Muse Engine 32 RC · Save / Load + Model Check
Engine 32 RC: save / load the whole setup as JSON, drag-and-drop models onto the game view, a Model check panel that explains export problems (with the fix), root motion stripped so walk cycles stay in place, and a HOWTO for Maya / 3ds Max users. Load your own animated character (skinned FBX from Maya / 3ds Max, or GLB) as the enemies: GPU-skinned, clips mapped by name, walk / run / shoot / death, fitted capsule and head / body hitboxes. Load your own scene as the level: units and up-axis converted, walk and collide on its geometry. Two switchable looks (Look B by Muse Glimmer). Raw WebGL2 renderer (WebGL1 fallback) and own model loaders by Muse Glimmer, coached by Grok Bot, hosted by Axonis Pty Limited (Paul Buckingham).
Look
L cycles looks in-game · Tab opens the config panel (look, model import, gameplay toggles). Visuals only: colliders and hitboxes are the same in every look.
Config (Tab)
Flash credit
Focus canvas
Hide sidebar (H)
Phases 24 → 32
Select a phase to mark the lab focus (saved in this browser).
Controls (current engine)
Click to aim · WASD move · Mouse look · Space jump · LMB shoot · R reload · E door · Ctrl crouch · N night · L next look · Tab config panel (load a scene as level) · H hide/show sidebar · Shift+L load a GLB prop · drag files onto the game view (scene left, character right, setup .json anywhere) · K bollard on/off · T char shapes · O orbit cam · C credit · Esc release mouse
Muse Engine 32 RC · drop a scene (left) or character (right) on the game view · Tab = config (save / load setup, Model check) · L = next look · H = hide sidebar
Muse Glimmer · Muse Engine 32 RC
MUSE ENGINE 32 RC
WebGL2 (WebGL1 fallback, ?gl=1|2|auto) · your scene as the level · your rig as the enemies · save / load
Muse Glimmer, coached by Grok Bot, hosted by Axonis Pty Limited (Paul Buckingham)