Skip to main content

Authoring pipeline

One canonical Blender character, one armature, many reusable Actions.

Understand how the canonical Blender body, one armature, Mixamo-sourced Actions and equipment packages become browser-ready layered sprite captures.

Canonical source

Production starts from one canonical humanoid body and one canonical armature family. Body proportions and the Mixamo rest pose remain fixed so equipment can keep a stable compatibility target.

Animation Actions

Animation clips live as Blender Actions on the same skeleton. The browser catalog records source frames, source FPS, playback FPS, loop state and root-motion policy for every Action. Production scenes do not keep duplicate armatures for individual clips.

Equipment compatibility

Rigid items use authored attachment transforms; deforming clothing shares the canonical character contract. Body and equipment exports use the same Action time, origin, camera, orthographic scale, light, resolution, color management, cell and pivot.

Browser package boundary

A project build validates the canonical assets and creates browser-ready GLB plus JSON metadata. The Studio consumes those generated packages; it is not a general-purpose Blender file uploader or online auto-rigger.