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CHARACTER MESH STUDIOILLUSTRATED GEOMETRY LAB v0.46.0
Open Online Asset Workbench → LOCAL / OFFLINE READY
WORKSPACE / FRONT

Multi-view character mesh research studio

Real textured meshes, shared anatomical landmark identities, and visual turnaround QC. Runs locally in your browser.

No artwork2.5D R&D
— · Fit view
⊕AWAITING ARTWORK
The neutral-pose reference is the source of truth.
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Start with one illustration

Add your character's front view to generate a real textured mesh, then import matching angles to build a directional reference set.

PNG, JPEG, or WebP · No AI account or paid service needed
Editable joints Mesh geometry Source UV mapping0 / 5 views imported
MULTI-VIEW / LANDMARK CORRESPONDENCE

Registered turnaround

All angles align to the same character height and shared named landmark scheme. This is not a fused 360° mesh.

No registration calculated yet.
04 / SOURCE ART CLEANUP

White-matte and interior gap cleanup: before and after

Actual bundled character pixels on light and dark backgrounds. The original reference sheet and pre-cleanup extractions are preserved in the source archive.

LEFT: source pixels with white boundary • RIGHT: cleaned alpha + interior gaps • no painted redraw
05 / PIXEL-LEVEL GAP QA

Arm–body and leg gaps — actual reference pixels

Zoomed nearest-neighbor before/after images from the previous release and the corrected assets. Dark backdrop reveals opaque white islands immediately. No painted replacement or sprite animation.

LEFT: opaque white gap from v0.7.0 • RIGHT: transparent negative space in v0.7.0 • both from actual reference PNGs
05 / ANATOMICAL REGION DIAGNOSTICS

Anatomy-conditioned shared geometry

The shared cage remains experimental; the new source-alpha atlas below labels actual occupied pixels while retaining transparent holes. It is an inspection aid, not segmented body surfaces or solved occlusion.

FRONTBACK
Region data awaiting registered views.
Automatic landmark guesses must be reviewed; no depth information has been recovered.
Important: this remains an anatomically guided 2D control lattice with texture warp and provisional region metadata. It is NOT a complete 2.5D anatomical model, does NOT infer hidden surfaces, and is NOT seamless eight-direction rotation. Single-source mode still pops at half angles; pixel dither mode replaces this with a visible pixel-pattern transition, not a real anatomical turn. The landmarks start as unverified estimates.
06 / REAL VISIBLE-PIXEL REGION OWNERSHIP

Source-alpha anatomical surface atlas

Pixels are tagged by their closest visible anatomical landmarks, but transparency holes remain empty. Unlike the old triangle-region report, this produces an actual reusable image-space label map for each reference. It does not estimate hidden-body geometry or create a true skin-safe surface rig.

Load the male sample or import registered views to build alpha-respecting pixel ownership.
Labels are heuristic around overlapping limbs and may need manual correction. A body-region color map is an intermediate reconstruction constraint, NOT a completed turnable 2.5D model.
07 / NEW · CONTINUOUS SURFACE GEOMETRY

Connected character surface · actual triangles

This is new geometry, not simply color applied to the old envelope. The app constructs indexed triangles covering every visible source pixel and leaves transparent arm and leg gaps empty. Touching regions share indexed vertices instead of becoming separate floating parts. The optional test deforms the same vertex coordinates, with a source-texture UV preview; it is not skeletal animation or reconstructed depth.

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Import and register views to create real alpha-constrained triangle geometry.
Geometry milestone only: a per-view connected 2D surface, not skin-safe 360° multi-view body reconstruction. Region assignment is heuristic. Real view continuity, material/UV reconciliation, depth/occlusion and a validated combat rig remain future milestones.
08 / SURFACE PROJECTION REVIEW · MANUAL CORRECTIONS & VISIBILITY

Inspect, correct and mark hidden anatomical samples

This workspace samples anatomy-labeled visible pixels in each view, uses consistent region/UV identifiers, and binds each location to an actual indexed triangle. You can now correct sample points and explicitly flag occlusion. Matching colored points show provisional image-space correspondence, not confirmed physical points or recovered hidden anatomy.

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Review an anatomical point to set a correction or visibility status.
Register views to compute canonical region sampling tracks.
Research boundary: a matching sample ID does not mean identical underlying anatomical surface points, particularly as parts become occluded or change orientation. This is a reproducible per-view anatomical correspondence scaffold for future retopology and visibility logic—not a solved 3D turn or a rig.
17.0 / CAMERA-INDEPENDENT FLEXION STUDY (preserved lab)

Depth-proxy laboratory · reference-contour anatomical profile fit

About this research geometry and limitations

This laboratory displays estimated X/Y/Z triangles from front/profile reference artwork, with a new joint-connected research diagnostic that is not source-measured anatomy. The new Reference profile fit uses the actual visible side-view outer contour to constrain chest, waist, pelvis and leg silhouette rather than enlarging all body parts indiscriminately. Compare with the previous calibration by unchecking the fit control. The side-body fullness slider makes modest adjustments. This remains estimated depth, not recovered physical anatomy; switch to raw to compare. Both are provisional. Rotate the geometry to inspect visibility and remaining gaps. The joined-surface switch creates a single topologically connected outer mesh using explicitly estimated neck, shoulder, and hip connectors; it does not recover actual hidden anatomy, joint motion, texture UVs, or material assignment. The shoulder socket option adds short, narrow supports beneath the deltoids; turn off to compare the original five-connector union. A disabled joined-surface checkbox shows intentionally separated shells and may display visible shoulder gaps. Compare with the original six separate volumes by unchecking it. The neutral colors are debug visualization only—not a new Mabinogi-style character, not cutout gameplay, not an animation rig, and not recovered hidden anatomy.

