Rigby2DDocs

Getting started

Rigby2D documentation

Rigby2D is a free, open-source editor for 2D skeletal animation. You rig layered artwork with bones and meshes, animate it for games or film, and play it anywhere with the included runtimes. A built-in MCP server lets AI assistants inspect, rig and animate your projects.

The Rigby2D editor with NILA, the Rigby2D mascot, in Animate mode: the viewport, the bone tree, the inspector and the dopesheet
NILA, one of the bundled demos, open in the editor

Tip

The fastest way to see what Rigby2D can do: open the editor in your browser, choose File ▸ Open demo and pick NILA. Nothing to install.

#What you can do with it

#Where to start

#Key ideas

Setup pose and animations. Every rig has a setup pose: where each bone, image and mesh sits at rest. Animations store changes relative to it. In Setup mode your edits change the setup pose; in Animate mode the same edits set keys at the current frame. Press Tab to switch.

Bones, slots and attachments. Bones form the skeleton. A slot sits on a bone and decides draw order and color; it shows one attachment at a time: an image, a mesh, or a shape such as a clipping polygon. Swapping attachments is how mouths, hands and eyes change shape.

Work files and exports. You save your work as one .rigby file holding the whole project and its images. For games you export skeleton JSON or .skel plus a texture atlas, which the runtimes load. See File formats.

Two workspaces. The Game and Film workspaces show the tools for each kind of work. They never change the animation data, so exports are identical either way.

#Status

Rigby2D is in early alpha and moves quickly. These pages describe the current develop branch, which is what the website and its browser editor run. Found something wrong or missing? Open an issue or use Edit this page on GitHub below.

Edit this page on GitHub