CYBERANIM RIG V4.2
ROT-Y: 18°ROT-X: 4°ZOOM: 100%
Real-Time Manipulation Studio

Command the Cyber-Ninja Viewport in Real Time

Rotate the camera 360 degrees, direct eye gaze coordinates, and adjust anatomical proportions dynamically with zero latency.

60 FPS LIVE
Tactical Cyber-Ninja Model Staging
Horizontal Orbit18° / 360°
Gaze Tracking Coordinates
IK BONE: CRANIAL
Direct eye convergence and head tilt vectors dynamically.
Vertical Pitch (Head Tilt)4°
Live Biometric Resizing
REAL-TIME MORPH
Modify skeletal blend-shapes without breaking rigging constraints.
Stature & Height60%
Upper Torso Musculature50%
Waist & Belt Caliper45%

Bake Current Transform

Export WebGL mesh state to glTF

248KPolygons (Sub-D)
124Deform Bones
8KPBR UDIM Maps
0.8msInput Latency
Runtime Kinematic Engine

Real-Time Manipulation Systems

Move any bone, alter posture, and adjust character focus directly in the viewport. Built for immediate control with deterministic feedback loops.

SYS_GAZE // v4.2
Omnidirectional Gaze Control
Aim head and eye saccades toward dynamic coordinate targets or mouse velocity vectors in real time.
Focal Convergence99.4%
Bias Strength65%
Yaw: +32.4°
Pitch: -11.2°
Pupil tracking locked
SYS_MORPH // v2.8
Procedural Body Scaling
Adjust anatomical proportions, limb ratios, and muscle volume dynamically without breaking joint constraints.
Mesh Deformation0.02mm Delta
Bias Strength48%
Torso: 1.04x
Height: 178cm
Topology normalized
SYS_IK_SOLVER // v5.1
Full-Body Inverse Kinematics
Manipulate individual hands, feet, and pelvis pivots with algorithmic joint resistance and physics solver.
Solver Latency1.4ms FFT
Bias Strength82%
Pole Angle: 44°
Bones: 54 Active
Kinematic chain closed

Ready to test real-time body kinematics?

Interact directly in the live 3D viewer or export baked skeletal poses for your pipeline.

SYSTEM PROTOCOL // STEP-BY-STEP WORKFLOW

How the Controls Work

Manipulate every joint, adjust bodily morph targets, and direct gaze tracking with instant precision. Follow four straightforward steps to stage and bake your character poses.

01
RIG // IK_SELECT
Stage 01 of 04
Select Bone Chains
Click any biomechanical joint or skeletal node directly on the 3D viewport to engage inverse kinematics.
02
MORPH // CALIPER
Stage 02 of 04
Adjust Slider Scales
Fine-tune volumetric body proportions, limb spans, and muscular tension using calibrated linear sliders.
03
OPTICS // TRACK_XYZ
Stage 03 of 04
Engage Eye Tracking
Activate real-time pupil and head orientation to have the character lock sight onto camera movements.
04
OUTPUT // GLTF_BAKE
Stage 04 of 04
Bake Custom Poses
Export the calibrated stance as production-ready WebGL rig data, keyframe state, or high-res capture.

Hardware Accelerated Kinematics Active

Standard WebGL 2.0 / PBR Dual-Layer Transmittance

Telemetry Inspector: Rig & Photometry

Dynamic Poses and Lighting Modes

Inspect the character across calibrated cinematic stances, combat balances, and studio lighting setups. Switch lighting profiles in real time or trigger orbital camera viewports for full spatial evaluation.

Lighting Rig Presets

Current Profile: Studio Neutral (1.0x Key / 0.4x Fill)

pose-1
50mm Prime
Vigilant Scout - Tactical Stance
YAW: 42.8 deg
Tactical Stance

Vigilant Scout

PCH: -14.2 deg / ROL: +2.1 deg148 BONES
pose-2
28mm Dynamic
Kinetic Evasion - Combat Dynamics
YAW: 112.4 deg
Combat Dynamics

Kinetic Evasion

PCH: +31.5 deg / ROL: -18.4 deg172 BONES
pose-3
85mm Portrait
Neuro-Sync Drift - Idle Floating
YAW: 0.0 deg
Idle Floating

Neuro-Sync Drift

PCH: +4.0 deg / ROL: 0.0 deg94 BONES
pose-4
35mm Cinemark
Apex Execution - Striking Form
YAW: 220.1 deg
Striking Form

Apex Execution

PCH: -8.7 deg / ROL: +44.2 deg186 BONES
pose-5
40mm Orthographic
Bio-Armor Recalibration - Resting Crouch
YAW: 84.6 deg
Resting Crouch

Bio-Armor Recalibration

PCH: -38.2 deg / ROL: -5.0 deg132 BONES
pose-6
105mm Macro Tele
Hyper-Focus Draw - Precision Aim
YAW: 15.0 deg
Precision Aim

Hyper-Focus Draw

PCH: +1.2 deg / ROL: +0.8 deg164 BONES
Technical Telemetry & FAQ

Frequently Asked Questions

Explore technical architecture details on real-time rendering, WebGL acceleration, kinematic rigging, and 3D format export capabilities.

CYBERANIM renders dual-layer subsurface scattering, 8K micro-pore displacement, and anisotropic hair strands directly in modern WebGL2 and WebGPU viewports. Meshes maintain full fidelity while dynamic level-of-detail (LOD) algorithms sustain 60+ frames per second on standard consumer hardware.

Have specific WebGL or pipeline integration questions?

Review character rigging specifications or contact the engineering team.

Contact Engineering
CYBERANIM RUNTIME
ENGINE:WEBGL 2.0
LATENCY:1.2MS
RIG STATUS:READY
Live 3D Sandbox Access

Start Creating Poses in Real-Time 3D

Open the full rigging sandbox. Move any bone joint with precision, adjust facial look-targets, morph full-body proportions, and export production-ready keyframes straight to WebGL.

Real-time WebGL character manipulation suite and physical bone rigging interface.

GL-CORE: WEBGL 2.0
SHADING: PBR DUAL-SSS
60 FPS RIG ENGINE

(C) 2025 CYBERANIM. All rights reserved.

LOCATION: DIGITAL CITY, WEBLANDcontact@cyberanim.com