Watch the Bones tutorial on YouTube
Watch the Inverse Kinematics tutorial on YouTube
Watch the Pose Merge tutorial on YouTube
Arttista’s Bones and Rigging system is a powerful tool to control and intelligently deform vector illustration meshes and points. Being fully vector-based, all transformations maintain complete editability without quality loss.
Below is the structured guide to creating and using the bone system for character rigging efficiently.
To draw a skeleton, use the Bones tool in Edit Mode.
After drawing the skeleton, specify which joint controls each part of the character’s skin. You can perform this association via two methods:
Internally, Arttista creates a group for each bone.
⚠️ Important Rule: A point or vector object can only be bound to a single Bone at a time. Binding it to Bone B automatically unbinds it from Bone A.
Complex characters often require multiple independent skeletons (such as one for the main torso and others for legs or arms). To build this hierarchy:
In dense scenes where points or objects overlap joints, making precise selections can be challenging.
Rather than posing every joint individually, Inverse Kinematics lets you manipulate the extremity of a limb (such as a foot) while Arttista automatically computes rotation and bending across the chain (leg/knee) naturally.
This is an advanced feature for fine-tuning pre-existing animations. When enabled in Bones Working Mode, you can alter structural bone properties (position, rotation, or scale) midway or at the end of an animated timeline. Arttista automatically compensates for changes, updating skeleton and skin trajectories without destroying keyframes or resetting existing interpolations.
Enabling this option under Bones Working Mode highlights attached mesh points whenever you hover your cursor over a Joint.
| Shortcut | Function | Context |
|---|---|---|
| TAB | Toggle View Mode and Edit Mode | General |
| Q (Hold) | Isolate bone visibility on screen | Bone selection |
| Ctrl + B | Bind selected points/objects to a Joint | Rigging / Bind |
| Shift + B | Unbind selected points from Joint | Unbind |
| Alt (Hold) | Temporarily enable Inverse Kinematics (IK) when moving bones | Posing |