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RiggingRigging a logo

Rigging a logo

The rigging tools need a riggable leaf — a single shape or image layer. A logo is usually the opposite: a group, a pre-comp, or a multi-selection of a dozen paths. Rig Logo for Animation bridges the gap.

What the command does

InputResult
A group, pre-comp or multi-selectionFlattened into a single image layer, with a starter puppet rig dropped on it
A single riggable image or shape leafRigged in place — no flatten

Find it in the command palette (Ctrl/⌘ + Shift + P, search rig logo) or in a layer’s right-click menu in the Layers panel.

Flattening is a real change: the parts stop being individually editable. Do it on a duplicate if you might want the vector layers back, or keep the original pre-comp and hide it.

Full workflow

Drag it onto the canvas, or import it into the Assets panel first. An SVG will arrive as editable layers; see SVG import.

Run the command

Command palette → Rig Logo for Animation.

You now have one image layer with a starter puppet rig on it.

Refine the pins

Pick the Puppet Pin tool (Ctrl/⌘ + P) and add, move or remove pins. Pin the parts that should stay put as firmly as the parts that should move.

Tune the mesh

In the Rigging panel (Window ▸ Panels ▸ Rigging), raise density if the deformation looks faceted, and adjust expansion if the mesh is clipping the artwork’s edges. Set per-pin stiffness to decide what bends and what stays rigid.

Keyframe

Set the playhead, drag pins, repeat. Then ease the keyframes — F9, or the graph editor’s ease Copy / Paste so every pin moves with the same curve.

Or use a skeleton instead

If the logo has an articulated element — a mascot’s arm, a mechanical part — the Bone tool (Ctrl/⌘ + B) with IK will give you cleaner control than pins. See Bones & IK.

A lighter alternative

Not every logo animation needs a rig. If the logo is made of separable parts, consider:

  • Keeping it as separate layers and animating their transforms, staggered.
  • A text rig if the wordmark is live type — see Text animators.
  • Trim Paths for a stroke-based mark that should draw itself — see Shape operators.

Rig when the artwork needs to bend. Keyframe transforms when it needs to move.

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