The Character Bank is the window managing the Character(s) in the current scene.

What is a Character?

The Character () is a very important node, under which all components of an animated model are parented (skeleton, skinned mesh, mesh, IK targets, etc.).

In the Character Bank, you access the different modes/states of the character while in the Tree window, you can see the character hierarchy with its components.

In Akeytsu, you can not make animations and animated models without using character nodes! If you move components outside the character, animations and/or animated model will be damaged.

Character Modes

To better understand what is a Ref Pose and how it works with the Bind Pose, let's do this simple observation:

  • Please go into the Animation mode, choose a keyframe and reset all your joints: the resulting pose is the animation Reference pose, also called Ref Pose.
  • Then return into the rigging mode, go into Skin & Check mode and reset all your joints: the resulting pose is the one used when the mesh was bound, also called Bind Pose.


Now let's discover our with three different modes/states:

Character Bank Features

Create Character: Add a new character in the current scene. A Build Pose and a Skin & Check mode are created by default. When created, the (last) character node is always selected, so you can start building your skeleton.

Create Ref Pose: Add a custom Reference Pose to the current character.

Delete Ref Pose: Remove the custom Reference Pose and let the Bind Pose act as Ref Pose 

How it works?

  1. When opening an empty scene, a “Default character” is available and ready to use. This character contains a Build Pose (where you will create/edit your skeleton) and a Skin & Check mode (to bind your skin at that moment).

    In this starting context, meaning when your mesh is not yet bound to your skeleton, the Skin & Check mode is mostly used to make the binding process. You can, nevertheless, check your joint position and orientation if needed.


  2. From now on, you create and edit your skeleton in Build Pose.

    Please notice that, by default, the joints you create will be automatically created under the Default character. If you want to create them under another character, you have to select this character first.


  3. Then, go in Skin & Check mode and bind your mesh to your skeleton, the Build Pose is replaced by a Bind Pose. A Ref Pose equal to the Bind Pose is created (both icons are visible on the pose's row). It's the reference pose for the animations. 

  4. If you want or need to set a custom Ref Pose, go in Skin & Check mode, put your model into the desired posing and click on the “Create Ref Pose” button. 

    If you decide you actually don't want a custom Ref Pose, just hit the Delete Ref Pose button. You will return to the previous state, meaning the original Ref Pose equals to the Bind Pose. In case of existing animations, as explained above when coming back to the Animation mode a popup window will propose you to convert (or not) your animations…