Skinning Editor
The Skinning Editor becomes available in the Sprite Editor after you install the 2D Animation package. The Skinning Editor is your main tool for creating the skeleton rig and weights necessary for animation from your imported character artwork.
To select the Skinning Editor follow the steps below:
- Select the imported Asset and select the Sprite Editor.
- Select the Skinning Editor module from the dropdown menu in the Sprite Editor window. The following options and tools then appear.
The following are the Skinning Editor’s tools, their functions, and shortcuts:
Tool | Default Shortcut | Function |
---|---|---|
Reset Pose |
Shift + 1 | Restore a character’s bones and joints to their original positions. |
Toggle View Mode |
Shift + 2 | Switch between the Character and Sprite Sheet view |
Copy |
Ctrl + C | Copy the data from the current selection. |
Paste |
Ctrl + V | Pastes the copied data. |
Paste |
Shift + B | Show additional pasting options. |
Visibility |
Shift + P | Toggle visibility of selected Sprites or bones. |
Preview Pose |
Shift + Q | Preview character poses after rigging. |
Edit Joints |
Shift + W | Reposition the bones into a new positions. These changes are automatically saved as the default bind pose for the Restore Bind Pose tool. Sprite geometry does not deform with the bones in this mode, even if the bones are attached as influencers. |
Create Bone |
Shift + E | Click and drag to create bones. |
Split Bone |
Shift + R | Splits the selected bone. |
Auto Geometry |
Shift + A | Select to auto-generate Meshes for Sprites. |
Edit Geometry |
Shift + S | Edit generated Meshes by repositioning vertices. |
Create Vertex |
Shift + D | Create new vertices to create geometry. |
Create Edge |
Shift + G | Create new edges to create geometry. |
Split Edge |
Shift + H | Split an existing edge into two. |
Auto Weights |
Shift + Z | Auto-generate weights for geometry. |
Weight Slider |
Shift + X | Adjust weights via slider control. |
Weight Brush |
Shift + C | Adjust weights by painting with a brush. |
Bone Influence |
Shift + V | Select which bones influence a Sprite. |
Toggle Tool Text | Shift + ` | Show or hide text on tool buttons. |
The Sprite Visibility panel is found on the right side of the Skinning Editor. It controls the visibility of the Sprite Meshes and bones in the Skinning Editor window, and displays the Sprites according to their Layer and Group order in the source art file (see image below). Refer to the Sprite Visibility panel page for more details of the panel’s functions.
Selecting a Sprite
To select a Sprite in the Skinning Editor window:
- Double-click a Sprite to select it.
- If there are multiple Sprites that overlay each other, double-click to cycle through all Sprites at the cursor location.
- Double-click on a blank area to deselect all Sprites.
Selecting Bone and Mesh Vertices
To select a bone or Mesh vertex:
- Click a bone or Mesh vertex to select it.
- Click and drag a selection box over multiple bones or vertices to select them at once.
- Right click to deselect any selected bone or Mesh vertices.