Optionalmixer: Mixerapply a pose directly; update does this itself when a mixer was given
bind a drawn part to a bone by name; the sprite's own anchor decides how it hangs
the sprite bound to a bone, or undefined for an unbound one
Explicit development opt-in. Disabled rigs allocate no overlay and draw no diagnostics.
advance the mixer and place every part; needs a mixer, refuses without one
Bones driving drawn parts (roadmap 400), the drawing half of the
skeletonmodule.A
SkeletalSpritebinds sprites or texture regions to bones by name;update(dt)advances the mixer (or applies a pose a game resolved itself) and places each part at its bone's world transform, so a character sheet, an SVG puppet split by groups or a mixed rig animate through the same bone tree. Walk, swing and look cycles are clips; the binding is the only rendering decision this side makes.An
ArticulatedChainis the one articulated shape a keyframe cannot express: a long body (a dragon's neck and tail, a serpent's spine) drawn as a chain of segments that follows its head procedurally. Each segment eases toward its parent's previous position, with per-segment rotation limits so the body bends like a body and not like a rope of beads. This is deliberately not a clip - it is a follower rule, not authored motion - and composes with one: a clip drives the head and limbs, the chain does the rest of the body.Example