Repository navigation
Releases: MinaryHub/Kreate
Release list
Kreate v0.3.1
Added
-
A robot read from a URDF can be posed with an armature: Object ▸ Parent ▸
Make Armature from Robot (or Make Armature in the Robot panel) puts a bone
at every joint that moves, standing on the joint's axis and held to its
limits, with an effector and an IK target at the end of each arm. Turn the
bones in pose mode, or switch the IK on and drag the target, and the robot
follows; key the bones and it plays, and writes to glTF moving. The Robot
panel's sliders and the bones stay in step either way, mimic joints
included, and the URDF written out is the robot as before. -
IK honours a bone's Limit Rotation: a bone held to turning about its own Z
turns only that way, within its range, while the chain reaches. -
A Limit Location bone constraint, for a slider's travel.
-
Objects can hang from a bone (Ctrl+P ▸ Bone, Blender's Bone parent): they
move with it rigidly, as they are, and keep doing so through saving, undo,
copy and paste, and glTF export. -
Reading a large file shows what it is doing: a card over the viewport with
the stage, how far through it, how long it has taken, and Cancel. Opening a
scene file no longer freezes the window while it reads. -
STEP files (
.step,.stp) open and import: solids and surfaces from any
CAD program — planes, cylinders, cones, spheres, tori and splines — cut
into triangles that follow the true shape, watertight where the part is.
An assembly comes in as its parts, each placed where the assembly puts it
and shared between its copies, with the file's colours as materials and
its own unit (millimetres, inches) honoured. STEP export was already there. -
An Assets editor: models, materials and HDRIs from your own folders or
from Poly Haven (CC0), searchable, with pictures. A model is added to the
scene, a material is made of its maps and put on the active object, an
HDRI lights the world. Downloads are kept in the cache for next time. -
FBX characters come in rigged and moving: a skin's bones and weights
become an armature, and each take — Mixamo's dance, a walk — an action,
the first playing and the rest as muted strips. Meshes sharing one
skeleton share one armature, and the bones nothing is weighted to (a
fingertip, an eye) are bones too. -
The connector's asset tools see and place:
search_assetscan return the
first six's pictures, to choose by looking, and searches no longer hold
up the window;add_assettakes where a model's base goes and how tall
it should be, and withwaitanswers once it has landed with what was
added, where and how big. -
The connector teaches its ways of working: its instructions now say when
to reach for assets, AI generation, the sculpting loop (compare, shape,
measure again), the rigging loop and the timeline; and it offers them as
prompts — rig a character, sculpt to a reference, dress a scene from
assets, make a model — for a client to start from. -
The connector's
check_proportionsmeasures a standing figure against a
realistic adult — heads tall, leg length, arm span, chest and hip width —
each with the usual range and whether it is below, within or above. -
The connector's
compare_silhouettesets the model's outline from a side
against a reference picture's — concept art, a photo — at one height and
where they overlap most, and says how much they agree, their proportions,
where the model has too much or too little, and shows it in red and blue. -
Detail from a picture:
sculpt.displace_imageraises and lowers the
surface by a height map, through its UVs or projected from three sides,
so many millimetres, round one place or all over; and the connector's
generate_height_mapdraws one — skin, scales, bark — with AI, made
level and seamless by Kreate. -
Sculpting by number:
sculpt.deform_regionpushes, swells, moves,
scales, flattens or smooths a ball- or egg-shaped region by so many
millimetres, fading to its rim, mirrored across X if asked and held by the
mask;sculpt.crease_pathcarves a groove or raises a ridge along a path
of points. What an assistant sculpts with. -
The connector's
analyze_meshreads a mesh as a sculptor would — holes,
broken surface, slivers, bumpy places, and where its halves differ —
each with where it is, so an assistant knows where to work next. -
object.add_humanoid_rig(fingers=True)adds a thumb and four fingers a
hand, three bones each, spread across the hand as measured. Off by
default: on a Mixamo hand the template's fingers sit between the real
ones and tear the middle finger's first joint, so it suits simple open
hands, andcheck_rigsays when it does not. -
Automatic weights can look before they warm: with
visibility, a vertex
takes heat only from bones it can see, not through skin — so a body's
side stays off an arm hanging beside it. The humanoid rig turns it on when
the arms hang down; held out, a figure tears less without it. -
Binding With Automatic Weights spreads each bone's weight by heat along
the surface, as Blender does, rather than by distance through the air: a
thigh no longer pulls on the other leg, nor an upper arm on the ribs. On a
Mixamo body the edges a 45° bend tore went from hundreds to a handful.
