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Model & rig
Editable Blender files connect the body, joints and skin weights. Earlier states remain available for comparison.
From my workshop
A browser game needs more than an idea for its world. Right now I am working on the characters behind it: bodies, joints, skin and movement that still hold up under close inspection.
In development · as of 6 October 2026A knee bends unnaturally. A hand loses its shape. These failures make the work interesting: where does the difference between the model in Blender and the image in the browser arise?
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Editable Blender files connect the body, joints and skin weights. Earlier states remain available for comparison.
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Selected movements and individual poses are exported. One successful pose is not an approved animation.
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Before and after are compared with the same camera, including slow motion and a visible skeleton.
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Changes are checked against the same sample. Visible defects and unsuccessful attempts remain part of the result.
In development · as of 6 October 2026
The project documents a separate character and animation workbench with A/B comparisons. This does not automatically put the new character into the main game. Anatomical defects, partner combat and game integration remain open.
A personal development project, not scientific validation. The planned campaign and autonomous game AI are not completed features.
Can a corrected character perform the same movement from several viewpoints without introducing a new problem elsewhere? That is the comparison I want to show, not just a beautiful single frame.
Research, separate from the game