Rig editor
A React block (a whole screen) in Beamline's CMS & media app.
Rig a character: bones, a rotation constraint and a mesh. Bones are drawn joint by joint on the stage or added from the chosen joint, and can branch from any joint; only the root has a position, every other joint follows its bone's length and angle, removing a bone removes what hangs from it, and a part fixed to a bone moves with it unbent. A rotation constraint makes a part follow a target with a strength (0 none, 50 half), source and destination spaces, its own offset, a copy factor and limits; a minimum above the maximum is refused, turning the target turns the part live, and the result says where a limit holds it. A mesh over a picture is edited by contour (the outline changes, the picture is only cut) or deform (the picture warps); vertices move by keyboard, triangles can be hidden, and resetting asks first.
Use it for
- Setting up bones, follow constraints and mesh deformation for a character or object in an animation tool.
- Any editor where parts follow other parts and the rule must stay readable.
Not for
- Keyframing over time (keyframe-timeline).
- Laying out boxes and pins (layout-inspector).
Anatomy
- header: the product's mark, the title and object, the tool (bones, rotation constraint, mesh)
- stage: bones with joints and the fixed part, or the target and follower gears, or the picture with its mesh, contour, triangles and vertices
- bones: draw switch, add from the chosen joint, the bone tree with remove, root position or the chosen bone's length and angle, the fixed part said
- constraint: target, its turn, strength with what it means, spaces, offset, copy factor, limits; the result
- mesh: contour or deform with what each does, triangles, the chosen vertex and where it is, moved count, reset with a question
States
- bones: none yet (said), drawing (stage outlined, said), branching from a joint other than the last
- constraint: no target (said), held at a limit (amber), minimum above maximum (refused, red)
- mesh: nothing moved (reset off), vertices moved (counted), reset asking
- phone: one column, stage first
- right to left: the page mirrors; the stage keeps its coordinates
- reduced motion: nothing animates; everything changes on input only
Keyboard
- Tab through the tool, bones, fields and vertices; arrows move the chosen vertex (Shift for 10 pt); Escape stops drawing
Motion
Nothing runs at rest. The stage redraws only on input.
Props
| Prop | Type | Default | Description |
|---|---|---|---|
name (required) | string | — | |
defaultTab | "bones" | "constraint" | "mesh" | — | |
defaultRoot | { x: number; y: number; } | — | |
defaultBones | Bone[] | — | |
defaultSelected | string | — | The bone chosen at first; the last bone by default. |
rigid | { name: string; bone: string; } | null | — | A part fixed to a bone, moving with it. |
targets | { id: string; name: string; }[] | — | Parts a constraint can target. |
constrained | string | — | |
defaultConstraint | RotationConstraint | — | |
ownAngle | number | — | The constrained part's own rotation, kept when Offset is on. |
defaultMode | "contour" | "deform" | — | |
defaultMoved | { vertex: number; dx: number; dy: number; }[] | — | Mesh vertices already moved, by index in the 4 × 4 grid. |
onChange | ((state: { bones: Bone[]; constraint: RotationConstraint; }) => void) | — | |
product | string | — | Your product's name, shown as its mark. |
className | string | — | Classes on the documented visual root; no override by default. |
ref | Ref<HTMLDivElement> | — | Receives the documented native target or imperative handle; omitted by default. |
Built from
Import
import { RigEditor } from "@beamline/rig-editor";
Get it
Rig editor is part of Beamline UI. Install the parts you need in your React app as compiled packages or editable source. Get Beamline · Connect your agent
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