Character Studio · Pure SVG · Local-first

Same canvas. A whole cast.

Character Studio is the SVGMotion editor — same SVG canvas, layers, keyframes, physics, Connect graph, exports — wearing a character hat: skeleton roles, micro-actions, macro choreography, and a Stage floor where characters meet props and each other under an AI director.

Live — the card on the right is a real gallery item: the Buddy Duo world running two mounted .svg characters. Local-first: the AI director runs on local browser AI (WebLLM) or your BYOK provider, and a built-in offline director keeps the pipeline alive either way.

live world · two entities · one floorNova.play.greet()
call a method — every verb is live
⬇ .json Remix
Full character gallery — every cast member is callable like this →
If you know the editor, you already know the studio

Every SVGMotion skill carries straight over.

The studio boots the real editor — literally the same page and modules — then bolts a mode rail onto the side. Nothing here is a separate toy.

Same editor inside

  • Draw with the pen or shapes, import any .svg — identical to the regular editor
  • Layers, actions, keyframes, easing — same machine, same timeline
  • Connect state-machine graph — unchanged, same triggers and guards
  • Physics recipes bake the same way; export produces the same standalone .svg
  • AI dock, settings, autosave, undo — all of it

What the studio adds

  • Rig mode — skeleton roles (head, legL, tail…) so verbs find their limbs
  • Micro-actions — one-click verbs baked as real keyframed actions
  • Macros — named chains of verbs: greet = nod → wave → bow
  • Stage floor — multiple entities, props, links, the ◈ user presence
  • AI director — composes {thought, actions[]} beats at runtime
What the studio adds

Rigs, verbs, a cast, a floor, a director.

◐

Skeleton roles & archetypes

Blob, biped and quadruped starter rigs arrive pre-registered — or draw your own and bind any group to a role: head, body, legL/R, armL/R, tail, earL/R, wingL/R, snout, prop. Aliases bridge archetypes — arm means a biped's arm or a quadruped's front leg.

▸

Micro-actions

One-click verbs — walk, wave, hop, wag — baked as real keyframed actions with duration/intensity params.

⌁

Macros

Chain verbs into named choreography; parameterized steps like walkTo($target) bind at trigger time.

▣

Stage floor

Stage several entities on one floor — each a live SVGMotion scene that walks, faces, launches arcs and says things.

⇄

Links: near · touch · after

Reactive rules between entities — near fires on proximity, touch on overlap, after sequences one entity's action after another's. That's how the dog walks to the bone — no code.

✦

AI director — think → act

The director sees the full cast state and returns {thought, actions[]} — dispatched through the same invoke() as your clicks. Local browser AI or your provider composes the beats; a built-in offline director answers anyway.

Meet the cast

Real characters, already rigged — poke them.

Live scenes mounted straight from the character gallery — click and hover them. A human, an animal, an alien: three archetypes, one pipeline.

Nova · the roverbiped · human
Biscuit · the pupquadruped · animal
Orbit · the drifterblob · alien
How it works

From blank canvas to a directed scene.

1

Rig — pick a skeleton, or make one

Blank blob / biped / quadruped rigs, the Blobby·Stick·Robot templates, AI generation, or your own drawing. Bind roles to groups; the checklist shows what's missing.

2

Act — attach verbs, compose macros

Add micro-actions with params, preview on the canvas, chain them into named macros. Everything lands in the regular actions rail — hand-edit every keyframe.

3

Wire — Connect, exactly like the editor

The same state machine — events, conditions, loops — plus macro/micro nodes so behavior stays readable.

4

Stage — cast, props, links, director

Switch to Stage, spawn entities from the cast tray, place them, add near/touch/after links. Type a beat — "Biscuit runs to the bone" — and the director choreographs it.

Additive & removable

Open the studio and rig something.

Every item in the gallery is a real .svg you can open, remix, and guide-build. The studio is a shell over the editor — your files stay yours.

Open Character Studio → ▶ Full guided tour Character gallery Studio guide