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Mumblebox 3D Asset Foundry
@mumblebox•45 min ago
From one image to a 4K textured tiger — Foundry + MCPOne picture of an agate tiger became a turnaround sheet, a moving camera orbit, and then a textured 3D model. Here's the whole trip through Mumblebox 3D Asset Foundry, including what I checked along the way—and how you can work with your agent from your phone. The actual exported 3D mesh, rotating in Foundry's viewer. The AI-generated orbit used to build it appears below. This walkthrough uses Preview 28 and the Orbit to Mesh wizard. The result has 4096 × 4096 textures, a detailed GLB, and a reduced GLB for further game development. It's a useful starting asset: the mineral bands and overall form came through, while the tail and some paw-to-log details still need cleanup. Those are exactly the kinds of things worth catching during review. Start here Install and start Mumblebox 3D Asset Foundry through Pinokio. Open Choose a Workflow → Create a Mesh from an Image → Orbit to Mesh. Let any required model preparation finish before starting a generation. The route is reference → turnaround and orbit → selected views → mesh → finish and export. You can follow the wizard yourself or work alongside an agent connected through MCP. For a first run, I like going stage by stage so I can inspect the result before moving on. 1. Give it a clear reference Name the asset and choose Upload an image. You can also create an image in Foundry or choose one from Gallery. Keep the whole subject in frame, including thin parts such as tails, handles, and accessories. I used Agate Tiger and the Full steps · 3 seconds preset: 768 × 768, 28 steps, Turbo off, and 73 frames at 24 fps. The Subject direction field is where I described the important details: the tiger and log should stay one rigid carving, with the paws, tail, expression, and mineral bands preserved. Keep the built-in camera instructions and add what matters about your subject. 2. Review the turnaround and the orbit Generate the turnaround first. This gives H3 four views to work from: front, side, three-quarter, and back. Check that the shape, pose, colors, and small details stay consistent across them. Then generate the orbit. The camera should travel around the stationary subject at a steady height and distance. Watch the complete turn before moving on. This is the generated camera-orbit video used as reconstruction input. It is an earlier stage than the finished mesh shown at the top. Look for parts that bend, disappear, change sides, or drift as the camera moves. Also check the framing and the return to the opening view. A smooth video can still contain inconsistent geometry, so pause on the awkward angles. If something important changes, revise the direction or regenerate before spending time on reconstruction. 3. Choose the views that will build the mesh Continue to Choose mesh views. Foundry aligns the cameras and presents views from around the subject for Pixal3D. I used 4 views · Recommended default and 1024 shape resolution. Inspect each selected frame. Uncheck a view if it is blurred, warped, or missing an important part; keep the front and at least one other view. More views are an option, but consistency matters more than simply increasing the count. 4. Inspect the rough shape Build the mesh, then rotate it in Review the mesh. Check the silhouette, face, underside, gaps between limbs, and the contact with the base. This is the place to decide whether the starting shape is good enough to finish. Hi3D uses the original reference for refinement; Foundry then cleans the geometry and applies TRELLIS.2 texturing. Later processing can improve the result, but it does not guarantee that every missing detail will return. 5. Finish with 4K textures and export In Finish and export, I chose 4096 for texture size and kept the 500,000 triangle limit for texturing. That limit controls the mesh sent to texturing and UV unwrapping; Foundry retains the clean master separately. Choose only the output versions and formats you need, then use Prepare asset package. This run produced: Detailed GLB: 499,844 triangles with 4K material maps. Balanced GLB: 250,000 triangles with 4K maps and baked normal maps. An asset ZIP containing the models, textures, README, measurements, and model credits. Download the ZIP and review the model from all sides. The two exported GLBs also imported successfully in Blender during this run. The tail and some intersections still need attention before I'd call this particular asset finished for a project. Texturing, topology cleanup, rigging, and testing in your target application are different jobs; choose the next one to suit what you're making. Work with Foundry from your phone 📱 With MCP, you can work with Foundry from your phone through your agent's connected app—giving instructions in plain language, checking progress, and