StykAnimate

Join figures together

Attach a sword to a hand or a head to a body with J, see what is joined to what, and unjoin again.

6 minBeginnerStykAnimate 1.2.5

Joining attaches one figure to a joint of another: a sword to a hand, a hat to a head, a second character riding on the first. On this page you learn to join, check what is joined to what, and take it apart again.

The short version
  • Select the figure to attach (the sword), press J, then click the joint it should hold on to (the hand).
  • From then on it follows that joint: pose the arm and the sword comes along.
  • Select it and press J again to unjoin. It stays exactly where it is.

Watch it first

WatchJoin a sword to a hand

    The sword is selected and J is pressed. The stage header asks you to click the joint to join to, and Blue's joints become the targets. Clicking his hand attaches the sword, which then follows as the arm is posed. Pressing J again unjoins it.

    Join a figure to a joint

    The figure you attach is the child; the figure it holds on to is the parent. The child's orange dot (its origin) goes onto the parent's joint, so put the child's origin where it should grip: at the handle of a sword, at the bottom of a hat.

    1. Click the child, for example the sword. Only one figure may be selected.
    2. Press J. You can also click Join… in Properties → Arrange, or right-click the sword and choose Join figure…. The stage header says Click the joint to join to, with a Cancel button.
    3. Click the joint it should hold on to, for example Blue's hand. The sword's orange dot jumps onto the hand.
    4. Pose the arm. The sword moves and turns with the hand.

    While you pick, the joints you can join to are shown as red dots (and orange for origins). The child itself and anything already joined below it are left out, so a chain can never loop back on itself. Changed your mind? Press Esc or J again, or click Cancel.

    If there is no other figure to join to, or the others are hidden or on a locked layer, the header says Add or unlock another figure to join to.

    Try it

    Blue and a sword. The sword's orange dot is already at its handle. Point at the stage first so it hears your keys.

    Try itJoining playground
    0 of 4 done
    1. Click the sword, press J, then click Blue’s hand.
    2. Drag Blue’s hand: the sword comes along.
    3. Double-click Blue’s orange dot: both are selected.
    4. Click the sword and click Unjoin in Properties (or press J).

    Unjoin

    1. Click the child (the sword's own lines, not the hand).
    2. Press J, or click Unjoin in Properties → Arrange, or right-click it and choose Unjoin figure.
    3. The sword stays exactly where it is on screen and gets its own orange dot back. It just stops following the hand.

    Joining and unjoining are one undo step each: Ctrl+Z takes them back.

    See what is joined to what

    Select a joined figure and Properties shows a Connection section: Joined to names the parent figure and the number of the segment it hangs from (for example Blue · 4, his left forearm). The Arrange section's button reads Unjoin instead of Join….

    On the stage, a joined figure has no orange dot of its own: the parent's joint is the shared point, and it is drawn white on the selected parent. To change the child (its colour, its own joints), click its lines. To move the whole assembly, drag the parent's orange dot.

    Joined groups

    • Double-click an orange dot or a body to select the whole connected group: the parent, its children and theirs. Then copy, move or flip them together.
    • Joins chain. A gem joined to a sword joined to a hand follows all the way.
    • Copying keeps joins inside the copy. Copy Blue and his sword together and the pasted sword holds the pasted hand. Copy only the sword and the copy is free, at the same place on screen.
    • Combine connected (in Connection) melts the parent and everything joined to it into one single figure. You can't unjoin that afterwards; use Ctrl+Z to go back.

    Joins and frames

    A join belongs to the animation, not to the figure's design: joining one copy of a figure doesn't join every copy. With no frames selected, Join and Unjoin work on the frame under the playhead; select a range of frames first to change all of them at once. For a prop that changes hands, unjoin it on the frame where it is let go, then join it to the other hand. Make sure the parent is on every frame where the join is needed.

    Keys

    Join (then click a joint)Select the child first; J again or Esc cancelsJ
    UnjoinWith a joined figure selectedJ
    Select everything joinedOn an orange dot or a bodyDouble-click
    Show or hide the jointsNot to be confused with JShift+J

    Common mistakes

    J hides all the dots

    That was Shift+J, which hides and shows the joints. Press it again, then press J without Shift.

    The prop jumped when I joined it

    Its orange dot went onto the joint. Press Ctrl+Z, move the prop's origin to the grip in Build (select the right joint and use Set as origin), then join again.

    Two figures move together and I didn't want that

    They are joined. Click the one that should be free and press J to unjoin it.

    Coming from PivotJ joins and unjoins like Pivot, and double-clicking an origin selects everything joined to it.

    Common questions

    J does nothing.

    Select exactly one figure first, and point at the stage so it hears the key. Several selected figures can't be joined at once.

    I can't drag the joined figure's orange dot.

    It doesn't have one while joined: the parent's joint holds it. Move the parent, or unjoin the child first.

    The joint I want is not offered.

    It may be hidden or on a locked layer, or be part of the child (or of something joined below it). Show and unlock it, or unjoin the chain first.

    How do I move the sword to the other hand?

    Click the sword, unjoin it, then join it again and click the other hand.

    Keep going

    Still stuck?

    Ask the community, or tell us what’s missing from the docs.