Skip to main content
A playable character needs more than a pretty mesh. It needs one clean silhouette, a neutral pose a skeleton can fit, a rig, and the handful of motions the player sees every second: standing, walking, running, jumping. This guide makes all of that in two jobs, plus a move of her own and a portrait for dialogue, and you get a GLB that drops into Summer Engine or any engine that reads glTF.

The chain

$1.817 for the whole chain, at each model’s list price:
  • Concept picture: $0.053 ($0.053 per image)
  • Rigged, animated 3D model: $1.642 ($0.525 per model)
  • A custom move: $0.08 ($0.08 per animation)
  • Dialogue portrait: $0.042 ($0.042 per image)
A failed job costs nothing. Before you run anything, price each step exactly and for free: summer api estimate <model> --input '<json>', or POST /v1/estimate with the same body as the job. Prices come from GET /v1/models and change only when the provider’s price does.

Before you start

Sign in once, so your agent or your terminal can run jobs on your Summer account:
Your browser opens the Summer sign-in. Pick a spend limit for this computer and choose Allow. Using a coding agent? Paste this guide’s URL and say “make me this character”; the quickstart for your agent connects it in one command.

Step 1: a concept picture image-to-3D can read

Image-to-3D rebuilds what it can see. Every hidden arm, cropped boot or busy background becomes a guess in the mesh. So the concept picture is not key art: it is a reference sheet with one job.
  • One character, full body, nothing cropped. Leave space around the figure.
  • A neutral A-pose. Arms slightly away from the body, legs straight. The rig fits far better than to an action pose, and the arms do not fuse to the hips.
  • A plain white background, even light, no cast shadow. Shadows read as geometry.
  • Name the materials and colours. “Leather tool belt”, “brass goggles”: the texture follows the words.
The job comes back done in the same call. Its result.assets[0].fileUrl is the picture you feed to step 2. Not right yet? Change one thing at a time in the prompt and run it again: a concept picture costs $0.053 per image, so iterate here, where it is cheap, and not on the 3D job.

Step 2: the 3D model, rigged and animated in one job

Send the concept’s fileUrl as imageUrl. Three fields turn a statue into a character:
  • assetIntent: "character" prepares the picture as a clean, riggable humanoid reference first.
  • rig: true fits a humanoid skeleton to the mesh.
  • animationNames bakes motions onto that skeleton on the same job: Idle, Walk, Run and Jump cover a third-person controller.
A 3D job takes a few minutes. The CLI follows it and saves the GLB; over HTTP the call answers running, and you read GET /v1/jobs/{id} until state is done (jobs). The GLB holds the mesh, its textures, the skeleton and every animation clip by name. Other models for this step. Meshy 7.1 gives a cleaner quad topology when an artist will keep editing the mesh ($1.20 per model, rigging included at a lower add-on). Rodin 2.5 Fast is the cheapest way to block out a cast of background characters ($0.10 per model). For a hero you will look at for hours, compare two models on the same concept picture before you commit: the 3D models page lists them all with examples.

Step 3: a move of her own

Idle, Walk, Run and Jump cover moving around. A character feels like a person when she has one move nobody else has: a victory pose, a signature attack, a fidget while she waits. Describe it in one sentence and send the rigged model’s assetId as rigAssetId. The clip is retargeted to her own skeleton, so it plays on the model from step 2 without any fixing.
You get the animation as GLB and FBX. Keep moves to one action of 2 to 6 seconds; a long string of actions blurs. For stock moves (sprint, attack, block, dance), Meshy animation library adds named clips from a curated library ($0.12 per animation), and Hunyuan Motion Fast drafts a custom move for less ($0.06 per animation).

Step 4: a portrait that is the same person

Dialogue boxes, party menus and save slots want a face, not a full body. Edit the concept picture instead of drawing a new one: referenceImageUrl keeps the character on-model.

Put it in your game

  • Summer Engine. Import the GLB by its assetId, or drop the file in your project. The character-model and character-animation-wiring skills wire the clips into an AnimationTree and a controller for you.
  • Any other engine. The GLB is standard glTF 2.0, Y up. Scale it to about 1.7 m tall for a human: generated models are not at real-world size.
  • Keep the ids. Every file is also in your Summer library. Note the assetId of the concept and the model, so the next variant starts from the same picture.

Make the whole cast

Once one character works, the recipe is the template. Write the next prompts with the same style sentence word for word (“Stylized 3D animated feature look, clean readable shapes”), and send the concept pictures as one batch, then the 3D jobs as another:
A batch is priced up front and runs all or none, so you know the cost of the whole cast before anything starts (batches).

Common problems

Questions

Can I make a character from a drawing I already have? Yes. Upload it first (upload a file), then start at step 2 with its fileUrl. A clean, full-body, front-view drawing works best. Can I use the character in a commercial game? Yes. Every model on the Summer API allows commercial use of what it makes. Do I need a plan? No. Jobs are paid from your paid Summer credits, your plan’s credits or a top-up. Each connected agent has its own spend limit in Settings > Connected apps.