Character Factory is a free, open-source, locally-run text-to-3D character pipeline. Prompt in, rigged character out.
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Quickstart
pip install "character-factory[generation]" character-factory make "A retired astronomy professor, tweed waistcoat, round spectacles, white beard" -o professor
First run downloads ≈36 GB of model weights. After that, generation is local and offline.
$ character-factory make "A retired astronomy professor, tweed waistcoat, round spectacles, white beard" -o professor create 80.9 s bake 131.2 s assemble 4.6 s professor/character.char.json professor/scene.glb
Use it with your coding agent
Paste this into Claude Code, Codex, or any coding agent. No additional API key or account required.
Set up Character Factory (NVIDIA GPU, 24 GB recommended): 1. pip install "character-factory[generation,server]" 2. character-factory make "<character description>" -o <dir> Writes <dir>/character.char.json and <dir>/scene.glb; stdout is exactly those two paths. Interpreter: Qwen3.5-9B, local by default (Apache-2.0, ungated — no token, no account). First run downloads ≈36 GB of model weights. Optional doors: - Unity (6000.0+): run character-factory serve, add "com.character-factory.unity": "https://github.com/character-factory/character-factory-unity.git" to Packages/manifest.json, then: unity cmd cf-create --prompt "<character description>" --walking true --json unity cmd cf-verify --target "<scene-object-name>" --json Unity README: https://raw.githubusercontent.com/character-factory/character-factory-unity/main/README.md - MCP (Claude Code / Codex): pip install "character-factory[mcp]", then add character-factory mcp to your MCP config. Source of truth: https://raw.githubusercontent.com/character-factory/character-factory/main/README.md
Comparison
| Character Factory | MetaHuman | Meshy | MakeHuman | |
|---|---|---|---|---|
| Use case | Agent-built game characters | AAA photoreal humans | Generative 3D meshes | Open-source human authoring |
| Create with | Text prompt | Presets & sculpting | Text / image prompt | Sliders / Blender |
| Cost / license | Free · Apache-2.0 | Free¹ · proprietary | Freemium · proprietary | Free · open source |
| Offline | Yes | Partly | No | Yes |
| Agent end-to-end | Yes · CLI / HTTP API / MCP / JSON | Partial · Unreal Python | Yes · CLI / API / MCP | Partial · Python |
| Character standard | Fixed topology, rig & face | Standard rig; assets vary | One-off generated mesh | Standard body; assets vary |
| Clothing | Generated from prompt² | Wardrobe / custom assets | Baked into mesh | Asset library |
| Stored as | Few-KB JSON³ | Unreal assets | Generated mesh | Preset + assets |
| Runtime target | Fixed · web / mobile / VR | LOD-dependent | Generation-dependent | Asset-dependent |
| Fidelity | Stylized-realistic | Photoreal | Variable | Realistic / stylized |
¹ Subject to Epic's current licensing and revenue terms.
² Garments and shoes are separate generated meshes with their own cloth materials over a skin-only body.
³ Diffable, versionable source document that regenerates the character under pinned versions.
Every character:
- Triangles
- ~15–50k, hair-dependent
- Texture size
- 1024² per surface — skin, eyes, garment, shoes, hair albedo + normal
- Rig
- 127 joints, exact-LBS, 54-bone Unity Humanoid map in the manifest
- Blendshapes
- 72 named facial morphs + jaw
- Materials / draw calls
- 10–11 primitives
- Alpha passes
- 0 — fully opaque by design
- GLB size
- ~1–10 MB
- Source document
- 2–6 KB JSON
- Generation time
- ~1–5 min depending on hardware and settings
Hardware
- Generation
- NVIDIA GPU, 24 GB recommended — bake measured at 17.4 GB VRAM (bf16) or 8.9 GB (nf4); smaller-card setups in the README
- Disk
- ≈1.1 GB install + ≈36 GB model weights
- Assembly & consumption
- No GPU — document→GLB runs on CPU