FoundryInk Academy Academy / Animation course
Animation course

Rigging Vectors vs Images

Two characters can wear the same skeleton and move completely differently, and the reason is what the bones are attached to. Bones over vector art move the points of the curves, so a limb flexes as one smooth piece. Bones over an image pivot the whole picture at a seam, like a paper cutout on a brad. This tutorial makes that difference concrete, then teaches the two binding tools that control it: Bind Points and Flexi Bind.

Read time about 16 min

1The one difference that changes everything

Rigging is attaching art to a skeleton. What that art is decides how it moves. A bone over vector art grabs the points of the curves and drags them, so the drawing deforms and an elbow bends like an elbow. A bone over an image can only rotate the whole image around a pivot, so the picture swings like a plank on a hinge. Same bones, wildly different feel. Knowing which you are working with tells you what to expect before you drag a thing.

Kitt on the stage: a rigged vector character holding a small imported image prop.
Kitt on the stage: a rigged vector character holding a small imported image prop.See the full screen
This is not one being better than the other. Smooth flex wants vector; a rigid prop or a photo-real part is perfectly happy pivoting as an image.
Pro note
Vectors flow, images swing. That is the difference, and everything else in this tutorial is just how to steer each one.

2How vector bones bend the curves

On a Vector row's Draw and rig surface, the drawing is made of points. When a bone moves, the points bound to it move with it, and the curves between those points stretch and bend to follow. That is why a vector arm folds as one continuous shape with a soft inner crease, instead of splitting into two straight halves. The art literally reshapes itself around the joint, which is the fluid look animators reach for.

Rig mode with Forearm R picked in the Bones panel, its bones drawn over Kitt's vector arm.
Rig mode with Forearm R picked in the Bones panel, its bones drawn over Kitt's vector arm.See the full screen
Because the points move, a clean point count matters. Fewer, well-placed points bend more predictably than a crowd of points fighting over one curve.
Pro note
Picture the points as beads on the bone's string. Move the string, the beads follow, and the curve between them bends like taffy.

3How image bones pivot at a seam

An Image row is a flat picture. To make it posable you click Rig this image, which adds a bone-mesh copy you can drive with bones. But a bone still rotates that image region around its joint rather than reshaping the drawing inside it. So a cutout upper arm and forearm each swing as solid pieces, meeting at a seam at the elbow. It reads as a paper puppet, jointed and charming, but not a smooth bend.

Rig this image, which adds a posable copy with a bone mesh over the picture.
Rig this image, which adds a posable copy with a bone mesh over the picture.See the full screen
Cutout pivots are a look, not a failure. Plenty of beloved animation is proudly jointed. Just choose it on purpose.
Pro note
Rig this image gives a flat picture some bones, but it still turns at the hinge. Think marionette, not modelling clay.

4When to reach for vector

Choose vector rigging when you want organic, squashy motion: a bending arm, a curling tail, a face that stretches into an expression, cloth that flows. Because you draw the character in the Draw and rig surface first, its points are ready for bones the moment you switch to Rig mode. Vector is also resolution-free, so a limb that flexes never goes soft or pixelated at the joint. If the motion should look drawn and alive, draw it in vector.

Kitt drawn as vector art in Draw and rig, made of points ready for bones.
Kitt drawn as vector art in Draw and rig, made of points ready for bones.See the full screen
Vector is the default for a lead character who emotes and moves a lot. The smoothness pays for the extra drawing time many times over.
Pro note
If the part needs to flex, squash, or emote, draw it in vector. Anything that should feel alive wants curves it can bend.

5When to reach for images

Choose image rigging when you already have finished pixel art, a painted or textured look, or a prop that only needs to swing, not deform. Import each part as its own Image row (in the Image source panel, use Import image and set Fit, Fill, or Stretch), then Rig this image on each. A jointed robot, a wooden sign, a mechanical arm, all read beautifully as pivoting cutouts, and you skip redrawing art you already love.

The Image source panel: Import image, then Fit, Fill or Stretch.
The Image source panel: Import image, then Fit, Fill or Stretch.See the full screen
There is no automatic layered-file import that splits one file into a rig. Bring parts in as separate Image rows so each can carry its own bone.
Pro note
Already have great pixel art? Do not redraw it. Import each part, rig this image, and let it swing like the cutout it is.

6Switch to Rig mode

Binding happens in Rig mode. On the vector surface, click Rig at the top; the banner reads Rig mode, meaning your edits shape the rest skeleton and nothing lands on the timeline. This is the safe workshop: build and bind freely without recording any animation by accident. You will hop between Draw (to select points) and Rig (to bind them) as you work.

