OC Outfit Jewelry Part
The jewelry slot
- oc_part
- prompt_preview
- debug_text
OCOutfit Jewelry Part is the smallest part catalog in the pack - 29 options across 耳饰 (earrings) and 首饰 (jewelry) - but it carries an outsized share of character signal. choker, drop earrings, hoop earrings, crystal_earrings, flower_earrings, heart_earrings, cross_earrings, bangle, bracelet, brooch, corsage. Twenty-nine options is enough to cover the pieces that actually define a character's silhouette and color, which is the whole job of jewelry.
It feeds Character Outfit Block's jewelry_part input, dead last in the slot order - which is right, since jewelry is a finish, applied after the rest of the outfit is assembled.
How it works
mode-unset(default, emits nothing),fixed, orrandomize. The pack's universal footgun: leave it unset and no jewelry is emitted. For a 29-item catalog that's a smaller loss than elsewhere, but it's still a silent one.option- static dropdown over all 29, formatted首饰 | 手镯 -> bangle.
group has three choices (__all_groups__, 耳饰, 首饰) and the option dropdown is static, so a group/option mismatch falls back to the first item in the chosen group with a debug_text note. randomize is deterministic (same seed, same piece). color_role defaults to auto, mapping the jewelry slot to accent - the palette's small-emphasis role, and the perfect fit: jewelry is the accent by definition, so a connected palette will color it (gold earrings on a black-dress character, say) exactly the way a coordinated look wants.
The earring overlap
One overlap worth knowing: earrings also appear in the character accessories block's catalog (that block owns piercing-style earrings; this node owns jewelry-style earrings). Same tag can resolve twice, but OC Generator's dedupe is on by default and drops the duplicate. Decide whether earrings are "accessories" or "jewelry" for your character and put them in one place.
Outputs
oc_part (typed OC_PART_OUTFIT_JEWELRY, wire into jewelry_part), prompt_preview (the resolved tag), debug_text (mode, color role, pool index).
Installing it
cd ComfyUI/custom_nodes
git clone https://github.com/Zhuozhuo-219/ComfyUI-OC-Generator
Restart ComfyUI, or use ComfyUI Manager (search ComfyUI-OC-Generator). No extra dependencies, no model downloads - the catalog ships in-repo.
The honest take: it's the thinnest catalog in the pack, so set expectations accordingly - it covers the classics and nothing exotic. If your OC wears a very particular piece of jewelry, that's a job for OC Generator's prefix_prompt. The pack is young and quiet, so debug_text is your documentation; and yes, check mode before you run.
Inputs (5)
| Name | Type | Default | Description |
|---|---|---|---|
| group | COMBO | __all_groups__ | Limit the part to one subgroup inside this slot. The option dropdown is still static in the UI. |
| mode | COMBO | unset | unset emits no prompt. fixed keeps the selected option. randomize samples within the current slot pool. |
| option | COMBO | 首饰 | 手镯 -> bangle | Static dropdown for all options in this part node. If the selected option is outside the current group, execution falls back to the first valid item in that group. |
| color_roleopt | COMBO | auto | How this part should consume the global palette. auto lets Character Outfit Block assign a role by slot. |
| seedopt | INT | 00–4294967295 | Seed used by randomize mode for reproducible part selection. |
Outputs (3)
| Name | Type | Description |
|---|---|---|
| oc_part | OC_PART_OUTFIT_JEWELRY | Structured local part data for Character Outfit Block. |
| prompt_preview | STRING | The prompt fragment resolved by this part node. |
| debug_text | STRING | Execution details for slot filtering and random selection. |