how can I rig a character from sliced multiple png files

Hi! I haven’t had much to do with 2D in Unity so far, and if I did, the characters for rigging were always in the form of a single sprite (PNG or PSB). This time all I got is a project with about fifty separated png files (not one png or psb) of which the character is built and brought to the scene. How can I rig it? Sprite Editor seems to handle only one sprite (in my case one body part) at a time - selecting more than one png in my project window grays out the ‘Sprite Editor’ button. Should I add bones in the scene editor somehow or what would you suggest is the best approach in this case.

Thank you!

What have you tried?

Sounds like it’s time to change that FIRST!

There’s a fair amount to look through and I’m certainly not going to play 21 questions by retyping it all here in this little box!!!

There’s even ones for explicitly not using Photoshop.

9042565--1248973--Screen Shot 2023-05-28 at 8.35.10 AM.jpg

Well, actually I didn’t ask how to make “some” 2D rig in Unity.

Believe me, I wouldn’t bother you here without watching probably most of the tutorials on 2D rigging in Unity available on yt and reading the documentation Introduction to 2D Animation | 2D Animation | 9.0.4

In all cases, one(!) file either PSB or PNG was imported - one(!) PNG file with the whole character on it.

Unfortunately, I couldn’t find a single example that can be applied to my situation - that is, instead of one, I have, say, 80 PNG files (each with one body part, each finger separately, etc.) What would you suggest is the best approach in this case? That’s what my question was about.
Anyway thank you very much for your reply.

Sprites can come all at once in a giant sheet or one at a time in millions of little PNGs.

How those sprites arrive is irrelevant to the rigging.

If you’re looking for a spiffy way to turn an ad-hoc collection of random files into a coherent character, that would require a) you defining how they go together, b) you doing it manually to verify that’s what is going on, and ultimately c) you writing a piece of custom editor software to assemble it for you.

You cannot bulk-edit sprites because the sprite editor is just set up to make one sprite at a time.

You CAN however set all your PNG files up to import as 2D Sprite, which should be the default assuming you have put your project into 2D mode correctly (see settings)

This is what I was afraid of. Unfortunately, I was not the one who created this project. The character is on the stage, each sprite arranged in the right place. The problem is each body part is on separate sprite (png file) and I have no idea, how to rigg the whole character. It looks like someone imported the PSB and then… turned the PSB layers into separate sprites? (I even found a thread on the forum regarding this topic Is there a way to slice each PSB layer into sprites? , just don’t know why someone would do that ) or used some external tool… only that AFAIK they generally store graphics for such purposes (skeletal rigging) as atlas - also a single file + json etc.
Thanks a lot for your help!

Awesome! Drag that hierarchy out into a prefab… BAM.

Now, drag that prefab in and start boning it and animating it!

(Actually, I’d first arrange the hierarchy in the scene to be what you want, if it already isn’t).

OK, the hierarchy is arranged corectly, I got the prefab in the scene, but how do I actually add bones to the character? The Sprite/Skinning Editor appears only while selecting one of the sprites/PNGs/ in Project window, which doesn’t help much, because I have each possible body part on a separate PNG file - so I can’t see the whole character to which I could add bones, but only the selected body part that happens to be on a given sprite/PNG.