Which character tool to use
Arcwright has a Forge for every kind of character: realistic people with real faces, cartoon heroes, animals and monsters. Pick the one that fits, make a Nano Banana picture of what you want, and build against it.
Which tool to use
| You want | Use | Guide |
|---|---|---|
| A realistic person from your own picture | forge_scan_human | Faces, step by step |
| Lots of different realistic people | forge_person ("a tired 50-year-old man") | Faces: build the person |
| A cartoon hero or villain | forge_creature, body toon, fitted to your sheet | Toon and creatures, step by step |
| An animal or a monster | forge_creature (tiger, lion, wolf, ram, dragon…) | What it can make |
| Any figure from pictures (four arms, a tail, horns) | forge_character: cuts each figure out of your pictures, carves, paints and rigs it, and grades the result | Nano Banana: characters |
| Fish, birds and dogs that live in your world | create_creature | What it can make |
| A body to dress, with real measurements | forge_body_native (TTR Body), body_measure to check it | Characters |
| Clothes that fit and move | forge_garment, then clothes_check and clothes_fit | Clothes |
| Hair and fur | groom | Hair |
| A character creator in your game | forge_creator_kit, then character_look | Characters |
What every character gets
- A rig with the engine's bone names, so the shared animation library and Motion AI drive it.
- A file in
Assets/Characters/you can place, animate and export like any model. - Face shapes or painted faces that
face_performcan direct, so one cutscene works for every character.
Always start with the picture. See Nano Banana, step by step for the whole method.
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us