Documentation
Everything the studio does, documented.
How to generate, steer, and export each asset type — with every control explained as it actually behaves.
01
Getting started
Sign in with your email — we send a magic link and a six-digit code in the same message; either works. New accounts get three free generations across every capability, with full-quality previews in the studio. Downloads and exports unlock on Pro.
The studio has two ways to work. Create is a conversation: describe what you need and Orbie routes it to the right generator. The capability tabs (3D Models, Animations, Skyboxes, Terrain, VFX) are tool pages: pick the exact tool, set its parameters, generate. Both land results in the same per-project library.
Every result opens in the viewer — orbit with drag, zoom with scroll, and use the control rail to switch lighting (studio / daylight / sunset / night / flat), surface display (standard / wireframe / normals), and ground style.
02
3D Models
Text to 3D turns a prompt into a textured, UV-mapped mesh. The full parameter surface:
| Control | Options | What it does |
|---|---|---|
| Polycount | Auto · 4k–300k · custom | Target face count. Auto lets the generator decide; custom accepts any face budget your pipeline needs. |
| Quad topology | on / off | Quad-dominant mesh instead of triangles — what you want if you'll sculpt, subdivide, or rig by hand. |
| Texture / PBR | on / off each | Texture off gives raw geometry; PBR adds metallic-roughness maps on top of the base color. |
| Texture detail | standard / HD | HD runs the higher-definition texture pass — sharper detail at the same UV layout. |
| Art style | clay, steampunk, voxel, gold… | Bakes a stylized look at generation time rather than as a post-process. |
| T-Pose | on / off | For characters: generates in a rigging-ready T-pose. |
| Avoid | free text | Negative prompt — features to steer away from. |
| Seeds | model / texture (advanced) | Reproducibility: same prompt + same seeds = same result. |
| Real-world scale | advanced toggle | Auto-sizes the model to plausible real dimensions. |
| Separate parts | advanced toggle | Generates as split parts — doors, lids, wheels come apart. |
| Smart low-poly | advanced toggle | Optimized low-poly output for real-time or mobile budgets. |
Image to 3D reconstructs a mesh from one clear front view — add optional back, left, and right views for multi-view reconstruction with markedly better fidelity. Texturing can match your image exactly or follow the geometry.
Transforms apply to any model in the project: Retexture (describe a new look), Split to Parts (segmentation), Low-poly (target a face budget), Stylize (lego / voxel / voronoi / minecraft), Refine, and Import a Model (bring your own GLB/FBX/OBJ/STL, then run any transform on it).
03
Rig & Animate
Any generated model can be auto-rigged from its result card: pick what the subject is — biped, quadruped, hexapod, octopod, avian, serpentine, or aquatic — and Orbie builds a clean skeleton with skin weights on a standard rig. Once rigged, preset clips (idle, walk, run, jump, slash, shoot, and creature-specific gaits) retarget straight onto it.
04
Animations
Text to Motion generates a rigged clip on a standard humanoid skeleton from a description:
| Control | Options | What it does |
|---|---|---|
| Duration | auto · 2s–8s | Clip length; auto fits the described action. |
| Quality | fast / standard / high | Diffusion steps (50 / 100 / 150) — more steps, cleaner motion, a few extra seconds. |
| Adherence | loose / balanced / strict | How literally the prompt is followed vs. how naturally the motion flows. |
| Feet planted | on / off | Foot-contact IK — kills foot sliding. On by default. |
| Seed | advanced | Reproducible takes. |
Walk & Run Cycles come from a dedicated locomotion generator, loopable by construction: choose the gait (sneak → sprint), direction (forward / strafe / backward), strides per cycle, and one of 112 live styles — confident, drunk, zombie, elderly, holding-sword, and a hundred more.
Video to Motion traces motion from a few seconds of footage of one person moving. Loop turns any clip in your project into a seamless cycle.
05
Skyboxes & HDRI
Describe the sky — time of day in your prompt is authoritative (write midnight and you get midnight; golden hour, overcast, storm, alien all steer the palette). Pick a resolution — 2K, 4K, or 8K equirect — and every render is supersampled above target then downscaled for clean gradients.
