We re launching V2Fun soon and would love to hear what creators care about most in AI-generated 3D characters.
V2Fun helps creators generate 3D characters from images or prompts, enhance them with 8K textures, and animate them with AI motion capture from regular videos.
The idea of going from an image or a prompt straight to a rigged, motion-ready 3D character in one place is really appealing — switching between modeling, texturing and mocap tools is usually the painful part. Quick question: can the finished models be exported in standard formats like FBX or GLB to use in Blender / Unity?
V2Fun
@andrei_rebrov1 Yes, absolutely! You can export your finished models directly in standard formats like FBX, GLB, and OBJ. Since these are universal formats, they will drop right into Blender, Unity, Unreal Engine, or other tool and game engine without any format conversion hassle.
I really like the vision of collapsing modeling, texturing, and motion capture into a single workflow. As AI models continue improving, do you think creators will eventually stop thinking in terms of separate pipeline stages altogether, or will professionals always want the ability to intervene at each step?
V2Fun
@tarqiya_forgah That’s exactly our vision. We want AI to handle the repetitive work while keeping creators in control whenever they need it.
The video-to-mocap without a separate pipeline is the interesting bit for me, most tools make you bounce between modeling, texturing, and mocap apps. What formats do the motion-ready characters export to, and are they rigged clean enough to drop straight into Blender or Unity?
V2Fun
@lennoxbeflying Thanks! Yes, you can export to FBX, GLB, OBJ, STL, USDZ, and BLEND, and the rigged assets are designed to work smoothly in Blender, Unity, and Unreal. We’re continuously improving the workflow based on creator feedback.
Typeless
Can the motion capture output be used in Blender or Unity?
V2Fun
@yuki1028 Yes, absolutely! The motion capture data generated on V2Fun can be easily exported to standard formats (such as .bvh .fbx or .glb).
seems fun. I have many experiences with those tools , there are multiple issues :
main pain is messy geometry.
I need low poly too.
most of the time animations and rigid body only support humanoid.
should be very good with creatures too not just humans characters.
V2Fun
@mohsen_bashirzadeh You hit the exact pain points of 3D production. Cleaner automated topology, low-poly optimization, and expanding our motion capture and rigging to creatures and quadrupeds are all highly prioritized on our roadmap. Additionally, to make things easier right now, V2Fun supports a two-way pipeline. If you need to manually clean up geometry or tweak bones in Blender, you can easily re-upload your edited model back to our platform to complete the texturing or motion capture retargeting. Thank you for such professional feedback—we are working hard to bridge these gaps!
@yifu_wang93 thx , I am eagerly awaiting good news and wish you success.
Invoko
Do you plan to offer team accounts for studios or small game teams?
V2Fun
@mingyouagi Thanks Ming! Yes, team accounts are something we’re planning for.
V2Fun
@mingyouagi Yes, absolutely! Providing team and studio accounts is a key part of our roadmap. We've actually already begun collaborating with enterprise partners on our API. We absolutely plan to open up the API interfaces directly on our platform for everyone in the near future, stay tuned!
Teable
Would love to see more examples for game-ready characters.
V2Fun
@jocky We are actively building out more game-ready showcases! You can find diverse presets on V2Fun. We also highly encourage users to share their creations on our platform. When others download your shared models, you’ll earn points that can be used for future generations!
Teable
@yifu_wang93 Great to hear! The presets and creator-sharing loop sound promising. Excited to see more game-ready character examples as you build them out. Congrats on the launch!