Scenario Guide: Full 3D Character Pipeline
This guide demonstrates how to chain V2Fun's atomic APIs together to build an automated production pipeline — from a text description to an animated 3D model.
Core Workflow
This pipeline gives developers a complete closed-loop workflow: input a description, output an animated 3D model.
Step-by-Step Guide
Task Chaining Logic
Throughout the pipeline, the task_uuid or file path (URI) from the result of each step is passed as the input_xxx parameter of the next step.
Step 1: Generate Character Concept Art (Text-to-Image)
First, use AIGC to generate a high-quality character reference image. It is recommended to include three-view or T-Pose descriptions in the prompt.
- API Endpoint:
POST /images/generations - Key Parameters:
prompt: "A futuristic cyber-ninja, full body, t-pose, front view, game asset style"size: "1024x1024"
- Output: Retrieve the generated image path from
result.
Step 2: Generate 3D Mesh (Image-to-Model)
Use the image from Step 1 to perform high-precision 3D reconstruction.
- API Endpoint:
POST /3d_models/meshes - Input: Pass the image path from the previous step as
input_image. - Tip: You can enable
options.block: trueto wait synchronously for the result.
Step 3: Generate PBR Textures (Retexturing)
Generate high-quality material textures for the reconstructed geometry.
- API Endpoint:
POST /3d_models/textures - Input:
input_model: The model path from the previous step.prompt: Describe the material details, e.g. "carbon fiber armor with glowing blue lights".
- Core Logic: This step automatically generates BaseColor, Normal, and Roughness maps and returns a textured model.
Step 4: Skeleton Rigging
Give the static model the ability to move by providing joint coordinates for automatic skinning.
- API Endpoint:
POST /motions/riggings - Input:
input_model: The textured model path.joints: 3D coordinates for 14 keypoints — head, shoulders, elbows, wrists, hips, knees, and ankles.
- Key Note: Joint coordinates must be normalized relative to the model's bounding box.
Step 5: Apply Animation (Retargeting)
Apply animations from the standard motion library to the newly rigged model.
- API Endpoint:
POST /motions/animations - Parameter Chaining:
input_model: The rigged model path from Step 4.input_motion: A motion file path from the motion library (/motions/retrievals) or motion detection (/videos/motion_detections).
- Final Output: An exported
.glbfile ready to import into Unity or Unreal Engine.
Core API Reference
For a deeper understanding of any specific step, jump directly to the corresponding API reference page:
| Module | Description | Docs |
|---|---|---|
| Image Generation | Multi-style character art, three-view and material reference image generation | Details |
| 3D Model Generation | Automated geometry generation with support for multiple topology formats and LOD levels | Details |
| Motion & Animation | Intelligent skinning, skeleton format conversion, and multi-source animation retargeting | Details |
