So as to regard to answer unasked question what's new (Can i dream that there is someone who is interested in my game?) I might say that i successfully implement creating spritesheet for pose/animations during runtime which should not slow down game too much. As for idle pose it will be displayed on main screen besides characters list, and it include sprites for equipped items, as for other animation by default it will try not include any equipped items unless we specifically create a spritesheet for this item in this pose/animation. It is made this way because i feel the main approach (at least in the beginning) will be for sex animation and this will look better naked.
Whilst hairs, body and eyes can have a different colors even if they are the same "item" (not exactly but when display i treat them the same as item), so if we choose red hairs, blue eyes and african skin tone we get a sprite with this colors, but items can only have one defined color, why?? Simply items are stackable bunch so if i wanted to keep information of color i would need either some trick or simply made a player to create another item with the same sprite but different colors defined in json (so basically we can have red dress, blue dress and black dress, all of these without needing creating sprites, but only defining color palette for item).
As for how the sprite is created is simple we have two information on which layer part of sprite lays, and which draw order on this layer item have (As some might saw that i used part since items can have multiple part since the basic human model has five "body" layers (BackArm, Body, Tits, Forward arm, Eyes) and two "hair" layer ) so for example the skirt is on Body layer with draw order 2, which makes this to draw it after back arm layer and body which by default has draw order 0, and any item with order 1, as for others items with draw order 2 i suspect it will depends on which item was added first but not sure since i used sort method with linq expression here.
Also some of you might think about it but the equipable items will usually be gender locked to avoid having male in skirts or female with beard

but i can imagine that some of item will be unisex so don't worry i would allow game to have unisex equipable items.
As for state of sprite working i begun to work on male characters copy/paste work done to standard spritesheet of this game, and slowly i would create programming side of game to choose right pose/animation to be played after i use created sex animation in game since it would be best test too see if creating spritesheet dynamically works as intended by me.