Set Rig Skin
Apply an authored collection of artwork choices to a live rig, such as an outfit or character variation.
Requires the live-rig update and a build with Rigged Objects. A public release date has not been assigned. These controls do not operate on baked sprite frames.
Find this advanced behaviour under FX → Animation. Triggers immediately.
Properties
| Property | Meaning |
|---|---|
| Object A | The rigged character. |
| Skin | A skin authored and exported with that rig asset. |
| Reset to Animated Default | Remove the skin override so the rig's default/animated choices can apply. |
Example
- Author and preview the skin in Art Studio, then save and update the Rigged Object asset.
- Select the character and choose its Skin in this behaviour.
- Trigger it while the character animates; its bone hierarchy and clip selections remain the same.
- Use Reset to Animated Default when you want to release this skin override.
Outputs
Object A ID identifies the selected object; Object B ID is also available where the command uses Object B. Valid is true when all resolved targets succeed. Error describes an invalid or missing selection. Invalid commands finish instead of leaving the chain waiting. For a group command, some compatible targets may already have succeeded even if Valid is false.
Notes
A skin does not retarget animation to a different skeleton or create a new scene object. Explicit Set Rig Attachment slot overrides still take precedence. Reset those slot choices too if you expect the skin to control them. Inspect Valid/Error if a selected skin is missing after an asset change.
All rig behaviours · Body Parts and blending · Walk, Crouch, Jump, and Shoot tutorial