Original body builds first; optional reconstruction experiments run only when selected.
Joined shoulder inspection active.
0°
07 · Camera-independent elbow/knee flexion and weight audit (estimated geometry)

Art does not deform here yet. This tests localized vertex bending on the ONE connected gray mesh; pivots and skin influence are estimates.

Weight binding test
Select a joint angle to compare radial shrinkage and edge compression.
Load male sample and enable Joined outer surface.
08 · Four-angle pose study — SAME 3D pose, four cameras

Knees bend toward the rear, elbows toward the front. Camera rotation must change how the pose projects, never change the underlying vertices. Press after choosing a joint/angle to review front, three-quarter, profile, and rear three-quarter together.

Load the sample, choose a joint, and render this independent multi-view check.
09 / FRONT-FIRST FITTING + AUTHENTIC MAKEHUMAN · v0.45

Bring a real 3D template into the reconstruction engine

This engine is not restricted to humanoids. Choose an asset family and import a legally obtained Wavefront OBJ topology (human, animal, creature, object, or mechanical model). The original artwork is a fitting target; the authored mesh retains its vertex connections and UV seams. Anatomical fit is available only for the official annotated MakeHuman hm08 BODY profile. Other asset families retain their independent topology strategies. It does NOT claim an automatic complete model.

Open genuine fitted-rig motion QA · v0.42 (experimental)

Start with the FRONT at 0°. Align anatomical landmarks and proportions there; validate on right-side and back artwork; use 3/4 only as a held-out view. The v0.42 button additionally tests a REAL fitted MakeHuman 163-bone hierarchy through ten bending scenarios, with automatic rollback if a candidate causes worse motion strain. Historical experiments below are optional.

Inspect numerical body-part image ownership (estimated boundaries)

Run the part-aware measurement tool to inspect projected source regions. These labels are provisional, not verified anatomical truth.

No externally authored template imported. The synthetic test mannequin is only an engineering QA fixture. Genuine MakeHuman CC0 OBJ, 163-bone rest skeleton, and original BODY skin weights are now bundled. Original source rig data is NOT automatically bound to the fitted model, and animation still requires deformation QA. The old v0.20 procedural template is NOT substituted as a professional mesh. Importing a model never automatically grants permission to use its license or animation rig.
09 / SHARED HUMANOID RIG · RIFTBOUND M18 SOURCE

23-bone motion retargeting to this reconstructed mesh

Body-only motion tests driven by the 23-bone hierarchy. On the right, ORIGINAL ART COLORS are sampled at bind pose then carried by the moving geometry. This is experimental view-dependent color projection, NOT a finished UV atlas or proof of anatomical correctness.

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v0.28 candidate carves image-inferred false arm-torso/arm-thigh connections and smooths proximal arm weights; OPT-IN, not visually approved. Template mode remains unapproved. v0.27 tiny-triangle cleanup only removes micro-edges from existing geometry, NOT fused shoulders or broken UV; opt-in for QA. v0.24 experimental clearance mode separates accidental forearm/thigh fusions BEFORE remeshing while preserving the image-derived character, but it shifts some inferred geometry and has NOT passed a general-humanoid or visual-fidelity gate. Default is still v0.19.

v0.29 Foundation Lab: head, chest, arms and legs have independent mesh identity; FRONT/BACK determine their projected borders. Side/¾ occlusions are not mistaken for measured limb thickness. Disconnected body-part shells prevent accidental arm-to-shirt triangles, but are not final anatomical joints.

Step 1:   Step 2:   Step 3: choose v0.29 or the v0.30 anatomical-prior model above. A new 3D model and weights are blocked until Step 2.

Paint on the labeled FRONT or BACK image below. Changes are saved in the project and rebuild part-owned geometry; transparent pixels cannot be invented. Yellow = uncertain automatic seam. This is a correction tool, not automatic hidden-body recovery.

Select v0.29 canonical to inspect labeled front/back anatomy. Yellow pixels flag uncertain boundaries. This is an experimental diagnostic.
Front/side silhouette measurements appear after importing reference views. This experiment is NOT approved 3D art reconstruction.
Five-view silhouette overlap will be measured after loading artwork.
Use this large preview to judge joints and clothing, not the small four-panel comparison.

Before / After · Same moving character, same frame

Choose Idle, Run, or Jump above, set the time and camera, then render the two reconstructions at the exact same pose. Left: original target artwork; center: preserved geometry; right: fitted experimental geometry. No weapons. No automatic approval.

Choose a body clip and render the synchronized comparison. This intentionally does not run automatically during slider updates.
Load your humanoid's front and side views to fit the recovered RIFTBOUND rig.
Four-camera technical comparison
BODY MOVEMENT ONLY: weapon/combat clips are hidden here. Colored pixels are projected from the static reference into the binding surface then follow 3D deformations; not a true UV unwrap. Missing-view pixels use explicitly reported fallback, and damaged joint topology may still fold or expose gaps.
Import front and side reference views to estimate depth geometry.
Confidence table appears after import.
Interpretation: the original Ragnarok-like artwork is always the visual target. The approximate colored shell is a measurement/debug artifact. It does not establish actual physical surface matching between all five views, occluded texture detail, anatomically accurate skin weights, or continuous textured rotation. Those remain open work.
GEOMETRY31.0 · General asset topology foundation (default remains v0.19)NEXT: fit real humanoid quad topology to source anatomy, then UVs and verified skin weights