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2D Character Rigging Studio

Turn layered or cutout artwork into a reusable puppet. Place bones, attach image parts, pose joints and keyframe movement—without drawing every frame.

2DBONE RIGGING
KEYFRAME ANIMATION
02 / LIVE PUPPET STAGE

Edit your first puppet

Move bones with your mouse or use the rotation slider.

RIG MODE · DRAG A BONE TIP TO SET ITS REST ANGLE
960 × 540 · 16:9

Animation timeline

0.00 / 4.00 s

Pose edits create a keyframe at the playhead. Select a keyframe to adjust it. A preset replaces the current animation, not the rig.

Export animation

Render transparent stills, a multi-row sprite sheet (320 × 180 per frame), a PNG-frame ZIP, or an actual recorded video. Export a selected range without shortening your animation. Guides and handles are excluded.

WebM records a canvas stream. Alpha is preserved in PNG; video transparency depends on codec/browser and is not promised.

Animate without redrawing every frame

Does one PNG automatically become a rig?

No. A single image is used as a source and guide. Assign cutout rectangles to the bones yourself, or upload individual transparent body-part images.

Is this AI-powered automatic rigging?

No. Bones, pivots and animation keys are under your control. This avoids claiming a model can identify joints in arbitrary artwork without verification.

Where is my artwork processed?

Everything is processed in your browser. No account, upload, paid API, or third-party CDNs are required.

Can I export transparent animation?

Transparent still PNGs and a sprite strip are supported. WebM video exports use a solid background for compatibility; transparent video is not guaranteed.

Build a rigid-cutout 2D character rig

Turn separate PNG or WebP character parts into a small forward-kinematics puppet. Attach the artwork to bones, keyframe joint rotations, compare poses, and export a selected animation range.

  1. Open the sample puppet or add local PNG/WebP parts. Create bones and attach each rigid part where it should rotate.
  2. Set joint angles and root positions on the timeline. Add keyframes at important poses, then use onion-skin previews to compare the motion.
  3. Choose the preview range and export WebM or PNG frames/sprite sheet, or save the editable project with its artwork.

Example: Build a paper robot from a torso, head, upper arm, forearm and hand. Keyframe the forearm at two angles, preview a short wave, then export PNG frames if you need alpha.

Limits and privacy: This is manual rigid-cutout animation, not automatic rigging, inverse kinematics or mesh skinning. Projects can embed artwork; the rig supports up to 32 bones and 30 seconds. WebM uses a solid background for compatibility, while PNG frames can preserve alpha.

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