Child of #1000. Integration follow-up to #1007.
Goal
Allow the AI agent to process a folder of source images and autonomously create a batch of validated 3D assets for a game or project.
Example request:
“Process /SchoolGame/assets/source. Create one 3D asset per image. Characters should be game-ready, rigged, skinned, low-poly, and receive idle/walk/run animations. Props should be optimized, textured, and exported as GLB.”
Scope
Support a project-level workflow where the agent:
- scans a folder of input images;
- classifies each source as character, prop, environment object, creature/monster, or uncertain;
- creates a per-asset task plan;
- runs the appropriate workflow for each asset;
- stores intermediate artifacts and final outputs;
- validates each asset;
- retries or escalates uncertain cases;
- reports a final batch summary.
Input discovery
- Accept a source folder path.
- Enumerate supported image files.
- Create a persistent asset manifest/job file for resumable execution.
- Detect duplicate or very similar inputs when feasible.
Asset classification
For each input image, classify into categories such as:
- humanoid character
- creature/monster character
- rigid prop
- environment/static object
- uncertain/manual review
The agent should choose the pipeline accordingly.
Character pipeline
Typical steps:
- inspect input-image suitability;
- remove background / clean up if needed;
- optionally use the existing FLUX.2 image-generation path to regenerate a cleaner full-body neutral reference when the original is unsuitable;
- verify reference suitability when a VLM is available;
- run the configured image-to-3D backend;
- validate geometry;
- simplify/repair if needed;
- auto-rig;
- skin;
- apply selected animation templates (idle/walk/run by default or project preset);
- render a screenshot and optionally run final visual QA;
- export final asset.
Prop/object pipeline
Typical steps:
- inspect input-image suitability;
- optional cleanup/background removal;
- run image-to-3D backend;
- validate geometry;
- simplify/repair if needed;
- generate/apply materials or PBR processing when appropriate;
- render screenshot and optionally run final visual QA;
- export final asset.
Asset manifest / resumability
Add a persistent batch-job format, e.g.:
{
"project": "school-game",
"sourceFolder": "/SchoolGame/assets/source",
"outputFolder": "/SchoolGame/assets/generated",
"assets": [
{
"source": "characters/teacher.jpg",
"type": "character",
"status": "completed",
"requirements": {
"maxTriangles": 20000,
"rig": true,
"animations": ["idle", "walk", "run"]
},
"artifacts": {
"referenceImage": "teacher_reference.png",
"rawMesh": "teacher_raw.glb",
"finalMesh": "teacher_final.glb"
},
"warnings": []
}
]
}
Requirements:
- resumable after interruption/crash;
- per-asset progress/state;
- cached intermediate artifacts;
- completed steps are not recomputed unless inputs/requirements invalidate them.
Confidence and review gates
Do not blindly accept every result.
The agent should auto-accept high-confidence results and mark uncertain ones as needs_review.
Possible review triggers:
- identity drift on important characters;
- poor facial similarity;
- cropped/ambiguous source;
- failed rigging/skinning validation;
- poor final visual QA;
- repeated unsuccessful retries.
One problematic asset must not stop the entire batch.
Retry policy
- Configurable retry budget per asset and per step.
- Example: up to 2 automatic retries for reference generation or image-to-3D.
- Stop escalating once retries are exhausted and mark the asset for review.
Outputs
- final exported assets in a target folder;
- per-asset screenshots/previews;
- manifest with complete execution status;
- final batch summary, e.g.:
37 source images processed
31 completed automatically
4 completed with warnings
2 require review
UX / surfaces
GUI
Add a “Batch asset factory” workflow/panel:
- choose source folder and output folder;
- presets for character triangle budget, prop triangle budget, required animations, style hints, retry count and trusted/auto-approve mode;
- queue/progress per asset;
- filter completed / warning / review-required assets;
- resume previous batch job.
CLI
Example:
qtmesh batch-assets /SchoolGame/assets/source \
--output /SchoolGame/assets/generated \
--character-max-tris 20000 \
--prop-max-tris 10000 \
--character-animations idle,walk,run \
--retry 2
MCP
Add a batch-oriented workflow entry point, e.g. batch_generate_assets / run_asset_pipeline, with progress/job-state queries rather than one enormous blocking tool result.
Dependencies / related work
Depends primarily on:
Acceptance
Parent: #1000
Child of #1000. Integration follow-up to #1007.
Goal
Allow the AI agent to process a folder of source images and autonomously create a batch of validated 3D assets for a game or project.
Example request:
Scope
Support a project-level workflow where the agent:
Input discovery
Asset classification
For each input image, classify into categories such as:
The agent should choose the pipeline accordingly.
Character pipeline
Typical steps:
Prop/object pipeline
Typical steps:
Asset manifest / resumability
Add a persistent batch-job format, e.g.:
{ "project": "school-game", "sourceFolder": "/SchoolGame/assets/source", "outputFolder": "/SchoolGame/assets/generated", "assets": [ { "source": "characters/teacher.jpg", "type": "character", "status": "completed", "requirements": { "maxTriangles": 20000, "rig": true, "animations": ["idle", "walk", "run"] }, "artifacts": { "referenceImage": "teacher_reference.png", "rawMesh": "teacher_raw.glb", "finalMesh": "teacher_final.glb" }, "warnings": [] } ] }Requirements:
Confidence and review gates
Do not blindly accept every result.
The agent should auto-accept high-confidence results and mark uncertain ones as
needs_review.Possible review triggers:
One problematic asset must not stop the entire batch.
Retry policy
Outputs
UX / surfaces
GUI
Add a “Batch asset factory” workflow/panel:
CLI
Example:
MCP
Add a batch-oriented workflow entry point, e.g.
batch_generate_assets/run_asset_pipeline, with progress/job-state queries rather than one enormous blocking tool result.Dependencies / related work
Depends primarily on:
Acceptance
Parent: #1000