Introduction
Crystal Character Creator
Crystal Character Creator is built around one core idea: it should work with many humanoid character models, not only with characters that ship inside this package.
Philosophy
Most character systems break when assets come from different sources. Crystal Character Creator is designed to try the opposite.
You can take:
an outfit made for Character B
and equip it on Character A
Even when rigs are not identical (experimental), the system may still work.
Runtime + Editor Tooling (Both Required)
Crystal Character Creator is not only a runtime character creator. It is also an editor toolset for sculpting and editing meshes.
These two parts are meant to go hand in hand:
runtime systems equip and drive skinned meshes
editor tools prepare, fit, sculpt, and correct meshes before runtime use
This is essential because Crystal Character Creator supports equipping SkinnedMeshRenderer assets that were originally authored for other characters.
Model-Agnostic by Design
The EquipmentManager includes a smart matching algorithm that maps outfit bones to the active character rig. It is designed to handle:
different bone names
partial rig differences
missing secondary bones
This is demonstrated in the included demo scene.
Creative Workflow
Crystal Character Creator is intended as an approachable in-Unity mesh editing workflow, similar in spirit to lightweight Blender/MMD-style iteration. It allows editing character meshes, changing body shape, and adjusting equipped meshes.
Practical Expectation
Best results come when Character A and Character B share a similar base body/rig. In that common production case (for example, same base model family), equipping armor or clothing across characters is usually straightforward.
Tested So Far
Crystal Character Creator has been tested with:
Ida Faber models
David Grette Studio models
Nhance Studio models
Picola models
VRM models
DAZ3D Genesis 8 & 9 models
iClone CC3
SerjoCG models
Quang Phan models
Goal
Build once, then reuse your customization and mesh-editing pipeline across multiple model sources with minimal rework.
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