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
| Input | Result |
|---|---|
| A group, pre-comp or multi-selection | Flattened into a single image layer, with a starter puppet rig dropped on it |
| A single riggable image or shape leaf | Rigged in place — no flatten |
Find it in the command palette (Ctrl/⌘ +
Shift + P, search rig logo), the layer right-click menu,
or the Layer menu.
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
Import the logo
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 tab, 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 panel’s ease clipboard 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.