FoundryInk Academy Academy / Animation course
Animation course

Rig a Whole Character

You have drawn a whole character and learned the individual rigging tools. Now you build a complete skeleton for a character and wire it end to end, one calm pass from backbone to fingertips. We lay the whole skeleton with Add Bone, set every bone's Name, Parent, and Length, isolate the head, limit the knees and elbows, Flexi Bind each limb, drop IK targets on the hands and feet, and add Dynamic springs to the loose bits. When you finish, you have a puppet ready to perform.

Read time about 20 min

1The plan for a whole rig

Rigging a full character is not hard, it is just many small decisions in a sensible order. The plan: build the skeleton from the core outward, name and parent every bone as you go, add rotation limits so joints only bend the right way, bind the art so it deforms, add IK on the limbs that plant, and finish with dynamics on anything that should sway. Follow that order and a daunting job becomes a checklist. We will hit each step in turn.

A finished skeleton over the character in Rig mode, with the Bones panel listing 23 bones.
A finished skeleton over the character in Rig mode, with the Bones panel listing 23 bones.See the full screen
Have your drawn character on a Vector row first. This whole tutorial assumes finished art waiting for bones on the Draw and rig surface.
Pro note
A whole rig is just small choices in the right order. Core outward, name as you go, limit the joints, bind, then IK. We will work through it in order.

2Enter Rig mode

On the vector surface, click Rig at the top. The banner reads Rig mode, which means every edit shapes the rest skeleton and nothing lands on the timeline. This is exactly where you want to be to build a skeleton: a workshop where you can add, rename, and delete bones freely without recording a frame of animation. Stay in Rig mode for the whole build; you will switch to Test only to check bends, and to Animate mode only much later.

The Rig mode banner: edits change the rest skeleton, and nothing lands on the timeline.
The Rig mode banner: edits change the rest skeleton, and nothing lands on the timeline.See the full screen
The Rig button among the Draw, Rig and Test modes at the top of the vector surface.
The Rig button among the Draw, Rig and Test modes at the top of the vector surface.See the full screen
Rig mode is the rest pose. Get the whole skeleton right here first; posing and keying come later, in Animate mode, on top of this foundation.
Pro note
Rig mode is the workshop. Nothing you build here touches the timeline, so lay the whole skeleton without a care in the world.

3Start with the backbone

Every humanoid rig begins at the core. Pick Add Bone and drag out a root bone up the middle of the torso, from the hips to the base of the neck, this is your backbone and the parent of everything else. Drag from where the joint sits to where it ends; the bone you draw becomes the selected bone, and the next bone you draw will hang off it. In the Bones panel this root bone is tagged root, with Parent reading None (root bone).

The Hips bone selected in the Bones panel, with its Parent set to None (root bone).
The Hips bone selected in the Bones panel, with its Parent set to None (root bone).See the full screen
One clean backbone bone is enough to start. You can add a second backbone segment later for a bendier torso, but a single root keeps the first pass simple.
Pro note
Everything hangs off the backbone, so draw it first and draw it up the middle. This root bone is the trunk of your whole skeleton tree.

4Add the head and neck

With the backbone selected so it acts as parent, use Add Bone to drag a neck bone up from the top of the backbone, then a head bone up from the neck. Because you drew them with the parent selected, they chain correctly. In the Bones panel, set clear Name values (Neck, Head) and confirm each Parent. The head bone is the one you will often want to keep steady, which is the next step.

The Head bone in the Bones panel: its Name, with Hips as its Parent.
The Head bone in the Bones panel: its Name, with Hips as its Parent.See the full screen
Draw the head bone roughly through the skull's centre of rotation, near the top of the neck, so turning it pivots the head naturally rather than swinging it off a chin.
Pro note
Select the backbone, then draw the neck, then the head. Drawing with the parent selected is how the chain stitches itself together.

5Isolate the head so it stays level

When the backbone leans, you often want the head to keep its own angle rather than tip with the body. Select the head bone and tick Isolate from parent in the Bones panel. Now the head holds the angle you give it regardless of what the backbone does, so a character can sway at the hips while still looking straight ahead. Untick it any time you do want the head to follow the lean.

Isolate from parent is the classic head trick, but it works on any bone you want to hold its own angle, like eyes that stay locked on a target while the head moves.
Pro note
Isolate from parent keeps the head on the level while the body leans. It is the difference between a character who nods and one who flops.

6Build the arm chains

Select the backbone (or an upper-backbone bone) as parent, then Add Bone a shoulder, then an upper arm from the shoulder, then a forearm from the elbow, then a hand from the wrist, one continuous chain per arm. Set each Name (Left Upper Arm, Left Forearm, Left Hand), confirm the Parent follows the chain, and set a sensible Length so each bone spans its real segment. Do the same for the other arm.

