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Mannequin Character Generator News

Happy Holidays! Next Update Progress and Plans for 2022

Hello! Happy holidays everyone. We hope you can relax, meet up and have good time together with your friends and family in this festive season.

Since now is the end of the year, we think that it is a good time for us to talk about the current state of Mannequin’s development and the plans for 2022. First, let us review the current state of development.

Art Polish Update Progress


The current art polish update is still moving along, albeit very slowly. The newly added body part switcher is ready, but we are still in the process of re-adding clothing templates that was cleaned up before. Here you can see some of the comparisons between the old/current art versus those that you will see in the art polish update:







You can try these out now in the latest nightly builds; clothing templates that shows thumbnails are ready to test with the female body template. Compatibility with the male body template will be re-added later after we have done with the female counterpart.



Our primary challenge for this update is the repeated trial and error needed to reach the art quality standard that we have set as a baseline. From the start, our aim with Mannequin is providing a different alternative to other character generators that is either 3D-based or pixel art-based. Mannequin should always aim to output assets as close as possible to the work of those anime/manga artists you can find on Pixiv/Skeb/Twitter. Artists who use digital painting apps such as Clip Studio Paint or Paint Tool SAI.

We can always try to rush and meet a specific deadline but doing so while sacrificing the final art quality will make the update pointless in the end. We are really sorry it has taken so long, and very grateful with your continued patience. Hopefully the decision to hold off will be compensated with great art that will make you happy in the end.

Now, time to talk about next year.

2022 Plans: 1.0 Release


The art polish update will be our last before 1.0 release. After it is done, we will clean up things outside the app itself (official website, documentation, store pages), split DLCs into proper separate downloads, and then release out of early access.

2022 Plans: Begin Development for 2.0


Immediately after 1.0 is released, we will set up development for 2.0. This version will be just another update, not a different product package that you have to pay again. The main reason why we use 2.0 is because of compatibility—there is a high chance that Mannequin 2.0 will no longer compatible with either character files or template configuration files created for prior versions.

Worst case scenario: You will need to recreate your character from scratch after updating to 2.0.

Best case scenario: You will be able to use old character files but still lose something in the process.

So, what is the changes that will be added in the 2.0 update?

[h2]Modular Pose Templates[/h2]

We will be splitting pose templates into three parts: Stance, Arm Gesture, and Head Gesture.

Stance will change how the overall body posed, whether it is standing straight, contrapposto, pigeon-toed, sitting or lying down. Arm gesture will include options such as crossed arms, akimbo, hand-on-hip or waving. Head gesture will include options such as straight, tilted, or turned.



We will also implement props, such as holding something that can be replaced by user. For example, holding a long stick prop which can be replaced with sword, club, or axe. Another example is sitting with prop that can either be a chair, sofa, or wheelchair.

[h2]Modular Clothing Templates[/h2]

We will implement more parameters into clothing templates, which will increase flexibility in creating your unique clothing design and reduce the listing of multiple items with minor differences in the library window.

For example, all T-Shirts will be consolidated into a single template, with parameters such as Neck, Left Sleeve and Right Sleeve.



[h2]Animation[/h2]

We have researched several possible file formats related to game engines or animation apps that is open (either not encrypted or has documentation regarding the file structure and contents), and as a result we now have some degree of confidence in adding animations to Mannequin.

For now, we are preparing for these export options: Adobe Animate CC’s XFL, Godot’s TSCN/ESCN, and Unity Asset Package. Unfortunately, Unreal has no official implementation for 2D bone animation yet; they only have flipbook animation for now.

In this first implementation, expect only simple animations: eye blink, idle breathing, and small hand gestures (waving, for example). Something that is geared towards visual novels or RPG dialogs, not platformers or fighting games.

Will There Any Other Updates Before 2.0?


We will still add new content to the default library and release more DLC packs while 2.0 is under development. 2.0 will use the same art assets that exists in prior versions, with very minor changes if necessary. Bugfixes and small feature tweak or addition are also still pretty much in the cards for 1.x releases.

Anyway, that’s it for now! As always, thank you very much for your continued support, stay safe, stay healthy and happy holidays!

0.3.16 Update: UI Revamp, Randomizer, and Art Polish Progress Report

Hello! Today we have released a new update which brought quite a big change in the UI/UX department of Mannequin. We also have some reports regarding the art polish and male/masculine-focused templates which is still in the works. Without further ado, let us get into the details!

