Aevornix Studio
3D modelling, animation, rigging and scenes.
Overview
What Aevornix Studio is
Aevornix Studio is the 3D half of the Design suite: modelling, UV work, optimisation, level-of-detail generation, rigging and animation. Like Art, it runs headlessly, so mesh work can be part of an automated pipeline.
Where it fits
One production path.
Aevornix Studio is one system in a pipeline. Each stage takes a defined input and hands a defined output to the next.
Four systems in one production path: Control, Orchestrates the project, the workflows and the agents. AevCode, Plans changes, validates them, and rolls them back cleanly when they fail. Design, Produces the images, textures, materials, meshes and animation a change needs. Core, Renders, simulates, edits and runs the project.
- Developer Preview
Orchestrates the project, the workflows and the agents.
- In
- Your intent, and the current project state
- Out
- A planned unit of work handed to the pipeline
Control decides what needs to happen and calls AevCode to work out how.
- Developer Preview
Plans changes, validates them, and rolls them back cleanly when they fail.
- In
- A unit of work plus the project it applies to
- Out
- A reviewed, reversible change set
Validated changes are applied to the project Core builds and runs.
- Developer Preview
Produces the images, textures, materials, meshes and animation a change needs.
- In
- An asset requirement from the planned work
- Out
- Project-ready assets in engine formats
Assets land in the project alongside the change that asked for them.
- Developer Preview
Renders, simulates, edits and runs the project.
- In
- The project with its applied changes and assets
- Out
- A running scene, a test result, or an exported build
What it produces
- Meshes and scene geometry
- UV layouts
- Optimised meshes and level-of-detail chains
- Skeletons and rigs
- Animation
- Export-ready assets in engine formats
Verified behaviour
Mesh export and level-of-detail generation have been run end to end, producing a real triangle-reduction chain from a source mesh. Scale is preserved through export and placement, which is the failure that most often makes an imported asset useless.
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