Import the part art players build their character from.
Character Creator Packs
When a player makes a character they pick a body, hair, an outfit and so on. The art behind those choices is a character creator pack — a folder of part images you import once, per project. Players never choose a pack; they get whichever one you made active.
Until you import one, the creator falls back to a built-in placeholder look (round cut-out avatars) so a character is always creatable. Importing a pack replaces that with your art.
Where you'll find it
Database → Characters → Generator tab.
Everything on this page happens there: importing packs, choosing the active one, and defining the races players can pick.
Which art you can import
| Source | What it gives you | Runs on |
|---|---|---|
| RPG Tools (PVGames) | Body, legs, torso, head, hair, shadow. Large, highly-animated art — walking, running, attacks in every weapon stance, casting, deaths | Local, desktop, and cloud projects |
| RPG Maker | Body, face, eyes, eyebrows, nose, mouth, front/back hair, beard, outfit, cloak, glasses, markings, beast ears, tail, wings, accessories — plus portraits and battler art | Local and desktop projects |
RPG Maker gives you far more parts to mix; RPG Tools gives you far more animation. Pick per project — a pack must use one art style throughout, and mixing the two is refused rather than drawn wrong.
Import a pack
1. Open Database → Characters → Generator.
2. Type a pack id in the small box beside the folder field (optional, but do it now — the id is baked into every part and changing it later means re-importing).
3. Point at your art:
- On disk — paste the folder path into the field and press Import RPG Tools or Import RPG Maker. For RPG Tools, pick the folder containing assets/Pack_CharacterPieces. For RPG Maker, pick the folder containing the generator's TV, Face, SV and Variation directories.
- On a cloud project — press Import RPG Tools (online — pick folder) and choose the folder in the browser. Your art uploads to your project's storage.
4. Wait. The importer copies every part, measures it, and cuts a small picker icon from each one. RPG Tools packs also get cut into per-animation sheets, which takes a while on large art.
5. Pick the pack under Installed Packs and press Save Generator.
Step 5 is not optional. Importing alone changes nothing for players — the creator only uses a pack once it's the active one and you've saved. Saving publishes it to your game server for you.
The fields
| Field | What it does |
|---|---|
| Import folder | The folder your source art lives in. Read by the server, so it must be a path that server can see |
| Pack id | Short name for the pack. Becomes the prefix of every part id. Letters, numbers, - and _ only |
| Installed Packs | Picks the active pack — the one players build with. "No active pack selected" means players get the placeholder look |
| Default Species ID | Which race a player starts on before they choose. Must match an id in the species list below |
| Species and Race Rules | A list of the races players can pick, and what each one may wear (see below) |
| Test Preview Plan | Renders one character from the active pack and shows what it resolved — the fastest way to check a pack works and to read off real part ids |
| Split Animation Strips | Re-cuts an older pack's art so characters render at full sharpness. New imports do this already; press it if you imported before this existed |
Races (optional)
Leave Species and Race Rules as [] and every body model in the pack is offered directly. Add entries to group them into named races:
[
{
"id": "human",
"label": "Human",
"bodyModelIds": ["adult-fem", "adult-masc"],
"defaultBodyModelId": "adult-fem",
"hiddenCategoryIds": ["wings", "tail"],
"defaultSelections": { "hair-front": "mypack-adult-fem-hair-front-01" }
}
]| Key | What it does |
|---|---|
id / label | The value you reference elsewhere, and the name players read |
bodyModelIds | Which body models this race may use. Required |
defaultBodyModelId | The one it starts on. Required |
hiddenCategoryIds | Categories this race never sees (a race with no wings) |
requiredCategoryIds | Categories this race must choose — no "none" option |
defaultSelections | The parts it starts with, by category |
defaultColors | Starting colours, by colour region |
Press Test Preview Plan after importing to read the real part ids rather than guessing at them.
What each art style animates
RPG Maker art holds one walk cycle and a standing pose. So an RPG Maker character walks, runs (the same cycle, quicker) and stands, in four directions — diagonal movement uses the nearest direction. Attacks and spellcasting fall back to standing, because there are no frames for them. That's the art's limit, not a setting.
RPG Tools art covers the full range — every weapon stance, attacks, casting, being hit, dying — and characters play all of it.
Gotchas
- Nothing changes until you Save. Import, select the pack, then Save Generator.
- Cloud projects can't import RPG Maker packs. The importer says so rather than building a pack that can't load. Use RPG Tools on cloud, or import RPG Maker on a desktop/local project.
- Cloud projects and very large art. RPG Tools sheets over about 4 MB each can fail to upload through the browser importer. Smaller sheets upload fine.
- One art style per pack. Mixing RPG Maker and RPG Tools parts makes the pack refuse to render. Import them as separate packs.
- RPG Tools packs have the body models the art has. If your source only has a
Femalefolder, players only get that build until you add the other art. - Part names come from the folder names.
Tunic_Greenreads as "Tunic Green"; a folder calledRTP_1reads as "1". Name your variant folders before importing. - Weapons are skipped on purpose in RPG Tools packs — weapons are equipment, not appearance, and come from the items you equip.
- Some RPG Maker categories only change the portrait. Eyes, eyebrows, nose, mouth and face have no walking art in an RPG Maker generator — the sprite is too small for them. Players can still pick them and they change the character's portrait, but the walking character won't visibly change. That's how RPG Maker works, not a fault in the import.
- Hair and skin colours are approximate. RPG Maker tints its parts through gradient palettes; the creator applies a flat colour instead. Dark colours land close, pale ones drift.
- A part that can't be measured warns you. It still imports, but a doubled or HD export may render at the wrong size; the warning names the file.