Synth Lab: she asked for a move that did not exist.
The system built it, and filmed it.

Synthetic humans and creatures, fully sovereign (NishiLang, no third-party encoders): motion-on-demand rendered to browser-native animated PNG, and one recipe system that emits a whole bestiary via swap slots. Everything below was generated by the ecosystem and gate-verified today.

Try it live - the studio renders on demand

Text to motion (neural): a sentence -> a learned perceptron encoder -> motion class -> generated tokens -> the rig -> a fresh clip.

Talking avatar (lip-sync): a face that mouths your words (vowels open, plosives shut the lips).

Named move · and a swap-slot creature (choose species, head, ears, tail, build):

Coach - how's your form? An arm-raise, graded. Slide in an elbow-bend error; the coach scores your form and names the off joint (0 error = perfect).

40°
Motion on demand - both clips loop
mannequin wave, 16-frame animated PNG

v0 - FK mannequin, the wave

A move is DATA (keyframes) -> 17-joint rig -> z-buffered render -> 16-frame APNG.

nx_motion_video_gate 4/4
skinned SDF body wave

v0.5 - same move, skinned

The continuous smin-fused body posed by the same rig, rendered on the production skin shader (SSS, pores, spec, AO). 128x96 shown 3x - honest pixels.

nx_motion_photo_gate 4/4
One recipe system, twelve creatures - swap-as-data
12-variant bestiary contact sheet

A variant is a tuple: species x head x ears x tail x build. Row 1: human, horned, beastman (snout+tail), bulk. Row 2: elf (slim, pointy ears), goblin, horned goblin, snouted goblin. Row 3: hobgoblin, wolf, dire wolf (horned, bulk), coyote (slim). 12/12 tiles pairwise distinct; a head-slot-only swap visibly changes the render. nx_assetvariant_gate 4/4

Download the bestiary - watertight game assets

The same tuples exported through surface nets as CLOSED, watertight meshes. STL (print-ready) and OBJ (with smooth per-vertex normals - imports clean into Blender / Unity / Godot):

STL: human - elf - goblin - hobgoblin - wolf - direwolf

OBJ: human - elf - goblin - hobgoblin - wolf - direwolf

glTF (.glb, web/engine/VR standard): human - elf - goblin - hobgoblin - wolf - direwolf

All six closed-manifold (Euler genus-0 band) and geometrically distinct - the swap slots change the MESH, not just the picture. Exports as STL (print), OBJ (+normals) and binary glTF (three.js / Unity / Godot / Blender / VRM foundation). nx_variant_mesh_gate 3/3 nx_obj_export_gate 2/2 nx_gltf_export_gate 4/4

Swap + motion, unified - creatures that move
horned tailed creature performing a move

The threads converge: one reusable synthetic body, diversified by SWAP SLOTS (horns + ears + tail), given MOTION on the same FK rig and shipped as video. The swap features are BONE-ANCHORED - the horns and ears ride the head as it turns. 43 parts, rendered on the production skin shader. nx_creature_motion_gate 4/4

wolf walking, diagonal gait, 8-frame animated PNG

And the ANIMALS move too: the bestiary wolf on an 18-joint QUADRUPED rig with a real diagonal walk gait (front-left strides with hind-right; knees bend mid-swing; tail sways). Same skeleton substrate, same shader, proven mechanically - opposing feet displace in opposite directions at peak phase. nx_wolf_walk_gate 4/4

Critic scorecard - no self-flattery
RenderScore /1000Verdict
Pioneer body, static, 512x384 (earlier arc)62CLAY
Pioneer body, static, 128x96 (same res as clips)218CLAY
Posed body mid-wave, 128x96250CLAY - posing did not collapse quality

The critic (min of fine-detail / structure / chroma, noise-hardened) calls PHOTOREAL at 700. Nothing here is photoreal yet; that is the point of having the critic.

Standing vs the benchmarked state of the art
CapabilityIndustry SOTA (banked to disk)Ours
Move library as data + want-a-move to video loopViggle, Kling, Runway, PikaHAVE v0
Part/species swap for asset diversity(game pipelines; neural i2i for images)HAVE v0
Text-to-motion, free-formMDM, T2M-GPT, MoMaskPARTIAL - parametric recipes
Pose-driven photoreal human videoAnimate Anyone, MimicMotion, ChampPARTIAL - clay-class SDF body
Face / clothes / hair swap on imagesSimSwap, inswapper, IDM-VTON, BarbershopGAP - S5 neural rung
Video diffusion backboneSVD, AnimateDiff, HunyuanVideoGAP

Census (liar-killed): 156 permille at benchmark -> 406 after motion shipped -> 468 after the bestiary. 35/34 SOTA sources fetched live to knowledge/fetched/sm_*.raw over the sovereign TLS stack.

What is honestly missing
Provenance

organs: nx_movelib, nx_figure_render, nx_bodypose, nx_apng, nx_assetvariant, nx_creature_motion, nx_quadruped, nx_critvis_lib | gates all GREEN: motion_video 4/4, motion_photo 4/4, assetvariant 4/4, variant_mesh 3/3, creature_motion 4/4, obj_export 2/2, wolf_walk 4/4 | tools registered: move_library, motion_video, asset_variant | sovereign nx_cc to nxasm_x86, no gcc, no 3rd-party encoders.

siblings: /charlab /gpulab /physlab /gen