mesh-avatar-studio
일러스트를 코딩 에이전트와 로컬 편집기로 2D 메쉬 애니메이션 아바타로 변환
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1분 만에 확인하기README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
An interior design for a double storey semi-detached home, presented as a warm,
illustrated 3D dollhouse you can walk around, light up and read.
Two floors, twenty rooms, 30' × 48' per floor (2,400 sq ft built-up), designed in a
cream "Japandi" palette — oak, oat, clay and sage.
The model contains three dedicated bedrooms, a study with a daybed, and three
bathrooms. The 2,400 sq ft figure excludes the porch and balcony.
Serve it over http:// — ES modules and import maps don't run from file://.README 전문 보기 ↗An interior design for a double storey semi-detached home, presented as a warm, illustrated 3D dollhouse you can walk around, light up and read.
Two floors, twenty rooms, 30' × 48' per floor (2,400 sq ft built-up), designed in a cream "Japandi" palette — oak, oat, clay and sage.
The model contains three dedicated bedrooms, a study with a daybed, and three bathrooms. The 2,400 sq ft figure excludes the porch and balcony.
python3 -m http.server 8080 # or: npx http-server -p 8080
# then open http://localhost:8080
Serve it over
http://— ES modules and import maps don't run fromfile://.
Walkthrough — the isometric dollhouse. Click a room (or its label, or a chip)
and the camera eases in, the room lifts out of the palette and the detail panel
shows its material palette. The previous/next buttons browse every room on the current
floor. Walls raises the walls to full height and glazes the windows; Furniture
toggles furnishings; Labels clears the annotations for an unobstructed view.
Design notes — the design brief, room by room: the idea, the materials,
and how each space is lit. Each material study includes a floor locator drawn from
the room coordinates. Read the design story opens the selected room's article;
Explore this room returns to its 3D view.
Floor plan — a top-down view that preserves your wall, furniture, and label settings. Drag to pan; room and floor changes keep the top-down orientation.
The day — the slider runs 05:00 to 23:00. The sun swings round and changes colour, lamps warm up at dusk, the whole interface turns to evening, and Ethan and Mia move through the house on their own timetable — coffee at the island at 08:24, sunbathing on the balcony at two, a film on the sofa at eight. Weather (☀️ ☁️ 🌧️) re-lights the scene. Morning, Golden hour, and After dark presets pause playback and set a specific time.
The interface pairs self-hosted Cormorant and Manrope fonts with abstract CSS material
samples. These samples illustrate material categories, not exact product finishes.
Font licenses are included in assets/fonts/. Entry and camera animations respect
the device's reduced-motion preference.
/studio is a room planner built from the same collection: pick a piece from the
oak & linen catalogue, click the plan to place it, drag it around, set its finish,
and switch to a 3D view of the room.
Pieces snap to the walls, to each other and to a 5 cm grid — hold Alt to place
one freely. R rotates 15° (⇧R for 90°), ⌘D duplicates, ⌫ removes, V
switches view, ⌘Z / ⇧⌘Z undo and redo. The 3D view is camera only; arranging
happens on the plan.
Saving is explicit — the Save button, or ⌘S — and the chip under the project
name always says exactly where the room stands: Not saved yet, Unsaved
changes, Saved on this device, or Saved to your account. Click it and a
panel names both destinations separately, so "on this device" is never mistaken
for "kept somewhere safe". A continuously-written draft means closing the tab
mid-edit loses nothing — it comes back still marked as unsaved.
Sign in with ChatGPT is optional and adds the second destination: rooms kept against your account, reopened on any device with the furniture, finishes, dimensions and view settings intact. When a deployment has no OpenAI credentials configured, the studio hides the account UI rather than offering a button that cannot work — everything else carries on unchanged.
Setup, the OAuth flow and the storage layout are in
docs/saving-and-accounts.md; copy .env.example
to get started. The API routes under api/ are dependency-free ES modules, so
the project still deploys with nothing to install.
Ground floor — foyer · living · dining · open kitchen with island · wet kitchen · laundry · powder room · study/guest · stair · porch and garden.
First floor — master · master bath with a freestanding tub · walk-in wardrobe · family hall · bedroom 2 · kids' room · common bath · utility · landing · balcony.
Some of the moves: the living room's sofa floats off the wall so a walking loop runs behind it; the kitchen island doubles as the family's second table and faces the dining table so the cook is never shut away; the wet kitchen keeps the wok smoke behind fluted glass; the family hall has no television, just a wall of books and a big rug; the master keeps a 1.5 m bay window seat as the quietest corner of the house; the kids' room pushes all its furniture to the walls to leave the floor free.
Every room's note, palette and furniture list lives in src/design.js — that single
file is the design document, and the model is generated from it.
See the interior design review for measured circulation conflicts, room-access issues, and the proposed order of revisions. The existing plan is a concept study with unresolved spatial coordination.
index.html the interface: tabs, chips, detail card, day bar
src/design.js THE DESIGN - rooms, palette, notes, furniture, residents
src/build.js soft rounded volumes, and walls derived from the room plan
src/furniture.js 35 pieces of furniture, all soft-cornered
src/house.js assembles one floor: plinth, floors, walls, windows, furniture
src/people.js Ethan and Mia
src/labels.js HTML room labels pinned to the model
src/materials.js material studies and room-location diagrams
src/styles.css typography, textures, responsive layout and motion
src/main.js scene, camera, day cycle, interaction
assets/fonts/ self-hosted fonts and SIL Open Font Licenses
vendor/three/ three.js r169 (module build, OrbitControls, RoundedBoxGeometry)
Walls are never authored by hand: each room is a rectangle, every room edge becomes a
wall, shared edges merge, and the doors listed in design.js punch the openings. Move a
room boundary and the walls follow.
Everything is modelled in feet and scaled by 0.3048 at the root, so the scene is metric while the design reads in the units it was drawn in.
Static, no build step. vercel.json sets it up for Vercel (framework: null, output
directory .), so a dashboard import works with no further settings.
Production always tracks main. The control that decides this is in the Vercel
dashboard, not this repo: Project → Settings → Git → Production Branch → main. Vercel
seeds that field from the repository's default branch when the project is created and
then keeps its own copy, so check it rather than assuming it followed a later change.
Every other branch gets a preview URL instead.
vercel.json also carries git.deploymentEnabled: { "main": true }, which pins main
as a deploying branch. Note that the CLI ignores all of this: vercel --prod promotes
whatever is in your working directory from any branch, as does the Promote to
Production button on a deployment. Use plain vercel for previews and let Git drive
production.