REPS WITH FRIENDS ยท INTERNAL ยท NOT DEPLOYED
Avatar style exploration
Five directions, one rig. Every style below runs the same skeleton, the same proportion solver and the same animation code โ only the shape language differs. Pick a direction; the tuning studio underneath drives whichever you select.
Styles side by side
All five doing the same exercise at the same build, so they're directly comparable.
โ ms/frame Head-count is measured from the live rig, not hand-written โ a label can't disagree with its render.
Model characters โ the game orcs, done properly
The goblin-fort orcs (rigged Rigify humanoids, flat palette art) are the avatar base โ original, four tier colourways re-inked from the palette texture, a human-palette variant, and the armoured Marauder. The palette-treated Soldier shows the same treatment on realistic proportions. Geno โ the AI4Animation biped from the founder's game jam โ joins with the game's own approach: one white model, tint = character (tier colours, goblin green, human skin), plus BVH mocap playback (walk / limp / drag / one-arm / combat) retargeted live onto its 62-joint skeleton. Feet and hands stay planted โ poses are IK-solved, not hand-tuned. The Wardrobe cards add bone-parented clothes (shorts, tank, headband, wristbands, sneakers, belt + charity-pot charm โ each slot toggleable on the card) and species heads (frog with bulbous eyes, goblin, robot): every piece is attached to a bone, so the BVH mocap and exercise poses simply carry it along.
โ ms/frame Colourways remap the orc's own palette-texture swatches (skin โ tier colour, kit untouched) โ the game's colour-is-identity treatment. Loading is async; native animations (Idle/Run) available on the Soldier via its card buttons.
Photo avatars โ img2threejs prototype
Code-only avatars rebuilt from reference images by the img2threejs method
(reconstruction-by-code: component trees, pivots, sockets, idle ticks โ
no meshes, no textures). This strip is a lightweight manual pass
(palettes sampled programmatically from the showcase reference pixels);
the full vision-gated pipeline costs ~150kโ350k tokens per character.
Investigation: docs/23_IMG2THREEJS_INVESTIGATION.md.
โ ms/frame
Factories in site/models/photo_avatars/ ยท skill Apache-2.0 ยท output code is ours ยท references: img2threejs-showcase (no real people).
Creatures โ dragon, take two
Built on the dedicated creature rig (horizontal body axis, neck โฅ torso, tail โฅ body, wing sails โฅ 1.5ร body area in bright coral) โ not the humanoid exercise rig that produced "person in a dragon suit". Evaluated in a game context: tile floor, warm sun, cool ambient, 52ยฐ-down camera. The three evolution stages ride the founder's tamagotchi concept.
โ ms/frame Wing : body area, neck : torso and tail : body are measured off each live rig โ the labels cannot disagree with the render.
Tuning studio
Every knob on the avatar system, live, on the selected style. Copy the JSON straight into a player record.
Drag to orbit ยท scroll to zoom
Presets
Six characters from the same system, in the selected style โ click one to load it into the viewer.