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6.6.02026-10-28

Chat

  • With the original picture open, chat edits now change the original, not your last edit.

Animations

  • The clip editor no longer shows a faded copy of the end frame over your clip. Turn it on with the layers button.

3D

  • Ready-made moves on a rigged model stay free, and the chat says what it will do first.
  • Smoother 3D moves, and four-legged walks without snapping steps.
  • Sprites made from 3D models keep their skin tones and colours, with no face flicker on walks.
6.5.02026-10-27

Light your sprites

  • Normal map in the ... menu, for any image or animation, so your sprites react to 2D lights in Godot and Unity.
  • Glow map for parts that give off their own light, like windows.
  • Both work from the MCP too.

Skeleton editor

  • Joints are placed for you, arms and legs bend properly, and Animate with AI comes first.

3D

  • Convert to 3D makes cleaner models, and game-ready models get sharper textures.
  • Sprites made from a 3D model keep their colours.

Fixes

  • The checkerboard covers the whole preview.
  • Leaving the 3D model editor no longer shows a blank page.
6.4.02026-10-26

Rig and animate any 3D model

  • Auto Rig now works on characters, four-legged animals and props (a chest lid, a door, a tree's trunk). Nothing gets refused for not being a person.
  • Rigging costs 30 credits, down from 140. A described move costs 20, down from 30.
  • Free ready-made moves: idle, walk, run, jump, attack, punch, kick, wave, hurt, death, cast and dance for characters, and 8 moves for animals.
  • Copy a move from one of your rigged models onto another, free.
  • Ask for moves in the chat while the model is open: "make it walk" adds a ready-made move for free, and anything else becomes a described move.
  • Game-ready models no longer turn black after rigging.

3D editor

  • Auto Rig and Adjust Bones sit at the top right of the 3D view.
  • Camera button: front, side, back, three-quarter, isometric or top-down.
  • Make sprites turns the move that is playing into 2D sprites, free, at any library size (32 to 512, pixel art up to 256).
  • Sprite styles: 8 directions, 4 directions, Platformer (left and right, side-on) or Isometric (the four diagonals), plus an arrow pad to pick exactly which directions you want.
  • A model's sprites all go onto one image, linked to the model.

Convert to 3D

  • Turn any 512 or 1024 image into a 3D model, either Draft (15 credits) or Game-ready (45 credits).
  • It works on any edit too: open the ... menu on the Base image or an edit and choose Convert to 3D. Each edit keeps its own model.
  • The picture you're converting shows a moving border until the model is ready.

Also

  • The chat can extend the video, or change the sound, that's open beside it.
  • New page: AI rigging and animation for 3D models.
  • Godot downloads and previews always pack your game's scripts in compiled form, never as readable source.
6.3.02026-10-25

Clip editor in your project

  • Click any animation to open it in the new clip editor. Drag the whole clip or a single frame into place, or use the arrow keys (Shift moves 4 px).
  • Snap to ground lines up every frame's feet.
  • A faded copy of the end frame shows where the clip should finish.
  • Change the canvas from the size button: sprite size, animation size, fit the motion, or type a size.
  • Save as new version keeps your original clip untouched.
  • Start → End slots: drag any image or frame into Start and End, then animate from the chat. The new clip begins on one and finishes on the other.

Animations that join up

  • Each animation shows the image it ends on, so you can chain them: fall → lie there → get up.
  • Animations started from the chat now start from the image you're viewing.
  • Single pixel animations now come out at your sprite's real size. Before, they were about 20% too small.
  • Clips that end on another image no longer end slightly too big.

Animation sets

  • Every clip in a set is the same size with the feet in the same place, so switching from idle to walk in your game doesn't make the character jump.

3D

  • Two modes: Game-ready (new default, 45 credits) makes light, game-friendly meshes under 1 MB; Draft (15 credits) is the quick option.
  • 3D references are drawn at 1024.
  • The chat understands styles like "low-poly", "blocky" or "voxel".

Wide artwork

  • 16:9 pixel artwork stays wide instead of coming back square.
  • 16:9 scenes animate at their own shape.

Fixes

  • Small pixel art previews are sharp again.
  • The tile Options tooltip no longer blocks clicks on the tile.
  • Fixed buttons that didn't respond to clicks in the free GLB, voxel and skeleton editors.
  • The GLB editor guide now covers the Left/Right turn buttons.
  • Flipped and mirrored pixel clips keep their own size.
6.2.02026-10-21

New

  • Progress bar: see each generation's current step and how far along it is.
  • Sprite Clean-Up: a free tool that cleans any sprite or 1–5 second clip. It removes background leftovers and stray pixels, and puts pixel art on a clean grid.
  • Clean up sprites and clips straight from Claude or ChatGPT.

Better

  • Long generations (animation sets, video, 3D) no longer show an error after 100 seconds. They finish and appear as normal.
  • Animation sets come out cleaner: no grey shadows under the feet, and no pale smears or blobs on small pixel art.
6.1.02026-10-20

New

  • Sign in with X. If you sign in with any provider using an email that's already on an account, you go into that account instead of getting an error.
  • 3D Model to Sprite Sheet: turn a 3D model into sprites from every direction.
  • Buy credits right from the chat.
  • A new 256px pixel art size, alongside 32, 64 and 128.
  • Every style works at small sizes. Cel-shaded at 32px now gets the same pixel and clean-up passes as pixel art.

