Platform
Metaloot Studio
studio.metaloot.app is the browser workspace behind the asset platform: a mixed-media library of 3D models, sprites, textures, audio, and animations, plus the control plane for agent-authored Blender jobs. Everything created through metaloot blender appears in Studio for preview, rigging, metadata, visibility, hosted delivery, and use from the SDK or deployed games.
What's Where#
| Explore | The public gallery — every published asset plus reviewed CC0 packs (Kenney, Quaternius, and more), filterable by kind: model3d, image, video, audio, sprite, texture, animation. |
| Create | A browser entry point for asset jobs. For new 3D work, the recommended path is a local coding agent using metaloot blender, where it can inspect templates and starters and author the complete bpy script. |
| Workspace | Your assets: watch generation progress, preview models in 3D, rig animations, edit metadata, and publish or unpublish. |
One Login Across the Platform#
Studio has no separate account system — it is a first-party OAuth client of the Metaloot portal. Clicking Sign in bounces through metaloot.app (where your session already lives), skips the consent screen, and returns with a signed session cookie. The same identity owns your games, your assets, and your API tokens, which is why an asset generated in Studio is immediately visible to metaloot assets list in your terminal.
The Blender Asset Pipeline#
The local coding agent supplies the creative reasoning and Blender operations. Studio authenticates and tracks the request; Metaloot workers execute it in headless Blender and return durable artifacts.
- Discover — the agent reads
metaloot blender templates --jsonandmetaloot blender library --jsonto select a versioned starting scene and only the materials, models, generators, kitbash parts, or lighting assets it needs. - Author — the agent writes a local
bpyscript. There is no remote agent translating a prompt into geometry. - Execute — a bounded headless Blender job loads the selected template and starters, runs the script, validates the result, and emits
model.glb,preview.png,inspection.json, andscene.blend. - Deliver — Studio stores the GLB and preview as a normal owner-scoped asset. Public assets receive stable hosted URLs; private assets remain owner-only.
- Rig & animate — one click (or
metaloot assets rig) adds an auto-skeleton and retargets preset clips likeidle, walk, run; each preset is hosted as its own GLB sharing one skeleton.
assets:generate scope; see API Tokens.Using Studio Assets from Code#
Everything visible in Studio is addressable by id or slug from the CLI and SDK:
# CLI — the terminal view of your Studio workspace
metaloot blender templates --json
metaloot blender library --json
metaloot blender create --name "…" --template scene.blank.v1 --script ./asset.py --wait
metaloot assets list
metaloot assets explore --kind model3d
metaloot assets download <asset-id> --dir public/assets// SDK — stream a hosted asset into your game
import { loadAssetObjectUrl } from "@metaloot/sdk";
const url = await loadAssetObjectUrl("treasure-chest-1a2b3c4d");The full asset workflow — variants, animations, packs, manifests — is documented in Assets.