Forearm R selected, with Upper arm R as its Parent, one link in the arm chain.
Forearm R selected, with Upper arm R as its Parent, one link in the arm chain.See the full screen
Name left and right clearly from the character's point of view, not yours. Mixing them up is the single most common rigging headache, so label as you draw.
Pro note
Shoulder, upper arm, forearm, hand, one clean chain down each arm. Name them left and right now, or future you will curse present you.

7Build the leg chains

Legs hang off the hips at the base of the backbone. Select the root, then Add Bone a thigh from the hip, a shin from the knee, and a foot from the ankle, per leg. Set the Name, Parent, and Length for each just as you did for the arms. Draw each joint where the real joint sits: the knee at the knee, the ankle at the ankle. Precise joint placement now is what makes the legs bend believably later.

Shin R selected, with Thigh R as its Parent, in the leg chain.
Shin R selected, with Thigh R as its Parent, in the leg chain.See the full screen
A foot bone that points forward through the toes gives you something to plant and pivot on. A stubby foot bone makes footwork feel vague, so give it real length.
Pro note
Thigh, shin, foot, off each hip. Put the knee bone exactly at the knee. Sloppy joints here become sloppy walks later, so aim true.

8Name, parent, and length: the discipline

Before you go further, sweep the whole skeleton in the Bones panel and make sure every bone has a real Name, the right Parent, and a sensible Length. The panel header shows the count, like N bones, so you can see the whole tree. This tidy pass feels unglamorous, but every later step, binding, limits, IK, dynamics, reads these names. A well-labelled skeleton makes the rest of rigging feel effortless.

The Bones panel header with the bone count, and the tree of every bone below it.
The Bones panel header with the bone count, and the tree of every bone below it.See the full screen
Root bones are tagged root and read None (root bone) as their parent. If a limb ever behaves oddly, a wrong Parent is the first thing to check here.
Pro note
Boring but golden: name every bone, check every parent, set every length. Ten tidy minutes now saves an hour of confusion later.

9Limit the knees and elbows

Real joints only bend one way, and your rig should too. Select a forearm bone, tick Limit rotation in the Bones panel, and set Min angle and Max angle so the elbow can straighten and fold but never hinge backward. Do the same on each knee with the shin bone. With limits in place, you can pose fast and freely, knowing a stray drag can never fold a joint into an impossible shape.

Limit rotation ticked on a joint bone, with its Min angle and Max angle.
Limit rotation ticked on a joint bone, with its Min angle and Max angle.See the full screen
Set limits a touch beyond the natural range, not exactly at it, so full extension still reads relaxed rather than locked rigid. A hair of overshoot looks alive.
Pro note
Limit rotation is a guardrail on every joint. Cap the elbow so it can never bend backward, and you will never fix that ugly mistake mid-shot.

10Flexi Bind every limb

Now tie the art to the skeleton so it deforms. For each limb, select its points over in Draw, then in Rig apply Flexi Bind along the bone chain so the points near each joint are shared between bones and the curve carries smoothly across the bend. Use Bind Points instead for anything that should stay rigid, like a held prop or a solid boot. If a bone reaches too far or not far enough, tune it with the Bone Strength tool or the Strength slider.

Flexi Bind picked: select the points over in Draw, then click the bone whose chain should carry them.
Flexi Bind picked: select the points over in Draw, then click the bone whose chain should carry them.See the full screen
Flexi Bind is what makes vector elbows and knees fold as one smooth shape. Bind the limbs with it and save Bind Points for the stiff bits.
Pro note
Flexi Bind the arms, the legs, the tail, anything that flexes. Bind Points the stuff that should stay stiff. That split covers the whole body.

11Add IK targets on hands and feet

Inverse kinematics lets you pose a limb by its end instead of rotating each bone: drag the hand, and the shoulder and elbow work out their own angles. In the Bones panel, set an IK target on each hand and each foot so those limbs plant and reach naturally. Feet with IK stay stuck to the ground while the body moves over them, the key to a walk that does not slide, and hands with IK can grab and hold a fixed point cleanly.

The IK target field on a leg bone, set to Foot target, with Max stretch below.
The IK target field on a leg bone, set to Foot target, with Max stretch below.See the full screen
IK is a gift for planted limbs: feet on the floor, a hand on a table. You can still pose the free-swinging limbs the direct way when you prefer.
Pro note
IK means you drag the hand and the arm sorts itself out. Put it on hands and feet, and planted feet stop sliding around like a newborn deer.

12Set Max stretch on the IK limbs

Once a bone has an IK target, the Bones panel reveals a Max stretch field, a percentage that lets the limb lengthen slightly when it reaches. A small amount of stretch keeps a limb from snapping to a locked straight line at full extension and adds a touch of cartoon life to a reach or a stride. Keep it modest for a grounded character, or push it higher for something bouncy and elastic.

The Max stretch field, shown once a bone has an IK target.
The Max stretch field, shown once a bone has an IK target.See the full screen
Max stretch only appears after you set an IK target, so wire IK first. A little stretch reads as effort; too much makes rubber arms, so start small.
Pro note
Max stretch is a splash of squash-and-stretch on the reach. A few percent stops the arm snapping stiff. A lot makes it properly rubbery.

