Free
$0forever
100 credits, once
100 credits when you sign up. They don't expire.
Describe a character or upload a concept image. Hatchery3D builds the mesh, rigs it, animates it, and hands you a game-ready .glb.
Start from a sentence or your own concept art. A sentence becomes a full-body concept image in a neutral pose, the input every later stage needs.
out: concept.png
Several image-to-3D models build a textured mesh from the concept. We normalize it: scale, orientation, origin on the ground, a sane triangle count.
out: mesh.glb
An auto-rigger fits a humanoid skeleton and skin weights. Bones get standard names, so retargeting and engine humanoid setups work.
out: rigged.glb
Preset clips give the character something to do: an idle to stand in and a walk cycle.
out: idle · walk
Our own pass retargets every clip by bone role, makes cycles loop, plants the feet on the ground and cleans the result. Every run is measured, and the best variant wins.
out: character.glb
Not a statue to rig yourself. A character with a skeleton and clips that loop, ready to drop into a scene.
Every account starts with 100 free credits. Upgrade when you need more. Prices in USD.
$0forever
100 credits, once
100 credits when you sign up. They don't expire.
$29/ month
3,000 credits every month
For one developer shipping a game.
$79/ month
8,000 credits every month
For teams filling a cast of characters.
Credits pay for generation. Every step of the pipeline calls paid 3D and motion models, and credits cover those calls. New accounts get 100 free credits to try it.
Plan credits don't. Each paid month sets your plan balance to the full allowance: 3,000 on Pro, 8,000 on Studio. The 100 signup credits never expire, and they're spent last.
Yes, from the Billing page. An upgrade is billed right away (minus the unused part of your current month) and starts a fresh month with the bigger allowance. A downgrade costs nothing now: you keep this month's credits, and the next renewal bills the smaller plan. A cancellation runs to the end of the period you paid for.
Blender and Godot, both of which import glTF 2.0 natively; those are the two we test. Other glTF importers (Unity through glTFast, Unreal, three.js) should work too, but we don't test them yet.