Better

  • Pixel art comes out cleaner: stray pixels, specks and gaps in outlines are fixed on every image, edit, rotation and animation.
  • Sprites at 512 and 1024 lose the leftover bits of background, including in animations.
  • Fire, sparks, lightning and glows no longer get cut off when the background is removed.
  • Pixel art at 512 and 1024 sits on a real pixel grid.
  • Animations that need more room start on a bigger canvas, so swings and jumps don't get clipped.
  • Prices show roughly in your own currency.
  • Pricing adjustments.

Fixed

  • Skeleton editor: buttons that didn't respond now work.
6.0.02026-10-14

New

  • A new home page: type what you want to make, or tap Image, Animation, Sound, Music, Video, 3D or Game.
  • Your first prompt starts a project and names it for you.
  • Edit images inside your project, right next to the agent chat. The agent edits whatever you have open.
  • Make videos from the agent with /video-gen.
  • Redraw any image in a new style with /image-redraw.
  • Make tilesets on the generator page.
  • Download any animation as a GIF.
  • Four new free tools, and how-to guides on every tool.
  • Voxel Editor upgrade: build in 3D, export sprites from 8 directions, VOX or OBJ.
  • Reconnect Google Drive in one click.

Better

  • Cleaner cut-outs, with no leftover background or coloured edges.
  • Every clip in an animation set is the same size.
  • Textures repeat with no visible join.
  • Better 3D models, with cleaner textures and smaller files.
  • Nano Banana is now version 2.1.
  • A simpler sidebar: Home, Assets and Tools.
  • Credits come back if a generation fails because the server restarts.

Prices

  • Now free on every plan: image uploads and Remove BG (they used to need Voidless+ or credits).
  • Cheaper: reference images, 5 → 2 credits.
  • Higher: high-quality 3D models, 25 → 60 credits, for the new model. Draft stays 15.

Removed

  • In-paint, Touch Up, the pose editor, Copy mode and Animation Edit. Use Edit and Redraw instead.
5.3.02026-10-11
  • Voidless in Claude and ChatGPT. Add Voidless as a connector and sign in with your Voidless account. You can then generate sprites, animations, sound, music, video and 3D models right from the chat.
  • Connector results show up in the chat. When you use Voidless in Claude or ChatGPT, images, looping animations, sound and video play right in the conversation, instead of as a link.
  • Setup guide at voidless.dev/mcp, for the connector and the npm package.
  • The connector asks before spending credits again instead of making the same thing twice.
  • A simpler way to change a character across its animations. Edit the character (add a hat, give it a sword, recolour it), rotate the edit to 8 directions and animate the right-facing ones. Turn on Flip to left side and the other three are mirrored for free. It works the same in chat ("walk in all 8 directions") and through the API and the connector, which can now also hand images to Claude for use in HTML. The older keep-motion edits are retired.
  • The asset page works on phones.
    • Play your animations and browse rotations, edits and parts. Tap any of them to see it full screen.
    • Edit, Rotate and Animate from the bottom bar, at the same prices as on desktop.
    • Pick which image to start from: the original, an edit or any rotation direction.
    • Choose how an animation ends: looping back to the start, anywhere, or on an image you pick.
    • Animate several images at once, or a whole rotation set in one tap.
  • Sharper pixel-art animations.
  • More payment methods at checkout.
5.2.02026-10-08

New

  • Voidless+: one plan with everything unlocked, credits priced by the dollar ($1 = 100 credits), and team seats at $10 each.
  • Auto image settings: describe what you want and the style, size, type and view are picked for you.
  • Animations loop by default: every clip ends on the frame it starts from, so it plays seamlessly in a game.

Better

  • Rotations look at your sprite first, so side views, front views and four-legged characters turn the right way.
  • Editing an image in chat gives the same result as editing it in the editor.
  • Animations stay on model: characters keep their body shape, and big swings and effects stay inside the frame. When a move needs more room, the animation gets a bigger canvas instead of being cut off.
  • Rotations of small pixel sprites keep their colours instead of coming out as silhouettes.
  • Faster image generation, especially at busy times.
  • Fewer failed generations: when an AI provider is busy we retry for you automatically, and any credits for a failed generation are refunded.

Fixed

  • Pixel art keeps its original colours after edits.
  • Clearer error messages when a generation can't be completed.
5.1.02026-10-01
  • Added Seedream 5.0 Flash image model
  • Smarter, more reliable builds. Every game is now written by one coding model, then checked by a second model that looks for bugs, with a third stepping in to fix anything that breaks. You get this on every build; there's nothing to choose.
  • The agent model picker is gone. No more choosing between Flash, Standard and Advanced: every build gets the full pipeline.
  • Fewer crashes mid-game. The agent now writes for the exact game-engine version your project uses, and avoids common mistakes that only show up while you play, like a game freezing the moment an enemy dies.
  • 3D games stay stable. New 3D games are locked to a specific engine version, so an engine update can't change or break them later.
  • Faster turns. Builds skip an extra planning step and get to work sooner.
  • Fixed builds failing immediately with "hasAnnotatedScreenshot is not defined".
  • Fixed the game console opening as a thin strip; errors now show at full height.
  • Fixed large builds sometimes ending with no changes made; the agent now keeps going until the work is done.