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Sprite Rig

Sprite Rig

A Sprite Rig is an optional deformable mesh applied to a sprite. Control points live in sprite-local UV space [0,1] and drive a triangulation that is computed automatically from the outline and any interior control points. Each animation on the rig stores the position of every control point per keyframe; the runtime tweens between keyframes using a per-keyframe easing function, producing per-pose motion that the underlying sprite frames don't provide.

Sprite Rigs are added to Enemies via the Sprite Rig appearance setting. Animations self-key via an external integer ID — in RPG Architect that ID is a Battle Pose index, so each pose can trigger its own deformation animation; an animation with no ID set is the default and plays whenever no pose is active.

Note: Authoring is done in the Sprite Rigging tab on the Enemy editor. Place control points on the sprite preview, mark the outline points to define the silhouette, and add keyframes on the timeline to capture each pose snapshot.

Note: Keyframe transitions use the same Easing Function type as the rest of the editor — the easing on a keyframe governs how the previous keyframe blends into it, so the easing on the first keyframe of a non-looping animation is irrelevant.

Properties

System

Name Explanation Type
Animations The set of keyframe animations defined on the rig. Each animation self-keys via its AnimationID — an animation with no ID is the default; one whose ID matches an external key (in RPG Architect, a Battle Pose index) plays when that key is active.
Control Points The control points that drive the deformable mesh. Each point is in sprite-local UV space where (0,0) is the top-left and (1,1) is the bottom-right of the sprite frame. Points marked as outline form the silhouette; the rest are interior points used to refine the triangulation. Vector
Outline Indices The ordered list of indices into ControlPoints that form the outline polygon of the rig. The triangulation is clipped to this polygon so that interior triangles outside the silhouette are removed.