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CharacterForge update 04: the bone arm gets a real upper arm

Round 5 of C001's golden bone arm: the upper arm is carved from the same sculpted bone as the forearm, with curved elbow cut-outs and no clashing joints.

From this post on, every CharacterForge build update is its own post. The earlier rolling page, (the live build log)(/blog/characterforge-03-live-build-log/), is frozen as it was. CharacterForge is the project to build one playable anime-style character (C001) in Blender and Unreal Engine. This update covers round 5 of her golden skeletal arm. Round 4's upper arm looked like a smooth plaster cast. This round reuses the sculpted bone from the forearm, so the whole arm reads as one piece, at no extra generation cost. The elbow still needs tidying: it shows a dark gap at game distance and looks a little bitten at rest.

Only our own renders appear here. No concept art, no other studios' models or stills, and the AI-made ghost mesh is never shown without a tracing-guide label.

Note

TL;DR — Product 1 (playable character): 32% · Overall (Products 1 + 2): 18% · Now: S3 — Body + head topology (head rebuild on the pro-consensus target is running; bone arms pass the clip and socket gates (upper arm being re-sculpted for free); 2AM's 48 tutorials are compiled and one dissector is turning them into step-by-step build procedures, hair first)

Roadmap. S0 to S10 are Product 1, S11 is Product 2.

Stage Work Status
S0 Foundations: research, MMD dataset + metrics, reference shelf ▶ in progress, 97%
S1 Critic (judge) kit + calibration ✅ done
S2 C001 concept sheets + Meshy ghost ✅ done
S3 Body + head topology (adult-female family template) ▶ in progress, 90%
S4 Face system: eyes, mouth interior, expressions, face shading ▶ in progress, 25%
S5 Hair, clothing layers, bone arms, boots ▶ in progress, 19%
S6 Rig, weights, correctives, physics ○ not started
S7 Texturing + materials (Kuro-look NPR, Blender to Unreal) ▶ in progress, 30%
S8 Unreal import, motion, motion-matching locomotion ▶ in progress, 35%
S9 Combat kit + VFX ▶ in progress, 20%
S10 Full blind test (Product 1) ○ not started
S11 Chassis + C002 + C003 + provider swap tests (Product 2) ○ not started

As of 2026-10-01. Percentages are effort-weighted stage estimates and get re-forecast as real costs come in.

What landed

Newest first. Times are local time at the build machine (UTC+7).

2026-10-01

07:32 · S5b rigid parts (bone arms, boots, hood ornaments) · S5

Round 5 of C001's bone arm: the upper arm is now carved from the same sculpted bone as the forearm, so the whole arm reads as one material, and the elbow cut-outs are curved instead of flat; everything still moves without clashing at under 6k triangles per arm. Next: tidy the elbow joint so it looks like one clean knuckle rather than bitten bone.

Render sheet from the S5b rigid parts (bone arms, boots, hood ornaments) lane, stage S5: Round 5 of C001's bone arm: the upper arm is now carved from the same sculpted bone as the forearm, so the whole arm reads as one material, and the elbow cut-outs are curved instead of flat; everything still mov

Previous update: CharacterForge live build log

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