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PSD & Automatic Binding

Sample PSD Layers and Naming Rules

Explore the tutorial PSD layer by layer, including full paths, side markers, and visibility.

BeginnerAbout 10 minFor Editor v1.0 · Tutorial updated Oct 26, 2026
Download the sample PSD

After this article

Choose appropriate part names for your own PSD and know which layers participate in automatic assembly.

01

What is inside the tutorial PSD?

right_test.psd is a 334 × 387 right-facing character with a flat layer structure, making it easy to compare leaf names with body parts.

The shared character used throughout the English quick start.
Layer namePartAutomatic binding role
body/pelvisPelvisLocates the humanoid core and the lower-body parent chain
body/torsoTorsoCreates the torso bone and binds its image
headHeadCreates the head bone and binds its image
arm.L.upper / arm.R.upperLeft and right upper armsCreates the upper-arm bones
arm.L.lower / arm.R.lowerLeft and right forearmsCreates forearm bones and participates in arm IK
hand.L / hand.RLeft and right handsCreates hand bones and weapon attachment points
leg.L.upper / leg.R.upperLeft and right thighsCreates the thigh bones
leg.L.lower / leg.R.lowerLeft and right lower legsCreates lower-leg bones and participates in leg IK
foot.L / foot.RLeft and right feetCreates foot bones and binds their images
weapon.LLeft-hand weaponBinds to the left hand and affects attack posing
full (hidden)Whole-character referenceUsed for visual comparison, not assembled as a visible part
02

What does automatic recognition read?

  1. The full path of each PSD leaf layer, not the disk file name. Renaming right_test.psd does not change what its layers mean.
  2. Names are case-insensitive, but use one consistent English naming scheme for each character.
  3. Slashes express paths or part subdivisions, as in body/pelvis and arm.L.upper. L and R after a dot identify the two sides.
  4. The editor can complete necessary parent chains when some limb layers are missing, but unnamed layers cannot be recognized as intended body parts.
  5. Hair, capes, and other extensions can use the names in the built-in help. Custom names are generally treated as ordinary images, so inspect their bindings manually.
Body: body/pelvis, body/torso, body/chest, neck, head
Arms: arm.L.upper, arm.L.lower, hand.L (same for R)
Legs: leg.L.upper, leg.L.lower, foot.L (same for R)
Weapons: weapon.L, weapon.R, weapon
Extensions: hair, cape, and the names in the built-in help
  1. 1

    Check the full naming table in the editor

    Click the canvas question mark and open the humanoid PSD naming rules. This is the most direct reference for the current version.

    Expected resultThe table shows names, part descriptions, and required, recommended, or optional notes.

    Check the table for your product version instead of relying on old notes.
03

Visibility, hidden references, and slices

“Visible layers only” controls whether hidden layers are imported as image resources. Hidden layers never participate in automatic assembly, even when imported, so the full reference cannot accidentally cover the character.

Asset stateVisible only onVisible only off
Visible body partsImported and assembledImported and assembled
Hidden full referenceNot importedMay be imported as a resource, but not assembled
Hidden through a parent groupTreated as hiddenMay be imported as a resource, but not assembled