> For the complete documentation index, see [llms.txt](https://arawn-software-publishing.gitbook.io/character-creator/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://arawn-software-publishing.gitbook.io/character-creator/getting-started/introduction.md).

# 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.
