Adjust body shape & proportions
Tall, short, stocky, lanky — squash and stretch the whole rig or individual bones. Mirroring keeps left/right symmetric.
Same character, different proportions. Tall and lanky, short and stocky, wide-shouldered, long-armed — Charios lets you reshape the rig without redrawing the art. Two tiers of control: the whole body, or one bone at a time.

Body Width and Height
Find them in the Body section of the right rail. Both default to 1.0× and range roughly 0.5× – 2.0×.
- Width — squashes or stretches the rig laterally. 0.85× is a slim character, 1.2× is broad-shouldered.
- Height — same on the vertical axis. 0.9× is a stocky / chibi feel, 1.2× is tall and lean.
These are pure multipliers — they don't redraw your art, they reshape the skeleton the art is attached to. Combined with bone-level adjustments below, you can derive multiple character builds from a single set of sprites.
Per-bone proportions
Click any bone in the layer panel or directly on the canvas. The Body section flips into EDITING RIG mode and two extra sliders appear:
- Length — stretches or shortens the bone along its axis. Long-armed characters, peg-leg pirates, oversized heads.
- Width — scales the perpendicular thickness. Charios applies this as a scale on layers parented to the bone, so a 1.4× wide upper arm visually fattens the bicep without you redrawing it.
Auto-mirroring
Edit the left upper arm and the right upper arm follows. Same for forearms, hands, thighs, shins, feet. The active bone label shows · mirrored to remind you. To break the mirror — say one peg leg — drag the right-side bone explicitly afterwards. The most recent edit per bone wins.
Feet always touch the ground
After every body or bone shape change, Charios re-anchors the rig so the lowest foot sits on the ground line. Without this a 2× height character would float at half-height because the pelvis Y stays where the source pose put it. You don't have to think about this; it just works.
Reset
The Reset button at the top of the Body section returns every body and bone scale to default. It doesn't undo manual layer nudges — those are stored separately and survive a body-shape reset.
Common shape recipes
| Look | Body W | Body H | Per-bone tweaks |
|---|---|---|---|
| Chibi / mascot | 1.1× | 0.85× | Head length 1.4× |
| Tall lanky hero | 0.9× | 1.2× | Limbs length 1.15× |
| Stocky brawler | 1.15× | 0.9× | Upper arms width 1.3× |
| Long-armed monster | 1.0× | 1.0× | Both upper arms length 1.5×, hands 1.3× |
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