Latest update
JUL 20 · 2026 · Shipped
Latest update
JUL 20 · 2026 · Shipped
Feed
Short updates stay here. Durable explanations move to the Blog.
Movement
Feed
Auto-rig a NIUA character and it comes back with real Mixamo bone names (mixamorig:*). Motion capture and text-to-motion already output game-ready clips on the same skeleton. So a NIUA-rigged character drops straight into your engine’s humanoid retargeter — and any Mixamo animation library, including NIUA’s own motion clips, retargets onto it. The whole mesh → rig → motion loop now speaks one language.
Game and Light tiers run a shorter generation cascade and cost less ($0.39 / $0.49). Hero keeps the full high-detail path ($0.79, $1.49 at 1536). Re-export LODs stay within the cascade you generated.
Every standard-track mesh keeps a generation recipe. Re-export it at a new polygon budget and texture size without re-running the full model — build a Hero / Game / Light LOD ladder from one source for Unity, Unreal, or Godot. Ceiling matches the cascade you generated with (see the 2026-07-14 tier update).
A new public /games hub for the game demos we build on NIUA. First on the shelf: SWARM, a poster-brutal survivor — every sound in it generated on NIUA, the game itself built by NIUA Studio, our agent driver for the Godot editor.
The landing page no longer downloads large GLB demos during first paint. Visitors see WebP posters first and open 3D only when they ask for it.
The public site now frames NIUA as asset generation for game developers, dogfooded to make our own game demos, instead of the older code-shipping slogan.
Public share pages now focus on the asset, not backend implementation details.
The older background-removal surface was removed so the playground stays aligned with the active generation stack.