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?
- Want lip sync and blinking in YukkuriMovieMaker4 (YMM4) → the PSD or the moving sprite (the moving sprite needs less setup)
- Using AviUtl → the PSD (PSDToolKit)
- Just need one PNG of a certain expression → check
表情/first. For other combinations, use PSDTool or an image editor
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
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.
① Tick *あ for the mouth ② Untick *閉じ
Add lip sync and blinking to the PSD
Use as a moving sprite
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.

Choose brows, eyes, mouth and body
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.pngis open,開き.1.pnghalf-closed and開き.0.pngclosed. 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.pngtoふつう.o.pngare a, i, u, e, o, andふつう.0.pngis 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
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.
① *にっこり ② 「送る」
Blinking
Lip sync
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)
| Assign to | Layer | Figure |
|---|---|---|
| a (あ) | !口/*あ | ![]() |
| i (い) | !口/*い | ![]() |
| u (う) | !口/*う | ![]() |
| e (え) | !口/*え | ![]() |
| o (お) | !口/*お | ![]() |
| n (ん) | !口/*閉じ | ![]() |
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.
Open PSDTool, press the file selection button and choose
zundamon-01.psdYou 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).

Press the file selection button
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.
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)

普通 
にっこり 
驚き 
考え 
困り 
怒り 
あわて 
ジト 
悲しみ 
照れ
!目 eyes (show one)

開き 
半目 
閉じ 
にっこり 
見開き 
上目 
困り 
つり目 
あわて 
ジト目 
涙目 
横目
!口 mouth (show one)

閉じ 
あ 
い 
う 
え 
お 
にっこり 
驚き 
考え 
困り 
への字 
波 
ジト 
泣き 
照れ
頬 cheeks (any number, or none)

赤らめ
記号 symbols (any number, or none)

汗 
涙 
青ざめ 
怒りマーク
!体 body (show one; the pose)

ふつう 
あわてる 
スマホ 
指さす 
得意げ 
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.























































