AI 3D Model Generator for Unreal Engine Skeletal meshes and props, free

Describe a prop, set dressing or a character and the AI builds it at real size. Pick For Unreal Engine and download an .fbx in centimetres, Z up, that imports at Uniform Scale 1. Characters come in as skeletal meshes whose bones are named like the UE mannequin's.

Free. Use your own Anthropic or OpenAI key.

Also from Innerscene: Circadian Lab, a free lighting calculator for room illuminance, melanopic EML, and glare.

Watch how it works

How it works

  1. 1. Describe it or add a photoType what you want in plain words, with sizes if you know them, or add a photo as a reference. Describe an object or a person.
  2. 2. The AI builds and checks itThe AI writes an OpenSCAD program for an object, or sets up the character generator for a person. It looks at six rendered views of the result and fixes what is wrong, up to five builds per message.
  3. 3. Refine and exportThe model opens in the viewer at real size. Ask for changes in the chat, move the sliders, then download it or pick a format from the Export menu.

Why make it with AI here

  • Mannequin bone names (pelvis, spine_01, thigh_l and so on) let the IK Retargeter map Unreal's animations onto the character.
  • Props keep their named parts and pivots, so doors, lids and wheels can move in Blueprints.
  • Materials arrive with M_ names and their colours, ready to swap for your own material instances.

Prompts to try

Click one to open it in the AI panel, then change the sizes to suit.

Getting the model into Unreal Engine

  1. Pick For Unreal Engine in the AI panel's Made for menu, or say "for Unreal" in your request.
  2. Choose Idle, Walk or Wave next to the download for a character, then click Download .fbx.
  3. In the Content Browser, click Import and select the .fbx.
  4. A character imports as a skeletal mesh with its skeleton and animation; a prop as static meshes (turn off Combine Meshes to keep each part).

The file is written in centimetres, Unreal's unit, so keep Import Uniform Scale at 1. The skeleton has a single root bone, so there is no extra Armature bone to clean up.

Best export formats: FBX, GLB, OBJ

Good to know

No Nanite settings, collision or lightmap UVs are prepared; Unreal can generate the last two on import. Characters have no facial rig, and animations are the built-in Idle, Walk and Wave clips.

Cost and privacy

You use your own Anthropic or OpenAI API key. It is stored only in your browser and sent only to that provider, which bills you directly: a model typically costs $0.05 to $0.30 at Standard quality and up to about $1 at Detailed, and Innerscene charges nothing. Your key and prompts are not sent to Innerscene; we record anonymous usage statistics such as the steps used, the model chosen, token counts, a cost estimate and whether a model was made.

How to get an Anthropic or OpenAI API key

Read the full guide: API keys, refining and exporting

Questions

▶Can AI make skeletal meshes for Unreal?
Yes. People download as rigged .fbx files that Unreal imports as skeletal meshes with their skeleton.
▶Can I use Unreal's mannequin animations?
Yes. The bones are named like the mannequin's, so the IK Retargeter maps them with little setup.
▶Are lightmap UVs included?
No. Turn on Generate Lightmap UVs in the import options.
▶Can I import a prop as separate meshes?
Yes. Each named part is its own node, so with Combine Meshes off every part becomes its own static mesh.

What it can make

Floor plans and layouts

Molecules, proteins and crystals

Make a model for any format

Make a model for your app

More ways to use it

AI Generator