AI Coding Live News

Kimi launches 3D Make: K3.1 Pro drives Blender, CAD tools and Unreal, Unity and Godot to build models, scenes and games

Moonshot AI's official Kimi account announced 3D Make at 03:14 UTC on Oct 30, saying Kimi connects to tools such as Blender and CAD software to create models, assemble scenes and develop games, available now on kimi.ai and Kimi Work. The companion 3D guide says K3.1 Pro was specifically trained to drive 3D software through Python scripts, so specialized tools without MCP support can join the workflow, while meshes such as people and animals are handed to diffusion services like Tripo. Plugins that need locally installed software work only in Kimi Work.

Kimi launches 3D Make: K3.1 Pro drives Blender, CAD tools and Unreal, Unity and Godot to build models, scenes and games

Key Takeaways

  • Availability: 3D Make is live on kimi.ai and Kimi Work; plugins that need locally installed software are Kimi Work only
  • Two modeling routes: parametric models (furniture, mechanical parts, buildings) via Python scripts written by K3.1 Pro, and meshes via services such as Tripo, Meshy and Hyper3D
  • Engines: Kimi says it is adapted to Unreal Engine, Unity and Godot to import models, assemble scenes and build gameplay step by step
  • Showcase: the celestial palace in the K3.1 Pro launch video was built in Unreal Engine 5.8 from source models totaling 36 million triangles, rendered with Nanite and Lumen
  • Benchmarks: no 3D benchmarks were published; the guide admits some tasks need several rounds, and rigging and complex materials remain weak spots
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VAST open-sources EdenLive, a real-time generative renderer: 5B and 14B weights released, about 24.7 FPS at 720P on a single RTX 5090

VAST, the company behind Tripo, open-sourced EdenLive on GitHub and Hugging Face. A game engine or coding agent runs the rules and world state and outputs a rough reference video; EdenLive renders it in real time into detailed frames, guided by a target first frame and a text prompt. VAST released 5B and 14B weights in bidirectional and few-step autoregressive variants, real-time streaming inference code, and a skill that turns a text prompt into a playable game prototype. Per VAST, the project page shows over 24 FPS, minute-long generation and 480P/720P output; with LightX2V the 5B model reaches about 24.7 FPS at 1280x704 on one RTX 5090.

VAST open-sources EdenLive, a real-time generative renderer: 5B and 14B weights released, about 24.7 FPS at 720P on a single RTX 5090

Key Takeaways

  • The idea is to split state from appearance: an upstream program or engine keeps the rules and world state, and EdenLive only renders the reference video into detailed frames.
  • Released: 5B and 14B weights (bidirectional and few-step chunk-AR), real-time streaming inference code, the game-prototype-turbo skill and a frontend workbench.
  • Per VAST: over 24 FPS, minute-long generation, 480P/720P output; with LightX2V the 5B model reaches about 24.7 FPS at 1280x704 on one RTX 5090.
  • Built on Wan2.1-I2V-14B (480p) and Wan2.2-TI2V-5B (720p); the full weight tree is about 210 GB, and the verified setup is an 80 GB NVIDIA GPU with CUDA 13.
  • Licensing caveat: first-party code is Apache 2.0, but the workbench first-frame model FLUX.2 [klein] 9B is non-commercial, and the DINOv3 encoder has its own license.
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Linked Models & Agents:
⚡ EdenLive⚡ Wan2.1⚡ Wan2.2⚡ FLUX.2 klein🤖 Claude Code🌐 VAST🌐 Tripo🌐 LightX2V