minutes is stopped, and nothing in the game changes.
Your AI in Flockbay’s chat and your own agent over MCP both have it, under the same name. A second tool, flockbay_model_guide, hands the agent the spec format. The guide is served to a signed-in account and is not published.
Where a model lands
In assets/Models/, in a folder named for the model: the .glb, one material file per material, and a .model.json, which is the spec and the model’s source. They are your assets. They ship in an exported game, and Remove Flockbay from this project leaves them.
The tool only builds. It does not put the model in a scene: your AI does that next, or you do with Place, where the library lists it.
Building a model again replaces those files and nothing else in the folder, and keeps the model’s uid, so a scene that uses it keeps working.
A person walks
A model whose bones are named by role, such as hip, spine, thigh and upper arm, gets three clips when it lands: Idle_A, Walk and Jog.
For that, the model is sent to Flockbay’s server, which fits the clips to its skeleton and sends it back. It is the one model that leaves your computer. If the server cannot be reached, the model lands as built and the reply says why.
Tuning the look by hand
The builder’s Models tool appears in a 3D world once the project has a built model. Click a placed model and its materials open in the panel, one row per shader parameter. The view follows as you move a row.
Each change is one undo step, and it is written into the spec as well as the material file, so building the model again keeps it. Rebuild builds the spec again from the panel. Open spec opens the .model.json in the Script editor, or, in Simple editor, in whatever your computer opens such a file with.
Where it breaks
It makes a sculpted look, not textured realism. Only a person is animated: any other body plan gets a skeleton and no clips.
It needs a strong model to drive it. A small, cheap model gets poor results from it.
A generated 3D model is a different route: that is made on your own Tripo key.
