Clover Hop

The lab's deepest animation piece: not a looping gait but a STATE MACHINE. The rabbit crouches (squash), launches (stretch), sails with front paws tucked and ears lagging its vertical velocity, and lands with a soft squash and thump — then nibbles clover, or sits up tall to scan the meadow, before the next set of hops. Every phase is procedural on a Blender glb whose ears, head, legs and puff tail are re-pivoted node groups. Tap and it squeaks into a triple bound. Butterflies, swaying daisies and drifting pollen keep the meadow alive.

Play it now

Desktop: click — bound burst · Phone: tap

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The concept is the contract

The piece was concepted first — an AI key-art painting — and its hero assets were then code-modeled in headless Blender and audited against that concept. The pair below is the contract and the build.

AI concept painting
1 · AI concept
live in the engine
The same scene, live in the engine
Concept prompt

caramel rabbit mid-hop in a daisy meadow, mossy log, puffy clouds.

Code-modeled in Blender

The hero assets were modelled by agents writing Blender code against the platform sculpt kit — no downloaded models anywhere — and rendered by the studio harness for audit before entering the engine scene.

Blender studio render 1
Blender studio render 1 — code-modeled, rendered by the studio harness

Made by AI, compiled by the real Unity 6 engine

Full pipeline: AI concept, code-modeled Blender rabbit (harness render left of the player), glTFast streaming into URP WebGL. Animation probe: hop-cycle state machine with squash-and-stretch, velocity-lagged ears, emote layers (nibble, alert) and a bound burst — all procedural, no keyframes. The thump and squeak are synthesized at runtime.