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 composite list or flowgraph.
  2. In the Entity Inspector, click Function.
  3. The Character Editor opens for that entity.

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

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 show short GUIDs if Show entity IDs is on).
  • Add New opens an instance picker listing placements that do not yet have an accessory set. Choosing one creates a blank entry and selects it.
  • If every hierarchy path already has an entry (or there are no placements to add), the picker reports that there are no instances left to populate.

Until at least one instance exists in the dropdown, the Composites and Metadata controls stay disabled.

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

Pick a composite to update that slot immediately on the accessory-set entry.

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 list beside it filters that list by gendered skeleton group (from OpenCAGE’s gendered skeleton table). Changing the group refreshes which skeleton names are available.

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, which edits the global CUSTOMCHARACTERASSETDATA.BIN file (primary / secondary / tertiary colours and decal lists per asset set). That window is shared config data, not per-instance accessory-set fields.

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 and follow that editor’s save behaviour.

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.