Simple example for my re-implementation of Mii character rendering in Fusion. You can find more info about it on my blog.
This demo reads and displays shapes from the proprietary "resource" format across all consoles. Parsing and glTF exporting are implemented with Fusion code transpiled to pure JavaScript, with Three.js consuming vertex buffers and rendering the scene.
This is meant to be a tech demo, not a library and not a reference.
I ask that you please don't lift the code out of this page, I appreciate it.
Those who are interested are encouraged to look into their own research instead, which will produce better code than what's on this page.
My project will 100% be released as open source in the future, and that's the version you will want to wait for. Until then, thanks for checking this out!
The following archives are supported for loading. On all systems except the DS, these files are located on the system, and you can usually look up the filenames online.
RFL_Res.datCFL_Res.datNFL_Res.datFFLRes{High,Middle}.dat + "LG" variantsAFLResHigh.dat, AFLResHigh_2_3.datShapeHigh.dat, ShapeMid.datWii and DS: These have less parts and no "headwear" variants or transforms.
Miitomo and Switch: Identical to Wii U.
The easiest file to obtain, if you don't already have one, is AFLResHigh_2_3.dat. Download and extract it from here.
The controls should be intuitive.