# Modular Character

The Modular Character Manager component is the compulsory first step in using the system. This class holds all of the data and references for the Character and it's current configuration.  There are three tabs that hold data:

<div><figure><img src="/files/uACqOi1HDCxPB94rZxAW" alt=""><figcaption></figcaption></figure> <figure><img src="/files/klUBPnaYdgl81fdS3BZv" alt=""><figcaption></figcaption></figure> <figure><img src="/files/looEXbYhi9Ghg3OhBFAg" alt=""><figcaption></figcaption></figure></div>

**Let's take a look at each of the parameters:**

### The Character Tab

<table data-header-hidden><thead><tr><th width="194"></th><th></th><th data-hidden></th></tr></thead><tbody><tr><td>CHARACTER STYLE</td><td>The <a href="/pages/IrpDOEI9haA9NyE1Ubfb">Character Style</a> asset used by this character. Including this allows it to access the Wearable Database(s), Styles and Defaults</td><td></td></tr><tr><td><strong>ARMATURE</strong></td><td>The Armature for this character's rig.</td><td></td></tr><tr><td><strong>HEAD BONE</strong></td><td>The bone for the character's head.</td><td></td></tr><tr><td><strong>SPINE BONE</strong></td><td>The first spine bone for the character.</td><td></td></tr><tr><td><strong>ROOT BONE</strong></td><td>The root bone for this character (this is usually the "Hips")</td><td></td></tr><tr><td><strong>LEFT HAND</strong></td><td>The transform where left-hand attachments will be parented.</td><td></td></tr><tr><td><strong>RIGHT HAND</strong></td><td>The transform where right-hand attachments will be parented.</td><td></td></tr><tr><td><strong>SAVE DATA</strong></td><td>The currently equipped <a href="/pages/42eTkWbe1SsNBhnQVSJX">Wearable Set</a> for the character. This holds the references for each slot, in addition to the current materials and morph values.</td><td></td></tr></tbody></table>

### The Equipped Set Tab

<table data-header-hidden><thead><tr><th width="194"></th><th></th><th data-hidden></th></tr></thead><tbody><tr><td>MANAGER TYPE</td><td>The type of Manager this character uses, which defines how wearables are handled.</td><td></td></tr><tr><td>DYNAMIC MORPHS</td><td>This is set to true by default. It means face and body morphs will be handled automatically and applied to each Wearable you add. You can set this to false if you want to bypass the check — for instance, if you aren't using any morphs for the character.</td><td></td></tr><tr><td><strong>CURRENT SET</strong></td><td>The currently equipped Wearable Set for the character</td><td></td></tr></tbody></table>

### The Hidden Slot Tab

This tab only really matters if you are using a Non-Destructive or Selective Manager. If using a Non-Destructive Manager, it will show you all of the hidden items that the character currently has equipped and removed. If using a Selective Manager, you will see the toggles to choose which slots are set to Non-Destructive.


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