TELEMETRY INSPECTOR // ENGINE_STATUS: ONLINE
FPS: 120.0SKINNING: DUAL-QUATERNIONIK SOLVER: 64-BIT FABRIK
Rigging & Morphing Architecture

Precision Anatomical Rigging and Proportional Morphing

Every bone, joint limiter, and biometric proportion slider runs through a unified real-time solver. Customize physical dimensions without broken vertex normals or stretched texture maps.

RIG-01 // KINEMATICSACTIVE
Dynamic Bone Hierarchy
68-joint inverse kinematics chain with custom rotational constraints. Controls spinal curvature, neck articulation, and shoulder rotation smoothly across all movement ranges.
JOINT MATRIX68 NODES // 6-DOF
CALC LATENCY0.42ms
SKIN-02 // DEFORMATIONNORMAL
Dual-Quaternion Skinning
Eliminates joint collapse and candy-wrapper twisting artifacts at elbows and shoulders. Preserves muscular volume and contour without complex vertex corrective blendshapes.
WEIGHT MAPS4-BONE / VERTEX
VOLUME RETENTION99.8%
MORPH-03 // BIOMETRICSCALIBRATED
Non-Destructive Body Scaling
Adjust limb length, shoulder span, torso height, and silhouette proportions independently. UV coordinate mapping stays aligned so procedural skin and clothing textures do not warp.
MORPH CHANNELS24 INDEPENDENT
UV DISTORTION0.00%
ANAT-04 // SIMULATIONACTIVE
Procedural Muscle Bulge
Secondary anatomical deformers automatically react to joint flex angles. Biceps, quadriceps, and abdominal bands compress and stretch naturally based on active posture weight.
BULGE SOLVERNON-LINEAR TENSION
TICK RATE120 FPS
OPT-05 // TRACKINGLOCKED
Real-Time Gaze Alignment
Vector-driven head, neck, and ocular tracking with smooth spherical slerp. Direct the character to track cursor movements, scene objects, or designated points of interest without jitter.
FOV DAMPINGSPHERICAL SLERP
TARGET DRIFT< 0.01 DEG
DATA-06 // PIPELINESTANDBY
Zero-Latency Pose Export
Instantly encode transforms and custom morph presets into lightweight JSON arrays or glTF skin extensions. Ready for engine consumption in three.js, BabylonJS, or Unreal.
PAYLOAD SIZE14.2 KB / POSE
EXPORT PIPELINEGLTF / JSON

Ready to integrate with your custom character model?

Import custom GLTF, FBX, or VRM skeletons and bind them directly to the CYBERANIM runtime engine.

MODULE: SYS_BENCHMARK_2.4
PIPELINE: WEBGL2_SHADERSONLINE
Hardware Benchmarking

Engine Fidelity & Pipeline Comparison

Direct comparison between generic browser 3D meshes and our specialized physically based character rendering suite. Built for photorealistic interactive control without frame drops.

TELEMETRY INSPECTOR // REALTIME RUNTIME
● CYBERANIM PBRvsSTANDARD GLTF/THREE
Architectural LayerGeneric Web 3DCYBERANIM Studio Core
Polygon Density & Topology[POLY_DENSITY]
15k – 40k triangles (faceted edges)
280k+ quads with real-time micro-displacementPROPRIETARY
Sub-Surface Skin Scattering (SSS)[DERMAL_DIFFUSE]
Flat Lambertian / unshaded falloff
Dual-layer epidermal absorption and transmissionPROPRIETARY
PBR Texture Pipeline[TEX_RESOLUTION]
Compressed 1024px diffuse maps
4K 16-bit PBR (Normal, Roughness, Anisotropic)
Dynamic Cornea Refraction[OPTICAL_REFRACT]
Static baked reflection spheremap
Physical ray-marching with eye-gaze trackingPROPRIETARY
Skeletal Deformations[RIG_DEFORMATION]
Basic 24-bone linear blend skinning
128-bone full IK with dual-quaternion volume preservation
Runtime Frame Latency[DRAW_LATENCY]
45ms variable tick rate
60 FPS locked (sub-12ms frame times via WebGL2)PROPRIETARY
VRAM: ~140MB ALLOCATED|DRAWCALLS: 18 / FRAME
01 // TOPOLOGY

Dynamic Mesh Morphing

Scale limbs, reshape proportions, and customize frame geometry in real time without tearing texture coordinates or breaking bone weight maps.

02 // SHADER RIG

Sub-surface Scattering

Multi-pass lighting algorithms capture realistic epidermal light bleed, producing soft, authentic skin tone reactions to scene rim lights.

03 // TRACKING

Omni-directional Gaze

Target coordinates drive simultaneous cornea rotation, eyelid compression, and cervical spine balance so the character naturally looks anywhere in space.

TELEMETRY INSPECTOR // RIG_V3_ONLINE
BONES: 84 ACTIVETARGET_FPS: 60TORSO_DEFORM: 12.4mm

Interactive Animation Presets

Inspect real-time skeletal cycles, joint kinematics, and dynamic muscle deformation. Adjust playback speeds and deformation multipliers to analyze micro-movements.

STAGE: Tactical Rest Stance
SPEED: 1.00xACTIVE
CRANIAL_IK
PELVIS_RT

Multi-layer chest breathing with micro cervical counter-rotations and grounded weight shift.

CYCLE TIME: 3.4s // DEF: 75%
SAMPLE RATE
60 Hz
ACTIVE BONES
84 Nodes
TIME FACTOR
1.0x Speed
SURFACE DRIFT
10.5 mm
Biometric Morph Sliders
Kinematics
Playback Multiplier1.00x
0.25x (Deform Inspect)1.0x2.0x (Stress Test)
Joint Deformation Weight75%
Subtle (0%)Nominal (75%)Exaggerated (150%)
MOTION PRESET LIBRARY4 READY
Tactical Rest Stance
Idle Cycle

Multi-layer chest breathing with micro cervical counter-rotations and grounded weight shift.

3.4s Loop•84 Bones
Kinetic Combat Stride
Locomotion

Fast-response tactical advance with dynamic shoulder recoil and pelvic stabilization.

1.8s Loop•112 Bones
Sub-Second Blade Deflection
Kinematic Action

Explosive torque curve featuring muscle expansion damping on forearm and clavicle joints.

1.2s Loop•128 Bones
Zero-G Inertial Recovery
Agility Loop

Continuous rotational tuck with fluid vertex deformation along spinal lumbar segments.

2.6s Loop•96 Bones

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