Multi-view character mesh research studio
Real textured meshes, shared anatomical landmark identities, and visual turnaround QC. Runs locally in your browser.
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 neededRegistered turnaround
All angles align to the same character height and shared named landmark scheme. This is not a fused 360° mesh.
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.
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.
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.
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.
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.
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.
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.
Art does not deform here yet. This tests localized vertex bending on the ONE connected gray mesh; pivots and skin influence are estimates.
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.
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.
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.
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.
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.
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.