Changelog

What's new

New features and fixes shipped to GenioPlus.

Magenta and green screens now key out clean on the spot

  • ImprovedBackground removal: a uniform, saturated backdrop — a magenta, green or blue screen — no longer goes through the AI segmentation model. The screen colour is keyed directly, so the tinted halo the model used to leave around the character never appears. Shading on the screen keys out with it, enclosed pockets of screen (between an arm and the body) go too, and the anti-aliased edge is kept as half-transparent pixels with the screen colour pulled out. It is the same fast path white backdrops already took, so it is free and instant. Applies to the animation sprite sheet, character generation, scene asset extraction and background remover tools.
  • ImprovedStep 4's green-screen removal now uses the same edge treatment as the cutout. Each pixel on the silhouette is read as a blend of the screen and the character, given the alpha that blend implies and stripped of the screen colour, so a muzzle flash or motion trail fading into the screen keeps its own colour at partial alpha instead of a green-tinged rim. A character close to the screen's colour, an olive mech say, is left alone as before.
  • NewFour more animation prompt presets: Quick strike, Thrust, Kick and 2-hit combo. All are fast attacks in the facing direction that start on the very first frame with no wind-up, and each is written to use the weapon in hand if there is one and bare hands otherwise, so they work on unarmed characters as they are.
  • NewColour key: the cutout editor has an eyedropper tool. It picks the backdrop colour from the border on its own and erases every pixel near that colour across the whole image in one pass. Range and Softness set how far and how gently it reaches, and the backdrop tint is pulled back out of half-transparent edge pixels. By default it stays on the rim around transparency, so a costume in the same colour survives. Use it for the halo left on images whose backdrop wasn't uniform enough to skip the model.

A 3D character pipeline

  • NewT-pose & parts: upload a character (up to ten at once) and a vision model reads the pose, body plan and gear, then shows you its plan — that analysis is free. It redraws the character in T-pose and each piece of gear as its own transparent PNG. Four split levels, from held items only to a bare base body you can dress; 3 credits for the body, 2 per prop, and a piece that fails is refunded automatically.
  • NewImage to 3D: one image — or up to four views — becomes a textured GLB. Four models to pick from: Tripo3D H3.1 multiview at 6 credits, Seed3D 2.0 at 10, Hunyuan 3D V3 at 11, Meshy V7 at 38, with quad topology and a face-count cap where the model supports them. The geometry-only model has been withdrawn.
  • NewMesh cleanup: rebuild a generated mesh as all-quad geometry with real edge flow, or decimate the triangles to a target count. UV unwrapping and the base-colour transfer run automatically, normal maps bake on demand, and the tool warns you when your target is too low to skin. It runs in your browser, so it is free.
  • NewAuto-skinning and the animation library are listed in the workspace behind a coming-soon gate, so you can see what is next.
  • ImprovedThe 8-direction character tool now splits a reference that already contains several poses on the spot and for free, instead of charging for a generation.
  • ImprovedEvery tool header carries a version number, and the four tools that had no header now have one. The workspace dropdown in the top navigation is grouped the way the sidebar is.

A pixel pass for 3D renders

  • NewA pixelate option in 3D → Sprite: each cell is rendered at a fraction of its resolution, with outlines drawn along depth and normal breaks. With it on the sheet skips the final rescale, so every pixel block stays the same size.
  • ImprovedThe 3D → Sprite tutorial now documents every control on the page, and the tutorials are available in Spanish and Portuguese.
  • FixedThe 3D preview was taking up too much of the page; its height is back down.

Animations can end where you want them to

  • NewA last-frame input on the animation step: supply an end pose and the motion runs from your step 1 image to it. Pick "same as start" and the clip loops. The end pose goes through the same background removal and inherits the first frame's margin, position and character spacing, so both frames share one canvas.
  • NewSheets with several characters: the gaps between them are widened by the same amount so the frames stay on a uniform grid, there is a "Walk · all directions" preset, and the generated frames can be split into one row per direction.
  • ImprovedThe direction set is now declared before the upload, with a preview of what each set looks like, so the upload slots and the export rows agree from the start.
  • ImprovedIn the sheet walk test the character turns to face the way it is walking — a row mapped to the wrong direction shows up on the first circle.
  • ImprovedThe animation step runs on MiniMax H3. The tiers are 480p and 768p (1080p is gone) at unchanged credit prices, and the aspect-ratio and audio switches are gone — the output canvas follows the image you upload.

3D models become sprite sheets

  • New3D → Sprite: upload a rigged 3D model (GLB/GLTF with a Mixamo-compatible skeleton), pick an animation, and render a 4/8/16-direction sprite sheet. Rendering runs entirely in your browser — free with a login.
  • NewCamera controls for prerendering: global pitch presets (side 0° / isometric 30° and 45° / top-down 60°) applied identically to every direction, orthographic or telephoto projection, and an optional pixelation pass.
  • Newspritesheet.json from 3D renders now records a foot anchor (footInset/anchor), so characters sit on the ground instead of floating when you position them by the cell's bottom edge.
  • ImprovedThe workspace menu in the top navigation now lists all six tools, with Free badges on the browser-side ones (3D → Sprite, background remover).

Editor overhaul for pixel art

  • FixedChanging the frame width on export no longer smears pixel art — exported sheets keep the original colours exactly.
  • NewPixel grid in both the cut-out editor and the frame cleaner. Zoom in and one cell is exactly one image pixel.
  • NewSquare brush, sized in image pixels and down to a single pixel.
  • NewTransparent areas can be shown as a flat colour, plus white and magenta backgrounds — much easier to check the edges of dark sprites.
  • ImprovedZoom now goes to 1600%, and magnified pixels stay crisp instead of blurring.
  • ImprovedRight-drag to pan and scroll to zoom, from any tool — no switching required.
  • FixedStalled generations are now checked automatically every hour: finished ones are recovered, failed ones are refunded.
  • FixedThe page behind a full-screen image is no longer faintly visible through it.
What's new