Parts

Roster

Intended workflow vs what works today

Studio is a prototype in the Kamiji family. It shows the shape of a character creator; it is not a finished tool. Everything stays in your browser.

Intended

  1. Pick a style and a body plan, then swap parts per slot until the silhouette is right.
  2. Fine-tune with morph sliders, recolour per region, dress the character and add accessories on sockets.
  3. Check it in motion and with expressions, save it to a roster, and hand it to a game, to Previs or to a DCC tool as JSON plus GLB.
  4. Bring your own parts: GLB meshes that declare a slot, sockets and morphs.

Works today

  • Seven styles and 19 presets. Human, Creature and Mix are built from procedural parts and a small bone rig with idle, wave, walk, run, jump, cheer and sit clips.
  • Kamikin (14), Rubbernose (16), Shapes (34 morph targets) and the Kamiji hand are the repository's real GLBs, used as bases with colour, face, clips and accessories.
  • Mix also uses parts cut out of real GLBs at runtime: Kamikin ears and tails, Rubbernose gloves and shoes, and GLB shape heads.
  • Undo and redo, a roster in localStorage, JSON import and export, PNG portrait and turntable sheet, and a GLB export that re-loads with its skeleton and morph targets (limits below).

Not done

  • No bring-your-own-part import yet. No hair simulation, no cloth, no facial rig on the procedural face beyond expressions and mouth open.
  • Procedural parts are rigid (no skin blending at the joints); only head shapes are real blendshapes. Kamikin and Rubbernose bases are single skinned meshes, so their parts cannot be swapped, only recoloured and dressed.
  • GLB export keeps the shader look only as plain colours: toon steps, gradients, the outline and the RTK and tube face decals are viewport effects.

Which parts are real GLBs