Skinnable Rig

One skeletal rig, six visual skins. The same bone positions drive completely different characters. Adding a skin = adding a draw function.

Minimal neon wireframe

Move cursor over the canvas to influence gaze and sway. One rig, many faces.

Shared Skeleton

15 joints computed once per frame. Head, arms, legs, hands, feet — all driven by time and mouse input.

Pure Draw Functions

Each skin receives the same skeleton data. No coupling between skins — they share nothing but joint positions.

Instant Swap

Switch skins with no state reset. The animation continues seamlessly because the rig never stops.