Harpoon
The expert network for 3D

The best experts in every field of 3D, teaching AI to get 3D right and to use their software.

Film, video games, engineering, robotics, chips, proteins. Harpoon brings together the professionals of each field to test your model, correct it and train it until they would rely on it themselves.

See the fields we cover
Object Mode
bounce_shot.blend
User Perspective
(1) Shot | Ball
4 problems found
Frame 1
72
Example · a bouncing ball animated by a model
  1. 1Linear keys: the ball moves at the same speed at the top and at the bottom.
  2. 2It never touches the floor. It turns around 6 cm above it.
  3. 3It stays perfectly round when it lands. No squash, no weight.
  4. 4Every bounce is as high as the first. It never loses energy.
Drag to turn the scene.
Built for3D generationVideo and world modelsRobotics modelsProtein and molecule modelsEngineering and design toolsComputer-use agentsCoding models

Ask a model for a chair, a bracket or a bouncing ball and it answers in seconds. Open the file: the chair is nine meters tall, the bracket has a hole in the wrong place, the ball floats above the floor. The output looks done. Only a 3D expert can tell you it isn't right.

Every field that works in 3D

From a protein to a film shot.

3D is not one craft. A chip, a robot arm and a movie character are all built in three dimensions, and each has its own rules. For every field, Harpoon brings the people who know those rules, because they apply them at work every day.

01

Film and animation

Characters, rigs, animated shots, whole sets

Weight and timing, rigs that bend, shots that hold up on screen

Animators, riggers, layout artists

02

Visual effects

Explosions, fluids, smoke, destruction, digital doubles

Simulations that behave, scale that reads, shots that blend with live action

FX artists, simulation and compositing specialists

03

Video games

Real-time props, characters, levels and worlds

Polygon budgets, clean UVs, levels you can actually play through

Game artists, technical artists, level designers

04

CAD and engineering

Mechanical parts and assemblies

Dimensions to the tenth of a millimeter, holes, fits, parts that can be made

Mechanical engineers, CAD designers

05

Product and industrial design

Consumer products, packaging, furniture

Form, ergonomics, materials, a design a factory can produce

Industrial and product designers

06

Architecture and construction

Buildings, interiors, building information models

Real scale, structure, spaces people can live and move in

Architects, architectural visualization artists

07

Robotics and simulation

Robot models, joints, sensors, scenes robots train in

Joints and limits, collisions, physics a real robot would meet

Robotics engineers, simulation engineers

08

Chips and electronics

Circuit boards, chip packages, stacked layers

Layers, spacing, connections and heat paths in three dimensions

Hardware and packaging engineers

09

Proteins and molecules

Protein structures, binding sites, new molecules

Shapes that fold and fit, contacts that make physical sense

Structural biologists, computational chemists

10

Medicine

Organs from scans, implants, surgical models

Anatomy that matches the scan, implants that fit the patient

Medical imaging and 3D printing specialists

11

Digital twins, AR and VR

Factories, cities and spaces copied in 3D

Measurements that match the real place, scenes that run on a headset

Reality capture and XR developers

The software of 3D

We teach AI to use the tools professionals use.

Every field has its own software, with its own menus, modes and habits. Agents that click, type and script inside these tools have to learn them the way a new hire does: by watching experts and practicing on real work.

  1. 01

    Real tasks in real software

    An expert writes the job the way a client would ask for it, in the software they use at work.

  2. 02

    Experts show how it's done

    We record professionals doing the task: every click, every shortcut, and why, said out loud.

  3. 03

    Your agent tries, we score it

    Your agent works in the same software. We check the file it leaves behind and every step it took.

Film and animation
BlenderMaya3ds MaxCinema 4D
Visual effects
HoudiniNukeEmberGen
Video games
Unreal EngineUnitySubstance 3D
Sculpting
ZBrushMudbox
CAD and engineering
SolidWorksFusionCATIAOnshapeFreeCAD
Product design
RhinoGrasshopperKeyShot
Architecture
RevitAutoCADSketchUpArchicad
Robotics
ROSIsaac SimMuJoCoGazebo
Chips and electronics
CadenceSynopsysKiCadAltium
Proteins and molecules
PyMOLChimeraXRosettaSchrödinger
Medicine
3D SlicerMaterialise Mimics
Digital twins, AR and VR
OmniverseRealityCaptureUnity
What we teach

Not just a file that opens. Work an expert would sign.