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
Rig mode edits the rest pose only. If you want to see motion, that is Animate mode later; here, nothing you do touches the timeline.
Pro note
Rig mode is the safe room. Bind, unbind, rebuild the skeleton, none of it lands on the timeline, so poke at it fearlessly.

7Build the bones first

Before you can bind, you need bones to bind to. Pick Add Bone and drag from joint to tip; select a bone before drawing the next so it becomes the parent, forming a chain like shoulder, then upper arm, then forearm. In the Bones panel, give each bone a clear Name, confirm its Parent, and set its Length. A tidy, well-named skeleton makes the binding step obvious instead of a guessing game.

Add Bone's hint: drag from where the bone should start out to its tip.
Add Bone's hint: drag from where the bone should start out to its tip.See the full screen
A bone's Name and Parent in the Bones panel, here Forearm R under Upper arm R.
A bone's Name and Parent in the Bones panel, here Forearm R under Upper arm R.See the full screen
Draw bones from the core outward: backbone first, then limbs hanging off it. Name them as you go, future you will thank present you.
Pro note
No bones, nothing to bind. Lay the skeleton first, name every bone, and binding becomes a calm point-and-click instead of a hunt.

8Bind Points: lock points to one bone

The first binding tool is Bind Points. Over in Draw, select the points you want on a single bone, switch to Rig, pick Bind Points, and click the bone. Those points are now locked to that one bone and move exactly with it, rigidly, no sharing. This is perfect for a stiff prop or a part that should never deform: a sword blade, a phone, a rigid boot, a solid chunk of the character that only travels and rotates.

Bind Points picked: select the points in Draw, then click a bone to lock them to it.
Bind Points picked: select the points in Draw, then click a bone to lock them to it.See the full screen
Bound rigidly means no bend. If you Bind Points across a joint, it will pivot hard like a cutout, which is sometimes exactly what you want.
Pro note
Bind Points is the firm handshake. Those points belong to one bone and only that bone. Great for anything that should stay stiff.

9Flexi Bind: share points across a joint

The second tool is Flexi Bind, and it is where vector rigging earns its reputation. Instead of locking points to one bone, a Flexi Bind chain lets several bones influence the points near a joint, sharing them so the curve carries smoothly across the bend. Select the limb's points in Draw, then in Rig apply Flexi Bind along the chain. Now the elbow folds as one continuous shape, because both the upper arm and forearm bones tug on the crease together.

Flexi Bind picked: click the bone whose chain should carry the selected points smoothly.
Flexi Bind picked: click the bone whose chain should carry the selected points smoothly.See the full screen
Flexi Bind is the reason a vector elbow does not crease into a hard V. Sharing points across the joint is the entire trick to a smooth bend.
Pro note
Flexi Bind is the key tool. It lets two bones share the joint's points, and that sharing is exactly what turns a swing into a bend.

10Choosing between them, part by part

You will use both on one character, and that is normal. Flexi Bind the parts that should flex: arms across the elbow, legs across the knee, a tail, a swishing coat. Bind Points the parts that should stay solid: a helmet, a belt buckle, a held weapon, boots. Ask a simple question at each part, should this bend or just move? Bend means Flexi Bind, just move means Bind Points. That one question sorts the whole rig.

A held prop bound with Bind Points to the hand bone will follow the hand perfectly while staying rigid, exactly how a real object behaves.
Pro note
Ask each part: bend or just move? Bend gets Flexi Bind, move gets Bind Points. Answer it part by part and the rig sorts itself out.

11Tune reach with Bone Strength

Sometimes a bone grabs too many points, or too few, and the bend looks wrong: a shoulder that drags half the chest, or an elbow that barely creases. Tune how far a bone's influence reaches with the Bone Strength tool, dragging outward on the stage to widen its region, or with the Strength slider in the Bones panel. Widen it and the bone claims more nearby points; narrow it and it lets go of points that should belong to a neighbour.

Bone Strength picked: drag away from a bone's base to widen the region it controls.
Bone Strength picked: drag away from a bone's base to widen the region it controls.See the full screen
The Strength slider for the selected bone in the Bones panel.
The Strength slider for the selected bone in the Bones panel.See the full screen
If a bend pulls in points it should not, the culprit is usually a bone reaching too far. Trim its Strength before you start moving points around.
Pro note
Strength is a bone's gravity. Too strong and it drags the neighbourhood, too weak and the joint sags. Dial it until the bend looks right.

