Describe a character and the Aura agent builds the 3D model, then rigs it: skeleton, skin weights, walk and run animations. Download the FBX and drop it into Unreal Engine 5, Unity or Blender.
Text or photo to 3D, then one sentence to rig it. Included from the Pro plan.
A static 3D model is a statue. A game character needs bones, skin weights and animation clips, and that is usually a day of manual rigging. The agent does it for you, on the character it just generated, in about two minutes.
It is honest about scope: Aura makes the assets. Your game logic, Blueprints and C++ stay in your engine, where they belong.
Three messages, no modelling software.
"A medieval knight", "a cyberpunk courier", or attach concept art. The agent asks for a full body in A-pose, the pose rigging likes best.
The agent fits a humanoid skeleton, binds the mesh and adds walking and running clips. The viewer plays the walk so you can check it.
Download the rigged FBX and the animation files from Other formats and import them into Unreal Engine 5, Unity or Blender.
The exact steps for the three most used tools.
FBX and GLB with a humanoid skeleton and skin weights, textured with PBR materials.
A walk cycle and a run cycle on the same skeleton, as FBX for engines and GLB for the web.
Weapons, crates, furniture and buildings don't need bones: they come as GLB, OBJ or FBX and import as static meshes.
Concept art for your characters and maps, textures, key art and trailers with Veo, Kling or Seedance. One agent that remembers your project's style and your preferred formats.
Yes. Ask the agent for a full-body character, then ask it to rig the character. You get an FBX with skeleton and skin weights that Unreal Engine 5 imports as a Skeletal Mesh, plus walking and running animations on the same skeleton.
In the Content Browser choose Import, select the rigged FBX, keep Skeletal Mesh checked and enable Import Animations. Import the walk and run FBX files the same way and assign them to the skeleton that Unreal created for the character.
Yes. In Unity drop the FBX into Assets and set Animation Type to Humanoid in the Rig tab. In Blender use File, Import, FBX or glTF. The GLB version works in three.js, Godot and any glTF viewer.
Humanoid characters standing upright, with a head, two arms and two legs. A neutral A-pose with the arms slightly away from the body gives the cleanest skin weights. Animals, vehicles and props are not rigged: they import as static meshes.
No. Aura creates game assets: concept art, 3D models, rigged and animated characters, textures and trailers. Building the game, Blueprints and C++ stay in your engine.
From 4 credits for the 3D model and 3 credits for the rig with walk and run animations. 3D generation and rigging are included from the Pro plan.
Open the agent on the web or in the Aura AI app and describe who should walk through your level.