Rigby2DDocs

Getting started

The interface

The editor is one window with five areas around the viewport. Panels can be resized by dragging the borders between them, and in the desktop app the Timeline, Tree and Inspector can be popped out into their own windows.

The editor with numbered areas: 1 menus, 2 workspace switch, 3 viewport toolbar, 4 viewport, 5 tree, 6 inspector, 7 timeline controls, 8 dopesheet, 9 status bar
The parts of the editor

AreaWhat it is for
1Menu barFile, Edit, View, Scripts and Help, and the SETUP / ANIMATE mode button.
2Workspace switchGame or Film: which tools are shown. See Workspaces.
3Viewport toolbarTransform tools, the active tool's values with a key button, axes, onion skin and auto key.
4ViewportThe character. Select, pose and edit here.
5TreeThe skeleton (bones, slots, attachments) and the draw order, skins, constraints, events, animations and images.
6InspectorProperties of the selection: a bone, slot, constraint, skin or event, or the project when nothing is selected. Poses and face controls sit at the bottom.
7Timeline controlsAnimation list, + New, length, playback, loop, speed, the time display and Key.
8Dopesheet / GraphKeys over time, or their curves.
9Status barMessages, rig statistics and zoom, and the Log button.

#Modes: Setup and Animate

Every edit means one of two things, chosen by the mode:

Setup modeAnimate mode
ChangesThe setup pose: the rig at rest.Keys at the current frame of the current animation.
BonesCreate, delete, reparent, set length.Pose them.
Images and meshesPlace them, edit vertices, paint weights.Swap images, deform meshes (deform keys).
Viewport borderNoneRed

Switch with Tab or the mode button in the menu bar. The same transform tools work in both modes; only the result differs.

#Viewport

ToDo
Select a bone or imageClick it.
Add to or remove from the selectionCtrl+click.
Box selectDrag in empty space (with Ctrl held, adds to the selection).
Transform the selectionDrag it with the active tool, or drag empty space while bones are selected.
PanRight or middle drag.
ZoomMouse wheel.
Fit the skeleton in viewView ▸ Fit the skeleton in view (Ctrl+Shift+F).
DeselectEsc, or click empty space.

#Tools

ToolKeyDoes
PoseBDrag a bone to aim it at the cursor; drag near its origin to move it. The quickest way to pose.
CreateNDrag to draw a bone (Setup mode). Select a bone first to chain the new one from it.
RotateCRotates the selection.
TranslateVMoves the selection.
ScaleXScales the selection.
ShearZShears the selection.

Keys are those of the default Reference preset; a Blender-like preset is under View. See Keyboard shortcuts.

Next to the tools, the active tool's values for the selected bone can be dragged or typed. In Animate mode a ◆ button keys them; its color says whether the value is keyed at this frame, changed but not keyed, or not keyed.

Axes: Local, Parent and World decide the space the values are shown in and the direction the Translate tool moves.

#View options

The View menu has Show bones, Show output frame (Film workspace), the Log window, Window layouts (desktop app), zoom commands, the renderer (Draw with WebGL or Canvas 2D) and the shortcut presets.

#Tree

The tree has collapsible sections:

  • Skeleton: bones in their hierarchy, each with its slots and their attachments. Click a slot's attachment to show it (in Animate mode, that sets an image-swap key). + Bone adds a child to the selected bone.
  • Draw order: slots back to front; Draw in front and Draw behind move the selected slot.
  • Skins, Constraints and Events: with + buttons to create them. See Skins and events and Constraints.
  • Animations and Images.

Bones also have an onion-skin button that limits onion skinning to that bone and its children. See Onion skin.

#Inspector

The inspector shows what is selected:

  • Nothing: the Project: name, texture filtering (smooth or pixel art), frame rate, the Output section in the Film workspace, rig statistics, images and audio tracks.
  • A bone: name, parent, length, inheritance, and its pose at the current frame.
  • A slot: its attachments, color and blending, and the selected attachment's settings.
  • A constraint, skin or event: every setting of it.

At the bottom, Poses & face controls is always there. See Poses and face controls.

#Timeline

The timeline row holds the animation menu, + New, the animation's name and Length, a delete button, playback (start, previous frame, play, next frame), Loop, playback speed, the time (frames and seconds, or timecode in the Film workspace) and ◆ Key. Dopesheet and Graph switch the view below. See Animating and Graph editor.

#Workspaces

GameFilm
ForGame engines and appsFilm, video, motion graphics
OutputSkeleton JSON / .skel + atlasPNG sequences, WebM, MP4 (exports stay available)
New projects30 fps24 fps
Time displayFrames and secondsTimecode HH:MM:SS:FF and frames
Output settings, output frame, Render animationHiddenShown
Audio tracks, lip-sync, face controlsHiddenShown

The workspace is saved in the .rigby file. Switching is always safe: film settings, poses and face controls never reach skeleton exports.

#Log

View ▸ Log (or Log at the right of the status bar) lists status messages, script output, warnings and errors with expandable tracebacks. Filter by level or text, and Copy entries for a bug report. The status bar button turns red and counts errors you have not seen yet.

#Detached panels and window layouts

In the desktop app, the Timeline, Tree and Inspector can each be popped out into a window of its own, for example on a second monitor. Everything stays in sync with the main window.

View ▸ Window layouts saves where the panels sit as a named layout:

  • Save current layout… stores which panels are popped out and where.
  • Manage layouts… renames, updates and deletes layouts, and binds a shortcut (Ctrl+Alt+1 to 9) that recalls a layout from any Rigby2D window.

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