- Prompt
- Row gen
- Alpha cleanup
- Frame extract
- Atlas pack
- Done
Describe a sprite — characters, tiles, effects, UI. Or drop in a whole sprite sheet and split it into frames.
Their numbers from their own pages (Oct 2026). Ours from the provider lab — every model on the roster earned its place with a real generation.
| Feature | FrameLab Hub | Rodin Gen-2.5 | Tripo P1 | Hunyuan 3D |
|---|---|---|---|---|
| Input | Text, image, multi-view | Text, image, multi-image | Text, image | Text, image, multi-view |
| Speed | ~10s–70s by model | 30s – 7 min | 60–90 sec | 3–4 min |
| Max texture | Up to 4K where supported | 4K (paid HighPack) | 2K | 8K |
| Text to 3D | Yes — the Chain | Yes | Yes | Yes |
| Cost | Free forever | Paid tiers | Paid credits | Paid tiers |
| Account | None, ever | Required | Required | Required |
Yes — free forever, no paywall, no credits. It runs on free community GPUs (the AI Horde and public Hugging Face Spaces). The only price is the occasional queue, and AUTO rides it out by switching models for you.
No account, no signup, no key. If you happen to have a free Hugging Face token, pasting it (it stays in your browser) lifts your daily GPU quota on the Spaces.
2D: transparent PNG sprites and sheets. 3D: textured GLB files, plus OBJ and FBX exports of any mesh, that drop straight into Unity, Unreal, Godot and Blender — the Engine Bridge in the viewer names the download for each one.
You do. Nothing is uploaded to us and there is no server of ours in the loop — generations run on the public model providers you pick, in your browser session.
Free GPUs run on shared daily quotas. When one model is out of quota or down, AUTO moves to the next proven model on the roster and tells you it switched. The roster is deep on purpose — free generation should never run dry.
The newest drops in the hub — fresh models, tools and lab wins land here first.
Runs on free community GPUs (Hugging Face Spaces) — queues happen, AUTO rides them out by switching.
OBJ + FBX are exported from the loaded mesh itself — any provider. FBX carries geometry + color; GLB keeps the textures.
One GLB, every engine. Downloads are named per engine so your project folder stays tidy.
Procedural motions that play live on your mesh in the viewer — no rig, no bones, no cost.
Describe it in a few words — the free library matches it to a real motion and plays it.
Pose-capture from video is on the lab bench — not in the free hub yet. Preview your clip here meanwhile:
Your motions will appear here.
Judged by the same yardstick the slicer world uses — real numbers from your actual mesh, never estimates.
Load or generate a mesh and the check runs automatically.
Split the mesh at its middle height for smaller printers. Centroid split — the seam is jagged, a minute of sanding hides it.
Quantize your source image down to a 5-color palette — the color map for a multi-filament print.
Preview a display base under the model in the viewer, then export a GLB with the base baked in.
Quick transforms on the live model — they carry into Split and Base exports.
Bambu Studio and PrusaSlicer open .glb directly. Download the mesh and drop it straight in.
One-tap agent shortcuts and photo-to-figure presets — every one runs on the free chain: image first, mesh auto-builds.
Everything you generate in this hub lands here — this browser session only. No account, nothing uploaded, ever.
Nothing here yet — generate a sprite or a mesh and it shows up here.