rig_flier
Rig a bird or flier from layered PSD art, building wing bone chains, stabilized head, feather physics, and flap, glide, perch, takeoff, and land animation clips for game-ready Spine export.
Instructions
Bird / flier (front view, wings to the sides). Layers by name: body (required), head (stabilised), beak/eye*/head_* (ride the head), wing_l / wing_r (3-bone chains, shoulder = the end nearest the body), wing__feather (primary feathers fanning off the hand, strands with physics), tail (strand, physics).
flap: a warped sine per joint, downstroke = 58% of the beat, each joint lag degrees of phase behind the last
(shoulder leads, tip trails), the hand flexes and the primaries fan shut on the upstroke; the body bobs once per
beat (lift on the downstroke) while the HEAD stays still (transform constraint to a non-bobbing anchor).
amp = [shoulder, elbow, hand] degrees (default 40, 15, 20). Clips: flap (loop, sfx_flap per downstroke),
glide (loop), perch (folded, body bobs, head still with a glance), takeoff (crouch, launch, power strokes; ends
on setup; sfx_takeoff, sfx_flap), land (flare, braking strokes, touchdown spring; ends EXACTLY on perch's first
frame so land -> perch is seamless; sfx_land).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| amp | No | ||
| bob | No | ||
| lag | No | ||
| name | No | flier | |
| clips | No | ||
| cycles | No | ||
| parent | No | ||
| flap_hz | No | ||
| project | Yes | ||
| downstroke | No | ||
| stabilize_head | No |