Crystal Character Creator | Sculpt Design Equip any Model & GC2 Integration
Arawn
$97.90
Jump AssetStore
Crystal Character Creator is a runtime + editor Character Designer & Creator: map, fit, sculpt, and reuse many rigged meshes with modular equipment, cross-rig tools, and full preset workflows.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 providinga rig-aware framework for mesh mappingmesh editingmesh sculptingand 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 SystemThe 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 matchingCross-convention name matching (DAZ, CC3, Mixamo, Unreal naming)Fuzzy Levenshtein distance fallbackAutomatic fake bone creation for unmatched bonesCustom bone mapping overrides and vendor prefix strippingFor 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 ControlAdjust character proportions at runtime with the Body Part Length Adjuster. Scale arms, legs, neck, torso, head, hands, feet, hips, and breast size independently. Supports per-region upper/lower scaling, leg height compensation to keep feet grounded, and min/max clamping.SculptingCrystal 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 CullingTo 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 SynchronizationEquipped 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 SystemSave 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 SupportCrystal 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 ToolsEquipment 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 LoadingLoad equipment on-demand via Unity Addressables instead of pre-loading everything. Addressable keys are preserved through preset save/load round-trips.Magica Cloth 2 IntegrationEquipped items with MagicaCloth components are automatically retargeted to the player skeleton. Reflection-based detection means no hard dependency on the Magica Cloth package.Model-AgnosticCrystal 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 FeaturesFlexible modular equipment workflow with multi-strategy bone mappingMulti-slot equipment with custom slots and slot exclusion rulesRuntime and editor sculpting (Project, Push/Pull, Smooth, Sliders, Transform)Body Part Length Adjuster for proportions, limbs, head, breast sizeAutomatic body culling for hidden polygons under outfitsEquipment-to-equipment occlusion layers with auto-assign classifierBlendshape synchronization between body and equipped meshesFull preset system (equipment, colors, proportions, blendshapes, sculpts, portraits)Runtime UI support for uGUI, UI Toolkit, and IMGUIGamepad, controller, and touch input supportPresenter-based UI architecture for custom interfacesEquipment Splitter with single and batch modesFBX Export for equipped charactersAddressable equipment loadingMaterial/color property tracking and restoreWizard-based setup for characters and demo scenesCrystal Save, Game Creator 2, and Magica Cloth 2 integrationEquipment pooling for runtime performanceBulk Fit Copy/Paste and Bulk Reskinning MapperCustom save system integration supportModel-agnostic design tested across multiple avatar vendorsRoadmap (Planned Add-ons)Crystal Character Creator will continue to grow beyond the current runtime/editor creator workflow.The following features are planned as optional add-ons:Mesh Cutting Add-onTools for cutting/splitting mesh regions for modding and kitbashing workflows.Blendshape Creation Add-onIn-Unity blendshape authoring/generation tools for custom morph creation.Rigging Add-onRig and weight paint your meshes in UnityIf your project needs a character customization foundation that is not locked to a single avatar package, Crystal Character Creator is built for that workflow.This package unlike the upcoming Professional version of Crystal Character Creator is distributed as precompiled DLLs (no C# source included).Compatibility: Best results on similar rigs (for example DAZ-to-DAZ). More different rigs may require Experimental Re-Skin Bake and manual fit sculpting.Public API is documented and intended integration points are supported.Extension is via configuration, presets, events, and provided interfaces.Core runtime components: EquipmentManager, BlendshapeSynchronizer, BodyPartLengthAdjuster, CharacterPresetManager.Smart rigged-mesh equip pipeline with configurable bone mapping modes and slot-based equipment logic.Optional enforceSingleEquipmentPerSlot flow (auto-unequips previous item in same slot).Runtime + Editor fit sculpting via RuntimeEquipmentFitSculptor and Equipment Manager sculpt workflow.Body and outfit fit data can be captured/applied through preset/save flows.Blendshape synchronization from body to equipped meshes for morph-consistent visuals.Runtime body occlusion/culling support to reduce clipping under outfits.Character preset system captures equipment, colors, body proportions, blendshapes, and sculpt-related values.Runtime UI included for both uGUI and UI Toolkit.Wizard-based setup: CharacterCreatorSetupWizard and UI & Scene Setup Wizard.Auto scene wiring for generated UI, camera focus controller, and character references.Tab-driven camera controller: full-body/closeup framing, orbit/zoom/pan, optional position-based closeup zoom.Input support aligned with Unity's New Input System (InputSystemUIInputModule flow).Runtime-bind friendly: supports spawned characters and late binding via API/presenter flows.Integration hooks for Crystal Save remember flows and Game Creator 2.Experimental Re-Skin Bake for harder cross-rig outfit transferRequires Unity 6 LTS or higher




