Avatar Engine
The SanzCloud avatar system is not a folder of finished faces. It is a geometry engine: paired eye rings, a silhouette fit window, expression data, gaze, blink, and state-driven motion.
The original vanilla v1 build is a runnable, dependency-free studio with 25 canonical eye expressions, 39 behavioral states, spring morphing, independent gaze, and multiple body shapes. The current project has since moved to a larger React authoring system.
This course study stays faithful to the visual grammar while remaining intentionally hand-authored: two closed eye paths and one mouth path carry the personality. No expression coordinates or engine source were copied.
- Reference
avatars/v1vanilla engine- Production model
- 48-point paired eye rings
- Motion
- Morph, gaze, blink, body state
- Course asset
- New hand-coded SVG
Build one procedural expression
Edit either eye contour or move the pupil group. The blink is a transform on the eye groups, and the mouth is a single quadratic curve. This is the same production principle as the full engine, reduced to readable SVG.
From study to engine
The production engine stores each eye as a consistently sampled closed ring. Expression changes interpolate point i to point i, while gaze and spherical perspective transform the resulting contours. Shape-specific fit windows then clamp the pair together, preserving the natural gap and preventing a narrow silhouette from turning two eyes into one.
Concept reference: avatars/v1/README.md and avatars/v1/docs/how-it-works.md. The SVGs on this page are original course artwork and do not copy the engine’s canonical expression dataset.