31 rigged humanoids for three.js and Unity. 23 of them are built by one engine from a config, so you can swap a garment, change the age or repaint a zone in the browser and the model rebuilds. Every Mixamo clip still plays.
One engine builds every humanoid from an age, a figure, a build, an expression, a palette and a garment in each of fourteen slots. Change any of them and the model is rebuilt from scratch in about 14 milliseconds, in the browser. The skeleton does not move when it does, which is why the animation you already own keeps working. Each one carries about 23 painted zones, one material and no textures. How the engine works.
Start from any published character, swap the garment in any slot, turn its knobs, repaint a zone or put it on a different body. Download the GLB or the module when it looks right. No account needed to try it.
Open the character creatorUpload a picture of an outfit and we build it as a skin on this same humanoid: garments, hair, palette, props. Rigged and animated like the rest, yours with a commercial licence.
Custom skin, $9
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Yes, every one, on a 22-bone Mixamo-named humanoid skeleton with a strict T-pose bind and the origin on the ground between the heels. That is the interface Mixamo, Unity Humanoid and Unreal's IK Retargeter expect, so a clip you already own plays without a retarget.
That is the whole point of them. A character is a config: an age, a figure, a build, an expression, a palette and a garment in each of fourteen slots. Change any of it in the browser at the character creator and the model is rebuilt, not re-textured. No account is needed to try it.
GLB for your engine, and an ES module you import in one line with no GLTFLoader. The module exposes the character's knobs, so you can build a variant in code at runtime.
17 Mixamo clips are free at /anim, and they play on every character here regardless of its proportions: rotations are proportion-independent, and the one translation track is re-derived from each character's own hip height at play time.
Yes, at /skin, for $9. Send pictures of the outfit and we build it as a skin on this same humanoid: garments, hair, palette and props. It is published to the catalogue like every other character, which is what makes the price possible.
Between 1,032 and 3,943 triangles, median 3,638, with one material and no textures. Rebuilt characters are held to a 4,000 triangle budget by a gate, so that ceiling is enforced rather than aspirational.
A character is covered by a Polyfork subscription, or you can buy one on its own. The 17 animation clips are free and need no account. There is a large free tier in the catalogue, but it does not include rigged humanoids: they are the most expensive thing we make and it would not be honest to imply otherwise.