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Controls and UI

Alex Coulombe edited this page Jun 10, 2026 · 1 revision

Controls and UI

Keys & mouse

Action Input
Next character C
Toggle ARKit blendshape panel B
Collapse / expand the look-dev panel H
Toggle UE-frame-0 reference overlay O
Save current look to the character's default preset P
Reset camera to the loaded preset's framing R
Quit Esc
Orbit camera LMB-drag on the viewport
Pan (move the orbit target) RMB / MMB-drag
Zoom mouse wheel
Load a custom character Load custom character… button, or drag-and-drop a .glb/.gltf onto the window

Both side panels are drag-resizable (the ⋮ handles) and collapsible (‹‹ / ››). Every slider has a numeric entry box; type values beyond the slider range for extremes.

Panel sections (left panel)

  • CAMERA — orbit yaw/pitch/dist/FOV, explicit look-at target XYZ, DOF focus + blur, and the animation toggles: turntable, hero camera (ping-pong push-in), face emote, body animation + clip dropdown, lighting colour-cycle. Animation toggles persist across character switches.
  • SCENEShow floor (the shadow-receiving infinity-cyc ground plane) + Floor darkness, model yaw, view pan (slides the subject clear of the panel), UE-overlay opacity/stretch/scoot, depth nudge.
  • LIGHTING — energy — exposure, glow, env ambient, key / key-rect / fill / rim / ambient-point / catchlight energies.
  • COLOUR BALANCE — saturation / brightness / contrast (post grade).
  • LIGHTING — colour — per-light colours + background colour (tints the backdrop gradient and the floor).
  • SKIN — tint, lightness, shadow strength (cast-shadow darkness + contact AO), outfit inflate / body tuck (anti-poke), subsurface, scatter strength, smoothness, normal strength, roughness, specular, SSS depth scale, micro detail (pore-level tiling normal), double specular.
  • HAIR — show hair, hair-rake light (crisp hairline shadow), colour, alpha threshold, root darkening, roughness, specular, aniso sheen (strand-aligned highlight; 0 = plain GGX), backing-shell cutoff/inset.
  • EYES — sclera tint, iris scale/radius, roughness, specular, clearcoat ("eye glow"), limbal ring (dark iris rim), lid shadow (soft top-of-eyeball occlusion).
  • EYE GAZE — alive eyes (saccades + blinks), look-at-camera, manual focal point (eye-midpoint frame: +Z ahead, +X subject-right, +Y up), absolute (world-locked) mode.
  • PRESETS — save (overwrite default), save-as, load. Presets are per-character.
  • CAPTURE — screenshot (timestamped PNG to out/release/), 120-frame turntable mp4.

ARKit panel (right panel)

One slider per canonical ARKit blendshape; each drives every mesh carrying that shape (face and the propagated groom cards). Shapes the character lacks are disabled. The eight eyeLook* shapes are intentionally absent — gaze is bone-driven from the EYE GAZE section instead.

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