Skeleton Studio
The Rigging workspace is Opal's bone-based character studio. Build a rig in Setup, pose and key it in Animate, save a character asset, then drive those clips from the same Motion Machine that plays ordinary motion clips.
It is intentionally different from Motion and Art Canvas:
| Workspace | Best for | Output |
|---|---|---|
| Rigging | A character made of bones, slots, skins, and IK | Character assets and skeleton clips |
| Motion | Keyframe an object's transform or fire a Motion Machine | Motion clips on scene objects |
| Art | Frame-by-frame sprite sequences | .ssb bundles |
Important: Setup edits the character's rest pose. Animate only shows a sampled pose. Saving, undo, and character export always store the rest pose — scrubbing in Animate does not overwrite the rig.
When To Use It
Use Rigging when a character should bend, swap outfits, or reach for a target.
Open The Workspace
- Open a project in the editor.
- Click Animate ▾ → Rigging in the top bar.
- Start from a scene sprite (it becomes the root art, same place and size) or from Assets.
| Dock | What is there |
|---|---|
| Left | Tools: Setup / Animate, the tool strip, and the active tool's options |
| Centre | The stage, showing only the rig you are editing |
| Right | Rig: target and character actions, setup guide, rig tree, animations, draw order, skins, inspector |
| Bottom | Assets in Setup, Timeline in Animate — Rigging switches the tab for you |
Ctrl/Cmd+Z in Rigging rewinds the rig, not the scene.
Setup And Animate
Press Tab to switch modes.
| Mode | What it is for |
|---|---|
| Setup | Build the rig: bones, art, IK, meshes, weights, skins. Every edit here changes the rest pose. |
| Animate | Pose and key. The rig only displays the sampled pose. |
Tools that build structure (Bone, Bind, Art, IK, Mesh, Weights, Pivot) live in Setup. Deform lives in Animate. Select and Pose work in both.
Setup Guide
The Setup guide at the top of the Rig panel is a checklist that ticks itself from the rig — it never changes the tool under you. Hide it any time; Setup guide brings it back.
| Step | Action it offers |
|---|---|
| Add art | Open Assets |
| Draw bones | Bone tool |
| Put art on its bones | Assign to nearest bones |
| Pose and key | Animate |
A tip on the guide: Pivot (9) moves the root anchor without moving art. Convert a slot to a mesh for bendable limbs.
Getting Art Onto The Rig
Art attaches the moment you pick it.
- Select the bone (the root is selected to begin with), then double-click a sprite in Assets — it attaches centred on that bone.
- Drag a sprite from Assets onto the stage to put it where it lands, on the bone under the pointer (or the selected bone when there is none).
- A sprite already on the stage becomes the rig's root art the moment you start rigging it.
Once bones exist, Assign to nearest bones moves every piece still on the root onto the bone whose segment lies closest, without moving the art on stage. Drag a slot onto a bone in the rig tree, or pick its bone in the inspector, to place one by hand.
Tools
| Tool | Key | Mode | Use |
|---|---|---|---|
| Select | 1 | Both | Bones, art, IK targets. Empty-space drag box-selects bones. Shift / Ctrl extend. |
| Bone | 2 | Setup | Drag from a bone to add a child. Shift snaps 15°. Alt draws a sibling. |
| Bind | 3 | Setup | Choose the bone new art attaches to, then double-click or drop sprites. |
| Art | 4 | Setup | Drag art to move it. Alt rotates, Shift scales. |
| Pose | 5 | Both | Tip rotates, head moves, Alt-drag tip scales. Shift snaps 15°. |
| IK | 6 | Setup | Click a bone for a 2-bone IK target. Shift = 1 bone, Alt = 3-bone. |
| Mesh | 7 | Setup | Drag vertices, click to add, Alt-click to remove. |
| Weights | 8 | Setup | Paint the selected bone's influence. Alt subtracts, [ ] resize. |
| Pivot | 9 | Setup | Click where the root should anchor; art stays put. |
| Deform | 0 | Animate | Push mesh vertices; Alt softens. Keys the deform at the playhead. |
Posing On The Canvas
| Gesture | Result |
|---|---|
| Drag a bone's tip or body | Rotate (every selected bone rotates together) |
| Drag a bone's head | Move |
| Alt-drag a tip | Scale along the bone (Alt+Shift scales uniformly) |
| Shift while rotating | Snap to 15° |
| Drag on empty space (Select) | Box-select bones |
| Click art (Select) | Select its slot |
A bone that ends an IK chain moves its IK target when you drag it. Locked bones cannot be posed; hidden bones cannot be picked.
The Rig Tree And Draw Order
The Rig card is one tree: bones nest under parents, each bone lists its slots, IK underneath. Click to select, Ctrl/Cmd+click to add, Shift+click for a range, double-click to rename. Drag a bone onto another bone to reparent it (world pose is kept). Drag a slot onto a bone to move that art without it jumping. Each row has hide, lock, add-child, and delete.
Draw order is a separate flat list, front-most first. Drag rows or use the arrows. In Animate, Key draw order records the current order at the playhead.
The Inspector
The inspector follows the selection:
- Bone: length, position, rotation, scale, parent, inheritance, colour, physics-bone settings for ragdolls. In Animate, editing a pose field keys it.
- Slot: bone, colour and alpha, blend mode, active attachment and variants, art offset/rotation/scale, mesh tools (convert, bind bones, auto-weight, paint, edit vertices).
- IK constraint: bend direction, mix, enabled, target position, keying buttons.
- Skin: rename, duplicate, delete, set active.
Skins
A new skin starts empty but shows the default skin's art for every slot it does not override. Bind art while a skin is active to override that slot only. The default (first) skin cannot be deleted.
Auto-Key
With Auto-key on (the default in Animate), posing a bone records a key for exactly the channels you changed. Rotating an arm keys rotation only. Press K to key every channel of every bone at the playhead. With Auto-key off, a pose is a preview that the next scrub resets.
Keyboard
| Keys | Action |
|---|---|
1–0 | Tools |
| Tab | Setup / Animate |
| Space | Play / stop |
| K | Key the whole pose |
| E | Cycle easing on selected keys |
| ← / → | Step one frame |
, / . | Previous / next keyframe |
| H / L | Hide / lock the active bone |
| Delete | Delete the selection |
Character Assets
A new Character saves itself to the asset library as soon as it has a limb, art, or a clip (the banner shows Saved to library). Add to scene places it in the current scene. A rig built on a scene sprite stays with that object; Save as Character turns it into a reusable asset.
Edit in Rigging on a character asset opens it as a draft with the same id.
Skeleton clips can be driven by the Motion Machine alongside regular motion clips. See Motion and rigging.
Related Docs
- Motion and rigging
- Pixel Studio — draw the parts before you bind them
- Art Canvas
- Assets and importing
- Physics and collisions — ragdolls on physics bones
- Editor overview