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.
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.
head, legL, tail…) so verbs find their limbsgreet = nod → wave → bow{thought, actions[]} beats at runtimeBlob, 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.
One-click verbs — walk, wave, hop, wag — baked as real keyframed actions with duration/intensity params.
Chain verbs into named choreography; parameterized steps like walkTo($target) bind at trigger time.
Stage several entities on one floor — each a live SVGMotion scene that walks, faces, launches arcs and says things.
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.
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.
Live scenes mounted straight from the character gallery — click and hover them. A human, an animal, an alien: three archetypes, one pipeline.
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.
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.
The same state machine — events, conditions, loops — plus macro/micro nodes so behavior stays readable.
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.
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.