Browser tools
Some of the pipeline is not an API. These tools run entirely in your browser — your model is processed locally by WebAssembly and never uploaded — which is why they are fast, free, and private, and also why there is no endpoint for them.
They are listed here so the pipeline is complete, and marked honestly where a programmatic equivalent does not exist.
Optimization
GLB Optimizer — Meshopt compression, mesh simplification, texture resizing and WebP conversion, quantization, vertex welding, and LOD generation. This is usually the difference between a 40 MB export and a 4 MB one that loads on a phone.
KTX2 Compressor — GPU texture compression to KTX2/Basis, which cuts VRAM as well as download size.
No API today
Optimization has no server-side implementation. Everything runs client-side, so there is nothing to expose yet. If an optimization endpoint would unblock a pipeline, tell us — knowing the shape of real demand is what decides whether it gets built.
Format conversion
FBX to GLB — converts FBX, OBJ, STL, PLY, and DAE to GLB, preserving materials and skinning where the source has them.
Note that you often do not need this before rigging: POST /v1/rigs accepts FBX, OBJ, STL, and ZIP directly and converts internally. Use the tool when you want a GLB for its own sake.
No API today
Same as optimization: conversion runs in the browser. The converters inside our rigging service are on the rigging path only and are not exposed as a conversion endpoint.
Inspection
GLB Viewer — inspect a model's scene graph, skeleton, materials, and animations. The fastest way to answer "did that rig actually come back with bones, and what are they called?"
WebGL/WebGPU checker and cross-origin isolation checker — diagnose why a scene will not render or why SharedArrayBuffer is unavailable on a host.
Rigging and animation
Rigger — the browser front end for the same engine behind POST /v1/rigs. Useful for eyeballing a result before you wire the API into a pipeline.
Animations — browse the CC0 clip catalog and preview clips on a character. Retargeting here runs in your browser, which is why it is free; the same operation through the API runs on our hardware and is billed.
Generation
Hunyuan3D (image and text to 3D), SAM 3D, Flux (text to image), and Skybox.
API not yet available
These run on our GPUs and cost credits, but they are currently browser-only: they authenticate with a site session rather than an API key, so there is no /v1 surface for them yet. Adding one is real work per provider, and we would rather do it for the providers people actually want. Tell us which.
The runtime library
Cinevva games run on @cinevva/rt, a small library that handles character controls and in-browser animation retargeting — the same retargeting the tools above use.
Not licensed for third-party use
The library is served from our CDN because our own generated games load it, but it is proprietary and no licence is granted for outside use. If you want to embed Cinevva's retargeting in your own product, talk to us rather than importing it — we would rather sort out a licence than have you build on something you are not permitted to ship.