📈 GH Trending Explorer 🎲 Surprise me

← all repos

SifuInTheShell / Effigy

git clone https://github.com/SifuInTheShell/Effigy.git v0.2.0 · 2d ago

Fully local 2D/3D Asset generation

+7
stars, 24h · #1,965
+81
stars, 7 days · #1,569
+81
stars, 30 days · #6,348
81
★ total · +81% this week
9
forks · 0 open issues

Star history (as recorded here)

2026-10-20 · 74 ★ 2026-10-22 · 81 ★
LanguagePython
LicenseMIT
Created2026-10-14 (7d ago)
Last push2d ago
Watchers1
OwnerUser

Links

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