Choose an article

Advanced Features

Image Folders, Batch Binding, Skins, and Outfit Changes

Use the structurally identical default and blue PSD assets to batch-bind attachments and switch skins.

AdvancedAbout 26 minFor Editor v1.0 · Tutorial updated Oct 26, 2026
Download the sample PSD

After this article

Switchable default and blue appearances that share the same skeleton and animations.

Before you start

  • The base PSD is imported into default with a complete skeleton and animation set.
01

Prepare a second structurally identical asset

right_test_blue.psd has the same canvas, layer names, and part positions as the base file; only its colors differ. It is a dedicated outfit-changing exercise and can be downloaded and imported directly.

  1. 1

    Import resources only, not another rig

    Choose Import PSD, disable Auto-assemble PSD, select right_test_blue.psd, and create a target folder named blue.

    Expected resultBlue slices enter only the blue resource folder without a second skeleton or animation set.

    The actual completed resource import. Matching assets are in an independent folder and have not yet been batch-bound to slots.
  2. 2

    Compare the two resource folders

    Expand default and blue to confirm matching part names. The character still uses the default images.

    Expected resultResource names match and their colors are genuinely different.

    Batch binding depends on matching resources, not manual renaming of every file.
02

Batch-add attachment candidates using matching names

  1. 1

    Open auto-binding for blue

    In the blue folder actions, choose Auto-bind to Slots by Matching Reference. Set Current folder to blue and Reference folder to default.

    Expected resultThe dialog clearly identifies current and reference folders in the correct direction.

    blue borrows default's slot bindings without immediately changing the visible appearance.
  2. 2

    Choose whether to copy meshes and weights

    When sizes match and the target is not already meshed, you may enable Copy Mesh and Weight Data. If the blue assets need independent deformation, evaluate that first.

    Expected resultMatching images join the appropriate slots as inactive attachment candidates, leaving default visible.

  3. 3

    Inspect the binding counts

    Review added, existing, unmatched, and mesh-copied or skipped counts. Investigate every unmatched item.

    Expected resultEvery intended slot has a blue candidate without forcing the current appearance to change.

    This shows the candidates after batch binding. Check the completion notification for added, existing, unmatched, and mesh-copy counts.
03

Create and switch the two skins

  1. 1

    Create the default skin

    Add default in Skins. With the base appearance visible, use Link Currently Displayed Images to This Skin to record the active attachment in every slot.

    Expected resultThe default skin contains the complete base appearance without changing the current display.

  2. 2

    Activate blue candidates and create blue

    Switch the target slots to blue attachments individually or use the slot attachment switching tools. After the blue appearance is visible, create blue and link the currently displayed images.

    Expected resultblue references blue attachments while default keeps the original references.

    Switch to the intended appearance before linking it to the corresponding skin.
  3. 3

    Switch back and forth and play

    Switch between default and blue, then play idle, walk, and attack. Check every slot, mesh deformation, and weapon.

    Expected resultThe skeleton and animations are shared; only attachment appearance changes, without rebuilding or renaming animations.

    The skin list and current appearance come from the actual project. Select a skin to verify switching and playback; this is not a captured transition.