Windows
Native Windows EXE package. Built and smoke-tested from this workspace.
Desktop character selector
The Windows build is ready from this machine. The macOS build path is native `.app` packaging, and the iOS package is an Xcode project you can sign into a real `.ipa`. The phone web app now requires a real WAI-ANIMA engine instead of a fake canvas preview. The iOS project is the phone-hardware route: it exposes a native Anima bridge to the web UI.
Native Windows EXE package. Built and smoke-tested from this workspace.
Native `.app` spec and build script. Build this on a Mac to produce `AnimeCharacterMaker-mac.zip`.
Phone-focused PWA with the same selector flow. The hosted page never fakes output; phone-hardware generation requires the native iOS project.
SwiftUI + WKWebView source package. Open on a Mac, choose your developer team, archive, and export an `.ipa`.
No fake previews
The mobile app defaults to Phone GPU. In the iOS app, the bundled web UI
calls window.webkit.messageHandlers.animaNative, which downloads/caches the
Anima GGUF model set and runs through the native bridge. The PC bridge is now a manual fallback only.
The desktop app talks to your ComfyUI backend at http://127.0.0.1:8188.
Keep the same WAI-ANIMA model, VAE, and Qwen encoder visible to ComfyUI on Windows or Mac.
Unzip, start ComfyUI, then run AnimeCharacterMaker.exe.
Build on macOS with ./build_macos_app.sh, then open the `.app` bundle.
Use this as the phone UI. It shows a clear missing-engine state unless the native iOS wrapper is present.
Open the Xcode project on your Mac, set signing, run the native Anima bootstrap, then archive/export the app.