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Character Requirement

1. Directory Structure & Naming Conventions

  • Vendor-Specific Nomenclature: The character folder, naming paths, and all nested presets must use a unique identifier combining the Vendor name and the target figure generation (e.g., VendorName_CharacterName_G9).
  • Data Map Integrity: The data/.../Morphs directory must remain free of stray files, default base figure configurations, or non-functional data.
  • Asset Self-Containment: All vendor files, dependencies, and presets must reside entirely within the specific character subfolders.

2. File Constraints & Scripting

Image Card Dimensions: Sliders must include functional UI thumbnail cards matching standard structural sizing:

  • CTRL / FBM (Full Body Morphs): 147 × 185 pixels.
  • FHM (Full Head Morphs): 91 × 91 pixels.

3. Morphs, Dials, and Property Hierarchy

  • Isolated Anatomy Control: Characters must feature split Head and Body morph targets managed under a unified master Control (CTRL) dial. The character-shaping preset must load this CTRL dial rather than triggering separate head and body sliders. (Exceptions apply only to fully unified creature/alien meshes).
  • Slider Constraints & Zero-Baking: All custom morph sliders must be explicitly clamped between a minimum of 0 and a maximum of 1 (or 0% to 100% depending on the figure generation). Setting custom morphs to auto-dial or deform default base meshes by default is prohibited.
  • Property Hierarchy Integrity (ERC): Bone controllers must be cleanly isolated within the property tree. Head morphs must only command head-associated bones; body morphs must only command body-associated bones. Cross-contamination of bone data is not permitted.
  • Mesh-to-Rig Synchronicity: Any custom morph that structurally modifies the proportions or height of the mesh must automatically adjust the underlying skeleton. Global scaling must be driven by the central CTRL property, never by individual body morph dials.
  • Morphs – Remove morph presets: Mandatory Reset Functionality: Vendors must include a dedicated “Remove” (REM) shaping preset alongside any custom “Apply” character preset. The REM preset must be fully functional and configured to completely clear out, zero, and strip all morphs, scales, and structural modifiers applied by the corresponding character setup, successfully restoring the figure to its default baseline state.

4. Materials, Shaders, and Textures

  • Master Material Application: The main Skin All material preset must be configured to load all auxiliary textures simultaneously—including eyelashes, eyebrows, and required figure additives—rather than leaving individual surfaces blank.
  • Hierarchical Materials : All material add-ons (including brows, anatomical additions, or distinct graphical overlays) must use the Hierarchical Material format. Applying these presets must correctly target the intended sub-components without clearing out or disrupting the underlying base skin layout.
  • Seamless Texture Standards: Maps must be authored to ensure flawless visual transitions at UV boundaries under high-resolution rendering. No specular mismatches, value shifts, or texture seams are permitted at the neck boundary, beneath the chin, behind ears, between the toes, or inside the oral cavity.

5. Other

Anatomical Restrictions for Teen and Youth Assets: Character models depicting minors, children, or young teens are strictly prohibited from utilizing, loading, or including lower anatomical/genital elements. No texture maps, displacement maps, or structural geo-grafts representing explicit adult anatomy may be packaged with or applied to these character types. All youth-focused assets must remain strictly compliant with a non-explicit, safe-for-work baseline.

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