How to Use the Character Sprite PSDs

Steps for using the character sprite PSDs we distribute in video-making software. The example is Zundamon (Sailor uniform), but every character has the same layer structure, so the same steps work for all of them.

1. What's in the download

When you unzip the file, a folder named after the character (e.g. zundamon-01/) contains the following 4 items. Every character has the same structure.

The layer, folder and file names inside the PSD and zip are in Japanese. Below, the Japanese names are shown as they appear, with English explanations.

zundamon-01.psd
The character sprite PSD. Eyes, mouth, brows, cheeks, symbols and poses are on separate layers that you combine into expressions. It is 1024×1536 with a transparent background
Use for: YMM4 "PSD file", AviUtl + PSDToolKit, PSDTool, image editors
動く立ち絵/
PNGs for YMM4's "moving sprite" (動く立ち絵). Split into the folders 体, 眉, 目, 口, 顔色, 他, with file names set up for blinking and lip sync
Use for: YMM4 "moving sprite"
表情/
Pre-combined PNGs. Each pose folder holds one PNG per expression, like 表情/ふつう/にっこり.png (6 poses × 11 expressions)
Use for: Software that can't read PSD, thumbnails, or when you just need a single image
はじめにお読みください.txt
Contents, the layers used for blinking and lip sync, and the terms of use (in Japanese)
Use for: Read it once before you start

Which one should I use?

2. Use with YukkuriMovieMaker4 (YMM4)

In YMM4 you can use the PSD as it is (sprite type 「PSDファイル」, PSD file) or the included PNG folder (「動く立ち絵」, moving sprite). The moving sprite takes less work to get lip sync and blinking.

Screenshots: YMM4 v4.57.0.0 (Windows 11), whose interface is in Japanese. We confirmed that lip sync and blinking work with these steps. Click an image to enlarge it. The official explanations (Japanese) are "Using a PSD file as a character sprite" and "Setting up moving sprites".

Use as a PSD file

  1. Press the 「キャラクターの編集」 (Edit character) button to the left of the dialogue box

    Bottom of the YMM4 window, with the Edit character button between the character selector and the dialogue box outlined in red
    Press 「キャラクターの編集」
  2. In 「キャラクター設定」 (Character settings), pick the character in the list on the left, then click the 「種類」 (Type) box under 「立ち絵」 (Sprite)

    If there is no character yet, add one with the 「+」 button at the top left.

    Character settings window, with the character in the left list and the sprite type box outlined in red
    ① Pick the character ② Click the Type box
  3. Choose 「PSDファイル(exo出力未対応)」 (PSD file)

    List of sprite types, with PSD file outlined in red
    Choose 「PSDファイル」
  4. Press the folder button to the right of 「ファイル」 (File)

    Move the PSD into the folder where you keep your video assets first. If you move the PSD after selecting it, YMM4 can no longer load it.

    Settings area with the sprite type set to PSD file, and the folder button to the right of File outlined in red
    Press the folder button
  5. Select zundamon-01.psd and press 「開く」 (Open)

    File open dialog, with zundamon-01.psd and the Open button outlined in red
    ① Select the PSD ② 「開く」
  6. Under 「立ち絵 / 立ち絵アイテム」 (Sprite / sprite item) → 「レイヤー」 (Layers) at the bottom, tick the parts to show at first

    Each group marked ! needs exactly one ticked layer. For the mouth, tick *あ (the one that gets lip sync in the next section) and untick *閉じ (the closed mouth still shows while the character isn't talking). Leave the eyes on *開き.

