Charios
Docs/Get started/Key concepts

Key concepts

Plain-English glossary: rig, layer, bone, mocap clip, retarget, variant, anim-check, test-run.

A few terms appear over and over in the editor and these docs. Quick definitions so the rest of the guide reads cleanly.

TermWhat it means in Charios
RigThe fixed humanoid skeleton every Charios character uses — 17 bones (arms, legs, head, spine, sword). You don't change the rig; you drop sprites onto it.
BoneOne segment of the rig. The rig has 17 of them. Each one has a fixed role: "left upper arm", "right thigh", "head", etc.
Layer (sprite)One PNG attached to one bone. Your character is made of many layers stacked in a draw order. Layers move with their bone when the character animates.
Mocap clipA motion-capture animation. Charios ships with 87 of them; you can bring your own .bvh / .fbx files too.
RetargetTranslating a mocap clip from its source rig onto Charios's rig. Charios does this automatically — you don't see this step.
Body shapeMultipliers that scale the whole rig: width and height. Use them to make a tall lanky character or a short stocky one without redrawing.
Bone proportionsPer-bone length and width. Stretch one bone (e.g. a long-armed character) without changing the others.
VariantAn AI-generated full-character restyle. Same silhouette, same animation, completely different look.
Anim-checkA mode where 9 mocap clips play simultaneously on your rig — the fastest way to spot a janky frame on Walk that's fine on Idle.
Test runA built-in platformer mini-game. Bind your animations to states (Idle, Walk, Run, Jump, Attack), then drive your character with the keyboard. Closest thing to playing your real game.
ExportProducing a downloadable bundle in your engine's format — Unity prefab, Godot scene, UE5 actor, or animated GIF.

See also

Understand layers & the bone rig goes deeper on how layers and bones interact. What Charios solves lays out the design philosophy behind why the rig is fixed.

Was this page helpful?