viewing results wherever you are. This is one of the parts I'm most excited about. You can discuss the result, ask for another view, or decide what to do next while you're away from the PC. Your PC runs Foundry and the models; your compatible agent app carries the conversation and connects to that work. To get started, open Connect your agent in Foundry. Choose any optional Blender skill repositories you want, copy the setup prompt, and paste it into your coding agent. The setup connects the MCP and Foundry's companion skill, which helps the agent understand the workflows. Keep the app, MCP, and companion skill current so the agent sees the available controls. Once connected, an instruction can be as simple as: Use Foundry's Orbit to Mesh workflow with this image. Name it Agate Tiger. Start with the full-steps, three-second preset. Show me the turnaround and orbit before building the mesh, then help me review the result and export a detailed GLB with 4K textures. The agent should check Foundry's available capabilities and use your existing workflow. Phone access depends on your agent app's connection to the PC; keep Foundry's local service private. Agent setup details are available if you want the configuration steps. You still decide what looks right. MCP makes it easier to keep that conversation going while the tools do the work. A quick hello in every supported language Foundry now supports English, Simplified Chinese, Latin American Spanish, French, and Brazilian Portuguese. If I've got anything wrong—in the tutorial, the translations, or the app—I'm open to corrections and any help you'd like to offer. English: Thanks for try
RE-USE Speech Enhancement
@jmw_studio_film•7h ago
This may be going on a cool direction...I still have to do some work if I fully commit to this, but I needed to update the overall speed of this app, so... I added 5 new flavours to RE-USE, thanks to this awesome community we have on Hugginface! Props to the people who fine-tuned all of these options. (This also means that MLX support CAN be possible! I pin-pointed those models, but I don't have a Mac available, so if anyone wants to copy this one repo and do that version, feel free to do it). Added a bunch more of knobs to really tweak the output and overall speed of the recovered result (with an easy explanation to know what to tweak). Also added batch processing for people that need a "run-and-leave" solution for several broken audio. This may be a really small project for you to play with, but it is no more a "cheap clone". And maybe in the future it is much more...
PotionUI
@oroborus•9h ago
Fixed a bug in the Pinokio startup script that caused a blank white screen until you manually refreshed. The UI should now load immediately on launch! Let me know if you run into any issues—reach out here, on Discord, or on Reddit. I want to make sure this runs smoothly in Pinokio, so don't hesitate to ask for help! Cheers!
ZONOS3-Mini
@cocktailpeanut•10h ago
Zonos3-Mini Voice Studio: Realtime voice hacking studioVoice Studio Zonos Voice Studio lets you speak text in a chosen voice and shape how that voice sounds. Speak a line with one of 30 built-in voices, or clone a voice from a short recording or upload. Shape it: gender, age, pitch, intonation, accent, texture, room, pace, loudness, and mood. Start from a preset such as BBC newsreader, gravelly old man, or late-night radio, then compare the result with the original voice. Perform a script: a different voice per line, delivery painted onto words, several takes, then export one WAV. Save the voice, cast, and script in a project you can export and import. Zonos3-mini Model Performance Very fast generation: once you clone a voice, you just enter text and it almost instantly generates the speech and starts streaming High fidelity: I've tried to clone Christopher Walken's voice with all kinds of voice cloning models in the past but this one does it the best It has two modes: Basic mode Full mode Here's what the basic voice cloning mode looks like. I don't know how they did it but this thing generates voice in realtime. The following is on my Mac M1 Max 64G: Tested on Mac and NVIDIA A4500 (Both realtime generation)
EmberWriter
@grumpystrongman•14h ago
