Export the asset.
The knobs come with it.
AxoGeo is a free browser editor that builds game assets from graphs of nodes. Export for Roblox or Godot, and the knobs the generated runtime can drive arrive as native controls. Your game changes them while it runs.
Not a video: the engine that runs the editor is rendering this cube, and the sliders are its knobs. Free, no install, no account needed to try it.
The same knob, in your engine
This dish sweeps because a Time node drives it. Drag Sweep Speed here, then read the same control in the code each export actually generates.
radar-dish.rbxmx
local RunService = game:GetService("RunService")
-- ...
local function setup()
initAttr("SweepSpeed_Value", 1)
initAttr("Animation_Enabled", true)
initAttr("Animation_FPS", 30)
initAttr("Model_Scale", 1)
end
-- ... every frame:
local v_SweepSpeed = attrNum("SweepSpeed_Value")
local v_Time = frame * (1 / math.max(attrNum("Animation_FPS"), 1))
local v_Math3 = mathOp("Multiply", v_Time, v_SweepSpeed)
local v_Math5 = mathOp("Multiply", v_Math3, 90)
applySet(sets.JoinGeometry4, CFrame.new(0, 0, 0)
* CFrame.Angles(0, math.rad(v_Math5), 0), Vector3.new(1, 1, 1))One file dragged into Studio. Sweep Speed arrives as a live Instance Attribute the generated Luau reads every frame.
In the Roblox and Godot exports, Dish Size bakes into the geometry and Sweep Speed stays live, and the export names each knob that bakes. On React (beta) both are props; on glTF everything bakes.
What you get
The knobs survive the export
A knob the generated runtime can drive turns up in Roblox Studio as a live Instance Attribute and in the Godot inspector as an @export variable. Your game changes it while the game runs.
Finished, but not final
There is a library of 62 assets, every one of them adjustable: open one, drag its knobs, export. Starting points that happen to be finished.
Nothing to upload to Roblox
The Roblox export is one .rbxmx file you drag into Studio. The generated script builds the geometry on the player machine, so there is no upload, no moderation wait and no asset id.
One graph makes a matching set
Reroll the seed or turn a knob and export again. Pieces from the same graph share proportions, silhouette and material, which is what makes a set look deliberate.
How it works
Steer a graph
Open app.axogeo.com, pick one of the 62 library graphs or wire your own from 130 node types, and drag the knobs until the asset fits your game.
Export for your target
Roblox gets one .rbxmx with baked geometry plus a generated Luau runtime. Godot gets a Kit: a .glb plus a parametric GDScript. Blender, Unity, Unreal and three.js get a standard .glb.
Drive it from game code
In Studio the surviving knobs appear as Attributes the script reads every frame. In Godot they are @export variables you can set from any script while the scene runs.
A model you download is finished.
This one arrives still adjustable,
and your game code holds the knobs.
Roll a new sword. Keep the one that lands.
One graph builds every sword in this box: thirty blade shapes, guards, grips, pommels and fourteen themes. The dice rolls all of it inside ranges the graph guarantees, and the one you keep exports as a baked file for any target.
Arming Soldier
Seed 1
Lock what you like and roll the rest. Every roll lands inside ranges the graph guarantees, and the dice and padlock are the same controls you meet in the editor.
Starting points that happen to be finished
The library holds 62 graphs, every one of them adjustable. Open one in the editor and make it yours, or take a free graph from the assets page.
Questions, answered plainly
What exactly lands in my Roblox project?
One .rbxmx file you drag into Studio, holding baked geometry plus a generated Luau runtime script on a RunService.Heartbeat loop. Knobs the runtime can drive arrive as Instance Attributes, and the script reads them every frame. Set an Attribute from your own code and the asset changes while the game runs.
What does the Godot export look like?
The Godot Kit is a .glb plus a parametric GDScript in which every runtime knob is an @export inspector variable. The script computes the motion live, so turn a speed knob and the motion itself changes. If you just want a mesh, export a plain baked .glb instead.
Does every knob stay live after export?
No. Knobs stay live when they sit on node types the generated runtime can compute, and a typical exported asset ships a handful of live knobs, with the rest baked into the geometry. The export section on this page shows real generated code for one asset, so you can see exactly what stays adjustable before you commit to anything.
Asset packs hand you props that do not match. How does this fix that?
Make the set from one graph: change knobs or reroll the seed between exports and save out as many pieces as you want. They came from the same graph, so they share proportions, silhouette and material, which is exactly what makes a set look deliberate rather than assembled from separate downloads.
Do I have to upload meshes to Roblox?
No. The generated script builds the geometry on the player machine, so there is no mesh upload, no moderation wait and no asset id. You drag one file into Studio and you are done.
I use Unity, Unreal, Blender or three.js. Anything for me?
Yes: the glTF export produces a standard .glb that opens in all of them. Everything in that file is baked and nothing stays parametric, but the file keeps keyframed animation and its easing.
Is there a React export?
Yes, in beta: a standalone component that embeds the graph and renders it with the same engine that draws the demos on this page, where exposed Value nodes become typed props. The Roblox and Godot exports are shipped and verified in their engines; treat React as an early look.
Do I need modelling or node experience?
No. There is a library of 62 finished assets, every one of them adjustable: open one, drag knobs, export. Most tools ask you to drag things into position; here you describe how parts relate to each other, and the graph works out the positions.
What is a seed, and can teammates reproduce my asset?
A seed is not a shape, it is a number that picks one. The same seed and knob settings give the same asset on any machine, forever. Share links exist when you want to hand over the exact thing you made.
What does it cost, and where do my graphs live?
AxoGeo is free to open at app.axogeo.com, runs in the browser with nothing to install, and guest mode means you do not need an account to try it. Graphs stay in your browser; there is no cloud storage yet. No credit card is involved anywhere.
Is what this page shows real?
Yes. The cube, the dish and the sword are rendered by the same engine that runs the editor, evaluated in your browser as you drag. The export code is excerpted from real files the exporters generated from the dish graph. Nothing on this page is a video.
Open the editor. Leave with an asset.
Open the free editorFree, in the browser, nothing to install, no account needed to try it. The library is inside.