A workspace for League of Legends models, animations, particles, and textures.
Explore a skin. Inspect its effects. Make it your own.
Download RubyRe · Explore the features · Report an issue
Your model, its motion, and the details behind every effect—in one workspace.
RubyRe brings the visual and data sides of skin creation together. Preview a champion in motion, inspect the particle systems around it, edit its assets, and capture the result without switching between disconnected viewers.
| What you can do | |
|---|---|
| Models & animation | Browse champions and skins, inspect models, play animation clips, and scrub the timeline. |
| Particles & VFX | Preview particle systems, isolate emitters, and inspect colors, textures, meshes, and timing. |
| BIN editor | Work with structured properties or raw text alongside the live viewport. |
| Textures & chromas | Paint and edit textures, work with color variations, and preview changes on the model. |
| Mesh & rig editing | Select and transform model components, inspect the skeleton, and work with UVs and skin weights. |
| Maps & presentation | Preview map geometry and effects, compose scenes, and capture screenshots or animated clips. |
Download a published build from the releases page.
RubyRe is closed-source software. Its application source code is not publicly available.
RubyRe uses WebGPU for its viewport. You will need compatible graphics hardware and drivers. Browsing installed League assets also requires access to the relevant game files.
Found something that does not look right? Open an issue with the champion and skin, the animation or particle system, steps to reproduce, and a screenshot or short recording. Include the RubyRe version and your GPU when reporting rendering problems.
Feature requests and workflow suggestions are welcome through issues too. Describe what you want to create and how the feature would help.
Thanks to LeagueToolkit (LTK) for sharing information about League's rendering systems. Their work helped inform and inspire Ruby's map lighting and fog implementation.




