Gizmo is in beta β you may see occasional asset failures while generating. Regenerating usually resolves it, and a failed asset doesnβt block the rest of the scene from completing.
Overview
Rather than generating baked polygon meshes that are difficult to edit or simulate, Gizmo builds scenes and assets from structured, parameterized primitives. Dimensions, transforms, materials, modifiers, joints, physics, collision settings, and affordances are all represented explicitly and remain editable after generation β shapes carry modifiers like bend, taper, twist, chamfer, shell, and bulge.Use Cases
- Quickly generating digital-twin-style indoor environments from a text prompt or reference image
- Creating articulated assets such as drawers, cabinets, doors, appliances, lab equipment, robotic arms, and furniture
- Browsing and placing physics-ready premade assets from the built-in catalog (3,000+ objects)
- Storing every scene in your Gizmo library, with on-demand export to whichever simulator you need
- Testing the same scene across multiple simulator backends without re-authoring
- Iterating on simulation environments without weeks of manual 3D modeling
- Programmatic scene generation via the REST API for CI/CD and batch workflows