A spike. A villager is one body bent by its own skeleton and drawn into pixels at the art's own scale, a man sixty pixels tall. Two bodies can stand in it: MakeHuman's, whose hand-made low-poly topologies follow its own macro targets, so gender, age, muscle and weight move a body of fifteen hundred vertices the way a gene would, and MB-Lab's, brought down to a few thousand triangles. The garments are taken from the same body, the part of the surface each covers pushed out by its thickness and carrying the body's bone weights, with their bands, buttons and folds painted per pixel; or they are the MakeHuman community's own garments and hair, fitted the way a topology is. Whatever hangs loose, a skirt, a cape, a pouch, a braid, a dress, is cloth simulated finer than it is drawn, kept out of the legs, the hips and the trunk. It is lit the way a modern renderer lights, with a shadow, occlusion and a rim, at the art's low resolution. The pose steps at the drawing rate, every facing comes from the same model, the icons are the same garments with the body left out, and the close-up below is the same body again, its face moving, for a conversation.
The same body and the same clothes, framed from the chest up and drawn at a hundred and twelve pixels square, stepping at twelve drawings a second. The jaw, the lids, the brows, the corners of the mouth and the eyes are the skeleton's own face bones, driven here by hand: talking opens the jaw on the syllables, the lids blink now and then, the eyes look about, and the mood sets the brows and the mouth. Only MakeHuman's skeleton has a face.
Twelve steps at the facings in the row labels, at 2×, and today's drawn sheet under it for comparison.
Each garment alone, on the body standing at rest with the body left out, seen a little from above and fitted to a portrait two cells by three, front on except a cape, which is seen from behind, and a pouch, turned so it reads round. Where an opening shows the inside, the inside is drawn a tone darker.
Each walker is drawn again only when its own pose steps, at the drawing rate, with its own phase and pace. The numbers say what the drawing costs here, in plain JavaScript on one thread: a measure of this spike, not of the game, whose renderer would do it on the GPU.
MakeHuman's body, skeleton, weights, targets, topologies and eyes are CC0, and so are the community's garments, hair and targets, each by the author named beside it. MB-Lab's body is released under the GNU AGPL 3.0, and so is everything on this page derived from it. See NOTES.md beside this page.