🎨 character rigging techniques across platforms

a comprehensive guide for animation educators

welcome to your character rigging resource

this comprehensive guide covers character rigging techniques across seven major animation platforms, from industry-standard software to experimental and mobile workflows.

platforms covered: after effects, blender grease pencil, blender 2.5d, toon boom harmony, stop motion, procreate dreams, and toon squid.

use case: perfect for animation courses, self-directed learning, and choosing the right tools for your artistic vision.

1. Adobe After Effects Character Rigging

After Effects offers three distinct rigging approaches, from native tools to powerful free and paid extensions. Each method suits different complexity levels and animator preferences.

Option 1: Native Puppet Pin Rigging

Best for: Quick setups, minimal installs, collage/cut-out art, and raster artwork. No plugins required.

Preparation

  • Separate artwork into layers (upper arm, forearm, hand, etc.)
  • Organize and precompose if needed for clean hierarchy
  • Plan pin placement at joints before adding pins

Rig Steps

  • Add Puppet Pins at joints; adjust Mesh expansion and density
  • Use Starch tool on areas to keep rigid (e.g., upper arm bones)
  • Convert pins to controllers using nulls or expressions for simple FK
  • Use Advanced Pin with rotation/scale for better joint behavior
  • Add Overlap tool to control layer stacking order

Key Resources

Adobe Official: Puppet Tool Documentation Video: Puppet Pin Character Rig Video: Advanced Puppet Pin Techniques
✓ Pros: No installs, fastest to start, flexible with messy art, included with AE
✗ Cons: Harder to reuse, IK and controllers are manual, deformations can squash undesirably

Option 2: Duik Bassel/Angela Auto-Rig (FREE)

Best for: Full IK/FK rigs, controllers, automation, and reusable rigs. Industry-standard free solution.

Download & Install

  • Download Duik from Rainbox
  • Install script in AE ScriptUI Panels folder
  • Restart After Effects and open Duik panel

Rig Steps

  • Create or assign 'bones'/structures to layers in Duik panel
  • Use Auto-Rig (IK) for limbs - one-click rigging
  • Parent facial elements to head bone
  • Build controllers via Duik; add constraints from panel
  • Set up foot roll, pole vectors, and switchable IK/FK

Key Resources

School of Motion: Complete Guide Video: Duik Beginner to Advanced Video: Duik Auto-Rig Walkthrough Duik Official Documentation
✓ Pros: Powerful IK/FK, auto-rig speeds setup, robust controllers, completely free
✗ Cons: More UI to learn, needs consistent layer prep, can feel heavy for simple rigs

Option 3: RubberHose 3 (PAID - $45)

Best for: Fast, animator-friendly limbs with clean bends. Ideal for stylized or vector limbs and quick turnaround.

Key Resources

Purchase RubberHose 3 from BattleAxe Video: RubberHose Basics Video: Complete Character Rig Video: Rig to Essential Graphics
✓ Pros: Fastest clean limbs, great animator UX, reusable rigs via EGP, minimal setup time
✗ Cons: Paid plugin, less anatomical deformation than Duik, complex torsos/faces require other methods

Three-Class Learning Path

  • Class 1: Puppet Pins basics—mesh setup, pins, starch/overlap; rig a single arm and leg
  • Class 2: Install Duik; rebuild limbs with Auto-Rig IK; add pole vectors and foot roll
  • Class 3: Cleanup and reuse—organize controllers, set IK/FK blends, create animation template

Additional Resources: After Effects Community Forums

Cost: $22.99/month (Adobe Creative Cloud subscription)

2. Blender Grease Pencil Character Rigging

The simplest path is to use Armature bones to deform Grease Pencil strokes, starting with a cut-out style character. This method layers controls (deform → mechanism → control) so students rig quickly and animate predictably in Blender 4.5 LTS.

What's New in Blender 4.5 LTS

  • Grease Pencil improvements: compositing integration, better anti-aliasing
  • New Grease Pencil Geometry Nodes for color, depth, and softness adjustments
  • Armature + vertex groups method remains most accessible and durable for classroom rigging
Watch: Blender 4.5 GP Updates

Core Teaching Sequence

Setup

  • Use the 2D Animation template in Blender
  • Draw all parts in a single GP object organized by layers
  • Turn on 'Auto-lock inactive layers' to prevent accidental edits

Armature

  • Add a root bone, then create deformation chain for torso, limbs, head
  • Name bones clearly (e.g., def-arm.R, def-leg.L)
  • Display bones as Wire and In Front for clarity

Binding

  • Select GP object, then Armature → Parent → Armature Deform with Empty Groups
  • Assign points to corresponding vertex groups in Edit Mode
  • Refine with Weight Paint mode for smooth deformations