The old weights by distance stay, asweights="envelope". -
object.add_humanoid_rigfits a standard skeleton — hips to head, and
shoulder, arm, hand, thigh, shin and foot a side,.Land.R— to the
selected figure standing up Z, arms out or down, measuring its height, its
legs, its reach and its feet, and binds it in the same step. Object ▸
Parent ▸ Add Humanoid Rig. -
Symmetry for rigs:
armature.symmetrizecopies every left bone (.L,
_l,Left…) to the right across X, parents and roll mirrored, and
object.vertex_weights_mirrorcopies one half's weights to the other, a
left bone's to the right one's — half a character rigged, the other half
made from it. -
The connector's
check_rigbends every bone of a rig in turn and
measures the skin: which bones tear it and where, which pinch, which move
nothing, and which vertices no bone holds — so an assistant can fix the
worst and check again. A 67-bone character takes a tenth of a second. -
Vertex weights set exactly —
object.vertex_weights_set, by vertex
numbers, by a box, or the selection; replace, add or subtract; alone, so
those vertices leave every other bone — and smoothed along the edges with
object.vertex_weights_smooth. What an assistant rigging a model needs
where a brush is guesswork. -
Assets ▸ Made by AI makes a model from words or a picture, on Hugging
Face's free GPUs: words become a picture with Z-Image Turbo, the picture a
model with TRELLIS, and the model lands in the scene and stays in the list
to add again. A free Hugging Face token, kept in the settings folder,
raises how much GPU time Hugging Face lends. The connector has it too:
generate_model. -
Help ▸ Connect to AI Apps adds Kreate's tools to Claude Desktop, Claude
Code, Cursor, VS Code, the Gemini CLI or Codex in one click — their other
settings kept, a copy of the file as it was left beside it, a file that
does not parse left alone — and shows which are already connected. -
The connector's capture takes
views— front, back, left, right, top,
bottom or the user's — andonly, some objects alone, framed; and
get_contextsays in a breath what is selected (and how many vertices,
edges and faces in edit mode), where the cursor is and where the view
looks from: what "this" and "here" mean to an assistant. -
The connector has a clock:
timelinereads the frame, the range and
every animated object with its takes, moves to a frame, plays or stops,
and switches a take on or off with its timing kept — so an assistant can
look at a pose at frame 30, or play the walk instead of the run. -
Under each answer in the chat panel, what it did — how many steps, how
many objects added and removed — and a button that undoes all of it at
once, as long as you have not changed the document since. -
Your own model files have pictures in the Assets editor: each is read and
drawn once, from the front right and a little above, and the picture kept
for next time. -
Objaverse in the Assets editor: Sketchfab's Creative Commons models —
people, characters, creatures, props — found with Sketchfab's search and
fetched from the Objaverse dataset on Hugging Face, with no account.
Only licences that allow changing and selling are listed; a CC
Attribution model says the credit it asks for. Poly Pizza, which needs a
key, moves after it. -
Poly Pizza in the Assets editor: thousands of low-poly models, many of
them animated characters, CC0 or CC-BY. Enter searches it; "Animated
only" lists what moves. It wants a free API key of your own, pasted into
the panel once and kept in Kreate's settings folder. A CC-BY model says
the credit it asks for when it is added. -
Tiles show "▶ Animated" for a model that moves — Poly Pizza's, and your
own glTF and FBX files — and "CC-BY" where a credit is owed. -
ambientCG in the Assets editor: its two thousand CC0 materials and its
HDRIs, beside Poly Haven's. -
Compressed OpenEXR images open — as a world's light, a texture or an
asset — and a folder's HDR and EXR files show their pictures in the
Assets editor. -
Link a
.kreatefrom the Assets editor rather than copy it: its objects
are read-only here and read again from the file each time the document
opens, so fixing a prop in its library fixes it in every scene. -
An Emission Map on a material: a picture the glow is multiplied by — a
screen, a lit window. glTF's emissive texture imports and exports as one. -
FBX cameras (lens and film back) and lights (point, sun, spot) are
imported; FBX gives lights no un...