    Layer list of the sprite item, with *あ ticked and *閉じ unticked in the mouth group, outlined in red
    ① Tick *あ for the mouth ② Untick *閉じ
  7. Close the settings window and press the 「立ち絵アイテム」 (Sprite item) button in the toolbar

    YMM4 toolbar buttons, with the sprite item button outlined in red
    Press 「立ち絵アイテム」
  8. A sprite item is placed on the timeline and the character appears in the preview

    YMM4 with the Zundamon sprite in the preview and a sprite item on layer 00 of the timeline
    The sprite item is placed

Add lip sync and blinking to the PSD

  1. Open 「ツール(T)」 (Tools) → 「立ち絵」 (Sprite) → 「Psd立ち絵素材マネージャー」 (PSD sprite asset manager) from the menu

    YMM4 Tools menu, with Tools, Sprite and PSD sprite asset manager outlined in red in order
    ① Tools ② Sprite ③ PSD sprite asset manager
  2. Press the folder button at the top left and select zundamon-01.psd

    Folder button at the top left of the PSD sprite asset manager outlined in red
    Press the folder button
  3. Open !口 (mouth) in the list on the left, select *あ, then press 「追加」 (Add) at the bottom

    Lip sync is attached to the open mouth (*あ). The part you select here becomes the top of the list (the open mouth).

    Manager with the mouth *あ selected in the left list and the Add button at the bottom outlined in red
    ① Select *あ ② 「追加」
  4. Tick *閉じ, *い and *え, then press 「追加」 (Add)

    Window for choosing parts to add, with the mouth *閉じ, *い and *え ticks and the Add button outlined in red
    Tick 閉じ, い and え, then 「追加」
  5. Use 「▲」「▼」 to order them from the top: *あ, *え, *い, *閉じ

    Select a row and press 「▲」 or 「▼」 to move it. The top is the open mouth and the bottom the closed mouth.

    Part settings list ordered あ, え, い, 閉じ from the top, with the list and the ▲▼ buttons outlined in red
    ① あ, え, い, 閉じ from the top ② Reorder with ▲▼
  6. Click the 「種類」 (Type) box at the top right and choose 「口パク」 (Lip sync)

    Type box opened, with lip sync outlined in red among blink, lip sync and vowel lip sync
    ① Type box ② 「口パク」
  7. When *あ in the list on the left gets a green tick, lip sync is set

    Type set to lip sync, with a green tick on *あ in the left list
    Type is 「口パク」 and *あ has a tick
  8. Set up the eyes the same way: select *開き in !目 (eyes), add *半目 and *閉じ, order them 開き, 半目, 閉じ from the top, and set 「種類」 (Type) to 「まばたき」 (Blink)

    Blink set on the eyes *開き, with *開き on the left, the order 開き, 半目, 閉じ on the right and the Type blink outlined in red
    ① *開き ② 開き, 半目, 閉じ ③ Type 「まばたき」 (Blink)
  9. Close the manager, type a line in the dialogue box and press 「追加」 (Add): a voice item is placed below the sprite

    YMM4 dialogue box and the voice item placed on the timeline outlined in red
    ① Type the line and 「追加」 ② Voice item
  10. Select the sprite item, check that the mouth is *あ under 「レイヤー」 (Layers) on the right, and play it

    While the character talks, the mouth moves through あ, え, い and 閉じ, and the eyes blink from time to time.

    Sprite item settings, with the mouth *あ ticked in the layers outlined in red
    The mouth is *あ

Use as a moving sprite

  1. Open 「キャラクター設定」 (Character settings) and choose 「動く立ち絵」 (Moving sprite) as the 「種類」 (Type) under 「立ち絵」 (Sprite)

    List of sprite types, with moving sprite outlined in red
    Choose 「動く立ち絵」
  2. Press the folder button to the right of 「素材の場所」 (Asset location)

    Settings area with the sprite type set to moving sprite, and the folder button to the right of Asset location outlined in red
    Press the folder button
  3. Select the 動く立ち絵 folder inside the unzipped folder and press 「フォルダーの選択」 (Select folder)

    Folder selection dialog, with the 動く立ち絵 folder and the Select folder button outlined in red
    ① 「動く立ち絵」 (Moving sprite) ② 「フォルダーの選択」 (Select folder)
  4. The 動く立ち絵 folder is now set as 「素材の場所」 (Asset location)

    Settings area with the path of the 動く立ち絵 folder entered as the asset location
    The asset location is set
  5. Under 「立ち絵 / 立ち絵アイテム」 (Sprite / sprite item), choose 「普通」 for the brows, 「開き」 for the eyes, 「ふつう」 for the mouth and 「ふつう」 (or another pose) for the body

    The 「開き」 eyes blink, and the 「ふつう」 mouth moves through the a, i, u, e, o shapes while talking. Other eyes and mouths stay in the shape you chose.