Controls

  • Duplicate deform bones to create Control and Mechanism layers
  • Add constraints (Copy Transforms, Stretch To, IK)
  • Build intuitive handles: FK/IK arms, foot roll, head follow

Three-Lab Classroom Plan

Lab 1: Draw to Deform

  • Create single GP object with clean layers; sketch neutral pose
  • Add Armature with root; create def-torso, def-arm, def-leg, def-head chains
  • Parent GP to Armature (Empty Groups), assign vertex groups per part
  • Test deformations in Pose Mode

Lab 2: Controls and Constraints

  • Duplicate deform bones for ctrl- limbs; add FK controls
  • Build IK on forearm/shin chains; add wrist/ankle IK controls
  • Add foot roll (heel/toe pivot) with Limit Rotation
  • Add head follow system (switchable Copy Rotation influence)

Lab 3: Drivers, Polish, and Reuse

  • Add custom properties to limb end bones for IK/FK blend
  • Paste as Drivers to constraint influences
  • Add simple widget shapes for controls; set bones to XYZ Euler
  • Optional: Time Offset modifier on GP layers for mouth/hand pose cycling

Tips to Keep It Easy

  • Keep everything in one GP object with named layers
  • Avoid SVG imports for core rigs to prevent stroke conversion headaches
  • Don't over-rig the mouth; use Time Offset with pose frames for clean lip changes
  • Use empty groups parenting to set up clean vertex groups first
Download Blender: blender.org/download
Cost: Free (Blender is open source)

3. Blender 2.5D Character Rigging

A practical 2.5D rig in Blender combines Grease Pencil strokes with 3D armatures and simple depth, allowing layered drawings to pivot, scale, and subtly rotate in space while preserving a 2D look. This technique places 2D elements on different depth planes to gain parallax and slight rotational cues while maintaining the drawn style.

What 2.5D Means in Blender

  • 2.5D places 2D elements on different depths or planes for parallax and rotational cues
  • Achieved by layering Grease Pencil strokes, using Armature Deform weights, and Z-offsetting parts
  • Optionally uses Line Art modifier to generate outlines from 3D geometry for hybrid scenes
  • Preserves drawn style while using 3D camera and rig controls

Three Classroom-Ready Approaches

Plan A: 2.5D Grease Pencil Cut-Out Rig

Best for: Pure Grease Pencil characters with subtle depth. The most reliable classroom path.

  • Setup: Start from 2D Animation template; draw character parts as separate GP layers with clean transforms
  • Armature: Create deform chains for torso, arms, legs, head; name bones clearly; set display to Wire/In Front
  • Binding: Parent GP to Armature with 'Armature Deform with Empty Groups'; assign vertex groups by layer; refine in Weight Paint
  • Controls: Add simple IK to legs/arms; create pole vectors and foot controls; use XYZ Euler for clean keys
  • Depth: Add subtle Z offsets per limb layer for parallax and slight head turn cheats using layered drawings

Plan B: Hybrid 2.5D with Line Art

Best for: Combining 3D meshes with hand-drawn GP details for true perspective and camera-driven outlines.

  • Build simple 3D proxy meshes for body forms
  • Generate outlines using Grease Pencil object with Line Art modifier set to mesh collection
  • Drive 3D proxies with standard Armature
  • Layer hand-drawn GP details on top for camera moves with true perspective
  • Important: Line Art draws from active camera - verify composition through camera view

Plan C: Multi-Frame GP Bound to One Armature

Best for: Pose libraries or replacement animation with consistent controller sets across drawings.

  • Rig multiple GP frames to single Armature
  • Use Armature Deform with multiple vertex groups mapped to frame-specific strokes
  • Switch frames with keyframes while keeping bone controls stable
  • Maintain library of multi-frame mouth/hand drawings driven by Time Offset or frame keys

Two-Class Lesson Arc

Class 1: GP to Armature

  • Draw layered GP character with consistent layer names
  • Create and name bones; parent with Empty Groups
  • Assign vertex groups; test IK on legs
  • Homework: Bind arms, set pole vectors, clean weights at elbow and knee

Class 2: 2.5D Depth and Hybrid

  • Add subtle Z offsets by layer
  • Create short camera move to check parallax
  • Optional: Add simple mesh proxies and Line Art GP outlines for hybrid depth

Common Pitfalls & Fixes

Wobbly outlines in hybrid scenes: Line Art evaluates from camera - always check looks through camera view, not viewport
Deformation collapse at joints: Insufficient weighting or over-constrained IK - rebalance vertex groups near joints and limit chain length
Controller sprawl: Animate only control bones and lock transforms on deform bones and non-used channels

📚 Step-by-Step: Images as Planes Workflow (Rigify Method)

Complete workflow for rigging 2D artwork using Blender's Images as Planes add-on and Rigify armature system. This method is perfect for cut-out style animation and compositing in video editors.

