Charios
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Understand layers & the bone rig

How sprites attach to the rig, why draw order matters, and how to reparent a sprite when the auto-snap got it wrong.

Charios's rig is a fixed 17-bone humanoid skeleton. You don't change the bones. You drop sprites onto them and we handle the rest.

Layer panel showing rig bones with sprites grouped underneath each one.
Layer panel: bones on the outside (orange / green / blue icons), sprites grouped under each bone.

The 17 bones

From top to bottom in the layer panel — also the order they're painted on screen, with later bones drawing on top of earlier ones:

BoneDescription
Left upper armOff-camera arm. Drawn behind the body so it can hide behind the torso.
Left forearmOff-camera forearm.
Left handOff-camera hand.
Left thigh / shin / footOff-camera leg trio.
Right thigh / shin / footOn-camera leg trio.
PelvisHip-area sprites — belt, skirt, holster.
NeckAnything between the shoulders and head.
ChestTorso. Drawn after the pelvis so a high belt can sit on top.
HeadHead, face, hair, hat — anything from the neck up.
Right upper arm / forearm / handOn-camera arm trio. Drawn in front of the body.
SwordDrawn last so an attack frame reads on top of everything else.

Why draw order matters

Top-to-bottom in the layer panel = back-to-front on screen. The off-camera arm sits behind the body so it can hide during a turn; the on-camera arm sits in front of the body so a punch reads cleanly. The sword is the very last thing painted so a swing crosses on top of the head silhouette without clipping.

The order is fixed across the whole rig and never changes during animation. This is deliberate — letting bones reorder mid-animation breaks silhouette continuity and looks jarring. If you need a sprite drawn earlier or later within the same bone (e.g. a glove on top of a wrist guard), you can reorder within the bone with + ] / + [.

What's on each layer row

Hover any sprite row in the layer panel to reveal:

  • Eye icon — hide / show. Hidden layers don't render in the editor canvas and don't land in exports.
  • Lock icon — locked layers can't be selected on the canvas. Useful for finalised parts you don't want to nudge accidentally.
  • Trash icon — delete. The PNG bytes hang around in storage for a daily cleanup pass; if you delete by mistake, undo with + Z.
  • Layer name — defaults to the source filename. Double-click to rename. Names appear in exports (Unity child name, Godot Sprite2D name).
  • Pixel dimensions — intrinsic size of the source PNG. Useful for diagnosing scale issues.

Reparenting

Auto-snap got something wrong? Drag the sprite row onto the bone row where it should live. Charios reparents the sprite and recomputes its bone-local position so the visual on-screen position stays the same — only its pose-following behaviour changes.

Selecting many at once

Click one sprite in the layer panel or on the canvas. Hold Shift and click another to extend the selection. Hold + A to select every visible sprite. The floating toolbar that appears over the canvas applies its actions (flip, scale, delete, …) to everything selected.

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