Processed Characters — live

Forged identities transplanted onto the golden baseline, playing retargeted CC0 mocap. One merged glb per character, 12 clips each — switching a clip changes the animation live, in your browser.
The hard-surface mech/android cast (24 characters — a01, a02, aegis_7, shadow_null_bruiser and more) is forged as one coherent rigid-plate mesh rather than skinned onto this golden body. These entries now load their coherent rigged models directly (not the golden transplant). Known model-content gap: several — including a01, a02, aegis_7 — render with a blank visor/faceplate and no defined eyes (eye bake pending); a01 and aegis_7 also carry surface plate-speckle. See the model-fidelity pipeline page →.

Drag to orbit. 317 characters · 12 clips (idle, walk, run, sprint, jump, dodge, melee, slash, aim, fire, walk_GoldenRig.001.001, walk_GoldenRig.001). Verified in-engine: these load in Godot and list in the Character Lab roster as <char>_gold.

Measured state — a direction check, not finished characters.
(1) These now ride the 163-bone MakeHuman rig and inherit the golden body's OWN deformation: walk 0.719, zero inverted triangles, zero self-intersections (was 1.4 / 249 self-int on the old CMU rig). Harder clips (run, arm actions) are still hard — the same clips the golden body itself fails — but roughly halved. Identity is carried by TEXTURE on a clean-deforming body; body-shape girth is held near neutral because widening the mesh trades directly against clean motion (measured, identity/deformation-tension.md).
(2) Body-shape identity is now scaled to each forged character — the golden mesh is widened per-vertex to the forged silhouette (measured 6-8%% width error, down from ~19%% length-only), so the characters no longer collapse to one shape. Deformation quality on the 31-bone rig is still separately unmeasured (caveat 1).
(3) aiko is excluded — its albedo bake failed (93.6% black). Re-bake pending.

👁 eye-refinement process · deformation measurements & the golden-body process