- Getting started
- What is modern rigging?
- Using the Asset Warp tool
- Editing your rig
Editing your rig
If you make a mistake in placing your joints, you can easily move them into a better position, or remove them entirely to start over.
Repositioning joints and bones
Use the Edit Rig mode to move joints within a rig without affecting the mesh.
With the Selection tool or the Asset Warp tool, right-click your rig and choose Edit Rig.
Animate puts you into a rig editing mode. The rig appears in a different color, indicating that you can reposition it without affecting the underlying mesh or graphic.
Drag the elbow joint to a new position within your mesh.
The joint and connecting bones move to a new position but do not modify the bitmap.
Make sure you drag the joint back to its original (correct) position before moving on.
Exit rig editing mode by clicking the left-facing arrow at the top of the Stage.
You return to Scene 1.
Removing joints and bones
Use the Delete/Backspace key to remove joints and connecting bones.
Select the last joint (in the wrist).
Press the Delete/Backspace key.
The selected joint and its connecting bone are removed from the rig.
Press Cmd/Ctrl+Z to undo your edit to the rig.
Select just the bone in the forearm.
Press the Delete/Backspace key.
The selected bone is removed from the rig, but the joint in the wrist remains.
Pressing the Delete/Backspace key on a selected pin deletes the pin as well as the bone associated with it. Pressing it on just a selected bone deletes the bone, leaving the pin as it is.
Reconnecting joints and bones
Use the Option/Alt key to reconnect joints with bones.
Select the woman’s right elbow joint with the Asset Warp tool.
Hold down the Option/Alt key and click the joint in her right wrist.
Animate creates a bone between the two joints.