> For the complete documentation index, see [llms.txt](https://arawn-software-publishing.gitbook.io/crystal-character-creator-professional/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/crystal-character-creator-professional/welcome.md).

# Welcome

**Crystal Character Creator Professional** is the source-code edition of Crystal Character Creator for Unity. It combines a model-agnostic runtime character creator with Professional editor tools for modular equipment, body and face shaping, rigging, skinning, blendshapes, mesh repair, diagnostics, and save-ready workflows.

The `main` branch is the Standard Edition baseline. The Professional branch is the advanced source edition documented here.

{% embed url="<https://youtu.be/7XsJusmPk3k>" %}

### What Professional Solves

Crystal Character Creator Professional is designed for projects that need to use character models, outfits, armor, hair, and accessories from different sources without rebuilding every asset in an external DCC tool.

It helps you:

* equip modular character parts at runtime
* adapt equipment across compatible humanoid rigs
* sculpt body and equipment fit inside Unity
* edit body, face, and local feature shapes
* paint body and face feature masks when automatic detection is not enough
* rig and weight-paint meshes inside Unity
* generate guided chains for loose parts such as tails, hair strands, ponytails, cloak strips, and straps
* create and edit blendshapes
* cut, attach, weld, stitch, and stabilize mesh seams
* validate difficult third-party meshes with diagnostics
* save and restore character appearance through presets, Crystal Save, or custom save systems

### Professional vs Standard

<figure><img src="/files/0iIGjqrNamdXFl1UJbdo" alt=""><figcaption></figcaption></figure>

Professional keeps the Standard runtime equipment workflow and adds deeper authoring tools:

* C# source files instead of DLL-only packaging
* standalone `Mesh Sculptor / Rigging Workbench` without requiring an `EquipmentManager`
* Body Archetype Mix, Body Feature Archetype Mix, Face Archetype Mix, and Face Feature Archetype Mix
* painted body and face feature masks
* Guided Rigs and Auto Rig workflows
* optional twist and jiggle helper bones
* deformation seam tools and diagnostics
* Scene toolbar overlay and Hierarchy context menu entry
* compact fit saves as a beta sparse-data option
* Game Creator 2 and Crystal Save integration documentation

See Professional Edition Overview for the full edition matrix.

### Recommended Reading Order

1. [Quickstart](/crystal-character-creator-professional/getting-started/quickstart.md)
2. [Professional Edition Overview](/crystal-character-creator-professional/getting-started/professional-edition-overview.md)
3. [EquipmentManager](/crystal-character-creator-professional/core-concepts/equipment-manager.md)
4. [Equipment Fit Sculptor](/crystal-character-creator-professional/core-concepts/equipment-manager/equipment-fit-sculptor.md)
5. [Mesh Sculptor / Rigging Workbench](/crystal-character-creator-professional/core-concepts/equipment-manager/equipment-fit-sculptor/mesh-sculptor-rigging-workbench.md)
6. [Archetype and Feature Sliders](/crystal-character-creator-professional/dcc-tools/archetype-and-feature-sliders.md)
7. [Bone Skinning and Weight Painting](/crystal-character-creator-professional/dcc-tools/bone-skinning-and-weight-painting.md)
8. [Guided Rigs](/crystal-character-creator-professional/dcc-tools/guided-rigs.md)
9. [Model Deformation Readiness and Seam Stabilization](/crystal-character-creator-professional/dcc-tools/mesh-cutting-and-vertex-editing/model-deformation-readiness-and-seam-stabilization.md)

### Core Documentation

* [Character Setup Wizard](/crystal-character-creator-professional/core-concepts/character-setup-wizard.md)
* [UI and Scene Setup Wizard](/crystal-character-creator-professional/core-concepts/ui-and-scene-setup-wizard.md)
* [Equipment Splitter Window](/crystal-character-creator-professional/core-concepts/equipment-splitter.md)
* [Addressable Equipment Prefab Workflow](/crystal-character-creator-professional/core-concepts/equipment-manager/addressable-equipment-prefab-workflow.md)
* [Character Preset Manager](/crystal-character-creator-professional/core-concepts/character-preset-manager.md)
* [Crystal Save Integration](/crystal-character-creator-professional/integrations/crystal-save.md)
* [Game Creator 2 Integration](/crystal-character-creator-professional/integrations/game-creator-2.md)
* [Public API Reference](/crystal-character-creator-professional/getting-started/public-api-reference.md)

### Model Readiness

Crystal Character Creator is model-agnostic by design, but third-party model quality still matters. Topology, UV seams, duplicate vertices, bind poses, bone weights, and naming conventions can affect deformation quality.

Professional tools are built to make more models usable inside Unity. Fragile meshes may still need detected character axes, selected-only seam stabilization, painted feature masks, Auto Rig diagnostics, or manual weight cleanup before they are production-ready.


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