Show the bone wireframe
Toggle the skeleton overlay to see how the rig is moving under your sprites. Useful for diagnosing odd retarget results.
Sometimes a mocap clip looks broken on your character but you can't tell whether the issue is the clip, your sprite alignment, or your body shape. The skeleton overlay paints the bones in colour over the rendered sprites so you can see what's going on underneath.
Toggling it on
Bottom-left of each canvas: a skeleton switch. Flip it on to paint the bone wireframe over the sprites.
Colour code
| Colour | What it is |
|---|---|
| Green | The rig's left side (off-camera by default — left arm, left leg). |
| Orange | The rig's right side (on-camera — right arm, right leg). |
| Blue | The spine — pelvis, chest, neck, head. |
| Red | The sword bone. |
What it tells you
When something looks wrong, toggle the overlay and check:
- Sprite drifts away from the bone. The bone-local position is set wrong — drag the sprite back so it sits over the bone.
- Sprite doesn't rotate with the bone. The sprite is parented to the wrong bone — drag the layer onto a different bone in the panel.
- Bone goes through the body in the wrong direction. Bad source mocap. Try a different clip, or check that your body shape isn't squashed in a way that broke the rig.
Per-canvas toggle
Each canvas (editor and preview) has its own toggle. Common pattern: editor on (so you can see what you're aligning), preview off (so the customer-facing animation render is clean).
The overlay never lands in exports
Skeleton is preview-only. GIF and engine-format exports never include the bone wireframe — your final assets are always sprite-only.
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