Explore the assets. Understand the process. Change what happens next.
These demonstrations use original assets from CONTRABAND 2: Beyond the Fold and PRIMAL ASCENT. Each experience translates a specific production task into a tool you can operate on the web.
Crimson A11 Starfighter and Crimson Nemesis Military display their saved engine and weapon layouts. Nebula Crescent is your editable sandbox: choose an outlet, change its coordinates and test the result.
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LIVE HULL STUDIO
Crimson A11 Starfighter
Drag to orbit / Scroll to zoom
Open one original model at a time. No 3D download until you choose to load it.
NEBULA CRESCENT / YOUR CONFIGURATION
Place. Rotate. Test.
Select an outlet. Drag the colored 3D arrows or edit its coordinates below.
Session-only edits. Reset restores the demonstration layout. Export saves your coordinates as JSON; the original game files never change.
What you are editing
The hull stays intact. Colored markers represent weapon firing points and engine exhaust emitters, not detachable pieces of hull geometry. Nebula Crescent starts with a demonstration layout; the two Crimson ships use saved development layouts.
From coordinates to effects
X moves across the ship, Y moves vertically and Z follows its length. Rotation sets the direction of each outlet. A normalized model frame lets the same coordinate data travel from the Godot workshop into this Three.js scene.
02 / PRIMAL ASCENT
A creature with a life of its own.
Choose one of seven Charlly forms and open the viewer. Click the ground to choose a destination, or use the destination controls. Charlly turns, walks and returns to idle on arrival.
Evolution lab / 07 forms · 11 animations
Original game models
Choose a form, then open 3D. Only the selected original model downloads.
Walk to a destination
Click the ground or choose a destination.
0.0 s
Drag to turn · Scroll to zoom · Arrow keys to rotate · + / − to zoom
Seven independent forms from development. Idle, Walk and Eat loop; other actions play once. Death holds its final pose. Changing evolution loads a different model; it is not a transformation animation.
A rig, a clip, a destination
The GLB contains a skeleton and eleven authored animation clips. The browser plays those clips while a separate movement controller places the character in the scene. There is no Run clip in these assets: the movement demonstration uses Walk.
The production-to-web pipeline
Game-ready forms are imported without recompressing their geometry or textures. Three.js loads the chosen GLB, binds its animation mixer and exposes playback controls. Clicking the ground projects the pointer into 3D space, producing a bounded destination.
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