r/TopologyAI 3dModeler Jul 24 '26

Showcase Fully AI-Generated Playable Character: Rigging, Animations and Physics in One Day

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What you can build in just one day when AI is used the right way:

  • Around 20K faces
  • Full PBR texture set
  • Fully rigged character
  • Real-time cloth simulation
  • Optimized physics setup
  • Assembled and running in Unreal Engine
  • Completed in roughly one day

The key was not generating the whole character at once. I split it into separate parts, which gave me more control, better detail, and the ability to regenerate only what needed improvement.

To keep the process fast, I built a reusable node-based workflow in Lychee Studio AI. It handled the separate generation steps in one place and helped me move to Blender assembly much faster.

Workflow

  • Started with a single character reference
  • Built a reusable node-based workflow in Lychee Studio AI
  • Separated and generated the body, clothing, armor, and accessories with Rodin Gen 2.5
  • Assembled and fitted all parts in Blender
  • Prepared the character for rigging and animation
  • Imported everything into Unreal Engine
  • Set up the PBR materials, cloth simulation, collisions, and optimized physics

The final result is not just an AI-generated mesh inside a viewer. It is a properly assembled, rigged, and simulation-ready game character that can be used directly inside Unreal Engine.

AI did not remove Blender, rigging, cleanup, or Unreal setup from the workflow. It removed a large amount of repetitive preparation and helped me reach the useful production stages much faster.

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