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Modular Character Studio

Editor · mid-sword-swing preview Native iOS demo
Rig Studio paused halfway through a sword swing, with skeleton and joint deformation controls visible iOS demo with both bow arms aimed upward using the radial dial

A local-first editor for modular 2D cutout characters. It combines skeletal animation, layered equipment, profile-specific fitting, hand, wrist, elbow, and double-sided ankle deformation, and equipment previewing in one project format.

The repository starts private while its demo asset pack and portable project format are validated.

See TODO.md for the v0.1 release plan and iOS integration work.

Run locally

Requires Node.js 24 or newer.

npm install
npm run dev

Open http://127.0.0.1:3010. The Rig Studio and Equipment Studio share project/scene.json. Saves are revision-checked, written atomically, and backed up under project/.history/.

Set MCS_PROJECT_ROOT=/absolute/path/to/project to open another project with the same layout.

Bundled demo

The demo contains two body profiles, three armor directions (leather, mage, and metal), and one sword, axe, staff, bow, and shield. The source code is MIT licensed. The bundled demo art is CC0; see ASSETS-LICENSE.md. The retained generation prompts and their output gallery are under prompts/.

Project layout

project/
  scene.json
  equipment-catalog.json
  equipment-matrix.json
  assets/

The Rig Studio and Equipment Studio are native React routes on TanStack Start. They share a typed, framework-independent rig core, Zustand editor state, the same revision-protected project API, and route-scoped canvas-editor styles.

Editor sync

The shared editor core is synced from Den Hunter (nickick/goblin-hunter), Tools/WeaponSocketEditor, through commit 4f5e35d3f590891f414618c951d1b6647c61fbfe. This includes track and animation filters, timeline key authoring, whole-animation bone offsets, equipment thumbnail matrices, elbow cages, and bow/spell carry and movement clips. The bundled scene includes the corresponding animation tracks and elbow meshes. Shared vambrace and boot sets use the matching Den Hunter segment fittings for both body profiles, while demo names, art, project format, and portable paths remain local to this repository. Catalogue thumbnails reuse bundled cutouts via inventoryAssetFile, relative to project/assets/.

Run npm run check for TypeScript, editor tests, and bundled-asset validation. Run npm run build to validate the production bundle.

Playable iOS slice

On a Mac with Xcode and an iOS simulator runtime installed:

npm run export:ios
open output/ios-plate-demo/PlateDemo.xcodeproj

Select the PlateDemo scheme, choose an iPhone simulator, and press Run (⌘R). The app appears as MCS, with its own bundled icon; the Xcode project and scheme retain the PlateDemo name. To run on an iPhone, select your signing team under Signing & Capabilities and choose the connected device. Use a Release build when comparing animation performance.

The export is self-contained: a small Swift demo, the reusable ModularCharacter Swift package, JSON animation/mesh data, and the plate-loadout textures. It includes a touch-origin horizontal joystick, sword attacks, weapon switching, blocking, dodging, and a training target. Playback uses asynchronous Canvas drawing and a display-synchronized clock with short melee-animation transitions.

See the iOS demo guide for controls, embedding, and export options. The baking walkthrough explains how saved rig data becomes bone samples, mesh geometry, and iOS resources. Generated files live under ignored output/; re-export after saving equipment or animation edits.

The repository is also a Swift package: add it in Xcode and select the ModularCharacter product to use the renderer in your own iOS app. See the Swift runtime API for CharacterLibrary, ModularCharacterView, custom-canvas rendering, and supported export features.

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Open-source three-quarter character rig and equipment editors

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