Skip to content

CoolMirror: virtual mirror for the deformation stack #31

Open

Description

@miogds

Goal

A place to see, on a headset, what the deformation stack changes. CoolMirror puts a rigged, clip-driven character 1.6 m in front of the user like a reflection, at the distance where skinning quality shows, and lets the user switch the skinning path live between the legacy vertex shader, the compute pass with linear blend, dual quaternion and Direct Delta Mush, and drag morph-target sliders on shape keys authored in Blender and exported through the new pipeline. Elbow volume, wrist twist and the DDM bake landing after a moment are visible on a moving body rather than argued from screenshots, which is what a review of the engine work needs and what a character artist will ask for. The demo follows the CoolCloth app pattern: a control window and an immersive space.

Status

Step Plan Status
Demo Control window with skinning, clip and morph controls; immersive space with the character; placeholder character with two shape keys Ready, PR pending
Engine Deformation pass, DQS and DDM, morph targets Ready, PR pending (untoldengine/UntoldEngine#1226)
Hero character Replace the render-test placeholder with a character carrying real shape keys Not started

Next steps

  • Engine PRs first, then the demo PR here.

Activity

  1. self-assigned this
    on Sep 25, 2026
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

Labels

enhancementNew feature or request

Projects

No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions