CharForge Playground

Game characters generated from a text prompt or an image on a laptop, in three art styles — anime, realistic and stylised — by one local pipeline: the solid, modelled hands with finger bones, skinning, a face that blinks and talks (hold T), PBR textures and 18 retargeted clips. Walk, jog, run and sprint blend on one stride clock; strafes, back-pedals, crouch, turns in place, jumps and falls are the controller's own clips, planted so the shoe on the floor slides a few percent of ground speed at most.

Deformation uses dual quaternion skinning: blending rotations as rotations keeps bent joints from hollowing out (jacket faces collapsed below half their area: 8.8% linear, 6.1% dual quaternion, over the walk). Toggle it to see the difference.

How it works, measured: the CharForge paper · lab notebook.

stateidle
speed0.0 m/s
polygons—
bones—
clips—
fps—
licencesterms
WASDmove (jog)
Shiftsprint
Xwalk
Ccrouch
Q / right-dragaim: strafe & backpedal
Spacejump
Ewave
T (hold)talk
dragorbit camera

Characters

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