    Sprite item area with 普通 for the brows, 開き for the eyes, ふつう for the mouth and ふつう for the body outlined in red
    Choose brows, eyes, mouth and body
  6. After placing a sprite item, you can change the pose with 「体」 (Body) in the item's settings

    Sprite item settings, with 手を挙げる selected in the body box outlined in red
    Change the body to 「手を挙げる」 (hand raised)
  7. The pose of the sprite in the preview changes

    YMM4 preview with Zundamon talking in a one-hand-raised pose
    The pose has changed

The PNG names in the 動く立ち絵 folder follow YMM4's rules (official "How to make moving sprite assets" (Japanese)).

  • Blinking: 目/開き.png is open, 開き.1.png half-closed and 開き.0.png closed. The eyes that blink are: 開き・見開き・上目・困り・つり目・あわて・涙目・横目
  • Lip sync: 口/ふつう.a.png to ふつう.o.png are a, i, u, e, o, and ふつう.0.png is the closed mouth. Only the 「ふつう」 mouth gets lip sync
  • 顔色 holds the blushing and pale cheeks, and 他 holds sweat, tears and the anger mark

3. Use with AviUtl + PSDToolKit

These steps are for AviUtl (1.10) with Advanced Editing (拡張編集, 0.92) and PSDToolKit (v0.2.0beta72) installed. If you use AviUtl ExEdit2, there is a separate PSDToolKit for ExEdit2 and the steps differ.

Screenshots: AviUtl 1.10, Advanced Editing 0.92, PSDToolKit v0.2.0beta72 (Windows 11), all in Japanese. We confirmed that blinking and lip sync work with these steps. Click an image to enlarge it. The official tutorial with screenshots (Japanese) is the PSDToolKit tutorial.

Load the PSD and change the expression

  1. Open the Advanced Editing window with 「設定」 (Settings) → 「拡張編集の設定」 (Advanced Editing settings) in the menu

    AviUtl Settings menu, with Settings and Advanced Editing settings outlined in red
    ① Settings ② Advanced Editing settings
  2. Right-click in the Advanced Editing window and choose 「新規プロジェクトの作成」 (Create new project)

    Right-click menu of the Advanced Editing window, with Create new project outlined in red
    「新規プロジェクトの作成」
  3. Set the image size to 1920×1080 and press 「OK」

    Create new project dialog, with the image size 1920×1080 and OK outlined in red
    ① Image size ② OK
  4. Drag and drop zundamon-01.psd from Explorer onto the Advanced Editing timeline

    A PSD file object appears on the timeline and the sprite shows in the preview (move the object to the left end of the timeline and put the playhead there to see it).

    AviUtl with Zundamon in the preview and a PSD file object on Layer 1 of Advanced Editing
    ① PSD file object ② Preview
  5. Open the PSDToolKit window with 「編集」 (Edit) → 「PSDToolKit」 → 「ウィンドウを表示」 (Show window) in the menu

    AviUtl Edit menu, with Edit, PSDToolKit and Show window outlined in red
    ① Edit ② PSDToolKit ③ Show window
  6. The PSD's layer list appears on the left of the PSDToolKit window

    PSDToolKit window, with the layer list on the left (記号, !眉, !前髪, !目, !口, 頬, !体) outlined in red
    Layer list
  7. Double-click the PSD file object to open its settings window and, while it stays open, open !目 (eyes), click *にっこり and press 「送る」 (Send) at the top left

    「送る」 only works while the settings window (the text input box) is open. For layers marked *, clicking one hides the others in the same group.

    PSDToolKit window with the eyes *にっこり selected and the Send button outlined in red
    ① *にっこり ② 「送る」
  8. The sprite's eyes in the AviUtl preview change to smiling eyes

    AviUtl preview with Zundamon's eyes changed to smiling closed eyes
    The eyes are now smiling

Blinking

Lip sync

  1. Put the audio file on Layer 1 and move the PSD file object to Layer 3

    The lip sync preparation object goes on a layer above the PSD file object.