Each generation produces two files, and two more on demand:
| Control | Options | What it does |
|---|---|---|
| Equirect PNG | 2K / 4K / 8K | The LDR backdrop — usable directly as a panorama or engine sky material. |
| HDRI (.hdr) | 32-bit Radiance | True high-dynamic-range for image-based lighting in Unity, Unreal, Godot, Blender. |
| Cubemap | 6 × 1024 PNG, zipped | GL-convention faces (+x/−x/+y/−y/+z/−z) with a README stating the axis convention. |
| Roblox cubemap | ft/bk/lf/rt/up/dn, zipped | Face naming and rotations ready for a Roblox Sky object — upload the six images, assign, done. |
06
Terrain
Text to terrain produces a complete landscape bundle: a shaded-relief preview (what you judge), a 16-bit PNG heightmap plus raw .r16, a textured mesh (GLB), and normal + splat control maps for material painting.
Heightmap grids size themselves to your project's target engine: 1009 drops into Unreal landscapes with no padding, 1025 fits Unity terrains (2ⁿ+1), and 1024 serves power-of-two pipelines (Godot, Terrain3D, custom). Steep faces carry layered rock stratification; valley networks are carved by real hydraulic and fluvial erosion, not noise.
07
VFX
Describe an effect — a roaring campfire, a green summoning portal, a water splash— with duration (2–6s) and density controls. Families: fire & smoke (temperature-driven, curl-noise turbulence), sparks, explosions, rain & snow, fluids (splash, fountain, waterfall), energy, portals, magic.
Every generation ships three files:
| Control | Options | What it does |
|---|---|---|
| Preview loop | animated WebP, 24fps | A seamlessly looping render of the effect — continuous emitters loop with no pop; bursts play once. |
| Emitter graph | JSON | The full parameter set — spawn rate, lifetime, shape, velocity, gravity, drag, curl turbulence, size and color over life. |
| Poster frame | PNG | The most developed frame, for thumbnails and docs. |
The emitter JSON includes an engine_mapping block naming the matching module for every field — e.g. spawn_rate → Niagara SpawnRate / VFX Graph Constant Spawn Rate, turbulence → Curl Noise Force, color over life → Color over Life gradient — so rebuilding the effect natively is a transcription, not a reverse-engineering job.
08
Exports & formats
| Control | Options | What it does |
|---|---|---|
| 3D Models | GLB · GLTF · USDZ · FBX · OBJ · STL · 3MF | Convert any model from its card or the Export Formats tool; texture size selectable up to 4K. |
| Animations | GLB · FBX · BVH | GLB stores with the result; FBX and BVH export on demand. |
| Skyboxes | PNG · HDR · cubemap ZIP · Roblox ZIP | See the skybox section for details. |
| Terrain | PNG16 · r16 · GLB · normal · splat | The full bundle downloads per generation. |
| VFX | WebP loop · emitter JSON · PNG | Loop + graph + poster. |
Free accounts preview everything at full quality in the studio; downloading any file requires Pro or Studio.
09
API
Everything the studio does is available over a REST API at https://orbie.dev/api/v1. Create a key in the studio under Settings → Developer, then send it as a bearer token: Authorization: Bearer sk_orbie_live_…. A key acts as you — same plan, same entitlements (free keys preview only; downloads need a paid plan).
Three endpoints — the same pipeline the studio runs:
/api/v1/generate/api/v1/jobs/{id}/api/v1/assets/{id}/bytesGenerate a model, poll the job, then download the mesh:
# Generate · capability: model · motion · skybox · terrain · vfxcurl -X POST https://orbie.dev/api/v1/generate \-H "Authorization: Bearer $ORBIE_KEY" \-H "Content-Type: application/json" \-d '{"capability":"model","action":"create","prompt":"a mossy stone well"}'→ { "job_id": "job_…" }# Poll · queued → running → succeededcurl https://orbie.dev/api/v1/jobs/JOB_ID \-H "Authorization: Bearer $ORBIE_KEY"→ { "status":"succeeded", "result": { "assets": [{ "id":"…", "kind":"glb" }] } }# Download · full file on paid plans, preview on Freecurl -L https://orbie.dev/api/v1/assets/ASSET_ID/bytes \-H "Authorization: Bearer $ORBIE_KEY" -o model.glb
Every steering parameter documented above goes in a paramsobject on the generate call. Concurrency follows your plan's lanes; when they're full the API returns 429 with a retry hint.
10
Plans & limits
There are no credits and no metering. Free gives three lifetime generations with previews only. Pro ($19/mo) is unlimited generations, every download format, and parallel lanes (run several generations at once per capability). Studio ($34.99/mo) widens every lane and adds dedicated capacity. Yearly billing is 25% cheaper, and every new customer's first month is $10 off, applied automatically at checkout.
Rate limits exist only to keep the queue fair; if you hit one, the studio tells you exactly when to retry. Questions: [email protected].