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Human Lite

The Human Lite section allows users to import and use custom character charts in .webp format.

Human Lite characters are lightweight character assets that can be customized and reused in projects.


Note

Importing Human Lite characters is available only for users with an active subscription.


Users can import character charts in .webp format.

To import a character:

  1. Open My Assets.
  2. Select Human Lite in Human.
  3. Import the .webp character chart.
  4. Complete the upload process.

Human Lite

After importing, the character becomes available under:

My Assets
└── Human
└── Human Lite

Imported characters can be added and used like other character assets.


To customize an imported character:

  1. Open My Assets → Human → Human Lite.
  2. Locate the imported character.
  3. Click the Edit button.
  4. The Character Editor page will open.

The editor consists of four main sections:

  1. Top Bar
  2. Right Panel
  3. Main Canvas
  4. Left Panel

Edit Human Page


The top bar contains:

  • Character Name
  • Save
  • Reset
  • Close (✕)

Displays the current character name.

Users can rename the character at any time.

Saves all changes made to the character.

Restores the character to its original imported state.

Closes the editor and returns to the previous page.

Top Bar Human Edit


The center area displays the character preview.

The Main Canvas contains two sections:

  • Skins
  • Slots

Changes made in the editor are reflected in real time on the canvas.


Skins represent individual body parts and character components.

Examples include:

  • Lips
  • Right Hand
  • Left Hand
  • Head
  • Hair Front
  • Hair Back
  • Eyes
  • Upper Body
  • Legs

A selected skin can be repositioned and adjusted using the Left Panel controls.


Slots determine the rendering order of character layers.

Examples include:

  • Hair
  • Eyes
  • Hands
  • Body Parts
  • Accessories

Changing slot order affects which layers appear in front or behind others.

Main Canvas


  • The Right Panel contains all available slots (layers).
  • Skins

Users can:

  • Move layers upward
  • Move layers downward
  • Change layer hierarchy
  • When a layer is moved upward in the list, that layer becomes visible behind other layers in the Main Canvas.

  • When a layer is moved downward in the list, that layer becomes visible in front of other layers.

This allows users to control how body parts and accessories overlap.

Right Skins

Right Image


The Left Panel provides controls for adjusting the selected skin.

Available controls include:

  • Step value
  • Direction arrows

Left Panel

The step value controls the movement speed or adjustment distance for the selected skin.

Larger values produce larger movements.

Smaller values allow more precise adjustments.

These controls allow users to reposition body parts according to the supported character structure.


Note

Arrow behavior depends on the underlying backend data.

example : right arrow might move the part up, down, left, right.


After completing customization:

  1. Click Save in the top bar.
  2. The updated character configuration is stored.
  3. The character remains available under:
My Assets
└── Human
└── Human Lite

Saved characters can be used in scenes like any other STPro character.


Human Lite provides:

  • Custom .webp character support
  • Reusable character assets
  • Layer ordering controls
  • Skin customization
  • Character editing tools
  • Persistent saved configurations
  • Integration with My Assets

The Human Lite section enables subscribed users to import .webp character charts, customize individual skins and layer order, and save personalized characters for future use. The editor provides controls for slots, skins, and positioning, allowing users to create and manage reusable custom characters inside STPro Animator.


Continue to the next section to learn about:

  • Canvas workspace overview
  • Scene editing and object placement
  • Selecting and transforming assets
  • Working with the scene area
  • Character positioning and manipulation
  • Layer arrangement and object interaction
  • Building complete animation scenes