[h2]Tweaked User Interface[/h2]

The updated user interface shrinks a lot of controls, removing a lot of thumbnails (which are pointless honestly, because we can see the result in the character anyway) and moved various additional functions into context menus. Look for the three-dot icon to find these additional functions.



[h2]Expanded Time-saving Functions[/h2]

Due to the implementation of these standardized context menu locations, we have expanded existing time-saving features to be more specific. For example, instead of just ‘Apply Color to All Expressions’, we can now copy color to specific expression, or copy color from a specific expression.



[h2]New File Dialog[/h2]

We now have extra options for new file creation which also brought the long-requested randomizer feature. If you’re not seeing this dialog, head to Preferences -> New File Defaults, and click ‘Always Ask’. You can also choose 'Use Settings Below' and define your preferred settings for new file creation to skip this dialog.



[h2]New User Interface Preferences[/h2]

When browsing face parts, hair parts or clothing templates, the library window will always default to showing the ‘Default Library’ which means all the installed DLC/Workshop items are not shown. We can now change this default behavior to use ‘Show All’ instead, which will show the default library alongside all the DLC/Workshop items at once. To enable this, head to Preferences -> User Interface, look for ‘When Browsing Library, Show…’ and choose ‘Show All’. The ‘Default Library’ option still exists in case sometime in the future we can have too many DLC/Workshop items installed which can cause long load times when opening the library window.



The library selection drop-down menu has also been updated to not show libraries which has no items in the selected category.

Now we can also disable most user interface animations (loading spinners are the exception) by heading to Preferences -> User Interface and enabling the ‘Disable UI Animation’ toggle. We can also switch the sidebar panel behavior to only allow one to be expanded; this might be preferable if you have a smaller display.



[h2]What’s Next?[/h2]

As stated in our previous development logs, 0.3.16 (this update) should bring art polish instead of UI changes, and 0.3.17 will bring more male/masculine templates. We have decided to combine the art polish and male/masculine-focused update into 0.3.17 since the redrawing process affects all templates anyway. Below you can find some previews of the changes that will be coming:



As usual, we regularly share this process via our Twitter (which is also embedded in Mannequin’s welcome page, at the bottom section). The art polish will not be gradually previewed in the nightly builds like other updates because changes to body parts will cause compatibility issues with clothing parts, so releasing the update partially will just cause clippings and such.

We’re also preparing for a new website which includes our product page and documentation page. The current site is not really optimized for documentation; therefore, we are switching to Docusaurus for the new site.

That’s all for now! As always, thank you very much for your continued support, and see you in the next update!

0.3.15 Update: Steam Workshop and Developer Mode

Hello! Today we have updated Mannequin to version 0.3.15. Below you can find more details regarding what’s new in this release:

[h2]Steam Workshop[/h2]

Steam Workshop is now implemented! You can browse the Steam Workshop page and subscribe to one of our released test items. The app will automatically download your subscribed items and manage the files on disk shortly after launch. You can quickly manage your subscriptions from the app’s welcome screen, using the tab on the right side of the ‘Recent Files’ tab.

[h2]Developer Mode[/h2]

We have kickstarted the implementation of ‘Developer Mode’ which can be activated from the ‘Preferences’ sidebar. By activating this mode, you will be able to access the ‘Developer Tools’ sidebar alongside some extra controls in other part of the app. These additional controls are designed to ease development of custom content and will be expanded in future updates.

[h2]Manual Selection for Batch Export[/h2]

In previous versions, Batch Export will only allow you to manually choose multiple poses to export while all hairstyles, expressions and clothing styles are automatically included in the batch export queue. Starting from this version, you can manually choose what hairstyles, expressions and clothing styles that will be exported.

[h2]What’s Next?[/h2]

As mentioned in the previous development logs, 0.3.16 will be a thorough fixes and more polish for existing templates. This includes pose adjustments, shading/coloring fixes and fingernails (currently there are toenails but no fingernails).