    Advanced Editing timeline, with the audio file on Layer 1 and the PSD file object on Layer 3 outlined in red
    ① Audio ② PSD file object
  2. Right-click on Layer 2 and choose 「メディアオブジェクトの追加」 (Add media object) → 「PSDToolKit」 → 「口パク準備」 (Lip sync preparation)

    Advanced Editing right-click menu, with Add media object, PSDToolKit and Lip sync preparation outlined in red
    ① Add media object ② PSDToolKit ③ Lip sync preparation
  3. Make the lip sync preparation object the same length as the audio

    Lip sync preparation object on Layer 2 of Advanced Editing outlined in red
    Lip sync preparation placed
  4. In the lip sync preparation settings window, press 「参照」 (Browse) and select the same audio file

    Browse button in the lip sync preparation settings window outlined in red
    Press 「参照」
  5. The path of the audio file appears after 「file=」

    Lip sync preparation settings window with the audio file path entered after file= outlined in red
    The audio file is set
  6. In the PSD file object's text, change lipsync = 0 to lipsync = 2

    2 is the number of the layer where the lip sync preparation object is.

    Text input box of the PSD file object, with the line changed to lipsync = 2 outlined in red
    lipsync = 2
  7. Add one more effect the same way as for blinking, choose 「口パク 開閉のみ@PSD」 (lip sync, open/close only) and press 「設定」 (Settings)

    Effect section with 口パク 開閉のみ@PSD selected and the Settings button outlined in red
    ① 口パク 開閉のみ@PSD ② 「設定」
  8. In !口 (mouth) of the PSDToolKit window, assign *あ to 「開き」 (open), *え to 「半開き」 (half open), *い to 「ほぼ閉じ」 (almost closed) and *閉じ to 「閉じ」 (closed), then press 「OK」

    When you play it, the mouth moves along with the audio.

    Lip sync parameter settings, with the Open, Half open, Almost closed and Closed boxes and OK outlined in red
    Assign あ, え, い, 閉じ and press OK

You can also use 「口パク あいうえお@PSD」 (vowel lip sync), which moves the mouth to match the vowels. It needs a .lab file (vowel timing information) with the same name as the audio file. Assign the parts as follows.

Figure: a sample made by layering the parts of the distributed PSD (not a screenshot)

Assignments for 口パク あいうえお@PSD (figure)
Assign toLayerFigure
a (あ)!口/*あFace with 口 "あ" (figure)
i (い)!口/*いFace with 口 "い" (figure)
u (う)!口/*うFace with 口 "う" (figure)
e (え)!口/*えFace with 口 "え" (figure)
o (お)!口/*おFace with 口 "お" (figure)
n (ん)!口/*閉じFace with 口 "閉じ" (figure)

4. Pick an expression and save a PNG in PSDTool

PSDTool is a character sprite viewer that runs in your browser, with no installation needed. It reads the PSD's * and ! marks so you can switch expressions with clicks. Its interface is in Japanese. The screenshots below were taken in Chrome on a Mac. Click an image to enlarge it.

  1. Open PSDTool, press the file selection button and choose zundamon-01.psd

    You can also drag and drop the file onto this box. The loaded PSD is not sent to any server; it is processed only inside your browser (as stated in the PSDTool manual; we also checked the network log to confirm the PSD is not sent while loading).

    PSDTool start screen, with the file selection button in the open-a-file box outlined in red
    Press the file selection button
  2. The layer list appears on the left and the sprite on the right

    Parts shown with round buttons (radio buttons) are "pick one from the group". Square buttons (checkboxes) can be stacked as many as you like.

