Introduction

The Character Editor configures how a Character looks and sounds for a specific placement in the level. It edits character accessory sets — body-part composites, skeleton choice, asset-set colours/decals, voice, demographic attributes, and foley — stored in the level’s CHARACTERACCESSORYSETS.BIN.

This is separate from the entity parameters on the Character node itself (class, alliance, anim sets, and so on). Those stay in the Entity Inspector; the Function editor covers the accessory-set data tied to each composite instance of that character.

Opening the Editor

  1. Select a Character entity in the entity list or flowgraph.
  2. In the Entity Inspector, click Function.
  3. The Character Editor opens for that entity, as shown below.

The window closes if you reload commands, select a different entity, or switch composite.

The Character Editor window for a Character entity in SCI_HUB: the instance dropdown and Add New button at the top, the Composites group with Head, Torso, Arms, Legs, Shoes and Collision slots each with a Change button, and the Metadata group with skeleton, asset type, voice actor, gender, ethnicity, build and foley dropdowns.

NPC_LOGIC_DUDE in SCI_HUB: the dropdown names the placement by its resolved hierarchy path, and every composite slot and metadata field below belongs to that one placement.

Character Instances

A single Character entity can appear in more than one place in the level hierarchy. Accessory sets are keyed by composite instance, so each placement can have its own look.

  • The dropdown at the top lists instances that already have an accessory-set entry for this character. Names follow the resolved hierarchy (and include ShortGuids if Show ShortGuids is enabled under Options → Entity Display).
  • Add New opens the Add New Instance Reference picker (shown below), listing placements that do not yet have an accessory set. Pick one and click Add: a new entry with default metadata and empty composite slots is created for it and selected in the dropdown.
  • If every hierarchy path already has an entry (or there are no placements to add), Add New shows an Instances populated message instead of the picker, as in the second figure below.

Until at least one instance exists in the dropdown, the Change buttons and the Metadata dropdowns stay disabled (only Add New and the asset-set Edit button remain available).

The Add New Instance Reference window with its dropdown open, listing the hierarchy paths of this character that do not yet have an accessory set, and an Add button to the right.

Add New lists only the placements of this character that still need an accessory set; pick one and click Add.

The Instances populated message box over the Character Editor, reading There are no instances to be populated!, shown when every placement of the character already has an accessory set.

Every placement of NPC_LOGIC_DUDE_1 already has an entry, so Add New shows this message instead of the picker.

Composites

The Composites group assigns the body-part composites for the selected instance. Each slot shows the current composite name (read-only) and a Change button that opens the composite picker:

  • Head
  • Torso
  • Arms
  • Legs
  • Shoes
  • Collision

The picker (shown below) opens with the slot’s current composite already selected in the tree. Type in the search box to filter composites by name (the X button clears it), then click Select Composite to update that slot immediately on the accessory-set entry.

The Select Composite window opened from the Head slot’s Change button, with a search box above a composite tree in which the slot’s current head composite is selected, and a Select Composite button below.

The picker for the Head slot: the tree opens with the current HEAD_ALBERT composite selected under NPC\MALE\HEAVY\AFRICAN\HEAD.

Metadata

The Metadata group covers skeleton, asset set, voice, attributes, and movement foley for the selected instance.

Skeleton

Skeleton choice is split into two related dropdowns:

  • The wide Skeleton list is the face / body skeleton name used by the character.
  • The smaller, unlabelled list beside it is the gendered skeleton group (MALE or FEMALENPC, taken from the game’s skeleton definitions). Changing the group refreshes which skeleton names the wide list offers.

Asset Type

Asset Type picks a CUSTOM_CHARACTER_ASSETS set (colours and decals used for customizable NPC clothing).

Click Edit next to Asset Type to open the Character Asset Editor (titled Edit Character Asset Sets), which edits the global CUSTOMCHARACTERASSETDATA.BIN file (primary / secondary / tertiary colours and decal lists per asset set). That window (shown below) is shared config data, not per-instance accessory-set fields; the same editor is also available without a character selected from View → Configuration Editors → Characters → Asset Sets.

The Edit Character Asset Sets window: an asset-set dropdown at the top, Primary, Secondary and Tertiary colour swatch lists with Add New and Remove Selected buttons on the left, a Decals list with thumbnails on the right, and a Save button.

ASSETSET_01: the three colour lists and the decal list each have their own Add New and Remove Selected buttons; Save writes CUSTOMCHARACTERASSETDATA.BIN straight away.

Attributes & Foley

Changing any of these updates the selected accessory-set entry immediately.

Saving

There is no separate Save button in the Character Editor. Edits write straight into the loaded level’s accessory-set data. Persist them with the usual level save — OpenCAGE writes CHARACTERACCESSORYSETS.BIN as part of saving the level.

Asset-set colour/decal edits made via Edit live in CUSTOMCHARACTERASSETDATA.BIN. That window has its own Save button, which writes the file immediately and closes the window; closing it without saving discards the changes.

Notes & Limits

  • Accessory sets are aimed at human NPCs. Story characters and the Alien are set up differently and are not the target of Add New.
  • The Function button is available for any Character entity; whether a custom accessory set is meaningful still depends on how that character is configured in the graph (for example custom-character parameters).
  • Closing the Character Editor also closes any open Character Asset Editor it launched.