Archive structure
Every completed job produces a ZIP archive named kardmesh_<timestamp>_<n>var.zip. Each requested seed is packaged cleanly so you can compare multiple variations from a single run.
kardmesh_2026-11-13_1var.zip
├── seed-458665208/
│ ├── hair_seed458665208.glb # Hair cards aligned on reference head cap
│ ├── hair_seed458665208_nohead.glb # Standalone hair cards (no head mesh)
│ ├── hair_seed458665208.obj # Wavefront OBJ export (+ .mtl & textures)
│ ├── avatar_seed458665208.vrm # Rigged VRM avatar with spring bones
│ ├── cards_seed458665208.json # Per-card strip coordinates & count
│ ├── chains_seed458665208.json # Spring-bone chain hierarchy
│ └── info.json # Generation parameters & card metrics
3D meshes & UV textures
.GLBwith head cap (hair_seed*.glb): Ready for instant previewing and head-relative alignment checks in Blender, Godot, Unity, or Unreal Engine.- Standalone
.GLB(hair_seed*_nohead.glb): Hair cards alone without the reference mannequin head, ready to parent onto your own character armature or head bone. .OBJ(hair_seed*.obj): Universal geometry format accompanied by UV-mapped color and alpha strand textures extracted from your input image (unless monochrome mode was chosen).
Rigged VRM (avatar_seed*.vrm)
When Animation bones is enabled (available to all signed-in users at no extra credit cost), KardMesh outputs avatar_seed*.vrm alongside chains_seed*.json:
- Spring-bone physics: Hair strands are grouped into articulated bone chains configured for real-time secondary motion in VRM-compatible engines (VRChat, VSeeFace, Unity UniVRM, Godot VRM).
- Static GLB meshes: Note that
.GLBand.OBJexports remain static geometry; physics bone chains live inavatar_seed*.vrmandchains_seed*.json.
Metadata files
cards_seed*.json: Contains structured card strip geometry and counts used for custom pipeline tooling.chains_seed*.json: Stores generated bone-chain topology and spring parameters.info.json: Records generation parameters (seed,steps,cfg,colors,chains) and summary stats such asn_cards.
Licensing & commercial rights
- Base reference mannequin: Dedicated under CC0 1.0 (Public Domain).
- Generated hair assets: You retain ownership of your uploaded images and receive full personal and commercial rights to all generated
.OBJ,.GLB,.VRM, and texture outputs.
