SifuInTheShell / Effigy
git clone https://github.com/SifuInTheShell/Effigy.git
v0.2.0 · 2d ago
Fully local 2D/3D Asset generation
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Star history (as recorded here)
LanguagePython
LicenseMIT
Created2026-10-14 (7d ago)
Last push2d ago
Watchers1
OwnerUser
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README excerpt
Effigy Game-ready 3D assets and 2D sprites from a picture or a sentence, made on your own GPU. Generate, clean, retopologize, texture, rig, animate and export, offline, on one 16 GB NVIDIA card. New in 0.2.0: an AMD Radeon RX 9070 runs the Fast chain too. Set it up · Manual · Capabilities · How it works · How-tos · Under the hood · Agents · Status · Development Sixteen characters generated from concept images and put through the character chain. The blue dots are the 52 joints Effigy placed on its own; twelve of the sixteen needed no correction ( bench ). Local and offline Every model runs on your machine. After the install nothing leaves it: no accounts, no credits, no uploads of your art. Commercial-clean One profile, no opt-in exceptions: every model, tool and clip pack allows commercial use of what it makes. Each export carries its CREDITS.txt and LICENSES.json . Non-destructive and scriptable Every step writes a new version; nothing is overwritten and any step re-runs from any version. The same workflow is open to agents over MCP. ## Capabilities Start from anything A sentence becomes a brief and four concept images (Z-Image-Turbo) Or your own picture, or a four-view turnaround Background removed, camera fitted, characters re-posed to an A-pose Two 3D engines Fast : Microsoft TRELLIS.2 Faithful : Pixal3D, pixel-aligned to your image (the default after a blind A/B) The best setting your card runs is the default: 20 steps and 4K textures on 16 GB, 1536 on 24 GB and up Both keep the generated colour volume, so any later mesh can be re-baked from it Game-ready geometry Repair, then decimate to a triangle budget or to pure quads UV unwrap, then a full PBR re-bake: base colour, roughness, metallic, normal map, ambient occlusion, with supersampling and seam healing Retexture a mesh you edited in Blender from the same volume Better textures The face from your reference image projected onto the head An optional detail pass redraws close-up detail (buttons, stitching, wood grain) with Z-Image + ControlNet Tile and paints it back into the same UVs Baked shadows taken back out of the colour, so the engine's lighting doesn't double them Rig and skin A 52-joint humanoid skeleton fitted automatically Eight creature templates: fox, horse, bird, dragon, shark, kaiju, spider, snake Two skinning engines (SkinTokens, Blender bone heat) judged by a QA pass; a skeleton and marker editor for the rest Animate 178 CC0 human clips and the creatures' own, retargeted onto your rig A new motion from a sentence (NVIDIA Kimodo) or from a video of a person (NVIDIA GEM-X) An editor with keys, foot locks, IK, trim, loop, speed, ground, in-place and duplicate clips The armature drawn the way Blender draws it, with IK targets and poles: a hand kept on a table, a foot on a step, the knee swung where you want it Parts Click a piece of the model to name it (GeoSAM2) Make it rigid on a bone: a h