Riggy help
How to work in Riggy, from the first file to the export: what to put into the art, how to write a request the model gets right, and what the mouse does on the canvas. Each page is short enough to read in one sitting.
Getting started with Riggy in three steps
Drop in layered art, say what should move, fix the rest by hand. The three steps from a PSD to an animation your game engine plays.
Preparing art for Riggy: PSD layers and PNGs
How to lay out a PSD or a set of PNGs so that every moving piece arrives as its own part, in the right place and in the right drawing order.
How to write a request the model gets right
Twelve habits that make a request land on the first try: one animation at a time, parts by name, motion in plain words, and what must stay still.
The rig: bones, parts, the tree and versions
What a rig is made of and how to change it without the model: move a part to another bone, read the numbers, roll back to an earlier version.
Motion: animations, moments and the player
How to play an animation, land on one of its moments and reshape the pose there with the mouse — and why the Rig and Motion switch matters.
Bend: tails, ropes and soft parts that flex
A long or soft part should bend, not rotate as a stiff plate. How to ask for it, how many bones it takes, and how to refine the result by hand.
Controls: mouse, touch and keyboard on the canvas
Every gesture on the canvas in one list: select, move, rotate, resize, pan and zoom, with the keys that go with them — for desktop and for phone.