Video Tutorial: Watch on YouTube

Part 1: Set up Blender and Add Image as Planes
  1. Open Blender 4.0.
  2. Enable the add-on called Import Images as Planes:
    • Go to Edit → Preferences
    • Search for "image"
    • Turn on Import Export: Import Images as Planes
  3. Enable Rigify as well:
    • In the same Preferences window, search for "rig"
    • Turn on Rigify
    • Both add-ons should now be active
Part 2: Import the Sliced Character Images
  1. Go to File → Import → Images as Planes.
  2. Navigate to the folder where you saved the sliced character parts.
  3. Select all of the images that make up the character.
  4. In the options on the right, set the material type to Shadeless so Blender lighting does not affect the images.
  5. Click Import.
💡 Tip: If the images look gray, switch the Viewport Shading to Material Preview in the top right to see the textures.
Part 3: Clean Up Rotation and Assemble the Character
  1. Select each imported image.
  2. In the item panel, set the rotation values from 90° to 0° so the parts are flat and upright.
  3. Use a reference image outside Blender (e.g., PureRef) to see how the parts should be placed.
  4. Move the parts in Blender until the character is correctly assembled.
  5. If any part was combined (e.g., weapon in hand), separate it so it can be animated independently.
Part 4: Add a Rigify Armature
  1. Save your Blender file.
  2. Go to Add → Armature → Basic → Meta Rig → Human.
  3. A human armature appears in the scene.
  4. Scale the rig so it matches the size of your 2D character.
  5. Make sure the character is centered so the bones line up better.
Part 5: Match the Bones to the 2D Pose
  1. Select the armature.
  2. Go to Edit Mode.
  3. Switch to Front View.
  4. Move and adjust the bones so they line up with the character parts:
    • Head bone on the head
    • Spine on the torso
    • Arms on the arms
    • Legs on the legs
  5. The goal is to have the rig in the same pose as the 2D character.
📝 Note: When you are done, go back to Object Mode.
Part 6: Parent the Images to the Rig
⚠️ Important: The instructor does not use automatic weights. They parent each image to the exact bone for precise control.
  1. Hide the armature for a moment and select all the image objects.
  2. Unhide the armature.
  3. Select the armature last.
  4. Press Ctrl + P and choose With Empty Groups to set it up manually.
  5. Now bind each part to the bone you want:
    • Select the armature and go to Pose Mode
    • Select the bone you want (e.g., head bone)
    • Go back to Object Mode, select the image for the head
    • Shift-select the armature again, go to Pose Mode
    • Press Ctrl + P and choose Bone
    • Now that image follows that bone
  6. Repeat this for every part (hair, back hair, torso, arms, weapon, etc.).
  7. This is slower, but it gives full control over which bone drives which image.
Part 7: Test the Rig and Animate a Simple Idle Motion
  1. Go to Pose Mode.
  2. Select a bone (e.g., head or torso).
  3. Press I to insert a keyframe.
  4. Choose Location and Rotation.
  5. Move to a later frame.
  6. Rotate or move the bone a little.
  7. Press I again to keyframe Location and Rotation.
  8. Copy and paste the first keyframe so it loops.
  9. Do this for more bones so the idle motion feels alive.
Part 8: Render with Transparency
  1. When you are happy with the motion, render the animation with a transparent background.
  2. This gives you a PNG sequence or a video with alpha channel that you can take to CapCut or another editor.
Part 9: Bring Everything into CapCut
  1. Open CapCut and create a new project.
  2. Import the background and the rendered character animations.
  3. If CapCut does not read your PNG sequence, convert it to a video with alpha in another program first, then bring it back to CapCut.
Part 10: Build the Scene in CapCut
  1. Drag the background to the timeline.
  2. Drag the animated character on top.
  3. Resize and position the characters.
  4. Adjust the background brightness and contrast so the characters stand out.
  5. Adjust the character brightness if needed.
Part 11: Add Simple Motion in CapCut
  1. Select a character layer.
  2. Add a keyframe for Position.
  3. Go back a little in time.
  4. Move the character off screen.
  5. Now when you play, the character flies in.
  6. Repeat for the second character.
Part 12: Add Text and Voice in CapCut
  1. Go to Text → Text Templates.
  2. Choose an action-style preset.
  3. Add it to the timeline where you want it to appear.
  4. Change the text to your title (e.g., "Warriors Clash").
  5. Use Text to Speech if you want audio.
  6. Use Voice Changer to give it an echo-style voice.
Part 13: Export Your Final Animation
  1. Preview everything to make sure it looks correct.
  2. Export from CapCut.
  3. You now have a composited scene created from 2D cut-out parts rigged in Blender! 🎉
Best For: Paper cutout aesthetic, games with 2D art in 3D environments, animatics, music videos, indie animation. Perfect for achieving a unique stylized look while maintaining 3D camera movement and parallax effects.

