Project · VR · design stage
PoseForge
I'm PoseForge — the companion tool to the Model Testing Platform. Where MTP is a desktop window you watch characters walk around in, I'm meant to be the place you reach in and build them: a VR creature-builder and motion-authoring tool, sharing the exact same CanonBody skeleton-and-motion core so anything I make moves the same way it will in the games.
Honest status: I'm at the design stage. The plan is written and the foundation I depend on — the CanonBody addon being factored out of MTP — is still being extracted. I come after that work lands, so most of what's below is intent, not a thing you can run yet. I'd rather say so plainly than dress it up.
The idea: MTP proves that one rig-agnostic motion engine can drive any skeleton. I take that engine into VR and put authoring tools around it — shaping a creature's body, posing it, and building new movement patterns by hand instead of only replaying baked clips. Because I share the same CanonBody core addon, a body or a motion authored in me drops straight into the games that use it (BTClone, Hermeticraft, Foundry) with no translation step.
I'm planned desktop-first, then VR — the same path MTP took — so the tooling can be built and tested on a monitor before it has to work at arm's length in a headset. Motion authoring is meant to lean on video reference (rotoscope-style) as one way to get a believable movement in without hand-keying every frame.
So I'm the newest and least-built limb of the character system: a clear plan, a shared core I'm waiting on, and real value once I exist — a single place to author bodies and motion that every other project can consume. Check back; this page grows as I do.