Creator
Make a person, then take them anywhere. Shape the body in the scene's panel, name your character, and export it.
Using it
- Shape the character in the scene's panel (the owl opens and closes it): body, ancestry, skin and eyes, face, hair and clothes. Motion sets them walking, dancing or standing still. Drag to turn the camera, scroll or pinch to zoom.
- View in three.js exports a GLB and opens it in Dramatis's three.js viewer in a new tab. The file goes to the viewer through this browser's storage, not over the network, and is deleted after a day.
- Download GLB saves the same file. It follows the export format: metres, Y-up, a UE-named skeleton (or Mixamo names, from the menu at the end of the toolbar) and the face's expressions as morph targets, with every asset's licence written inside.
- Share link makes a link that opens this character here. It holds the settings and nothing else, so it works without an account; the link is copied to the clipboard when the browser allows it.
- Character (in the panel) keeps characters in this browser: the one you
are working on comes back when you return. Save… asks for a name and
keeps it; rename… renames the saved one you picked. Export character
(.json) saves a
tosijs-characterfile, which import character (.json) reads back here or in tosijs-3d. (To open a GLB, use the viewer or the demo.) - Walk them round: the three.js demo offers every character saved in this browser, the one you are working on first.
When an export cannot be made, the line under the buttons says why, and your character is kept.
There is no VRM button yet. The library makes VRM files (VRM); the creator does not offer it.
What it is made of
Every asset the creator shows is CC0 (public domain), except the skin tones, which are CC BY 4.0 and credited in every export:
| Asset | Source | Licence |
|---|---|---|
| The body, its shapes, eyes, teeth, hair, brows, clothes | MakeHuman (hm08 and its system assets) | CC0 1.0 |
| The eye art (eye art: basic or anime), its iris recoloured | Tonio Loewald, original | CC0 1.0 |
| More hairstyles and brows (not exportable yet) | Quaternius | CC0 1.0 |
| The skin tones | Monk Skin Tone Scale, by Dr. Ellis Monk and Google | CC BY 4.0 |
| The skeleton, and the preview's animations (the clips are not exported) | Quaternius' Universal Animation Library | CC0 1.0 |
MakeHuman's data is used as published; its code is not (Dramatis
reimplements what it needs from the file formats). An exported file lists
the assets it actually contains, each with its source and licence, in
asset.extras.dramatis.licences. The full list is on the
licences page.
The creator runs on tosijs-3d's character system, the same one as its character builder, which has the tailor and rig tools this page leaves out.
Size
The page itself is small. The creator loads its 3D engine and the body data
when it opens: about 2.5 MB of script (compressed) and a few MB of models
from cdn.tosijs.net, cached after the first visit.
Known issues
- Quaternius hairstyles and brows do not export yet. The panel offers them (they are CC0), but View in three.js and Download GLB then stop with "Quaternius hair does not export yet". MakeHuman's hairstyles and brows (the default) export.
- The export is plainer than the scene: the skin is one colour (no lips), the lashes a dark card, and the creator's skin, hair and cloth shading stay behind. The eyes match: the creator paints the same eye art the export carries. Export lists what does not travel yet.
- The creator's bundle carries its own copy of tosijs beside the site's, so the console notes a few elements "already defined". It is harmless.
- Babylon forgets every material plugin when its last engine is disposed, and tosijs-3d registers its skin, hair and cloth shading once, at import. The creator keeps an idle engine alive so it can be opened again after navigating away. The proper fix belongs in tosijs-3d.