All experiments

Character animation

Rig and pose playground

Pose an articulated figure with inverse kinematics, adjust deformation, and compose keyframe motion.

JavaScript · Three.js · Character animation

View source on GitHub

Try it

All editing and processing stays in your browser.

Getting started

  1. Drag the four colored hand and foot targets. Orbit by dragging empty space.
  2. Select a limb to move its target with the position controls.
  3. Show skin weights and change the blend width to inspect deformation.
  4. Save poses along the four-second timeline, then play or export the sequence.

Made with this tool

Examples captured from the running editor.

A skinned mannequin raising both arms in a vault salute, with visible bones and hand targets
Vault salute · hand targets solved through two-bone IK
A balancing mannequin with one knee raised and warm-to-cool skin-weight colors across its bent limbs
Balance reach · skin weights shown with a 0.43 joint blend width

Implementation and limits

Pose a skinned mannequin, shape the influence around its joints, and build a looping keyframe performance.

  • A fixed torso and four two-bone limbs; no full-body balance or anatomical joint limits.
  • Linear blend skinning can lose volume at tight bends.
  • The IK target may be outside a limb’s reach; bones retain their lengths.

Explore the implementation, tests, and examples on GitHub