Wire strands
Strands are generated at load by walking the body's vertex graph, then skinned by the same skeleton as the body so they deform with every stride.
A skinned figure wrapped in pulsing wire, shedding particles as it runs. Scroll to move the camera.
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Play Runner+Everything above renders live in the browser with three.js: one rigged model, a handful of custom shaders, and no pre-rendered frames.
Strands are generated at load by walking the body's vertex graph, then skinned by the same skeleton as the body so they deform with every stride.
Four times a second a shell of points is dropped on the current pose and streams away behind the runner, timed with a flash through the wires.
A few hundred instanced bars on a half-tunnel, drawn in a single call, carry the sense of forward speed.
The scene is rendered a second time mirrored, blurred, and distorted by a normal map that scrolls under the runner's feet.
Scroll position blends four keyframes, with fractal noise layered on top so the frame never sits perfectly still.
Bloom supplies the neon glow, and the image drains to grey as the camera swings behind the figure.
A technique study inspired by the hero on zuinc.com/about, re-implemented from scratch. Character and run cycle from Mixamo. Back to the portfolio.