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Common Problems and Core Terminology

Diagnose import, display, binding, animation, weight, and export problems, then look up core terms.

ReferenceAbout 12 minFor Editor v1.0 · Tutorial updated Oct 26, 2026
Download the sample PSD

After this article

Identify the layer causing a problem before choosing the appropriate tutorial or repair action.

01

PSD and canvas display

ProblemCheck firstAction
No importable PSD layersLayer visibility and file validityAdjust and re-export the PSD, or disable Visible only to import resources only
Images but no skeletonAuto-assembly and bone bindingReimport into a blank project with the correct settings
Fewer than seven default animationsRight orientation and animation generationSelect Right and enable assembly, bone binding, and animation generation
Imported images are not visibleSlot binding, node visibility, canvas image togglePress 1 to restore images and confirm they are under a slot
Character is outside the viewportCanvas zoom and pan, attachment positionsRight-double-click to reset the view, then inspect object transforms
Bones or helpers disappearedCanvas display togglesPress 2 to restore bones and 3 to restore other elements
If bones or animations are missing, compare these default switches first, then enable bone binding and animation generation as instructed.
02

Binding and animation

ProblemCheck firstAction
Bones move but images do not followImage under the intended bone's slot; image lock stateRebind or unlock images
Cannot enter Animation modeBones, animations, and an active animationCreate and select the required objects as prompted
Edits produce no keyframesAnimation mode, stopped playback, current track and frameStop and edit again; select a channel and press K if needed
Easing buttons are disabledWhether a valid transition-start key is selectedSelect the transition's starting key
Loop jumpsEndpoint poses, velocity, IK, draw order, and deformFix poses first, then curves and the seam
Event has no soundEvent key, audio binding, browser playback unlockUse a play-button gesture and inspect the event frame
If keys are missing, check the active animation, playback state, frame, and corresponding property track in that order.
03

Weights and export

ProblemCheck firstAction
Weight panel is not editableSkeleton mode and a selected mesh imageReturn to Skeleton mode and select a mesh attachment
Auto-binding reports too few verticesMulti-bone automatic binding requires at least six verticesSubdivide the mesh and select bones again
Mesh pulls in distant areasHeatmap, influence regions, distance mode, and radiusRemove accidental bindings and compare geodesic distance and radius limits
GIF / MP4 export is emptyWhether the active animation has valid keysSelect a playable animation and retry
No images in the runtimeMissing ATLAS or PNG filesDeliver data, atlas, and texture together with relative paths intact
Reimport warningsVersion mismatch, missing files, or feature degradationResolve each warning and verify in the target runtime
Cloud saving failsSign-in, plan permission, storage space, and networkKeep the local project and follow the reason shown in the cloud dialog
If the bone list is empty, click Select Bones first; do not assume automatic assignment has already run.
04

Core glossary

TermMeaning
BoneThe basic object that drives posing and hierarchy; parents can affect children
SlotAn attachment container under a bone and the unit for draw order and attachment switching
Image attachmentAn instance in a slot that references an image resource and can follow a bone
MeshAn image structure made of vertices and triangles that supports detailed deformation
WeightsThe proportional influence of each bone on a mesh vertex
Bind poseThe baseline pose used to calculate skin deformation
deformVertex deformation relative to the base shape, recordable on animation frames
KeyframeThe recorded value of an object property at a specific frame
EasingThe speed curve from a starting key to the next transition
IKSolves a two-bone chain from a target and pole so its tip reaches a position
ConstraintMoves bones automatically according to IK, path, transform, or physics rules
SkinA set of slot attachments that provides one appearance for the same skeleton and animations
PSD auto-assemblyBuilds a character structure from visible PSD layer positions
ATLASDescribes texture regions and attachment relationships; delivered with the texture and data