character
guide
tech
[Character] Create and apply external custom characters
Apr 9, 2025

Toonit

<Rendering the external character Spider-Man in Toonit>
[Custom External Characters]
External custom characters refer to 3D character models created outside of Toonit Studio. These models can be imported and used within the Toonit environment. Creators may begin with the provided Toonit base character or import a completely original model.
[Summary of Workflow]
Download bone data
Import external data
Assign skeleton
Rename objects
Rigging (weight paint)
Material setup
Remove unused materials
Add outlines
Submit files for Toonit QA via email: marketing@toonit.com
Guide File
🔑A base file to begin custom character creation.
Guide Info
💡 Guide Info
The guide uses Blender 3.6.0 (language: Korean)
This guide does not cover basic Blender operations, but explains the structure required for using custom characters in Toonit.
Gendered characters may experience limitations (e.g., clothing or pose compatibility).
The sample model used has no pre-existing rigging or bones.
Please check the following settings in advance.

Based on the top-level “Aramature”
Creating a custom character proceeds in the following order.
Import external data
Apply the skeleton
Rename the skeleton
Rigging (weight)
Rename objects
Materials
Handle unnecessary materials
Outline
Toonit review
1. Import external data

Open the Toonit basic (A pose).blend file and import the external file through File-Import. (Example modeling Spider-Man.fbx)
Convert triangular faces to quadrilaterals to tidy up polygons. (Blender shortcut Art+J)
2. Apply the skeleton



Please set Spider-Man's parent to Armature.
In the Object tab, specify the parent as Armature, and add it in the properties tab as 'Add Modifier - Armature', then specify the object as Armature.
If you specify Armature as the parent, the object's size may not match, so set the scale appropriately under transform.
For correct rigging, adjust the skeleton to the appropriate position. (Please designate the Hair_joint bone at the top of the head)
3. Rename the skeleton
It is necessary to rename specific skeletons to reduce errors that may occur when using the server.
You should change the names of the bones corresponding to the left and right, excluding the middle bone.

Modify the name 'Clavicle_L'

Rename bone (Ctrl + F2)

After modification, it is changed to 'CC_Base_L_Clavicle'
Select all bones corresponding to the left and activate 'Rename bone'. (Blender shortcut Ctrl+F2)
Set options to match the names.
Select bone from the existing object
Use Find/Replace to specify the '_' at the end of the name as a space
In 'Set Name', select 'Prefix' and designate it as 'CC_Base_L_' (for the right side, designate it as 'CC_Base_R_')
Set the bones corresponding to the right side in the same way.
After renaming, proceed with rigging.
3. Rigging (weight)

Blender 'Weight Paint'

Register keyframes and switch to pose mode / edit mode
Once everything is ready, select the object and skeleton, and proceed with automatic weight (With Automatic Weights).
(If the size of the object changes after automatic weight, please adjust the scale in the transforms menu)
If you register the location value of the current pose in keyframes, the current pose will remain registered even when you switch between edit mode and pose mode.
In pose mode, select all bones and specify 'Insert keyframe menu - Location, Rotation, Scale' mode. (Blender shortcut i)
The bottom frame tab in Blender should always be set to frame 1.
4. Rename objects
In the case of Spider-Man, since there is only one body, specify it as CC_Base_Body

(Left) Existing node structure / (Right) External data
Body | CC_Base_Body
Eyeball | CC_Base_Eye
Teeth| CC_Base_Teeth
Tongue| CC_Base_Tongue
Hair| Sty_Hair_HairName
Clothes| Clo_ClothesName
5. Materials
To wear clothes, please divide and assign meshes according to their respective material positions and set the names and structures to be the same.

Toonit character material structure (same for male and female)

Materials designated for dressing external characters in Toonit
Please set the created textures according to the designated material positions. The material structure is as follows. (Please proceed in the specified order)
⚠️ For characters created externally, issues may arise when using costumes/expressions/poses aside from the 'rigging' function.
To register an external character with gender, you must follow the same material structure as the materials provided.
If the material data is missing or the order is changed, errors may occur when using Toonit.

(Left) Basic structure / (Right) Reset to comply with Toonit structure

Assign unnecessary materials to empty spaces (see the document at the bottom)
For example, the existing 'spider man' material has been changed to 'Std_Skin_Head', and material names are set according to the remaining structure.
No polygons are assigned to the polygons that are assigned Std_Skin_Body ~ eyebrow = No data exists
Assign empty spaces to materials that have no existing data (see right example)
The method to resolve these materials is outlined in the document at the bottom.
6. Handle unnecessary materials

Example 1

Example 2
In order to use the character on the Toonit server, you should not change the order of the material structure or remove them from the list. The effective way to handle unused materials is as follows.
Create an invisible mesh inside the body to handle unnecessary materials (based on the example)
Select the body object and switch to edit mode.
Select polygons, use Shift + D to duplicate them, and place them inside the body to make them invisible.
Select the unused material and click the Assign button to apply it.
⚠️ Please ensure that no other polygons are selected other than the specified polygon ⚠️
7. Outline

Outline material structure (same for male and female)
Add an outline using 'Add Modifier - Solidify' in Blender's modifier tab.
Refer to the right image for solidify options
Add a material and specify it as 'outline_name'.
The texture of the node is not necessary, but check the color of the outline and enable the 'Backface Culling' option to flip the face.

Outline option setting
The basic settings are as follows, but the thickness and options of the outline can be set differently according to the scale of the object.
When setting Solidify, you can adjust the thickness by adding weight.
Go to the Data tab and add one vertex group. Icon display
Data tab
Name the added vertex group as outline.
Return to the solidify options and set the 'vertex group' to the recently designated 'outline'.

Adjust thickness in weight mode (ALT)
Select the object and switch to weight mode to adjust thickness using weight values.
After adjusting the thickness, apply the properties.
⚠️ Applying the properties complicates the process of resizing the outline, so it is recommended to save the file before applying (Ctrl+S) ⚠️

The eyelash texture with applied Alpha does not assign an outline
For eyelashes, since they involve Alpha, proceed through the same steps to Solidify, and additionally assign ('Assign') the 'Std_Eyelash' material once again.
7. Toonit review
Please send the completed character file to the Toonit email. Through review, final data can be registered on the server.
Please prepare a few things for accurate review work.
Blender file (.blend) | Texture file | Thumbnail | Tags | Name | |
Format | • Send in .blend file including the model and bone.fbx file • In the case of .blend file, send including the texture ◦ English | File - External Data - Automatically Pack Resources checked ◦ Korean | 파일 - 외부 데이터 - Automatically Pack Resources checked | • Final extracted size jpg and png image files | • Thumbnail files to be used for asset registration *For backgroundless thumbnails, please send in png format. | • Tags for the characters to be used for asset registration ◦ Gender (female / male) ◦ Height (female 160cm / male 180cm standard) ◦ Size (S / M / L / XL / 2XL Size) *No 2XL for females. ◦ Whether there is a function to hide body parts when wearing clothes (divided) *Only for characters with correct material structure. | • Asset name *If not specified, it may be designated arbitrarily. |
Toonit email | marketing@toonit.com
It may take about a week for registration after review is complete.