2,166 controls · 392 deform bones
223 corrective shapes, hand/foot IK, elbow/knee poles, pelvis, chest, head, and gaze controls. Nine stress poses rendered locally.
Open machine auditScenic · character R&D
An evidence page for choosing the character foundation under the shot designer: high-quality surfaces, useful hairstyle and wardrobe coverage, and deformation that survives seated, contact, and combat poses.
Experiment 01
The same semantic intent is applied through each rig’s available controls. Rain is a production-quality reference, not a proposed final visual style.
Production-source audit
These are actual Blender Studio source files inspected locally, not marketplace screenshots or claimed feature lists.
223 corrective shapes, hand/foot IK, elbow/knee poles, pelvis, chest, head, and gaze controls. Nine stress poses rendered locally.
Open machine auditFull fingers, eyes, eyelids, brows, face shapes, layered jacket, sweater, pants, boots, hair, beard, and props. Confirms the result with a male production asset.
Open machine auditExperiment 02
All 35 styles from the audited MPFB/MakeHuman CC0 pack. This proves breadth and identifies gaps; the visual quality remains below the final bar.
Mara-like volume is covered by Afro and cloud/puffy silhouettes. Pigtails are only approximated by double braids. A true mohawk and exact barbered crew cut still need sourced or commissioned assets.
Experiment 03
All 55 items from the audited CC0 wardrobe. It is a taxonomy and integration fixture, not a production art library.
Suits, dresses, shirts, trousers, boots, sweaters, and traditional silhouettes are represented. The explicit trenchcoat requirement is not; Mara/Ivo’s generated coats remain visually stronger.
Production acquisition target
The open thumbnails expose what exists; this taxonomy defines what a high-quality purchased or commissioned library must cover before it becomes the Scenic default.
Decision matrix
Ranked for this project’s actual priorities: organic full-body posing and control-image quality first, ecosystem breadth second, browser size last.
| # | System | Organic pose | Appearance | Hair / dress breadth | Web handoff | Rights |
|---|
Target architecture
Full-body IK, hand and foot goals, pole vectors, spine/chest/pelvis controls, gaze targets, fingers, joint limits, pose-space correctives, and optional cloth/hair dynamics.
Parse semantic contacts, choose a pose prior, solve whole-body balance and collisions offline, then bake only deform-bone transforms and approved corrective weights.
The browser loads the appearance mesh plus a standardized deform skeleton. It never needs thousands of authoring controls, only the baked pose, gaze, expression, and camera-visible asset state.