The Velan Codex

3D model

Training Golem

Rigged · 6 animations · 6 PBR textures

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Drag to orbit, pinch or scroll to zoom. Pick an animation clip to play it.

The model of Training Golem.

Animations

Idle, Walk, Attack, Hit, Stagger, Death: skeleton-only clips that play on the rigged mesh.

Textures

Renders

Concept art it was built from

How it was made

Built through the Meshy REST API (the key lives in ~/.secrets/velan_meshy_api_key, never in the repo). Total cost: 68 credits.

Meshy preview

1. Image to 3D (30 credits)

Input: Concepts/training-golem/golem-front-meshy-input.png, sent as a base64 data URI.

POST https://api.meshy.ai/openapi/v1/image-to-3d
{
  "image_url": "data:image/png;base64,…",
  "ai_model": "latest",
  "should_remesh": true,
  "topology": "triangle",
  "target_polycount": 15000,
  "should_texture": true,
  "enable_pbr": true,
  "texture_resolution": "2k",
  "target_formats": ["glb", "fbx"]
}

Task 01a19b3f-5bf3-75a4-91c1-bf35dafcb1f2. Result: one mesh, 15,435 triangles, 30,744 vertices, one material with a 2K PBR set (base colour, metallic, roughness, normal; Meshy's current model has no emission map, so the chest glyph's glow has to come from an emissive mask or a light in Unity).

2. Rigging (5 credits)

POST https://api.meshy.ai/openapi/v1/rigging
{ "input_task_id": "01a19b3f-5bf3-75a4-91c1-bf35dafcb1f2", "height_meters": 2.4 }

Task 01a19b47-70e7-7708-8cc7-7f982c6a4151. A 24-bone humanoid skeleton (Hips, Spine/Spine01/Spine02, neck, Head, shoulders, arms, forearms, hands, legs, feet, toes). Mixamo's auto-rigger was tried first and failed on this body: the head sits inside the shoulders with no neck, which its humanoid fitter can't place.

3. Animations (3 credits each)

POST https://api.meshy.ai/openapi/v1/animations
{ "rig_task_id": "01a19b47-70e7-7708-8cc7-7f982c6a4151", "action_id": <id>,
  "post_process": { "operation_type": "extract_armature" } }

extract_armature returns skeleton and motion only (~200 KB) instead of re-embedding the 14 MB mesh in every clip. The files follow Unity's Model@Clip.fbx naming.

ClipMeshy library actionFrames (30 fps)Battle use
TrainingGolem@Idle.fbx0 Idle2–122waiting
TrainingGolem@Attack.fbx214 Punch Forward with Both Fists2–106its attack
TrainingGolem@Hit.fbx178 Hit Reaction2–51Coil, Gale hits
TrainingGolem@Stagger.fbx113 Mummy Stagger2–147Repel's 2.5 s stagger
TrainingGolem@Death.fbx8 Dead2–91defeat
TrainingGolem@Walk.fbx119 Slow Orc Walk2–167approach, overworld

Animation frames: Idle, Attack, Hit / Stagger, Death, Walk

The preview above is a Blender render of each clip applied to the rigged mesh (a mid-clip frame each), as a check that the skin deforms cleanly.

Files

Not done here (left for the Unity side): .meta files and import settings (Unity creates them on first import; set the rig to Generic or Humanoid and point every clip at TrainingGolem.fbx's avatar), the URP material, and the emissive chest glyph.

From Art/README.md

Files

Copied from Assets/Art/Models/TrainingGolem and Art/Models/TrainingGolem. Unity assets beside it: TrainingGolem.controller, TrainingGolem.prefab.