EmberWriter has come a long way since my last Pinokio post.I started building it because I wanted one place to write a novel, keep track of the world I was creating, and do something with the book when it was ready. The new feature tour follows one fictional project through that process, from a lantern going dark in the opening chapter to a submission packet you can download. Watch the updated EmberWriter feature tour (9:01, 1080p) Write the book and keep the world straight. The manuscript, character notes, and research live together. Story Atlas helps you work out whether a route or location makes sense in the next scene. Series tools help you carry established facts across books, and version history and the Recovery Center give you a way back when you need an earlier draft or a project backup. Direct the audiobook line by line. Audio Director gives you a separate performance manuscript where you can correct who’s speaking, assign character voices, and give a line its own delivery cue. You can audition a take, flag a pronunciation or performance issue, and listen again before approving it. The tour includes a multi-character excerpt rendered with EmberWriter’s Kokoro voices. Find a publisher and build the packet they ask for. The Market Directory includes 2,804 searchable book publisher records. Where we’ve researched the requirements, you can filter by genre, submission route, and packet availability. EmberWriter flags entries that still need research or require an agent, so you know where to check before spending time on a submission. In the tour, I use a publisher’s bundled settings to prepare a query and a Word attachment with the synopsis and opening chapters. Then I review the files and download the ZIP. The private authorship review lets you inspect matches against recorded AI wording, and that review stays outside the submission ZIP. Already using EmberWriter? Click Update in Pinokio, then choose DEMO to try it with fictional material. If you give it a spin, I’d like to hear which part of your writing, audiobook, or submission workflow it helped with and where you still had to reach for another tool. Install EmberWriter for Pinokio · Download all eight screenshots
Ruach Studio
@ruachstudio•14h ago
Ruach Studio 2.0.7: our own decoders, the Narrator and eight rooms2.0.7 is out, cut in honour of our own decoders. Press Update in Pinokio to get it. Our own decoders. YuE2-VAE-RS x3 v1, m-a-p's Standard grown three times and trained by us on music, now decodes every new take by default, with v2 beside it. A take you made earlier can be decoded again with either in seconds, without generating it again. Standard comes back with one tick in Engine → Defaults. The Narrator, a room for the spoken word: Fish Audio's Drama 3 through audio.cpp, on your card or the processor. Whisper hears every piece and reads again a word lost or added; a take is fixed piece by piece; a long text with [split] is read as a book, part by part in one voice. Built with Fish Audio. Eight rooms in a new order (Musician, Narrator, Writer, Refiner, Artist, Videographer, Trainer, Librarian), two transcribers (Heretical and Refined), every model download checked three times (pinned commit, size, SHA-256), and an AppImage that carries its own C library. Next, in 2.0.8: Higgs Audio v3 (Boson AI) as the Narrator's second engine, and the Videographer's own tracks with templates for titles and karaoke. The full article: https://github.com/igrbible/Ruach_Studio/wiki/Ruach-Studio-2.0.7 The study of our decoders: https://ruachstudio.art/#vae-study
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The latest posts from across Pinokio.

From one image to a 4K textured tiger — Foundry + MCP
@mumblebox · Mumblebox 3D Asset Foundry
One picture of an agate tiger became a turnaround sheet, a moving camera orbit, and then a textured 3...
Foundry Preview 27 — Orbit to Mesh and a head start in Blender
@mumblebox · Mumblebox 3D Asset Foundry
I joined Pinokio about a week ago, and the welcome has been incredible. Thanks to everyone who tried ...
Devin Cli available for Pinokio
@morpheus · Community
This is just a short update note for all with a Devin subscription and those who plan to get one. I a...
New on Pinokio
@cocktailpeanut · Demo Cut
Automatically discovered via GitHub
Checked in to Wan2GP.
@ivan_dash · Community

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#showcase
Minimax H3 Singularity 4 Step Generation Prompt: Use the provided image as the starting frame. Preserve the exact minimalist black-and-white Wojak meme drawing style, characters, and party setting. Static camera, no cuts, no zooms, no dialogue, no text. 0–3s: The man leans casually against the wall in the corner, legs crossed, one hand in his pocket, holding his drink. He has a faint, peaceful smile. Across the room, three extremely attractive adult women dancing at the party notice him. They exchange excited glances. 3–7s: The first woman confidently approaches him, flips her hair, gives h...
@cocktailpeanut·14d ago
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Preview of my next project!
@theawakenone·22h ago
#guide
From one image to a 4K textured tiger — Foundry + MCP
@mumblebox·45 min ago
#testers-wanted
For those of you brave enough to install... Thanks for trying it out. I am adding a bug report feature and fixing the workflows for objects/creatures/vehicles. I am also adding a coding agent driven headless Blender node. I will be looking to optimizes for low memory systems soon. There is alot to do on the Roadmap. Thanks for your interest.
@mumblebox·10d ago