A cutout character in all three phases. The AI concept sheet — which drew its own paper-doll parts diagram (left); the Blender result: nine bone parts rendered separately with camera-space normal-map passes and joint pivots exported to a manifest (centre); and the heroine assembled at runtime on a Godot Skeleton2D, animated by CMU motion-capture curves projected to 2D bone angles — she walks, runs and jumps like a person, scatters into parts when she falls, and reassembles at the checkpoint (right).
This asset ships inside its piece — see it live in the engine.
This asset was built for Calaverita, a Godot Lab piece. It was modeled entirely in code (Blender’s Python API) by an AI agent, rendered by headless Blender, and audited against its concept before export — the pipeline every Blender Studio asset goes through.