PSD & Automatic Binding
Sample PSD Layers and Naming Rules
Explore the tutorial PSD layer by layer, including full paths, side markers, and visibility.
After this article
Choose appropriate part names for your own PSD and know which layers participate in automatic assembly.
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.
| Layer name | Part | Automatic binding role |
|---|---|---|
| body/pelvis | Pelvis | Locates the humanoid core and the lower-body parent chain |
| body/torso | Torso | Creates the torso bone and binds its image |
| head | Head | Creates the head bone and binds its image |
| arm.L.upper / arm.R.upper | Left and right upper arms | Creates the upper-arm bones |
| arm.L.lower / arm.R.lower | Left and right forearms | Creates forearm bones and participates in arm IK |
| hand.L / hand.R | Left and right hands | Creates hand bones and weapon attachment points |
| leg.L.upper / leg.R.upper | Left and right thighs | Creates the thigh bones |
| leg.L.lower / leg.R.lower | Left and right lower legs | Creates lower-leg bones and participates in leg IK |
| foot.L / foot.R | Left and right feet | Creates foot bones and binds their images |
| weapon.L | Left-hand weapon | Binds to the left hand and affects attack posing |
| full (hidden) | Whole-character reference | Used for visual comparison, not assembled as a visible part |
What does automatic recognition read?
- The full path of each PSD leaf layer, not the disk file name. Renaming right_test.psd does not change what its layers mean.
- Names are case-insensitive, but use one consistent English naming scheme for each character.
- Slashes express paths or part subdivisions, as in body/pelvis and arm.L.upper. L and R after a dot identify the two sides.
- The editor can complete necessary parent chains when some limb layers are missing, but unnamed layers cannot be recognized as intended body parts.
- 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
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.
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 state | Visible only on | Visible only off |
|---|---|---|
| Visible body parts | Imported and assembled | Imported and assembled |
| Hidden full reference | Not imported | May be imported as a resource, but not assembled |
| Hidden through a parent group | Treated as hidden | May be imported as a resource, but not assembled |