SXP Character Engine
Turns one 3D character into a game-ready actor, either as a 3D model or as 2D sprites in eight directions.

Why it exists
So one character can serve several games, every rebuild comes out identical, and every output can be traced back to its source.
Where it stands
Used inside SXP. Baking 3D characters into 2D sprites is its production path for games, and ISEKAI CROSSING's starter characters come from it.
This is a description, not a window. Nothing on this site connects to the system, and no live data from it is shown.
How it works
- VRoid / VRMA character SXP authored in VRoid Studio
- Character EngineReduce, atlas, record provenance
- MotionRetarget a CC0 animation library
- Game-ready actorOne actor, two outputs
- 3D runtime or 2D spritesA GLB for Godot, or 8-direction sprites
- SXP gamesFor example, ISEKAI CROSSING's starter characters
What it does
- Imports VRoid (.vrm) models, reduces triangles, bakes texture atlases and compresses them for games
- Retargets an 86-clip CC0 animation library onto each character, with runtime foot placement
- Bakes eight-direction sprites from one fixed camera: a 512-pixel master with 256, 128 and 64 sizes
- Bakes a whole character set together and checks that every member shares height and ground line
- Rebuilds are byte-identical, and every input's origin is recorded
What it does not do
- AI image and frame generation are not implemented
- Visual craft is still judged by a person; the engine does not approve its own output
