generate-character_1786441265732

generate-character_1786441265732

Prompt Used

Create a fully rigged 3D anime-style female character named NOVA based on my reference girl. The model must be production-ready for Three.js/WebGL and exported as .glb with embedded textures. Body rig: Create a complete humanoid skeleton with Root, Hips, Spine, Chest, Neck, Head, clavicles, upper/lower arms, hands, fingers, thighs, calves, feet and toes. Use proper skin weights so the body deforms naturally when joints move. Face rig: Add facial blendshapes/morph targets for Blink_L, Blink_R, EyeWide, Smile, Sad, Surprised, MouthOpen, A, E, I, O, U, F, M, Blink, and natural cheek/facial expressions. These morph targets will be controlled in real time by Three.js. Eyes: Independently open/close both eyes, natural blinking, eye gaze, looking left/right/up/down, squinting and surprised-eye expressions. Mouth: Realistic anime-style mouth movement synchronized with speech. Support continuous phoneme-style mouth changes while NOVA is talking, rather than simply opening and closing one mouth texture. Hair: Separate major hair sections with secondary bones/physics so the hair naturally follows head movement, walking, jumping and turning. Cat ears: Rig both ears independently with subtle idle movement and expressive reactions. Body behavior: Create natural idle breathing, weight shifting, head movement, blinking, subtle hand movement and small posture changes so she never looks frozen. Animation clips: Export separate named animations: Idle Breathing Walk Run Wave Bow Nod ShakeHead Dance Jump Clap Stretch Kick Spin Sit Stand Think Happy Sad Surprised Sleep Natural movement: Animations must use smooth interpolation, proper foot placement, believable weight transfer, secondary motion and animation blending. Avoid robotic movements, rigid limbs or sudden rotations. Interaction requirements: NOVA must be capable of reacting to the user. She should look toward the camera/user, turn her head toward interaction, wave when greeted, nod when agreeing, shake her head when disagreeing, become surprised when appropriate, smile when happy, and use corresponding body gestures while speaking. Speech behavior: When the application starts speech synthesis, NOVA should automatically activate talking facial animation. Her mouth should continuously cycle through appropriate phoneme shapes while speaking. When speech ends, smoothly return to her current facial expression. Three.js compatibility: The exported .glb must contain the complete skeleton, skinning, animation clips and facial morph targets. Do not export only a static mesh. The model must load through GLTFLoader and work with AnimationMixer. Three.js supports skeletal bones, morph targets and animation clips through its animation system. Technical requirements: Format: .glb PBR materials Embedded textures Rigged/skinned mesh Animation clips included Facial morph targets included Separate eye morphs Separate mouth/phoneme morphs Hair/ear secondary bones Optimized polygon count for browser/WebGL Correct humanoid bone hierarchy No missing textures No broken animation tracks Test the exported GLB in a Three.js scene before delivery. Final result: The character should feel like a living anime virtual assistant rather than a static 3D model: she should breathe, blink, look around, move her head, shift her weight, move her arms and legs naturally, react to interaction, express emotions and move her face/mouth while talking.. A cheerful anime character, cartoon style, flat colors, bold outlines, cel shading, detailed character, sharp focus, professional

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Created: 8/11/2026
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Type: AI Generated Art