The Source
This is the pipeline's input: a skinned character running a looping cycle, legs and arms in opposite phase, hips rising and falling each stride. Drag to orbit, scroll to zoom. Switch passes to see it the way the pipeline delivers it.
The Maps
Three texture maps give the model its look, and the pipeline carries them from the source file into every output. Here they are, mapped live onto spheres: color, surface detail, shine, and all three combined.
The Screening Room
Real pipeline output, played straight from this page. From that one source file the pipeline delivered a full set of review passes for each camera: the look, the topology, the form, the surfaces, the depth. Tap any card for full screen.
Why It Matters
Every 3D asset becomes watchable
Decades of models, rigs and scenes, in formats most laptops cannot open, become clips anyone can review in a browser. If it exists, it can be seen, judged and reused.
One file or a million
What you just watched was one character. The same pipeline runs across an entire library, wherever it lives: cloud, on-prem or tape. It scales up for the crunch and back down after.
Your team, or your agents
People trigger it from a console or chat. Agents trigger it over MCP from the tools you already use. Ask for new coverage, a new pass or a new format, and it lands, tagged and filed.
See it on your library.
This demo used one synthetic character. The next one can use your files, in your environment, read-only.