Reference
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 PSDAfter this article
Identify the layer causing a problem before choosing the appropriate tutorial or repair action.
01
PSD and canvas display
| Problem | Check first | Action |
|---|---|---|
| No importable PSD layers | Layer visibility and file validity | Adjust and re-export the PSD, or disable Visible only to import resources only |
| Images but no skeleton | Auto-assembly and bone binding | Reimport into a blank project with the correct settings |
| Fewer than seven default animations | Right orientation and animation generation | Select Right and enable assembly, bone binding, and animation generation |
| Imported images are not visible | Slot binding, node visibility, canvas image toggle | Press 1 to restore images and confirm they are under a slot |
| Character is outside the viewport | Canvas zoom and pan, attachment positions | Right-double-click to reset the view, then inspect object transforms |
| Bones or helpers disappeared | Canvas display toggles | Press 2 to restore bones and 3 to restore other elements |
Related links
02
Binding and animation
| Problem | Check first | Action |
|---|---|---|
| Bones move but images do not follow | Image under the intended bone's slot; image lock state | Rebind or unlock images |
| Cannot enter Animation mode | Bones, animations, and an active animation | Create and select the required objects as prompted |
| Edits produce no keyframes | Animation mode, stopped playback, current track and frame | Stop and edit again; select a channel and press K if needed |
| Easing buttons are disabled | Whether a valid transition-start key is selected | Select the transition's starting key |
| Loop jumps | Endpoint poses, velocity, IK, draw order, and deform | Fix poses first, then curves and the seam |
| Event has no sound | Event key, audio binding, browser playback unlock | Use a play-button gesture and inspect the event frame |
03
Weights and export
| Problem | Check first | Action |
|---|---|---|
| Weight panel is not editable | Skeleton mode and a selected mesh image | Return to Skeleton mode and select a mesh attachment |
| Auto-binding reports too few vertices | Multi-bone automatic binding requires at least six vertices | Subdivide the mesh and select bones again |
| Mesh pulls in distant areas | Heatmap, influence regions, distance mode, and radius | Remove accidental bindings and compare geodesic distance and radius limits |
| GIF / MP4 export is empty | Whether the active animation has valid keys | Select a playable animation and retry |
| No images in the runtime | Missing ATLAS or PNG files | Deliver data, atlas, and texture together with relative paths intact |
| Reimport warnings | Version mismatch, missing files, or feature degradation | Resolve each warning and verify in the target runtime |
| Cloud saving fails | Sign-in, plan permission, storage space, and network | Keep the local project and follow the reason shown in the cloud dialog |
04
Core glossary
| Term | Meaning |
|---|---|
| Bone | The basic object that drives posing and hierarchy; parents can affect children |
| Slot | An attachment container under a bone and the unit for draw order and attachment switching |
| Image attachment | An instance in a slot that references an image resource and can follow a bone |
| Mesh | An image structure made of vertices and triangles that supports detailed deformation |
| Weights | The proportional influence of each bone on a mesh vertex |
| Bind pose | The baseline pose used to calculate skin deformation |
| deform | Vertex deformation relative to the base shape, recordable on animation frames |
| Keyframe | The recorded value of an object property at a specific frame |
| Easing | The speed curve from a starting key to the next transition |
| IK | Solves a two-bone chain from a target and pole so its tip reaches a position |
| Constraint | Moves bones automatically according to IK, path, transform, or physics rules |
| Skin | A set of slot attachments that provides one appearance for the same skeleton and animations |
| PSD auto-assembly | Builds a character structure from visible PSD layer positions |
| ATLAS | Describes texture regions and attachment relationships; delivered with the texture and data |