Docs Rigging

Binding and weights

Connect a layer's points to your skeleton so the artwork deforms when the bones move.

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A bone only moves what it is bound to. Binding connects individual points on a Shape or Mesh layer to one or more bones, each with its own weight, so a hinge like an elbow can hand off smoothly from one bone to the next. See Bones basics for building the skeleton itself.

The Bone Bind Tool does the binding. With Weight Paint off, it lets you pick a bone, select the points that should follow it, and bind or unbind them; turning Weight Paint on switches the same tool to hand-painting influence: see Weight painting.

Selecting a bone and points

Click within a few pixels of a bone to select it, or Shift+click to select several. Shift extends the selection only among bones of the same kind, so Static handles and deforming bones never mix in one selection: the same rule the Bone tool follows. Click a point on any editable Shape or Mesh layer to select it, or Shift+click to add more points to the selection. Dragging over empty space starts a marquee that only picks up points on layers already in your selection, so you can box-select safely without sweeping up a neighbouring shape.

ShiftJ Bone Bind Tool
Enter Bind the selected points to the selected bone
U Unbind the selected points from the selected bone

A bound point defaults to a weight of 1.0 for that bone. Binding the same point to a second bone splits its influence between the two, which is what lets a knee or shoulder bend without a hard crease.

What stable point identity means

Every point on a Shape carries its own permanent identity that survives editing. Insert a point mid-segment, delete another, or reorder the path with the Node tool, and the bindings you already made stay attached to the same points. Celas Studio does not re-count positions and guess. This is what makes it safe to keep refining a drawing after it is rigged.

A Mesh layer's weights are not stored on the mesh itself: they live on the same bone-side storage that Shape points use, keyed to the mesh's vertex index. Auto Weight, the weight area and Weight Paint all work on a mesh the same way they work on a Shape.

Auto Weight

Auto Weight replaces the bindings on the shapes you are working with with a smooth, distance-based falloff from every bone in the layer, up to four influencing bones per point. Run it with points selected to limit it to the shapes those points belong to. With nothing selected it works on the SELECTED LAYERS, not on the whole document, and it replaces whatever weights those layers already carry. It is the fastest way to get a plausible starting rig before you refine anything by hand.

Auto Weight overwrites. Whatever those layers already carry is replaced, so run it before you refine weights by hand rather than after.
Drawing bones, Bind, Unbind, Auto Weight, Mirror Weights, Link Layer and Weight Paint are Edit mode only. In Animate mode they show as unavailable, because that mode is for posing the rig rather than building it.
The Bone Bind Tool's options bar with Auto Weight, Weight Area and Mirror Weights.

The weight area

Weight Area, on the selected bone, recomputes only that one bone's influence as a soft Gaussian falloff out to the radius you set. It leaves every other bone's weights, hand-painted or automatic, untouched. Leave it at 0 and the radius follows the rig automatically, at roughly seven tenths of the average bone length. Raise or lower it to make one bone reach further or stay tighter than its neighbours.

Mirroring weights

Mirror Weights copies the weight of every bound point across to its mirror point on the opposite side of the canvas, matching bones by name: a bone named Arm.L feeds its weights to Arm.R, and vice versa. Name your bones with a matching .L / .R pair before relying on it.

Rigid layer binding

Link Layer, instead of binding individual points, makes a whole layer ride a single bone rigidly: it translates and rotates with that bone's motion from rest to its current pose, with no per-point falloff at all. Use it for a prop, an eye, or any layer that should move as one solid piece rather than deform. Unlink returns the layer to its own transform.

A prop layer rigidly linked to a hand bone, moving as one piece as the arm is posed.
Rebuilding a layer's rest geometry (for example rewriting all of its points at once) resets what the deform treats as the undeformed pose. Do this kind of bulk edit in Edit mode, on the rest pose, before you trust a bind you have just made.