Cost: Free (Blender is open source)

4. Toon Boom Harmony Character Rigging

Toon Boom Harmony is the professional industry standard for 2D animation, used by major studios worldwide including Cartoon Network, Disney TV Animation, and Netflix Animation. It offers the most comprehensive rigging toolset for TV and film production.

Primary Methods

  • Bone Deformer Tool: Sophisticated bone chains with precise weight painting
  • Curve Deformer: Bend and warp body parts along curves
  • Envelope Deformer: Advanced mesh warping with control points
  • Node-Based Hierarchy: Visual node editor for parent-child relationships
  • Drawing Substitution: Library-managed drawing swaps for hands, mouths, eyes

Workflow Overview

Setup

  • Draw character elements in Drawing mode or import vector artwork
  • Separate character into layers and organize in Timeline
  • Create symbol library for reusable assets

Rigging Process

  • Open Node View to establish hierarchy
  • Add Bone Deformer and create bone chain
  • Paint bone influence using Weight Painting tools
  • Add Curve or Envelope deformers for flexible parts
  • Build master controller layer with custom properties

Best For

Professional TV animation, feature film production, episodic series, students preparing for animation industry careers. Used by studios like Cartoon Network, Disney TV Animation, Nickelodeon, and countless others.

Cost: $25/month (Essentials) to $124/month (Premium) with educational discounts available

5. Stop Motion Character Rigging

Stop motion rigging involves physical armatures and replacement parts, creating tangible character rigs for frame-by-frame animation with unique tactile qualities.

Primary Methods

  • Wire Armature: Aluminum or steel wire skeleton (budget-friendly)
  • Ball-and-Socket Armature: Professional metal skeleton with precise joints
  • Replacement Animation: Multiple pre-made heads/mouths (Laika technique)
  • Tie-Down System: Magnets or screws to secure puppet to set

Best For

Tactile, handmade aesthetic, experimental animation with physical materials, music videos, short films. Offers unique texture and lighting that cannot be replicated digitally.

Cost: $50-$500+ for materials; Dragonframe software ~$300

6. Procreate Dreams Character Rigging

Procreate Dreams is a mobile animation app with intuitive touch-based rigging, designed for iPad artists to create frame-by-frame and keyframe animation on the go.

Primary Methods

  • Track-Based Animation: Each layer exists on its own track
  • Group Hierarchy: Parent groups for linked movement
  • Move & Transform: Touch gestures for keyframing
  • Flip-Frame Animation: Traditional frame-by-frame
Cost: $19.99 one-time purchase (iPad only)

7. Toon Squid Character Rigging

Toon Squid brings professional animation tools to mobile devices, designed as a companion to Toon Boom Harmony with cutout and traditional animation focus.

Primary Methods

  • Bone Deformer Tool: Create bone chains for cutout deformation
  • Node-Based Hierarchy: Visual node editor for relationships
  • Drawing Substitution: Swap drawings per frame
Cost: $9.99/month subscription (iOS/Android)

📊 Platform Comparison Table

Platform Learning Curve Cost Primary Use Industry Standard
After Effects Moderate Motion graphics ✓ Yes
Blender Grease Pencil Moderate-High Free 2D/3D hybrid Growing
Blender 2.5D Moderate Free Stylized 3D Niche
Toon Boom Harmony High TV/Film 2D ✓ Yes
Stop Motion Low-Moderate Physical work Specialty
Procreate Dreams Low Mobile/iPad No
Toon Squid Moderate Mobile pro No

🎯 Key Considerations for Experimental Animation

Choosing Your Platform

Select your rigging method based on your conceptual goals, budget, and intended outcome. Consider how the medium itself contributes to meaning in your work.

  • Budget Conscious: Blender Grease Pencil and 2.5D are completely free with professional capabilities
  • Industry Preparation: Toon Boom Harmony and After Effects are industry standards
  • Material Constraints as Concept: Stop motion's physical limitations can become thematic elements
  • Hybrid Approaches: Combine techniques (Grease Pencil to After Effects compositing)
  • Mobile Flexibility: Procreate Dreams and Toon Squid enable animation anywhere
  • AI Integration: All digital platforms can incorporate AI-generated assets
the 'best' rigging technique is the one that serves your artistic vision and learning goals.