Generate a dressed, rigged person or an animal as glTF and OBJ.
Generates a character from a seed. A person is one of the game's townspeople: sex, age, complexion, hair, build and working clothes are drawn from the seed, and the body is sculpted as one surface with a face, hair and cloth. as makes the seed a foe, a machine, an android or a child, and presents chooses a woman or a man; age young, adult or old takes the first seed from seed on whose person the town rolls at that age, and the answer names that seed (with the age, the frame and the height in metres), so the same request returns the same person; body loft returns the older lofted figure instead. kind may also be dog, cat, rat or sheep. The glTF 2.0 file holds the body in its bind pose, skinned to the 62-joint skeleton, with the skeleton standing at the gait and phase asked for (the rest pose when neither gait nor speed is given). A gait or speed also comes as one looping animation clip named for it: a rotation and a translation for every joint across thirty phases of its cycle, lasting the seconds that stride takes at that speed and ending on the pose it began with, so it loops without a jump. The clip walks on the spot; travel true also carries the root forward across the ground, a cycle's distance at the gait's speed. clips asks instead for a set of named looping clips in the one file, over the rest pose, for a character controller: idle (a breath and a weight shift, sixty seconds before it repeats), walk (1.4 m a second), run (5 m a second), sit (on the ground), chair (on a chair's seat) and the gestures wave (the right hand raised and waving), point (the right arm held out ahead) and nod (two dips of the head), each a short loop, for a person; idle, walk, run, sit and lie for an animal, or any gait character_list names; the walk's stance foot stays on the floor. Each garment has a material cut from the engine's own cloth: base colour, roughness and normal maps, its colours carried as vertex colours (COLOR_0) under a base colour factor, so the file passes the Khronos glTF validator. A garment of many colours comes in parts of one brightness (coat, coat 2 and so on), each under its own factor, so a viewer that leaves vertex colours out still draws a navy coat navy. formats glb returns the same file as a binary GLB (the buffer as its binary chunk, a fifth to a quarter smaller), in place of the .gltf when both are asked. The Wavefront OBJ is the posed mesh, a group for each garment. Costs 3 units for a person at near detail, 1 unit at mid or far, for the lofted figure and for an animal.
Request
- Base URL: https://tomorrowlives.com
- URL: https://tomorrowlives.com/api/agents/run/character_generate
- Auth: HTTP bearer
Request body
Response
The job's result and files
Changes
No recorded changes to this operation across all 1 revision of this API.