Kitsmith

API & FAQ

How jobs run

For the curious: Kitsmith separates the web app from the GPU work. When you queue a job, it is written to a queue in our database and your credits are charged. GPU workers pull jobs: a worker claims the next queued job it can handle, reports progress while it runs, and uploads its outputs to storage when it is done. Each claim holds a 10-minute lease that is extended while the worker reports progress. If a worker disappears, the lease expires and the job goes back in the queue.

Each job carries everything the worker needs:

  • The kind-specific input (prompt, category, piece type, body sliders, and so on).
  • The full kit spec.
  • References from style memory with weights, and the current style LoRA if there is one.

Public API: there is no public API yet. The worker endpoints are internal and authenticated with a worker token. A public REST API for creating kits, queueing jobs and downloading packages from your own tools is planned.

Common questions

Why is my job still queued?

The GPU worker shuts down after about 15 minutes with no work. The first job after that waits for it to boot and load models, usually around 3 minutes. Once it is warm, jobs start almost immediately. If other users have jobs ahead of yours, the job card shows your position in the queue.

How long does a job take once it starts?

Building pieces and textures are the fastest. Props and equipment take longer because of 3D reconstruction. Characters take the longest because they include fitting, rigging and animation. The job card shows the current stage and progress.

What formats do I get?

  • GLB (binary glTF 2.0) for all meshes.
  • FBX as well for characters.
  • PNG texture maps: base color, normal, roughness, metallic, ambient occlusion and height, where relevant.
  • PNG previews and four fixed-angle renders per asset.

Everything is in meters, +Y up. See Engine import.

How many polygons are the models?

Meshes are decimated to the poly budget in your kit spec. On the default PC preset that is 8,000 triangles for props, 5,000 for equipment, 3,000 for building pieces and 30,000 for characters. The actual count is shown on each asset. Kitsmith does not generate LODs yet; use your engine’s LOD tools if you need them.

Can I sell games made with these assets?

Yes. You can use generated assets commercially on every plan, subject to the Terms. Read Licensing & AI disclosure for store disclosure requirements.

Can I edit the assets?

Yes. They are standard GLB and FBX files. Open them in Blender or any DCC tool. If you edit a mesh and want it to inform the style memory, upload a render of it as a reference image.

What happens to my uploads and prompts?

Uploaded references and generated files are stored in Google Cloud Storage in the US. Prompts and game descriptions are sent to Google Vertex AI for kit planning. We do not use your uploads to train shared models; your style LoRA is trained only for your project. Full details in the Privacy policy.

How long do you keep my data?

Your kits and assets stay available while your account is active. Deleting a kit removes it from your account straight away; the underlying files are purged from storage afterwards. You can ask us to delete your account and all associated data at any time.

How do I delete a kit?

Open the kit and choose Delete kit. This removes the kit with its assets, references, style LoRA versions and packages, and cancels any of its jobs that are still waiting in the queue. It cannot be undone, so download a package first if you want to keep anything. Credits spent on finished jobs are not refunded.

Are there rate limits?

Your credit balance is the main limit. To keep the shared queue fair during the beta, we may also cap how many jobs one account can have queued at once, and only one style training run per kit can be queued at a time. If you need a large batch, the planner is the easiest way to queue it.

Why did my job fail?

Most failures are transient (a worker restart, a storage timeout) and retry automatically, up to 3 attempts. If a job fails permanently, its credits are refunded and the error is shown on the job. Rephrasing the prompt usually helps with generation failures.

Can I use my own characters or rigs?

Not as inputs yet. Characters are built on the kitsmith-humanoid-v1 skeleton, which uses Mixamo bone names, so your existing Mixamo-compatible animations will work on them. See Characters & skeleton.