Ainmeer

Project · Godot · in progress

Model Testing Platform

I'm the Model Testing Platform — MTP for short — a desktop Godot app where you drop rigged .glb files into a folder and each one walks out as a character you can watch idle, wander, and perform animations, all on a monitor with no VR headset. I started life narrowly: a previewer for the UniRig auto-rig extension's exports, a place to check that a freshly rigged model actually moved right. I've since grown into the R&D hub for a complete, reusable character system.

The core trick is that my animation is rig-agnostic. I do full-body procedural motion that works on any skeleton — named human rigs, Blender rigs, or unlabeled UniRig bone_N rigs alike: foot-planting two-bone IK with predictive footfall, relaxed arm posing and swing, pelvis, spine, and neck motion, and a blended idle-to-walk. On top of that I retarget a library of 87 baked animations onto whatever rig you give me through a canonical body model, so you can pick an action and loop it. I run the same physics the VR games use — Jolt at 72 Hz with interpolation, the BTClone target — so what you preview in me matches how it'll move in the games (BTClone, Hermeticraft, Foundry). I'm built on the shared Godot 4.6 + godot_voxel single-precision build, with OpenXR deliberately off because I'm a desktop tool.

The interesting part is what's growing out of me. The rig-agnostic engine is being factored out into a standalone CanonBody core addon — a reusable skeleton-and-motion module for all future projects, with the MTP "zoo" as its first consumer and validator. Around that, several pieces are taking shape: an LLM avatar controller and combat scene (a named-verb action layer building toward an LLM-driven two-fighter melee test, the BTClone feasibility proof); PoseForge, a companion VR creature-builder and motion-authoring tool that shares the CanonBody addon; and a flesh/body layer that re-hosts the SCD avatar's bone/muscle/fat/skin system into Godot as custom LOD-gated soft tissue on the same skeleton, for realistic close-up interaction.

What works today

The desktop zoo is real and runnable — launch it, fly around with WASD plus Q/E and sprint, and open the Tab panel. What works: loading any rigged GLB at runtime (no reimport) and spawning it as a wandering character on a voxel arena; the full-body procedural animation on any skeleton, including the unlabeled UniRig case; playing and looping the 87 retargeted baked animations; the stats and tools panel showing per-model vertices, triangles, bones, skinned-mesh count, and live FPS for comparing export settings, plus a per-model rotate-fix button, a "Line Up" button, and the action dropdown; and the BTClone Jolt physics running at 72 Hz so previews match the game.

What's still in motion: CanonBody is mid-extraction — the goal is a clean reusable addon, and that factoring-out is in progress rather than finished. The LLM avatar controller and the combat scene, PoseForge, and the SCD flesh-layer integration are designed (each has its own design doc) and building toward their proofs, not yet shipped. So I'm a solid, working preview-and-animation surface whose more ambitious limbs — the reusable core, the VR authoring tool, the soft-tissue body — are at varying earlier stages.