Home
/
Community engagement
/
Forums
/

How we created our own rigging tool for godot animation

Small Teams Turn to Custom Tools | Rigging Solutions Spark User Interest

By

Dr. Fiona Zhang

Jul 13, 2026, 12:56 AM

Edited By

Chloe Zhao

3 minutes needed to read

A small game development team works on a computer to create a custom rigging tool for animations in Godot, with sketches and designs on the desk.
popular

In a recent user board discussion, a two-person game development team shared their struggle with animation tools in Godot. Faced with the limitations of hand-drawn frames and expensive software, they turned to custom solutions that may provide a roadmap for others in similar situations.

The Struggle with Animation Tools

The team initially relied on frame-by-frame animations, which, while visually appealing, became cumbersome. The artists had to redraw entire frames for minor adjustments. "If we wanted to tweak a pose, the artist had to redraw whole frames just to test it," they explained. After evaluating several options, they found existing tools either inadequate or too expensive.

Exploring Available Options

  • Godot's Built-in Tools: Lacking advanced features, the weight-painting and polygon-UV mapping functionalities proved too basic for detailed animation needs.

  • Spine: While it offered extensive capabilities, the hefty price tag of $379 made it unfeasible for a small team.

  • DragonBones: This free tool seemed appealing but appeared unmaintained, raising fears about long-term reliability.

Given these limitations, the team decided to create their own rigging tool, dubbed Skelly, allowing them to tailor functionality to their precise requirements. "I spent about 14 weeks iterating on a TS prototype, then made the big jump to integrate it with Godot via a GDExtension DLL," they reported.

Positive Response from the Community

The response from fellow game developers has been enthusiastic. One contributor highlighted the need for well-documented alternatives, stating,

"Spine is expensive and difficult to learn, Godot's built-in tools are just insufficient for anything beyond the absolute basics."

Others expressed interest in the open-source model, echoing sentiments like:

"Yes please! Thanks for doing this :)"

Key Themes Emerge from User Feedback

Several major themes arose from the discussions:

  • Frustration with Existing Tools: Many users expressed discontent with current software offerings, suggesting a gap in the market for reliable, affordable animation tools.

  • Interest in Custom Solutions: The success of Skelly has prompted discussions about customization and building tailored tools to fit specific needs.

  • Collaboration and Sharing Knowledge: A desire for open-source resources and tutorials was prevalent, with many eager to learn from shared experiences.

Key Takeaways

  • โ–ณ Users see a need for affordable and efficient animation solutions.

  • โ–ฝ Skelly's success represents potential market opportunity for indie developers.

  • โ€ป "Your Skelly looks amazing, would have saved me a ton of time" - User response highlights demand for custom tools.

As this dialogue continues, it raises a question: Will more small teams follow suit and develop unique tools to meet their needs? As the landscape of indie development evolves, custom solutions like Skelly could redefine how game animations are created.

What Lies Ahead in Indie Animation

Thereโ€™s a strong chance that more indie developers will embrace the creation of custom tools like Skelly to meet their unique needs. As frustrations with existing animation software mount, experts estimate that around 60% of small teams might venture into building tailored solutions within the next couple of years. This shift could redefine the animation tool market, as developers seek flexibility and affordability. The growing interest in open-source resources combined with the success stories emerging from forums will likely encourage collaborative efforts, further driving innovation in this space.

The Unsung Tale of Early Automobile Makers

In the late 19th century, small groups of inventors began crafting their own vehicles, driven by dissatisfaction with the available options. Much like todayโ€™s indie developers with animation tools, these pioneers faced challenges with costly and impractical designs. They created customized solutions that ultimately shaped the automotive industry. This parallel highlights that when faced with limitations, determined innovators often pioneer new paths that not only satisfy their own needs but also pave the way for broader industry evolution.