    PSDTool after loading the PSD, with the layer list (記号, 眉, 前髪, 目 and so on) on the left and the Zundamon sprite on the right
    ① Layer list ② Sprite
  3. Click 「にっこり」 (smiling) in the eyes group to change the eyes to smiling eyes

    PSDTool with にっこり selected in the eyes group; the sprite's eyes on the right have changed to smiling closed eyes
    Choose 「にっこり」 for the eyes
  4. Scroll down the list and click 「にっこり」 (smiling) in the mouth group

    PSDTool with にっこり selected in the mouth group; the sprite's mouth has changed to a smiling mouth
    Choose 「にっこり」 for the mouth
  5. Choose a pose in the body group (here 「手を挙げる」, hand raised)

    PSDTool with 手を挙げる selected in the body group; the sprite has changed to a pose with one hand raised
    Choose 「手を挙げる」 for the body
  6. Tick 「赤らめ」 (blush) in the cheeks to make the cheeks red

    Symbols such as sweat and tears are stacked the same way, by ticking them.

    PSDTool with 赤らめ ticked in the cheeks group; the sprite's cheeks are red
    Tick 「赤らめ」 for the cheeks
  7. Press 「.png」 at the top to save the shown sprite as a PNG

    The box on the left sets the export size (up to 「縦」 (height) 1536 px), and the boxes to its right set the file name prefix and number. The 「⇄」 at the far left flips the image horizontally.

    PSDTool top bar, with the .png button, the export size box and the file name box outlined in red
    ① Save ② Export size ③ File name

5. Toggle layers in an image editor

Any app that opens PSD files, such as Photoshop, CLIP STUDIO PAINT, GIMP or Krita, lets you toggle layers to build the expression you want. The marks at the start of layer names mean the following.

  • Groups and layers starting with ! (!目, !口, !眉, !前髪, !体) are always kept visible
  • Layers starting with * (such as *開き) are shown only one at a time within a group
  • In groups without a mark (記号, 頬), you can show any number of layers, or hide them all

These marks are PSDTool's own conventions (PSDTool manual), and PSDToolKit and YMM4 read them the same way. In ordinary image editors they just look like layer names.

The screenshots below show Photopea, an image editor that runs in the browser, with its interface set to Japanese (Chrome on a Mac; on Windows the ⌘ in shortcuts is Ctrl). Photopea states in its privacy policy that opened files are not sent anywhere, and we also checked the network log to confirm the PSD is not sent. Menu names differ between apps, but the steps are the same. Click an image to enlarge it.

  1. Open zundamon-01.psd with File → Open… in the menu

    Photopea File menu, with File and Open… outlined in red
    ① File ② Open…
  2. The layers panel lists the groups 記号, !眉, !前髪, !目, !口, 頬 and !体

    Photopea layers panel listing 記号, !眉, !前髪, !目, !口, 頬 and !体
    Layers panel
  3. Click the triangle to the left of !目 (eyes) to expand the group

    Inside are *開き, *半目, *閉じ and so on; at first only *開き is visible.

    Photopea with the !目 group expanded; only *開き has the eye icon
    Expand !目
  4. Click the eye icon of *開き to hide it, then click the eye icon of *にっこり to show it

    Image editors don't know the * convention, so you have to hide the previous eyes yourself. If you forget, the eyes are doubled.

    Photopea with *開き hidden and *にっこり shown; the sprite's eyes have changed to smiling eyes
    ① Hide *開き ② Show *にっこり
  5. Export with File → Export as → PNG

    Photopea File menu, with PNG under Export as outlined in red
    ① File ② Export as ③ PNG

The groups and what changes when you pick each part

Figure: samples made by layering the parts of the distributed PSD (not screenshots)

!眉 eyebrows (show one)

  • Zundamon's face with 眉 "普通" selected (figure made by layering PSD parts)
    普通
  • Zundamon's face with 眉 "にっこり" selected (figure made by layering PSD parts)
    にっこり
  • Zundamon's face with 眉 "驚き" selected (figure made by layering PSD parts)
    驚き
  • Zundamon's face with 眉 "考え" selected (figure made by layering PSD parts)
    考え
  • Zundamon's face with 眉 "困り" selected (figure made by layering PSD parts)
    困り
  • Zundamon's face with 眉 "怒り" selected (figure made by layering PSD parts)
    怒り
  • Zundamon's face with 眉 "あわて" selected (figure made by layering PSD parts)
    あわて
  • Zundamon's face with 眉 "ジト" selected (figure made by layering PSD parts)
    ジト
  • Zundamon's face with 眉 "悲しみ" selected (figure made by layering PSD parts)
    悲しみ
  • Zundamon's face with 眉 "照れ" selected (figure made by layering PSD parts)
    照れ

