PSD & Automatic Binding
Inspect the Skeleton, Slots, IK, and Seven Animations
Verify automatic PSD binding through the canvas, hierarchy tree, constraints, and animation list.
After this article
Systematically find missing parts, incorrect bindings, and occlusion problems before animating.
Before you start
- Import the sample with Right, assembly, bone binding, and animation generation enabled.
Inspect the canvas and hierarchy first
- 1
Check character completeness
Compare the head, torso, pelvis, limbs, hands, feet, and weapon with the sample preview. Zoom with the wheel, pan with right-drag, and right-double-click to reset if needed.
Expected resultAll visible slices are in their expected positions and the character is inside the viewport.
- 2
Expand the bone chain
Expand root and the humanoid chain, then the target bone's slots and images. Watch the canvas highlight as you select objects.
Expected resultThe bone–slot–attachment hierarchy is clear and images follow their bones.
Use the hierarchy to verify where an image is attached instead of relying on the canvas alone. - 3
Check for unbound resources
Compare the image resource panel with the character slots. An image in the resource library is not necessarily visible on the character.
Expected resultEvery required image has a slot binding; extra reference assets may remain unused.
Inspect image occlusion and draw order
Draw order determines which slot images appear in front. Automatic import provides a starting point, but you should inspect the far and near limbs against the torso.
- 1
Expand Draw Order
Compare the far arm, near arm, legs, and weapon against the canvas in the right Draw Order section.
Expected resultNo obvious errors such as hair behind the body, a weapon intersecting the torso, or a far limb covering a near limb.
- 2
Drag only when needed
Drag a slot entry to change its order and watch the canvas immediately. Change one item at a time and play the animation so mistakes are easy to undo.
Expected resultOcclusion fits the character design without changing the bone hierarchy.
Adjust occlusion here rather than rearranging the bone hierarchy.
Inspect IK and the default animations
- 1
Check the four limb IK constraints
Expand Constraints and select each arm and leg PSD IK. Inspect the target and pole positions on the canvas.
Expected resultEach limb has IK, its target is near the hand or foot, and its bend fits the character.
The generated IK is ready to edit; you do not need to recreate it. - 2
Check all seven animations
Expand Animations and confirm idle, walk, run, jump, attack, hurt, and death.
Expected resultExactly these seven animations are present.
These defaults are shared by the later exercises and capstone. - 3
Play instead of judging the first frame
Play each animation and pause at loop seams, landings, strikes, and the final death pose.
Expected resultImages continue following bones without flicker, unexpected bone swaps, or leaving the canvas.