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PSD Rigging

SkelForm supports importing Photoshop Document (PSD) files to turn into an armature. To do this, a specific structure is needed.

Table of Contents

Sample File

A sample PSD file may be downloaded to be kept as a reference, and will automatically form a proper rig when imported in SkelForm.

sample_psd

Group > Bone, Layer(s) > Texture

Bones are made out of groups, and all layers of a group will be merged to form it’s texture:

group

Child Bones

Groups in groups will be children, however they must be first in the hierarchy. Groups after a layer will be ignored.

psd_child_bones

Pivots

By default, bones created from groups will not have a dedicated pivot parent, and will be centered.

To add a dedicated pivot, create a layer specifically named $pivot, and make it a child of the group in question. The pivot’s position will be based on the top-left corner of the layer:

pivot

Although this layer will be invisible in the rig, you may need to draw on it to be able to position it in your art program.

When importing the PSD, that group should now be comprised of 2 bones: the main bone (pivot), and the texture. From here on out, it is recommended to only edit the main bone.

Inverse Kinematics

See: Inverse Kinematics

Layers starting with $ik_ will be used to set IK properties to their respective bones.

Family id format: $ik_X

Examples:

  • $ik_0

  • $ik_1

Constraints:

  • $ik_clockwise

  • $ik_counterclockwise

psd_ik

Once imported, a target bone will be automatically generated and assigned.