Character Rigging
Create skeletal animations by attaching items to bones and manipulating them with forward kinematics (FK) or inverse kinematics (IK). Perfect for character animation, puppet-style movements, and mechanical rigs.
Concepts
| Term | Description |
|---|---|
| Skeleton | A hierarchy of connected bones |
| Bone | A segment with position, length, and angle |
| FK (Forward Kinematics) | Rotate parent bones, children follow |
| IK (Inverse Kinematics) | Drag an end effector, bones solve automatically |
| Pose | A saved snapshot of all bone angles |
| Rig Preset | A pre-built skeleton template for common characters |
Creating a Skeleton
- Open the rigging tools from the toolbar
- Click on the canvas to place the skeleton root
- Add bones by clicking to define their length and direction
- Each new bone connects to the previously selected bone
Bone Hierarchy
Bones form a parent-child tree:
Hip (root)
βββ Spine
β βββ Left Arm
β β βββ Left Hand
β βββ Right Arm
β βββ Right Hand
βββ Left Leg
β βββ Left Foot
βββ Right Leg
βββ Right Foot
When a parent bone rotates, all its children move with it.
Attaching Items to Bones
Once you have a skeleton, attach your artwork to the bones:
- Select the item you want to attach
- Choose which bone to attach it to
- Set the attachment point (0 = bone base, 1 = bone tip, 0.5 = middle)
- The item now follows the boneβs movement
Tip: Draw your character pieces as separate items (head, torso, arms, legs), then attach each piece to the appropriate bone.
FK Manipulation
Forward Kinematics lets you rotate individual bones:
- Enable the Rigging Overlay to see bones on the canvas
- Click and drag a bone to rotate it
- All child bones follow the rotation
- The attached items move with their bones
This is the most direct way to pose a character - rotate each joint manually.
IK Chains
Inverse Kinematics lets you drag the end of a limb and the joints solve automatically:
- Create an IK chain by selecting a sequence of bones (e.g., upper arm -> lower arm -> hand)
- An IK target handle appears at the chainβs end
- Drag the handle to a target position
- The bones automatically solve to reach the target
IK is perfect for:
- Making a hand reach for an object
- Keeping feet planted on the ground while the body moves
- Creating natural-looking walk cycles
Pose System
Save and recall bone configurations:
- Save Pose - Captures all bone angles as a named pose (e.g., βidleβ, βwalk_1β)
- Load Pose - Restores a previously saved pose
- Interpolate - Blend between two poses for smooth transitions
Timeline Integration
Poses can be keyframed on the timeline:
- Set a pose at time 0 (e.g., βidleβ)
- Set a different pose at time 1 (e.g., βwalk_1β)
- Play the timeline - bones interpolate smoothly between poses
Character Presets
Pre-built skeleton templates for common character types:
| Preset | Bones | Description |
|---|---|---|
| Humanoid | 20 | Full body with spine, arms, legs, and IK chains |
| Quadruped | 13 | Four-legged animal with horizontal spine and tail |
| Spider | 19 | Body with 8 legs, each with its own IK chain |
| Simple Arm | 3 | Upper arm, lower arm, and hand |
| Snake | 10 | Chain of spine bones for serpentine motion |
| Chain | 5 | Generic pendulum or rope |
To use a preset:
- Open rigging tools
- Select a preset from the preset menu
- Position the skeleton on your canvas
- Attach your artwork to the bones
Visual Overlay
Toggle the bone visualization overlay to see and interact with skeletons:
- Show/Hide - Toggle the overlay on and off
- Bones are drawn as lines with joint circles
- Selected bones highlight in a different color
- IK targets appear as draggable handles
Tip: Hide the overlay before exporting - bones are only for editing and wonβt appear in your final export.
Tips for Best Results
- Plan your hierarchy - Sketch the bone structure before building
- Use IK for limbs - Arms and legs benefit most from IK solving
- Save poses frequently - Build a library of poses for animation
- Start with presets - Use character presets as starting points, then customize
- Keep bones short - Shorter bones give more control over curves and bends
Related: Animations | Keyframe Editor | Relations