PRODUCT UPDATE / Blender · 3D assets

StableGen 0.4 brings masked texture edits and SkinTokens rigging to Blender

The October 28 release adds painted texture selections, automatic character rigs and FBX/BVH motion retargeting. The workflow uses ComfyUI, with separate GPU and model-licence requirements.

Published Event
Six versions of the same treasure chest compare SDXL, MOSS Image, Qwen Image Edit, Qwen Image 2.1, Qwen Image 2.1 Turbo and FIBO 2.0 Edit, with detail views below.
Six texture architectures on one chest (0.4 release example).
Who should pay attention

Blender artists who want to revise part of a character's texture, then prepare a rig and reuse existing humanoid motion.

StableGen 0.4.0 was released on October 28 (UTC), adding local texture edits, automatic character rigging and motion retargeting to its Blender workflow. The release also adds Qwen Image 2.1 and three experimental texture architectures. For game assets, the practical additions sit between generating an initial appearance and preparing a character for animation.

Paint a selection, then review the edit

With Masked Edit, artists paint a surface selection and describe the change, such as replacing a jacket's material. The generated views can be inspected before choosing Apply or Discard. That gives costume and material variations a more focused starting point than generating the whole appearance again.

The workflow keeps existing UVs, but currently requires one material across each mesh's faces and a free UV-map slot. It uses the existing cameras: areas invisible to all of them remain unchanged. Selection expansion can include nearby visible surfaces, and the preview still needs checking for misplaced details.

A character's jacket is painted white in the selection mask, beside numbered Masked Edit controls and an edit instruction.
Mask painting and edit controls (2026 reference image).

Rig a character and reuse existing motion

The new SkinTokens integration returns a skeleton and skin weights for a selected character. It can run from the Tools page or as an automatic step after TRELLIS.2 mesh generation. The SkinTokens ComfyUI node must be installed first.

A separate retargeting workflow maps FBX or BVH motion onto a humanoid rig, then bakes a Blender action. Developers need to check the bone mapping and reference pose before applying it.

A stylized character with its auto-rigged skeleton in a rest pose, then with a walk animation retargeted to the rig.
Auto-rigging and a retargeted walk (2026 reference image).

For an engine import, the export documentation specifies baking projection materials into UV textures first, then exporting GLB, glTF or FBX. Export itself does not bake textures; including animation is a separate option.

Blender, GPU and model requirements

The installation guide lists Blender 4.2–4.5 or 5.1 and later, excluding 5.0, with platform ZIPs for Windows x64, Linux x64 and Apple Silicon macOS. Models run through ComfyUI, which can be hosted on another machine.

SkinTokens has its own hardware requirements: the upstream project specifies an NVIDIA GPU with at least 14 GB of memory for inference. Model permissions also differ. The Qwen Image 2.1 licence permits research or evaluation use only; commercial use requires a separate licence.

The 3D assets and animation category connects this update with other steps in a game-asset workflow.

Sources (7)
  1. StableGen · v0.4.0 release, October 28, 2026 UTC
  2. StableGen · Masked Edit documentation
  3. StableGen · Rigging and animation
  4. StableGen · Bake and game-engine export
  5. StableGen · Installation and model requirements
  6. SkinTokens · Official inference requirements
  7. Qwen Image 2.1 · Research License Agreement

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