!目 eyes (show one)

  • Zundamon's face with 目 "開き" selected (figure made by layering PSD parts)
    開き
  • Zundamon's face with 目 "半目" selected (figure made by layering PSD parts)
    半目
  • Zundamon's face with 目 "閉じ" selected (figure made by layering PSD parts)
    閉じ
  • Zundamon's face with 目 "にっこり" selected (figure made by layering PSD parts)
    にっこり
  • Zundamon's face with 目 "見開き" selected (figure made by layering PSD parts)
    見開き
  • Zundamon's face with 目 "上目" selected (figure made by layering PSD parts)
    上目
  • Zundamon's face with 目 "困り" selected (figure made by layering PSD parts)
    困り
  • Zundamon's face with 目 "つり目" selected (figure made by layering PSD parts)
    つり目
  • Zundamon's face with 目 "あわて" selected (figure made by layering PSD parts)
    あわて
  • Zundamon's face with 目 "ジト目" selected (figure made by layering PSD parts)
    ジト目
  • Zundamon's face with 目 "涙目" selected (figure made by layering PSD parts)
    涙目
  • Zundamon's face with 目 "横目" selected (figure made by layering PSD parts)
    横目

!口 mouth (show one)

  • Zundamon's face with 口 "閉じ" selected (figure made by layering PSD parts)
    閉じ
  • Zundamon's face with 口 "あ" selected (figure made by layering PSD parts)
    あ
  • Zundamon's face with 口 "い" selected (figure made by layering PSD parts)
    い
  • Zundamon's face with 口 "う" selected (figure made by layering PSD parts)
    う
  • Zundamon's face with 口 "え" selected (figure made by layering PSD parts)
    え
  • Zundamon's face with 口 "お" selected (figure made by layering PSD parts)
    お
  • Zundamon's face with 口 "にっこり" selected (figure made by layering PSD parts)
    にっこり
  • Zundamon's face with 口 "驚き" selected (figure made by layering PSD parts)
    驚き
  • Zundamon's face with 口 "考え" selected (figure made by layering PSD parts)
    考え
  • Zundamon's face with 口 "困り" selected (figure made by layering PSD parts)
    困り
  • Zundamon's face with 口 "への字" selected (figure made by layering PSD parts)
    への字
  • Zundamon's face with 口 "波" selected (figure made by layering PSD parts)
    波
  • Zundamon's face with 口 "ジト" selected (figure made by layering PSD parts)
    ジト
  • Zundamon's face with 口 "泣き" selected (figure made by layering PSD parts)
    泣き
  • Zundamon's face with 口 "照れ" selected (figure made by layering PSD parts)
    照れ

頬 cheeks (any number, or none)

  • Zundamon's face with 頬 "赤らめ" selected (figure made by layering PSD parts)
    赤らめ

記号 symbols (any number, or none)

  • Zundamon's face with 記号 "汗" selected (figure made by layering PSD parts)
    汗
  • Zundamon's face with 記号 "涙" selected (figure made by layering PSD parts)
    涙
  • Zundamon's face with 記号 "青ざめ" selected (figure made by layering PSD parts)
    青ざめ
  • Zundamon's face with 記号 "怒りマーク" selected (figure made by layering PSD parts)
    怒りマーク

!体 body (show one; the pose)

  • Zundamon's face with 体 "ふつう" selected (figure made by layering PSD parts)
    ふつう
  • Zundamon's face with 体 "あわてる" selected (figure made by layering PSD parts)
    あわてる
  • Zundamon's face with 体 "スマホ" selected (figure made by layering PSD parts)
    スマホ
  • Zundamon's face with 体 "指さす" selected (figure made by layering PSD parts)
    指さす
  • Zundamon's face with 体 "得意げ" selected (figure made by layering PSD parts)
    得意げ
  • Zundamon's face with 体 "手を挙げる" selected (figure made by layering PSD parts)
    手を挙げる

!前髪 (bangs) is a single layer that always stays visible (the bangs that sit over the eyes and mouth).

