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AI Agent: batch asset factory — source folder → validated 3D asset pack #1008

Description

@fernandotonon

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:

  1. scans a folder of input images;
  2. classifies each source as character, prop, environment object, creature/monster, or uncertain;
  3. creates a per-asset task plan;
  4. runs the appropriate workflow for each asset;
  5. stores intermediate artifacts and final outputs;
  6. validates each asset;
  7. retries or escalates uncertain cases;
  8. 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

  • The agent can process a folder containing mixed characters and props.
  • Each asset gets a structured per-asset plan and status.
  • Character assets can complete reference prep → image-to-3D → validate → rig → skin → animate → export.
  • Prop assets can complete reference prep → image-to-3D → validate → optimize → material/texture processing → export.
  • Failed or uncertain assets do not stop the whole batch.
  • Interrupted jobs can resume from saved manifest state.
  • Cached intermediate artifacts prevent unnecessary recomputation.
  • Final batch summary reports completed/warning/review-required assets.
  • Text-only mode works in degraded form; VLM mode adds visual source/reference/final checks.

Parent: #1000

Activity

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