Rigby2DDocs

Rigging

Meshes

A mesh is an image with vertices. Meshes bend: bind one to several bones and each vertex follows them by its weights, so a sleeve bends at the elbow, a torso twists and a tail curls. In Animate mode, you can also move vertices directly and key the shape (deform keys).

NILA's torso mesh in Setup mode: the outline and inner vertices over the image
Editing the vertices of the torso mesh

#Turning an image into a mesh

  1. In Setup mode, select the image's slot.
  2. Press ▦ Convert to mesh in the inspector. The image is replaced by a mesh with four vertices at its corners, and mesh editing starts.
  3. Click to add vertices: around the visible shape of the image to outline it, and inside where it should bend. ✎ Edit mesh edits it again later.

AutoRig makes meshes for bending parts by itself.

#Editing vertices

With Vertices selected in the mesh panel:

ToDo
Add a vertex insideClick inside the mesh.
Extend the outlineClick near or outside the outline.
Move verticesDrag them over the image.
Select severalCtrl+click, or Ctrl+drag a box.
DeleteSelect and press Delete.

The mesh panel shows the vertex count (outline and inner) and whether it is weighted. Rigby2D triangulates the mesh for you. Put vertices where the image should bend: rows across a joint bend smoothly, and few vertices elsewhere keep the mesh light.

✓ Done finishes editing.

#Weights

A weighted mesh follows several bones. Each vertex has a weight per bone, and the weights of a vertex add up to 1.

  1. Select the bones the mesh should follow: Ctrl+click them in the tree.
  2. Press Bind to N selected bones. Each vertex is weighted to the nearest of those bones.
  3. Switch to Weights to refine them by painting.

Painting weights on NILA's torso: red where the paint bone has full weight, blue where it has none
Weights mode: red is full weight for the paint bone, blue is none

SettingMeaning
Paint boneThe bone you are painting weight for. ● marks bones the mesh uses.
BrushBrush radius in pixels.
StrengthHow much one stroke changes the weight.
ModeAdd or Subtract (hold Shift to subtract while painting).

Drag over the mesh to paint. Colors show the paint bone's weight: red is full weight, blue none. Unbind removes the weights; the mesh then follows its slot's bone only.

Tip

Check weights by rotating the bones in Animate mode, then undo. A crease at a joint means the weights change too suddenly across it: paint a softer blend over two or three rows of vertices.

#Deforming in Animate mode

In Animate mode, ✎ Deform mesh lets you move vertices over time:

  • Drag vertices to key their positions at the current frame; drag a box (or Ctrl+click) to select several and move them together.
  • Keys appear in the dopesheet as the slot's deform row.

Deform keys add to what the bones do, so you can squash a face for a blink, bulge a cheek or wobble a belly on top of the skeletal animation.

#Linked meshes

A linked mesh shows another image with the same vertices, triangles and weights as a mesh. Use it for alternate drawings of a bending part, such as a sleeve in another color for a different outfit.

On a mesh, choose an image in + Linked mesh with image…. Use the deform keys of the parent mesh decides whether it also follows the mesh's deform keys. Edit the parent mesh; the linked ones follow.

#Image sequences on meshes

Meshes can play numbered image sequences. See Image sequences.

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