three.js, Godot and the web
Last updated 5 September 2026
The GLB is standard glTF 2.0
Download the GLB. It is a single binary glTF with the character's mesh, its skeleton, textures, and one animation clip named after the prompt - the same file the studio viewer plays. Anything that reads glTF plays it: three.js, Babylon.js, Godot, PlayCanvas, model-viewer, Unity and Unreal glTF importers, Blender.
three.js
Load with GLTFLoader, create an AnimationMixer on gltf.scene, and play gltf.animations[0]. Call mixer.update(delta) each frame. The clip carries root motion on the hips bone, so the character travels; put it in a group and follow that if your camera should track it.
In react-three-fiber use useGLTF and useAnimations from drei: const { scene, animations } = useGLTF(url); const { actions } = useAnimations(animations, group); then actions[Object.keys(actions)[0]].play(). Do not call mixer.update yourself - useAnimations already does.
Skinned meshes can be culled wrongly during root motion because their bounds stay at the bind pose; set frustumCulled = false on the SkinnedMesh if the character disappears at the edge of the view.
Godot 4
Drop the GLB into the project; Godot imports it as a scene with a Skeleton3D and an AnimationPlayer holding the clip. Instance it, and play the animation by name. For root motion, set the AnimationPlayer's Root Motion Track to the hips bone and read get_root_motion_position() in _physics_process to move the CharacterBody3D.
Smaller files for the browser
The full GLB carries the mesh at upload quality. For a page that shows many clips, use the studio's preview export or run the GLB through gltfpack or gltf-transform to quantise and compress it; the animation survives untouched.
API
To generate from your own pipeline instead of the studio, see the Developers page: one POST to plan, one to generate, poll or stream the job, then download the outputs.
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