After adding Workshop compatibility and the Developer Mode in this version, we will also start updating the documentation to better reflect the current state of the app. This will run in parallel with works towards the 0.3.16 update, so it might be a little bit slow. However, if you’re a little bit adventurous and has experience with programming (which is very likely if you use Mannequin for game development projects), please note that it is highly likely that you can figure out how the app works by browsing the default library and the existing DLCs/Workshop Items. We don’t encrypt or hide anything regarding the templates: All configurations are made using JSON file and all components are in SVG format, which can be opened using various vector graphics applications (Inkscape and Illustrator are the ones which has the best SVG support, based on our personal experience).

Due to the nature of the next update, for now we recommend for you to create custom templates that is simpler. Headgear such as hats (like our example workshop items) are likely to be safe, but tops, skirts and pants is riskier because some poses are set to be redrawn in 0.3.16.

That’s all for now. See you in the next update!

0.3.14 Update: Summer Collection!

Hello! Mannequin version 0.3.14 has just released. This update brings new template selections and several performance improvements. Below you can find more details regarding what is changed:

[h2]Summer Collection and Animal Ears Collection[/h2]

New Summer-themed templates is now here which includes several bikini variations, pareo, sandals and summer hats. In the Animal Ears Collection, we have added fox, bunny and dog ears, complementing cat ears that was added in previous update.



[h2]Zoom Performance Improvements[/h2]

The previously janky zoom behavior is now much improved, whether using the top-right input field/selection or using the Ctrl/Cmd + Scroll wheel combo. You can also sync the canvas zoom level and scroll position between open files by clicking the chain toggle at the right side of the zoom level input field.

[h2]Steam Overlay Support[/h2]

Steam Overlay is now supported using the usual Shift+Alt combo. You can use Steam’s screenshot feature to easily share creations or use it as an easy way to report problems, since Steam’s discussion form does not allow image uploading.

[h2]Bugfixes and Other Tweaks[/h2]

Some of the less visible changes that is present in this update includes:

  • Chest parts for the female template is now reworked to fix misalignment in some poses and thin line showing from clothing item/body parts underneath. The thin line may still appear in the preview sometimes but should disappear when viewed at a greater zoom level or when exported as an image.
  • Fixed a bug in the library window where clicking ‘X’ button does not do anything.
  • Optimized memory usage (less RAM consumption).


[h2]What’s Next?[/h2]

The Steam Workshop integration that has been planned for this version is postponed to the next update, so we will be focusing on that part. We are aiming for a faster update cadence with smaller, more focused changes instead of putting a big application plus content like this, so the short-term plan is:

0.3.15 – Steam Workshop Support and tweaks to the 'Face' sidebar, adding more buttons to help apply fine-tuning parameters and other settings (such as eye gloss) to all expressions (instead of applying one by one for each expression).

0.3.16 – Fixes and more polish for existing templates. This includes pose adjustments, shading/coloring fixes and fingernails (currently there are toenails but no fingernails).

0.3.17 – Male-focused content updates (new hairstyles, face parts and clothing templates to make at least on par with the variety of the female template). If you are interested in using more male templates, please consider sharing what is on your mind regarding the art style that you’re aiming for in this thread.

That is all for now! As usual, stay safe, stay creative, and see you in the next update!

0.3.13 Update: I Am Speed

Hello! Today Mannequin has just updated to 0.3.13.

Well, that was fast.

Indeed, it was fast. We have decided to move 0.3.13 release forward due to the significant amount of performance gain with the rendering. Previously, our prediction regarding the results of these optimization hovers around 25% rendering time reduction on average, but after the optimization is implemented, we are seeing rendering time reduced by 25% at the minimum. Based on our testing, the average rendering time reduction is around 50%, and in some scenarios, it can reach more than 75%. Rendering of complex characters, with a lot of clothing items equipped and advanced color mode enabled in most parts, will see more significant improvement compared to simpler characters.

Other than the rendering performance improvements, we have made some minor changes and bugfixes in this update:

  • A new option has been added to the Library Window: ‘View All’. With this option selected, the Default Library and installed DLCs will show up all at once.
  • Thumbnail for ‘Curly Top Bun’ and ‘Curly Double Bun’ primary hairstyle template has been fixed.
  • Necklaces are now compatible with male body template.




Not much more to say from our part due to the abrupt nature of this release. We still have more things that is originally planned for this version, such as initial Steam Workshop support and Summer Collection DLC. Those will be the focus of next update (0.3.14) instead.

That is all for now. As always, stay safe and stay creative. See you soon in the next update!