Homunculus Forge v5
๐Ÿฆด hierarchical humanoid ยท ๐Ÿงฒ footprint auto-rig ยท ๐Ÿ› ๏ธ object studio ยท ๐Ÿ“ธ CANON-25 ยท ๐Ÿ’พ GLB
starting WebGPU
0๐Ÿƒ m/s
0๐Ÿ“Š fps
06:00๐Ÿ•“ time
0๐Ÿ“ฆ assets
0๐Ÿฆด rigs
0๐Ÿ–ฑ๏ธ sel
camera

๐Ÿง Homunculus 1 ยท measure

The figure is one hierarchy now โ€” pelvis โ†’ lumbar โ†’ chest โ†’ neck โ†’ head, with hinged elbows, knees, ankles and toes hanging off it. Every slider re-derives the whole skeleton from the head canon, so the 25 capture views can never disagree about anatomy.

๐Ÿƒ Gait 2 ยท motion

Walk with WASD, Shift to run, Space to jump, Q/E to swing the camera. The spine counter-rotates against the pelvis, the head holds its gaze, and the ankles roll through toe-off.

๐Ÿฆ˜ Jumps0
๐ŸŒŠ Fish-outs0

๐Ÿ“ธ CANON-25 rig 3 ยท capture

Downloading many files at once trips browser throttling, so tiles are saved one every 140 ms. Keep the tab focused until the counter finishes.

๐Ÿ” Round trip 4 ยท score

๐Ÿ› ๏ธ Object studio select ยท move ยท group

Press ๐Ÿ› ๏ธ on the camera rail, then click any imported model. Shift-click adds to the selection. Drag the gizmo, or nudge with the pads. Keys: 1 move 2 turn 3 size G group U ungroup F frame Del remove Esc clear.

๐Ÿ–ฑ๏ธ Selected0
๐Ÿท๏ธ Nameโ€”
๐Ÿ“ Positionโ€”
๐Ÿ“ Scaleโ€”
๐Ÿฆด Rigโ€”

๐Ÿฆด Auto-rig from the footprint

The rigger looks at where a model touches the ground. It grids the contact band, finds the separate contact islands, measures each column above them, and calls each one a wheel, a leg or a post. Two legs is a biped, four is a quadruped, three or more posts is furniture, round columns are a rolling chassis. It then splits the triangles into those columns and hangs each on its own pivot, so a static GLB starts walking or rolling.

๐ŸŽฅ Camera

๐Ÿ“ฆ Bring anything in glb ยท gltf

Drop a whole folder of GLBs at once. Each one gets a checkbox: tick it to put it in the world, untick to pull it out. Imports are normalised to a 2.4 m silhouette, dropped onto the terrain, and โ€” if auto-rig is on โ€” read for ground contacts.

๐Ÿ“บ Billboards mp4 ยท webm

Uploaded clips autoplay muted in the strip and, when ticked, become standing billboards around the hub.

๐ŸŽต Soundtrack mp3 ยท wav

Ticked tracks autoplay as a queue and feed the recorders, so whatever you hear is what lands in the file.

โ–ถ๏ธ Playingnothing queued

๐ŸŽฅ Recorders AAC-first mp4

The inner-frame recorder grabs the render canvas with no picker. The screen recorder grabs whatever you choose to share, panels included.

Containerโ€”
Elapsed0:00

๐ŸŽ›๏ธ Mixer audio-locked

Picks a clip and a track, then stretches or recuts the video so both end on the same frame. Video gets remixed, audio stays untouched.

Planโ€”

๐Ÿ’พ Saved indexeddb

๐Ÿ“Š Telemetry webgpu

โšก Backendโ€”
Adapterโ€”
Max texture 2Dโ€”
Max bufferโ€”
Max compute workgroupโ€”
Frames total0
Draw calls total0
Triangles total0
Frames / minute0
Triangles / hour0
Rig ticks / minute0
Session0:00

๐Ÿ๏ธ Island sim

๐Ÿ“œ The method

1 Build the body as one kinematic chain, not a pile of meshes.
2 Derive every landmark from the head canon so proportions stay legal.
3 Drive the gait from a single phase: pelvis leads, spine counters, head holds gaze.
4 For imported models, read the ground contact band rather than guessing a skeleton.
5 Cluster the contacts, measure each column, classify wheel / leg / post.
6 Split the triangles into those columns and re-hang them on pivots.
7 Drive the pivots: wheels roll by arc length, legs swing in anti-phase.
8 Select, group, transform and stage the results like a modelling app.
9 Ride the CANON-25 ring around anything selected and export GLB.
10 Score the round trip on silhouette agreement, not on vibes.

๐Ÿชž Mirror mediapipe โ†’ chain โ†’ body

Live pose drives the homunculus chain directly, so the figure is the skeleton. Assign any imported GLB as a body and it binds to that same chain โ€” skinned for organic meshes, rigid for hard-surface. Keys: M mirror N mocap on/off.

IDLE

๐Ÿง Native human original GLB skeleton

Use an authored humanoid without re-skinning it. The original GLB skeleton, skin weights, face, clothing and animation clips stay intact. The procedural homunculus remains underneath as a fallback/control rig.

๐ŸŽž๏ธ Clipsโ€”
๐Ÿฆด Native rigโ€”
Default model comes from the official Three.js example assets. If that host is unavailable, the loader retries the same asset from the Three.js GitHub CDN mirror.

๐Ÿงฌ Body no body assigned

The homunculus sits inside whatever you wear. Skin weights every vertex to the nearest bone segments in the rest pose and rebinds as a SkinnedMesh. Rigid parents each part to its nearest bone โ€” right for robots, vehicles and anything with hard joints.

bones 0 ยท bound verts 0 ยท mode โ€”

๐Ÿ› ๏ธ STUDIO
click a model to select
๐Ÿ–ฑ๏ธ selection