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2D Character Rigging & Animation

Drop in one character image, or its parts as separate PNGs. GameShipKit wraps it in a mesh, fits a skeleton and weights it for you, so it bends smoothly instead of moving like a paper doll. Pick an animation, adjust the joints and export a sprite sheet for any engine.

Click or drop a character here
One full body image, or several part PNGs exported at the same canvas size

Leave it off if your character has big white areas such as eyes or teeth.

Drag the round joints on the preview to line the bones up with your character. Weights update when you let go.

ZIP has each frame as a PNG, a packed sprite sheet with JSON (TexturePacker format for Phaser, PixiJS and others) and a Godot SpriteFrames file.

Pro · export all six animations in one ZIP, up to 200% size for crisp HD. See plans

Drop a character image to rig it.
A clean PNG with a transparent background gives the best result.

Mesh deformation, not paper dolls

Most quick animation tools cut a character into stiff pieces that rotate at the joints. This tool wraps your whole image in a fine triangle mesh. Every point of the mesh follows a blend of nearby bones, so a knee bends like a knee, a belly squashes when the character breathes and the shoulders follow the arms. That is the same idea Spine and Unity 2D Animation use, done for you in one click.

How the automatic setup works

Mesh. The tool lays a grid over the solid pixels of your image and turns it into triangles. Higher detail bends more smoothly. Skeleton. It finds the head, hips, arms and legs from the shape of your character and places a humanoid skeleton. Weights. Each mesh point gets its influence from the bones it can reach by walking inside the character, not through empty space. That keeps the left leg from pulling the right leg, even when they stand close.

One image or several part images

One image is the quickest start. The tool needs a gap to tell an arm from the body, so an arm drawn across the chest moves less and the upper body leans into the swing instead. For full arm motion, export the character as separate PNG parts from Photoshop, Aseprite, Krita or Procreate: back arm, back leg, body, front leg, head, front arm and weapon. Keep every part on the same canvas size and position, and number the files in drawing order, back to front (01_back_arm.png, 02_back_leg.png and so on). Drop all of them at once. Each part gets its own mesh. Arms and legs get a bone chain laid along them, the body and head bend only with the spine, and a weapon or a hat stays rigid and follows the hand or head it touches. Because the parts are separate, an arm can swing over the body without stretching it.

Tips for a clean result

Use a full body character with a transparent background. If yours has a solid background, clean it first with the Image to Game Asset Converter. Leave a little space between the arms and the body, and between the legs. Parts that overlap in the image move together. Side view works best for walk and run. Front view works best for idle, hit and jump.

Using the sprite sheet

EngineHow
UnityImport the sheet, set Sprite Mode to Multiple and slice by cell size, or use the single frame PNGs.
Godot 4Copy the sheet PNG and the .tres file to res:// and load the .tres into an AnimatedSprite2D.
Phaser, PixiJSLoad the sheet with its JSON as a texture atlas.
GameMakerImport the strip as a sprite and set the frame count.

Is my art uploaded?

No. The mesh, the skeleton and the animation are all computed in your browser with WebGL. Your character never leaves your device.