What this tool does
Most games with a character creator use the same three tricks. Morph targets (blend shapes) change the shape of the mesh: a rounder face, a bigger belly, longer ears. Bone scaling changes proportions: longer legs, wider shoulders, a bigger head. Parts are separate models attached to the skeleton: hats on the head bone, swords in the hand, and clothes that are skinned to the same skeleton so they bend with the body. This tool lets you try all three on your own model in the browser and save the results as presets.
Preparing a model
Export a rigged character as .glb from Blender, Mixamo, VRoid (as .vrm) or any other tool. Shape keys in Blender become the morph sliders here. For clothes that bend with the body, skin them to the same armature in Blender and export them as their own .glb. The tool binds them to the character's skeleton by bone name. Rigid parts like hats and weapons need no skinning; pick the bone and nudge the position.
Using presets in your game
A preset is a small JSON file with morph values, bone scales, colours and parts. With Pro you get a Godot 4 script and a Unity C# script that read the same JSON and apply it to the character at runtime. Use them to ship ready-made looks, or connect your own sliders to the same values for a player character creator. Bone names with a colon, such as mixamorig:Head, are matched in both forms because Godot renames them on import.
Is my model uploaded?
No. Everything happens in your browser.