deadfrogface/3DGod-V2.0

C#

0

130 commits

updated Sep 17, 2026

See the code

README

3D God Creator V2.0

Local-first character & creature creator for game-ready assets. Native C# / .NET 10 / WPF.

Authoritative capability status: docs/audit/FINAL_RELEASE_AUDIT.md
Safe-reuse matrix: docs/audit/SAFE_REUSE_SUBSYSTEM_MATRIX.md

The historical feature table below is not the honesty source — many rows were migration aspirations. Prefer the audit.

Requirements

  • .NET 10 SDK (see global.json), Windows x64 for the WPF app
  • Optional: Blender (FBX path), Anny / GarmentCode workers, CUDA backends — all gated, never faked

Build & test

dotnet build
dotnet test 3DGodCreator.Core.Tests -c Release
dotnet run --project 3DGodCreator.App

What works in the foundation release

  • .3dgod project save/load with SHA-256 manifest + autosave recovery
  • Undo/redo command stack
  • Diagnostics with Copy details Cursor report
  • Feature gates + hardware probe (honest NotInstalled / UnsupportedHardware)
  • GLB export/import (SharpGLTF), remesh (vertex-cluster default; optional geometry3Sharp QEM backend)
  • Semantic bone map, UE5 profile preflight, LBS pose validation
  • Freeform creature distance skinning, procedural attachments (shared sockets)
  • Deterministic AI command allow-list (orchestration only)

Explicitly gated / not claimed

  • Live Anny / GarmentCode / CUDA generative backends
  • Auto-rig neural workers (UniRig / SkinTokens) — NotInstalled stub behind IAutoRigBackend
  • Assimp FBX/DAE import, real UE5 editor import
  • Generative garment AI / local AI mesh edit (see docs/research/)

License notices

See THIRD_PARTY_NOTICES.txt and MODEL_LICENSES.json.

deadfrogface/3DGod-V2.0

C#

0

130 commits

updated Sep 17, 2026

See the code

README

3D God Creator V2.0

Local-first character & creature creator for game-ready assets. Native C# / .NET 10 / WPF.

Authoritative capability status: docs/audit/FINAL_RELEASE_AUDIT.md
Safe-reuse matrix: docs/audit/SAFE_REUSE_SUBSYSTEM_MATRIX.md

The historical feature table below is not the honesty source — many rows were migration aspirations. Prefer the audit.

Requirements

  • .NET 10 SDK (see global.json), Windows x64 for the WPF app
  • Optional: Blender (FBX path), Anny / GarmentCode workers, CUDA backends — all gated, never faked

Build & test

dotnet build
dotnet test 3DGodCreator.Core.Tests -c Release
dotnet run --project 3DGodCreator.App

What works in the foundation release

  • .3dgod project save/load with SHA-256 manifest + autosave recovery
  • Undo/redo command stack
  • Diagnostics with Copy details Cursor report
  • Feature gates + hardware probe (honest NotInstalled / UnsupportedHardware)
  • GLB export/import (SharpGLTF), remesh (vertex-cluster default; optional geometry3Sharp QEM backend)
  • Semantic bone map, UE5 profile preflight, LBS pose validation
  • Freeform creature distance skinning, procedural attachments (shared sockets)
  • Deterministic AI command allow-list (orchestration only)

Explicitly gated / not claimed

  • Live Anny / GarmentCode / CUDA generative backends
  • Auto-rig neural workers (UniRig / SkinTokens) — NotInstalled stub behind IAutoRigBackend
  • Assimp FBX/DAE import, real UE5 editor import
  • Generative garment AI / local AI mesh edit (see docs/research/)

License notices

See THIRD_PARTY_NOTICES.txt and MODEL_LICENSES.json.