
Description
Capybara Delivery Diary is a Japanese-style town where life can be taken slowly. Cherry blossoms drift onto the streets, trains pass the level crossing, and neighbors water their flowers, fish and bake bread, each living an ordinary, lovely day. You become a capybara in a delivery uniform with a little orange on its head, hop on an electric scooter and set off on today's rounds.
Before heading out, pick your fur color, glasses, shirt and the little ornament on your head. Take orders on your phone, pick up goods at the shops, then ride through town delivering hot tea, bread and everyday goods to your neighbors. After each drop-off, stop to chat about how they are doing; visit after visit, unfamiliar faces become friends. The coins you earn buy new outfits, so every trip out has a little something to look forward to.
Regular orders have no time limit. You can focus on your deliveries, or stop to watch a train go by, take a detour to the river and share a few words with a neighbor. The orders on your phone are just a small excuse to explore the town and get to know the people in it.
This gift is for every delivery rider who is always rushing and deserves some gentle care, and for everyone who often looks after others and sometimes forgets to look after themselves. The author wanted to leave them a town they can return to and rest in anytime: someone is waiting for your hello, there is scenery worth stopping for, and today's road can be taken slowly. It is a browser game built with Three.js.
How Tripo was used
Tripo is the core tool behind the game's characters: the capybara delivery rider and eight villagers, each with a different role, were all generated with Tripo, and the main character was auto-rigged with Tripo.
- Pipeline: character reference images and design notes went into Tripo to generate the models, which were then cleaned up, decimated, re-proportioned and animated in Blender, exported as GLB and converted to the town's toon material. The whole chain runs through ImageGen, Tripo, Blender and Three.js.
- Animation: the main character's walk, run, jump and riding animations were made in Blender, while the villagers have looping activities such as watering flowers, fishing and sweeping.
- Into the game: accessories follow the head bone so players can mix and match them; while riding, the hands are constrained to the handlebars and the feet to the pedals; and the villagers' actions switch with prop attachment points and dialogue states.
That is how the Tripo-generated assets became characters players can control, dress up and talk to, carrying the core of the experience.