Kreate v0.3.0
Added
- Import FBX (binary and ASCII: meshes, hierarchy, materials and diffuse
textures), 3MF (including slicer packages that keep each object in its own
part), PLY (text and binary) and OFF, beside glTF, OBJ and STL. - File ▸ Import adds a scene file to the open document as one undo step;
Open still replaces it. The AI connector gainsimport_fileto match. - Sculpting: ten more brushes (Clay Strips, Crease, Flatten, Scrape, Fill,
Pinch, Layer, Snake Hook, Mask, Face Set); a mask that every brush respects;
face sets that can be hidden, isolated and shown again; falloff shapes,
spacing, a stabiliser, front-faces-only, auto-smooth, Y/Z and radial
symmetry, alpha stamps and pen pressure; Voxel Remesh (Ctrl+R) and dynamic
topology. - Shader nodes: Noise, Voronoi, Checker and Wave textures (bands or rings,
for wood and marble). They read the surface's position in its object, so
they need no UV unwrap and move with the object. - Image Texture node: Box (triplanar) projection, which lays an image on
from the object's three axes with a blend between them — a tiling texture
on a mesh with no UVs, without stretching. - Bump node: turns a height — a noise, a wave, an image's channel — into a
tilt of the surface, and can sit on top of a normal map. - Color Ramp node (up to eight stops; linear, constant or eased), and
Texture Coordinate and Mapping nodes: a texture can be read by UV, by the
object's position or its normal, and moved, turned and scaled. - The path-traced render runs each material's node graph — the same code
the viewport draws with — so procedural textures, projected images, normal
maps and bumps appear in the final render, not only in the viewport. - The path-traced render shows each face's own material on an object whose
faces wear several; it used the first slot's for the whole object. - Rigid bodies: a gravity factor of their own (Physics tab), so one body can
float, fall slowly or rise while the rest of the scene falls. - Bevel: with an even number of segments, the corner where three bevelled
edges meet is filled with quads rather than a fan of triangles.
Fixed
- The Physics tab changes the active object only. It used to apply all of its
settings to every selected object, so adjusting it with a rigid body
selected beside an object without one turned the rigid body off. - Bake to Keyframes says on hover that it turns the baked rigid bodies into
keys and stops them being rigid bodies. - Orthographic view (Numpad 5) and the viewport lens stay as set; both went
straight back on the next frame. - The camera view (Numpad 0) follows its camera as it moves or plays an
animation, and lets go when you move the view yourself. - Cmd+V pastes a picture or files into the AI chat on a Mac.
- A sculpt stroke after changing the mask, hidden parts or face sets, with
nothing else changed, used the old ones.
Kreate v0.2.0
Added
- Physics: rigid bodies that fall, collide and stack; cloth that drapes and
can be pinned by a vertex group; soft bodies that wobble back to shape;
particles; and hair, still or swinging. Set it up in the Physics tab or
Object ▸ Physics, press Bake, and play the timeline. Rigid bodies can be
baked to keyframes. - In sculpt, weight paint and texture paint, F resizes the brush and Shift+F
sets its strength by moving the pointer. - Outliner search: find an object by name.
- Numpad 0 goes through the cameras when one is already the view.
- Design tools: a scene length unit, measuring and dimensions, exact
coordinates, a work plane, mass and volume, a mesh check, a section view,
3MF, STEP and drawing (DXF/SVG) export, a parts list, sketches with
constraints, and aligning one part's face to another's. - The Claude panel takes attached files and pasted images.
- Updates itself: at start Kreate looks for a newer release on GitHub,
downloads it in the background, and uses it the next time it starts.
KREATE_NO_UPDATE=1turns this off. - Help ▸ Contact: write to the developers from inside Kreate. The message goes
through a relay, so neither the address it reaches nor any key is in the
application. - Help ▸ About Kreate, with the version and the commit it was built from.
- A Claude panel: a chat with Claude Code that edits the open document through
its operators, one undo step per edit. Shows the account it is signed in as
and signs in from the panel. - Script lines can switch mode (
object.mode_set) and read an image file
(image.open); each line reports the objects, materials and images it made. - Shapes for scripts:
object.add_lathe(a turned profile),object.add_sweep
(a profile along a path),mesh.beveland the bevel modifier with rounded
segments, partial creases (mesh.crease) honoured by subdivision. mesh.select_where(by box, direction or material),object.set_dimensions,
object.shade_smooth,object.place_on,object.align,material.rename,
data.purge, andimage.generatefor tiling noise, voronoi, wood, marble,
checker and brick textures.- For the Claude connector:
get_mesh,check_overlapson real surfaces,
render_imageto a file through a camera, and a camera view for
capture_viewport.
Changed
- Sculpting keeps up with the pointer: a stroke is worked once a frame, and
starting one no longer pauses on a dense mesh. - Flat and studio shading show each face's material colour.
- A
set_*line that leaves a parameter out keeps its current value instead of
resetting it to the default. - New objects never take a name in use: a second
CubeisCube.001. get_scenereports colours in sRGB, as the operators take them, and gives
uids, dimensions, bounds, images and the view's exposure.
Fixed
- The outliner's scroll bar no longer covers the visibility eyes.
- A duplicate keeps its materials.
- A viewport capture taken while the window was hidden came back empty.
material.linkworks on an object with no material slots yet.