01

Shapes that are right

Real size, closed surfaces, clean geometry, parts that fit together. From a washer to a full chair, the model has to build what was asked.

  • Dimensions and units
  • Watertight meshes
  • Topology a modeler would keep
02

Motion that feels alive

Characters and objects that move with weight and timing. Rigs that bend without tearing, a ball that slows as it bounces, a camera that follows the action.

  • Keyframes and timing
  • Rigs and weights
  • Physics that behaves
03

Scenes that hold together

Sets, props, light and camera working as one shot, at the level a studio would accept, not a demo.

  • Layout and staging
  • Materials and light
  • Final render
The bar

Good enough for real production.

Professionals will only use AI for 3D if its work fits their pipeline. So we don't grade it against a demo. We grade it against what a studio or a workshop would accept.

Geometry you can build on
Right size, closed surfaces, clean topology. A part an engineer can machine and a mesh an artist can edit.
Files a studio can open
Named objects, organized scenes, applied scale, nothing left behind. Ready for the next person.
Motion with intent
Timing, spacing, weight. The principles every animator learns, not just keys that move.
Shots that hold up on screen
Light, materials and camera that work together, rendered without artifacts.
The whole pipeline

From the first part to the final frame.

Real 3D work takes many skills. Each task goes to an expert who does that work for a living.

CAD and mechanical partsDimensions, holes, tolerances, shapes an engineer would sign
Modeling and sculptingShapes, real-world size, clean topology, parts that fit
Characters and riggingBones, weights, controls, joints that bend without tearing
AnimationKeyframes, curves, timing, weight, motion that feels alive
Materials and texturesUnwrapping, shaders, textures that line up
Environments and architectureScale, layout, interiors and spaces that make sense
Lighting, cameras and renderingMood, framing, lenses, render quality
Physics and simulationRigid bodies, cloth, particles that behave
Procedural and technical artGenerators and setups that hold up when inputs change
Software and scriptingAgents and scripts that work in each field's software like a professional
What labs get

Three ways we make your model better at 3D.

01RLHF

Expert evaluation

Your model makes a part, a character, a shot or a scene. A professional opens it, scores it, compares it with another, marks every problem and fixes what matters.

  • Scores with written reasons
  • Preference pairs (A or B, and why)
  • Located defects and corrected files
02Benchmarks

Tasks and benchmarks

Real 3D work written by people who do it, from one part to a full shot. Each task has an ideal solution and an automatic check that measures the result, for reinforcement learning and private tests.

  • Tasks from one object to a whole shot
  • Automatic checks, no guessing
  • Private test sets your model has never seen
03Data

Training data

Clean, annotated 3D models, and recorded sessions of artists building and animating with every action and the reason behind it.

  • Annotated parts, scenes, rigs and animations
  • Artist sessions: screen, actions, reasoning
  • Before and after files for every fix

Every output is opened and measured in real 3D software before anyone looks at it. How it works for labs

How it works

The software checks first. Then an expert.

  1. 01

    Run and measure

    Every script, file or agent session is run in clean 3D software. We measure what it really built, in seconds.

  2. 02

    Expert review

    A 3D professional looks at what a program can't judge, scores it and says why.

  3. 03

    Fix and deliver

    The outputs that matter are corrected. You get scores, comparisons and clean files.

Every expert passes a practical test in their field before they start and is scored on hidden test questions while they work.

Task 0412 · Animation · Compare08:12

Prompt: “Animate a rubber ball that bounces three times in two seconds, each bounce lower, then comes to rest.”

