◇ CHARACTER MESH STUDIOv0.52
ONLINE GAME-ASSET WORKBENCH · FREE STATIC WEBSITE

Artwork to a usable game asset.
Two 3D methods. One shared editor.

Prepare references online, inspect generated GLB models, and check actual mesh, rig, and animation contents in your browser. A real-skinned template editor and experimental browser-native AI generator are available, and a built-in 2.5D directional sprite exporter works without a GPU. No uploading your private art to our server.

01 · SourceOriginal artwork & views
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02 · GenerateRigged template · optional AI
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03 · Inspect3D mesh · rig · clips
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04 · ValidateVisual & motion QA
01 / REAL RIGGED CC0 TEMPLATE · CPU-FIRST

Adjust a genuine humanoid mesh, including the head

Start with the bundled real MakeHuman hm08 body, its 163 genuine skeleton joints, original skin weights and source geometry. Enlarge the head or adjust shoulders, limbs and torso, then rotate, test provisional animations and export a modified skinned GLB. The body is a neutral anatomical base, not an anime character or automatic artwork fit.

Original Ragnarok-style front reference art
Artwork target

Reference to compare visually. The editor does not yet automatically project its clothes, hairstyle or face onto the mesh.

What is genuinely editable today?

Head size, head width, shoulder span, torso width/length, leg length, arm length and limb thickness. All source vertex triangles and their skinning weights stay in place; new rest joint positions and inverse bind matrices are written into the exported GLB.

Click Load real rigged template. Work stays inside the browser; this does not download any AI model.
Not yet loaded.
View model and animations ↓

14 included animation tracks are early cross-rig transfers of the preserved RIFTBOUND motion source, not approved animation clips. Large morphs can still reveal skinning issues. External stylized templates require verified files and a corresponding skeleton adapter.

Front reference fitting diagnostic

Fit five proportion controls to the bundled annotated male sample. Front joints drive the fit. Width, depth, clothing and pose remain unresolved. The current model stays unchanged until you choose to inspect the candidate.

Load the rigged template first. Cyan marks known image joints; orange shows projected source triangles.

Body proportions100% = original MakeHuman
02 / OPTIONAL AI-BASED 3D WORKFLOW · LOCAL GPU

Generate a volumetric mesh on this website

The MIT-licensed TripoSR WebGPU model runs on your own graphics processor. Unlike the directional sprite exporter, this creates real volumetric geometry. It does not automatically create a skeleton, animation, UV atlas or a game-ready character.

Inspect this cutout: background pixels are removed only when connected to an image edge. Best input: one centered character, arms separated, transparent background, no weapon.

Choose a source image and review the prepared cutout. No AI weights will download until you click Generate.

First run needs HTTPS, Internet, a sufficiently capable WebGPU device and a large model download. Diagnostic reports contain stage messages and mesh metrics, never the source image. No paid GPU hosting. On a weak GPU it may fail or take much longer; we don't claim compatibility without running it. Generated GLB is unrigged.

02 / OPTIONAL ZERO-COST ALTERNATIVES

Create an asset without paying for server GPUs

In this website: directional Ragnarok spriteWORKING

Creates a true textured transparent GLB billboard from an individual PNG or a 6-view ZIP for a 2.5D game. No AI, GPU or server upload. This is not a volumetric 3D character or skeletal rig.

Ragnarok A-pose front source image
Images are separate sources, not automatically consistent full 3D geometry.
Ready. Exports are created completely on your device.
Browser-native AI image → 3DEXPERIMENTAL

The TripoSR path is included below on this website (experimental; actual GPU inference not yet independently verified). An external free browser generator is an optional alternative. Neither route automatically rigs a character.

Open free browser 3D generator ↗
Not checked. No model weights are downloaded unless you open the external generator.

A WebGPU check does not guarantee enough GPU memory. Unsupported devices can still use the sprite exporter or inspect imported GLBs.

01 / SOURCE ART

Use the Ragnarok A-pose reference

Separate front-facing Ragnarok-style reference artwork

The original six views remain stored separately in the preserved research editor. The front image is the main anatomical reference; the others check depth and appearance.

Open artwork and research tools ↗
02 / GENERATION PROVIDER

Choose how models are created

AVAILABLE
Bring an existing GLB

Works entirely in this website. Inspect locally without an account or paid API.

OPTIONAL
AssetFurnace on a GPU machine

Free open-source local generation, texture finishing, humanoid rigging and animation. Runs outside Cloudflare; import the resulting GLB here. Hardware/model licensing must be checked.

NOT FREE
Optional paid GPU processing service

Can be added through an authenticated job queue later. Not deployed, not free at unlimited scale, and not silently enabled.

03 / ONLINE ASSET INSPECTION

Open and inspect your 3D result

Drop a .glb file here — processed locally in your browser
Waiting for an imported GLB
0.00 s
Import a real GLB to inspect its contents. The sample models are labeled technical references, not finished Ragnarok game assets.
04 / STRUCTURAL REPORT

What is really in the GLB?

No GLB loaded.

No file means no proof of a rig, animation, textures, or game readiness.
05 / ACCEPTANCE

Game-ready requirements

Load a GLB to run basic structural checks.

This first-stage browser inspection cannot certify motion deformation, artistic likeness, permissions, texture correctness or engine performance. Those require separate visual and multi-frame QA.