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Ida Faber creates a great character, SerjoCG ships an excellent sci-fi armor set, and DAZ3D/iClone provide high-quality outfits.



Normally, these assets stay locked to their original characters because rig differences make reuse difficult.



Crystal Character Creator is built to make that workflow more flexible.



Crystal Character Creator is a model-agnostic character design and creation system for Unity, designed for both runtime and editor use. It goes beyond traditional character editors by providing


  • a rig-aware framework for mesh mapping
  • mesh editing
  • mesh sculpting
  • and mesh retargeting across a specific range of rigged meshes,
    • including some experimental cross-rig support.

Think of it as a lightweight MMD or Blender-style character creation workflow built directly into Unity. Build modular characters with smart/custom bone mapping, equipment/body sculpting, blendshape sync, body culling, and full preset save/load pipelines for both in-editor authoring and in-game customization.



For harder cross-rig cases, the package includes an experimental Re-Skin Bake workflow, along with manual mapping and sculpting tools. Results depend heavily on rig similarity, bone layout, and mesh structure, so some outfits may still require manual cleanup, such as re-rigging and weight painting with the planned Rigging Addon, or in Blender or Maya. In some cases, they may not transfer cleanly at all.


Please note: The models shown in the videos and images are not part of this asset.


===| 💬 DISCORD | 📖 DOCUMENTATION | 🎥 VIDEO TUTORIALS |===


Crystal Character Creator is a production-ready character customization framework for Unity focused on real in-game characters, not just a single demo avatar.


  • It combines:
    • a runtime character creator (equip, morph, save/load presets in-game)
    • an editor character editing toolset (fit, sculpt, adjust meshes in Unity, in a Blender/MMD-style modding workflow)
    • This is designed for projects that need more than simple character swapping: modular equipment, body shape control, mesh fitting, preset pipelines, and full appearance restoration.

Flexible Equipment System


The core feature is a flexible rigged-mesh equipment workflow. In compatible-rig scenarios (not all rigs work!), clothing and equipment can be reused more freely than in character systems tightly bound to one avatar.


The system uses a multi-strategy bone mapping algorithm:


  • Humanoid avatar role matching
  • Cross-convention name matching (DAZ, CC3, Mixamo, Unreal naming)
  • Fuzzy Levenshtein distance fallback
  • Automatic fake bone creation for unmatched bones
  • Custom bone mapping overrides and vendor prefix stripping
  • For difficult cross-rig cases, the included Experimental Re-Skin Bake workflow, manual mapping options, and sculpting tools help recover fit and improve results.

Equipment supports multi-slot assignment with custom slot definitions, slot exclusion rules (equipping a full-body outfit can auto-unequip gloves/boots), configurable render ordering, and an object pooling system for performance.


Body Shape Control


Adjust character proportions at runtime with the Body Part Length Adjuster. Scale arms, legs, neck, torso, head, breast size etc independently. Supports per-region upper/lower scaling, leg height compensation to keep feet grounded, and min/max clamping.


Sculpting


Crystal Character Creator supports sculpting for both body and equipment in runtime and editor contexts. Tools include Project (auto-push to body surface), Push/Pull brush, Smooth, region-based Sliders (Hourglass, Bulky, Pear, etc.), and a Transform gizmo. Symmetry painting, multi-mesh editing, and non-destructive delta storage are built in.


Bulk Fit Copy/Paste lets you transfer fit sculpting from one character to another using Exact, Transform, or Nearest Vertex interpolation modes.


Body & Equipment Occlusion Culling


To reduce clipping, the system includes automatic runtime body culling ... hidden body polygons under armor or clothing are removed from view. Manual mask painting is also supported, with tunable heuristics for surface distance, probe count, and coverage ratio.


Equipment-to-equipment occlusion layers let higher-priority items (e.g., a coat over a shirt) automatically cull lower-layer equipment. An auto-assign classifier analyzes equipment names and assigns occlusion layers using archetype scoring (underlayer → light clothing → heavy clothing → armor → outerwear), with a configurable confidence threshold and custom keyword overrides.


Blendshape Synchronization


Equipped meshes automatically follow body blendshape changes for consistent visual results. Smart name matching handles different naming conventions, with per-equipment weight scale/offset, configurable thresholds, noise word filtering, and custom mapping overrides. The BlendshapeSyncTarget component extends sync to non-equipment meshes like eyelashes or eyebrows.


