Skinning Editor | 2D Animation | 3.0.8
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    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:

    1. Select the imported Asset and select the Sprite Editor.
    2. Select the Skinning Editor module from the dropdown menu in the Sprite Editor window. The following options and tools then appear.

    The Skinning Editor interface

    The following are the Skinning Editor’s tools, their functions, and shortcuts:

    Tool Default Shortcut Function
    icon_RestoreBind
    Reset Pose
    Shift + 1 Restore a character’s bones and joints to their original positions.
    icon_ToggleView
    Toggle View Mode
    Shift + 2 Switch between the Character and Sprite Sheet view
    icon_Copy
    Copy
    Ctrl + C Copy the data from the current selection.
    icon_Paste
    Paste
    Ctrl + V Pastes the copied data.
    icon_Paste
    Paste
    Shift + B Show additional pasting options.
    icon_Visibility
    Visibility
    Shift + P Toggle visibility of selected Sprites or bones.
    icon_PreviewPose
    Preview Pose
    Shift + Q Preview character poses after rigging.
    icon_EditJoints
    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.
    icon_CreateBone
    Create Bone
    Shift + E Click and drag to create bones.
    icon_SplitBone
    Split Bone
    Shift + R Splits the selected bone.
    icon_GenGeo
    Auto Geometry
    Shift + A Select to auto-generate Meshes for Sprites.
    icon_EditGeo
    Edit Geometry
    Shift + S Edit generated Meshes by repositioning vertices.
    icon_CreateVertex
    Create Vertex
    Shift + D Create new vertices to create geometry.
    icon_CreateEdge
    Create Edge
    Shift + G Create new edges to create geometry.
    icon_SplitEdge
    Split Edge
    Shift + H Split an existing edge into two.
    icon_GenWeights
    Auto Weights
    Shift + Z Auto-generate weights for geometry.
    icon_WeightSlider
    Weight Slider
    Shift + X Adjust weights via slider control.
    icon_WeightPaint
    Weight Brush
    Shift + C Adjust weights by painting with a brush.
    icon_BoneInfluence
    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:

    1. Double-click a Sprite to select it.
    2. If there are multiple Sprites that overlay each other, double-click to cycle through all Sprites at the cursor location.
    3. Double-click on a blank area to deselect all Sprites.

    Selecting Bone and Mesh Vertices

    To select a bone or Mesh vertex:

    1. Click a bone or Mesh vertex to select it.
    2. Click and drag a selection box over multiple bones or vertices to select them at once.
    3. Right click to deselect any selected bone or Mesh vertices.
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