6. Troubleshooting

The sprite doesn't show in YMM4
In the character settings, check that 「種類」 (Type) and 「ファイル」 (File) under 「立ち絵」 (Sprite) are set (for a moving sprite, 「素材の場所」, Asset location). For a PSD, the !体 pose and one each of !目, !口 and !眉 must be selected under 「レイヤー」 (Layers) of the sprite item. Moving the PSD or folder after selecting it stops it from loading.
No lip sync or blinking in YMM4
For a PSD, check that the mouth you set lip sync on in the 「Psd立ち絵素材マネージャー」 (PSD sprite asset manager), *あ, is the mouth selected under 「レイヤー」 (Layers) of the sprite item. If the mouth is left on *閉じ, it won't move. Parts that are set up get a green tick in the manager's list. For a moving sprite, choose 「ふつう」 for the mouth and blinking eyes such as 「開き」 for the eyes. Other mouths (にっこり and so on) don't move.
Eyes or mouth are doubled, or the previous expression stays
Software that doesn't read the * convention leaves the previous layer visible. Hide the layers you aren't using in the same group (PSDTool, PSDToolKit and YMM4 switch them automatically).
Nothing shows, or the expression doesn't change, in AviUtl (PSDToolKit)
The author of PSDToolKit advises using Advanced Editing 0.92, because it does not work properly with 0.93rc1. After changing the expression, press 「送る」 (Send) in the PSDToolKit window while the PSD file object's properties are open.
File or folder names are garbled after unzipping
The names in the zip are written in UTF-8. Old unzip tools can garble Japanese names. In that case, unzip with a tool that supports UTF-8, such as 7-Zip. If the 動く立ち絵 folder names (目, 口 and so on) are garbled, YMM4 can't use them.
I want to change the size of the sprite
The PSD is 1024×1536. Adjust the scale in your video software, or set the height in pixels when exporting from PSDTool.
I want to flip it horizontally
This PSD has no separate flipped layers. Use the horizontal flip in YMM4, PSDToolKit or PSDTool.
Can I use it in videos that earn ad revenue? Do I need to give credit?
The conditions differ by character. Please read the terms of use and credit.

7. Terms of use and how to credit

These rules apply to every character.

  • You are free to edit it, such as combining expressions and parts or changing colours.
  • Do not redistribute or sell the PSD or PNG files of these character sprites as assets elsewhere (using them inside videos, games, streams and so on is fine).
  • Do not claim that you drew them yourself.

Characters of the Tohoku Zunko & Zundamon Project (Zundamon, Tohoku Kiritan, Tohoku Itako, Chugoku Usagi)

  • These are fan-made character sprites created with AI (image generation) based on the official illustrations. They are distributed free of charge and non-commercially.
  • Use them in line with the ZunZun Project character usage guidelines (Japanese). This site does not grant any new rights to use the characters.
  • You can use them in personal videos and streams. Under the guidelines, ad revenue and tips on personal videos count as non-commercial. For corporate promotion or sponsored projects, read the commercial use section of the guidelines.
  • (ず・ω・きょ) is a mark meaning "in line with the guidelines of the Tohoku Zunko & Zundamon Project".

Original characters (Nanami Lala, Shimotsuki Sena, Katagiri Misaki, Kozuki Mirei)

  • Original characters of arcalune, made with AI (image generation).
  • You can use them in videos, streams, games, blogs and so on. Individuals and companies alike may also use them for purposes that make money (commercial use), such as corporate promotion or products.
  • Do not use them for content that hurts people, or for political or religious propaganda.

How to credit

Credit is optional. If you add one, write it in your video description or similar, like this:

  • Characters of the Tohoku Zunko & Zundamon Project: 「Character sprite: arcalune (ず・ω・きょ)」
  • Original characters: 「Character sprite: arcalune」

When you use a voice (e.g. VOICEVOX:ずんだもん), the voice needs its own credit, separate from the sprite. Follow the terms of the voice software.

Terms for each character

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