Preset System


Save and restore complete character appearance data including equipment, colors, body proportions, blendshape values, sculpted adjustments, material properties, and character portraits. Presets support JSON and MemoryPack serialization.


Integration support is included for Crystal Save and Game Creator 2. For custom save systems, a dedicated integration guide covers CharacterPreset capture/apply, JSON serialization, per-field restore, equipment ID persistence, and cross-scene state.


UI Support


Crystal Character Creator supports uGUI, UI Toolkit, and IMGUI. Setup wizards build and wire UI quickly while keeping full control over your final layout.


The presenter-based architecture (ICharacterEquipmentPresenter, ICharacterBodyScalePresenter, ICharacterBlendshapePresenter, ICharacterPresetPanelPresenter) lets you swap or extend UI behavior without modifying framework code. Drop-in template UIs are included.


Gamepad and controller support is built in ... D-pad and stick navigation, confirm/cancel actions, slider adjustment, tab switching, and a preset gallery that loads on confirm. Mouse and gamepad coexist without conflict. Touch input is supported with single-finger orbit, two-finger pinch zoom, and two-finger pan.


Editor Tools


  • Equipment Splitter Window - convert character models into individual equipment prefabs. Single-prefab and batch folder scanning modes, auto-exclude filters, custom renaming, and bone hierarchy reduction.
  • Equipment Fit Sculptor - scene-based mesh editing with live body preview, ghost overlays, and symmetry painting.
  • Body Culling Mask Painter - paint which body triangles hide under each piece of equipment.
  • Equipment Culling Painter - paint occlusion between equipment layers.
  • Bulk Fit Copy/Paste - transfer fit sculpting between characters.
  • Bulk Reskinning Mapper - batch reassign equipment slots and transfer settings between managers.
  • FBX Export - export equipped characters to standalone FBX files with blendshape baking and orphan bone stripping (requires Unity FBX Exporter).
  • Setup Wizard - one-click scene setup with auto-detection of humanoid rigs, body meshes, and bone assignments.
  • Scene Demo Wizard - auto-generate a working character customization UI scene.
  • Addressable Equipment Loading

Load equipment on-demand via Unity Addressables instead of pre-loading everything. Addressable keys are preserved through preset save/load round-trips.


Magica Cloth 2 Integration


Equipped items with MagicaCloth components are automatically retargeted to the player skeleton. Reflection-based detection means no hard dependency on the Magica Cloth package.


Model-Agnostic


Crystal Character Creator has been tested with assets from Ida Faber, David Grette Studio, Nhance Studio, Picola, VRM, DAZ3D Genesis 8, SerjoCG, and Quang Phan. Best results come when characters share a similar base body or rig. The system is not tied to any specific avatar vendor.


Key Features


  • Flexible modular equipment workflow with multi-strategy bone mapping
  • Multi-slot equipment with custom slots and slot exclusion rules
  • Runtime and editor sculpting (Project, Push/Pull, Smooth, Sliders, Transform)
  • Body Part Length Adjuster for proportions, limbs, head, breast size
  • Automatic body culling for hidden polygons under outfits
  • Equipment-to-equipment occlusion layers with auto-assign classifier
  • Blendshape synchronization between body and equipped meshes
  • Full preset system (equipment, colors, proportions, blendshapes, sculpts, portraits)
  • Runtime UI support for uGUI, UI Toolkit, and IMGUI
  • Gamepad, controller, and touch input support
  • Presenter-based UI architecture for custom interfaces
  • Equipment Splitter with single and batch modes
  • FBX Export for equipped characters
  • Addressable equipment loading
  • Material/color property tracking and restore
  • Wizard-based setup for characters and demo scenes
  • Crystal Save, Game Creator 2, and Magica Cloth 2 integration
  • Equipment pooling for runtime performance
  • Bulk Fit Copy/Paste and Bulk Reskinning Mapper
  • Custom save system integration support
  • Model-agnostic design tested across multiple avatar vendors

Add-ons


Crystal Character Creator will continue to grow beyond the current runtime/editor creator workflow.



The following optional add-ons are available and bundled into one package:


Optional Hair Designer - coming soon:

  • Create and groom custom hair for your characters directly inside Unity.
  • Hair Design Studio supports both traditional rigged hair and high-quality Alembic strand hair using Unity’s Hair package. Design, groom, and prepare your character’s hairstyle without leaving the Unity Editor.

If your project needs a character customization foundation that is not locked to a single avatar package, Crystal Character Creator is built for that workflow.