pinkcel
Guide · Rigging

2D rigging in your browser: bones, IK and mesh deformation for cut-out characters

A rig lets you draw a character once and pose it forever. In pinkcel you add bones, attach each body part rigidly or as a bending mesh, pose with forward or inverse kinematics, and every pose becomes a keyframe. Free, with nothing to install.

A 2D fighter posed mid-stride in the pinkcel editor with its bone skeleton drawn over the artwork
The demo fighter with its skeleton visible: eight bones, one per moving part.

Prepare the parts

A cut-out rig works best when every part that moves on its own lives on its own layer: head, torso, pelvis, upper arm, forearm with hand, thigh, shin with foot. Draw them in pinkcel with the vector tools, or bring them in from a layered PSD.

Build the skeleton

  1. Pick the Bones tool (K) and drag the first bone from the hips up through the torso. The start of a bone is its pivot.
  2. Chain children. Start a drag on an existing bone to hang a new bone from it: head from the torso, upper arm from the shoulder, forearm from the elbow.
  3. Name the bones. Double-click a bone's name in the inspector. Clear names pay off later in clips and in exports.
  4. Check the rest pose. The pose you draw the bones in is the rest pose. Reset pose in the inspector brings one bone, or the whole skeleton, back to it.

Rigid or mesh binding

Each layer chooses how it follows the skeleton under Rig binding:

BindingWhat it doesUse it for
RigidThe layer moves with one bone as a solid piece.Classic cut-out: limbs, heads, props, anything that should not bend.
MeshThe drawing is skinned to the nearby bones and bends smoothly at the joints.Soft bodies, sleeves, tails, a torso that twists, arms drawn as one piece.
NoneThe layer ignores the skeleton.Backgrounds, effects, anything animated on its own.

Image layers can be meshes too: a painted arm from a PSD bends at the elbow the same way a vector one does.

Posing: FK and IK

Switch to the Pose tool (J) and drag a bone to rotate it. Children follow their parent, which is forward kinematics: the natural way to swing an arm from the shoulder.

Hold Shift while dragging the end of a chain for inverse kinematics: pull a hand and the forearm and upper arm rotate to reach it, or plant a foot while the hips move. Either way, each pose you set is written as a keyframe at the current frame, and a bone's first key also pins its rest angle at frame 0, so an animation always starts from the rest pose.

Weights, strength and control bones

A mesh layer decides how much each bone pulls each of its points. pinkcel computes this automatically from every bone's Strength, its radius of influence, so most meshes bend well straight away.

Smart switches and joint fixes

Smart switch. A bone can drive a switch group: as the bone rotates from 0 to 90 degrees, the group flips between its drawings. Turn a "head" bone and the face swaps to the matching angle, or rotate a hand bone to change from a fist to an open palm. The keys stay on the bone, so posing the switch feels like posing anything else.

Joint fixes. The Morph brush (M) sculpts the posed mesh directly: pinch an elbow that folds badly at 90 degrees, and the correction blends in as the bone approaches that angle.

From rig to animation

The attack clip: nothing but bone rotations on the same rig.
  1. Make it a character. Select the group holding your parts and press Make character. It gets its own clips and its own skeleton.
  2. Create clips. Idle, walk, jump, attack: each clip is a short, self-contained animation you pose on the timeline.
  3. Sequence them. Place clips on the main timeline, on several channels if you like, and move the whole character across the scene with root motion.
  4. Export. A video or GIF for sharing, a sprite sheet for any game engine, or a native skeleton scene for Godot.

FAQ

Can I animate without a skeleton?

Yes. Point animation keys the shape of a drawing itself: move its points on a later frame and the shape interpolates. It suits hair, cloth, mouths and squash-and-stretch.

Rigid or mesh: which should I start with?

Rigid. It is predictable and exports cleanly to every format. Switch individual layers to mesh when a joint needs to bend.

Does it support inverse kinematics?

Yes. Hold Shift with the Pose tool and drag the end of a chain.

Can I rig a painted character, not just vector drawings?

Yes. Import PNG or layered PSD art; image layers bind rigidly or as meshes like vector layers.

Is it free?

Yes. Rigging, animation and every export are free, and your files stay on your computer.

Rig your first character

Open the editor, draw or import a few parts and add bones. Your first pose is a couple of minutes away.

Open the editor, free

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