13Add Dynamic springs to loose parts

Hair, ears, tails, coat-tails, and antennae look lifeless if they move exactly with the body. Select such a bone, tick Dynamic in the Bones panel, and it gains springy secondary motion driven by Stif (stiffness), Damp (how fast it settles), and Inert (how much it lags). Now a ponytail swings and settles on its own as the character moves, no keyframes needed. There is a checkbox Ignore wind if you want a particular bone to sit out any sway.

Dynamic ticked on an ear bone, with its Stif, Damp and Inert values.
Dynamic ticked on an ear bone, with its Stif, Damp and Inert values.See the full screen
FoundryInk has no scene-wide wind or whole-scene physics panel. Per-bone Dynamic springs are how you get sway and drag, so lean on them for all the jiggle.
Pro note
Tick Dynamic on the hair and the tail and they animate themselves. Free secondary motion is the fastest polish in the whole rig.

14Test the whole rig

Before you call it done, drive the rig. Switch the vector surface to Test mode and drag bones through their full range: bend every elbow and knee, tug the IK hands and feet, tip the backbone and watch the dynamic bits swing and settle. Nothing in Test is saved, so push it hard. Fix anything that misbehaves back in Rig: a creasing joint wants better Flexi Bind, a backward-bending knee wants tighter Limit rotation, a floppy tail wants more Stif.

The Test button at the top of the vector surface.
The Test button at the top of the vector surface.See the full screen
Test mode: dragging a leg through its range, with nothing saved.
Test mode: dragging a leg through its range, with nothing saved.See the full screen
Test every joint at its extreme, not just a gentle wiggle. Problems hide at the ends of a range, so drag each limb all the way before you trust it.
Pro note
Test mode is the shakedown. Bend it, tug it, tip it, and fix whatever looks wrong now, while it is still a quick trip back to Rig.

15What a finished rig looks like

You are done when the skeleton is complete and every part behaves: a named, parented backbone with head, arm, and leg chains; a head that holds level thanks to Isolate from parent; knees and elbows capped by Limit rotation; limbs that fold smoothly on Flexi Bind; hands and feet that plant and reach on IK target with a little Max stretch; and loose parts that sway on Dynamic. Save the rig on a character in the Codex and you can reuse it as a live instance in any scene.

The Character button's Insert dialog, offering the finished Kitt Frost rig for reuse.
The Character button's Insert dialog, offering the finished Kitt Frost rig for reuse.See the full screen
Save the finished rig to a character in the Codex, then drop it into animations with the Character add-row button. Improve the master and every instance follows.
Pro note
That is a whole puppet: backbone to fingertips, limits, IK, and spring. Save it to the Codex and you can cast this character in every scene it stars in.

Rig your whole character

Skeleton, limits, binds, IK, dynamics. Links into the app. Saved on this device.

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Whole-rig questions

Core outward. Draw the backbone as the root first, then the head and neck off it, then an arm chain and a leg chain per side. Select the parent bone before drawing each new bone so the chain stitches together, and set Name, Parent, and Length as you go rather than at the end.

Select the head bone and tick Isolate from parent in the Bones panel. The head then holds its own angle regardless of the backbone, so the character can lean at the hips while still looking straight ahead. Untick it whenever you want the head to follow the lean.

Select the forearm or shin bone, tick Limit rotation, and set Min angle and Max angle so the joint can straighten and fold but not hinge backward. Set the limits a touch beyond the natural range so full extension still reads relaxed rather than locked.

IK lets you pose a limb by its end, so you drag the hand or foot and the intermediate bones work out their angles. Feet with an IK target stay planted on the ground while the body moves over them, which is what stops a walk from sliding, and hands can hold a fixed point cleanly.

It appears in the Bones panel only after you set an IK target, and it lets the limb lengthen by a percentage when it reaches. A small amount keeps a limb from snapping to a locked straight line and adds a little life to a reach or stride. Keep it modest for a grounded character.

Select the loose bone and tick Dynamic in the Bones panel. It gains spring physics tuned by Stif for stiffness, Damp for how fast it settles, and Inert for how much it lags. The part then sways and settles by itself as the character moves, with no keyframes. Use Ignore wind to exclude a bone.

No. FoundryInk has no scene-wide wind panel or whole-scene physics. All sway and jiggle come from per-bone Dynamic springs, with a per-bone Ignore wind checkbox. Rig the loose parts as Dynamic bones and tune Stif, Damp, and Inert to taste for the motion you want.

Save the finished rig on a character in the Codex, then insert it into any animation with the Character add-row button, which drops it in as a live instance of the master. Improve the master rig and every instance updates to match, so you rig once and cast the character everywhere.

You built a whole rig

Backbone to fingertips: a named, limited, bound skeleton with IK on the hands and feet and springs in the hair. Your character is a complete puppet, and it is ready to act. Next, we switch to Animate mode and put on a performance, blocking the big poses first, then refining timing into a finished shot.