12Test the bend before you animate

Do not wait until you are animating to discover a bad bind. On the vector surface, switch to Test mode and drag a bone to preview the deformation; nothing you do in Test is saved, so wiggle freely. Watch each joint fold. If a vector elbow creases into a hard corner, its points want Flexi Bind. If a rigid prop wobbles like jelly, it wants Bind Points instead. Fix binds in Rig, re-check in Test, repeat until every joint moves the way you meant.

The Test mode banner: poses are a preview only and reset when you leave Test.
The Test mode banner: poses are a preview only and reset when you leave Test.See the full screen
Kitt's bones dragged in Test mode to preview how the drawing bends.
Kitt's bones dragged in Test mode to preview how the drawing bends.See the full screen
Test mode is a rehearsal, not a take. It is the fastest way to catch a bad bind while it is still a two-second fix.
Pro note
Test mode is your dress rehearsal. Drag every bone, watch every joint, and fix the ugly bends now while they are cheap to fix.

13Mixing vector and image parts

A character can be both. A vector body that flexes can hold an imported Image prop that pivots, or a painted texture can ride on a vector face. Each row keeps its own nature: vector rows bend, image rows swing. Rig each part with the tool that fits it, and parent the whole cast of rows into one coherent skeleton so they move together. The reader sees one character; behind the scenes it is a sensible mix of bends and pivots.

The Prop image row bound to the Hand R bone with Bind to bone.
The Prop image row bound to the Hand R bone with Bind to bone.See the full screen
Keep image parts to things that genuinely should stay solid. A pivoting cutout arm on a smooth vector body reads as stiff next to it.
Pro note
Mix freely, just honestly. Let the flexing bits be vector and the stiff props be images, and the whole puppet hangs together.

14What good binding looks like

You are done binding when every joint moves the way its real-world counterpart would. Vector elbows and knees fold as smooth continuous shapes thanks to Flexi Bind; rigid props stay solid on their Bind Points; no bone drags points it should not, because Bone Strength is dialled in; and a pass through Test mode shows no creasing, no jelly, no stray points left behind. That is a rig ready to carry a performance.

Kitt posed at Frame 43, with his limbs bent and the prop held in his hand.
Kitt posed at Frame 43, with his limbs bent and the prop held in his hand.See the full screen
A quick final sweep in Test, bend every limb once, catches the last stray point before you commit to animating on top of it.
Pro note
Smooth where it should flex, solid where it should not, and nothing dragging along for the ride. That is a binding job well done.

Bind vectors and images right

Bones, binds, reach, a test pass. Links into the app. Saved on this device.

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Binding questions

The points near the joint are locked to one bone. Select the limb's points in Draw and apply Flexi Bind in Rig so both the upper arm and forearm bones share the crease points. Sharing points across the joint is what turns a hard pivot into a smooth bend.

Bind Points locks the selected points to one bone so they move rigidly with it, ideal for stiff props and solid parts. Flexi Bind lets a chain of bones share the points near a joint so the curve carries smoothly across the bend. Bind Points for things that only move, Flexi Bind for things that flex.

It is probably Flexi Bound when it should be rigid. Select its points and use Bind Points to lock them to a single bone instead, so the prop follows that bone exactly without deforming. A sword or a phone should never share points across bones.

Its reach is too wide. Use the Bone Strength tool, dragging inward on the stage, or lower the Strength slider in the Bones panel so the bone claims fewer nearby points. Widen a neighbour's strength if the released points now belong to it.

Yes. Bring each part in as its own Image row, set Fit, Fill, or Stretch in the Image source panel, and click Rig this image to add a posable bone-mesh copy. It will pivot at seams like a cutout rather than bend, which suits props and jointed characters.

Absolutely. Let flexing parts be vector rows and stiff props be image rows, rig each with the tool that fits, and parent them into one skeleton so they move together. Keep image parts to things that genuinely stay solid, or they read as stiff beside smooth vector limbs.

Switch the vector surface to Test mode and drag the bones. Nothing in Test is saved, so you can bend every joint, watch for creasing or wobble, then go back to Rig and fix the bind. It is the fastest way to catch a bad bind while it is still cheap.

No. FoundryInk does not split a single layered file into a rig for you. Import the parts as separate Image rows and rig each one, or draw the character in vector where the points are ready to bind directly. Building it part by part is the reliable path.

You know which bind to use

Vectors bend because bones move their points; images pivot because bones swing the whole picture. You can bind either one now, Flexi Bind for smooth flex, Bind Points for solid parts, Bone Strength to tune the reach. Next, we take smart bones, which polish those vector bends into flawless elbows, knees, blinks, and mouth shapes.