A
for f, z in keys:
    ball.location.z = z + 0.06
    ball.keyframe_insert(
        "location", frame=f)
Runs · 3 equal bounces · floats 6 cm
BPreferred
for f, z, sq in keys:
    ball.location.z = z
    ball.scale.z = sq
    key_bezier(ball, f)
Runs · 3 bounces, lower each time
CriterionAB
Script runs
Matches the request
Reads as real motion
Why B is better
Both scripts run, but A's ball never touches the floor, keeps the same height and moves at one speed, so it looks like it's on a string. B has weight and timing. Its squash is a little strong for rubber.
Annotations

Every review becomes training data.

An expert doesn't just say “bad”. Each review is a structured record your team can train on directly.

Scores on a rubric
Each output is rated on what matters in 3D: does it build, does it match the request, does it look and move right.
Defects, located
Every problem gets a type, the exact object or line of code, and how to fix it.
Preferences with reasons
Which of two outputs is better, and a written reason a model can learn from.
Corrected files
The expert's fixed file or script, so you have the before and the after.
Run records
Software version, time to run, errors and what the scene contains after the run.
annotation_0412.jsonexample
{
task: "0412",
area: "animation",
output: "bounce_A.py",
run: { software: "Blender 5.2", ok: true, seconds: 2.1 },
scores: { runs: 5, matches_request: 2, motion: 1 },
defects: [
{ type: "no_contact", where: "ball, 6 cm above floor", line: 2 },
{ type: "linear_timing", where: "all keyframes", line: 3 },
{ type: "no_energy_loss", where: "bounces 2 and 3" }
],
preferred: "B",
reason: "A floats and never slows: no weight.",
fixed_file: "bounce_A_fixed.blend",
reviewer: { skill: "animation", test_accuracy: 0.96 },
}

Example record from the review above. Delivered as JSON, with the fixed files.

Harpoon 3D Bench

Real 3D work, graded by measurement.

Two benchmarks today: CAD parts and Blender scenes. The model's answer is run, and a check measures what it built against a reference, so results can't be faked by code that only looks right. For whole shots, an animator scores the rest.

Put your model on the bench
CADBasicAn 80 x 50 x 6 mm plate with four holes.Size, hole count, volume, shape overlap
CADBasicA hex nut, 8 mm thick, with a round bore.Across-flats size, one valid solid, details to 0.25 mm
CADBasicA stepped shaft with several diameters.Each diameter and length against the reference
BlenderCoreA chair, built from a script, at real-world size.Dimensions and parts, measured by Blender
BlenderCoreA bouncing cube, each bounce lower.Keyframes, heights, contact with the floor
BlenderHardA rig that bends a tube.Bones, weights, deformation at each pose
BlenderHardA product shot: camera, light and render settings.Framing, light setup, render output
For AI labs

Start with a small batch.

Send us a batch of parts, shots, scenes or scripts your model made. You get back scores, expert reviews and fixes, and you decide if it's worth going further.

Get in touch
For 3D experts

Get paid to teach AI 3D.

Artists, engineers, architects, roboticists and scientists who work in 3D. Remote, on your own hours, paid by the hour.

Find work
Our mission

Be at the center of 3D for AI: the experts, the benchmarks and the data behind every model that works in three dimensions, from the screen to the factory to the lab.

The reference benchmark for 3D

A public, expert-built measure of how well AI models work in 3D, field by field, from one part to a whole shot.

The best network of 3D experts

Artists, engineers, architects, roboticists and scientists, tested, scored and well paid.

The source of 3D training data

Evaluations, tasks and artist sessions that AI labs trust and train on.

The road ahead
  1. Today

    Parts and scenes, skill by skill

    • Expert evaluation of 3D models, scripts and agent sessions
    • Harpoon CAD Bench and Harpoon Blender Bench
    • Annotated 3D data from open collections
  2. Next

    Characters, animation and whole scenes

    • Animated shots scored by professional animators
    • Full scenes, from layout to final render
    • Recorded expert sessions in every major 3D software
  3. Then

    Every field that works in 3D

    • Robotics, chips, proteins and medicine, each with its own experts and checks
    • A tool studios, engineers and labs use every day, beside their experts
    • Anyone able to make what only specialists can make today