Rig To SVG Preview
Actually look at the rig you're about to ship
- rig
- svg
- svg_text
A rig is a bunch of numbers until you draw it. GameAssets_RigToSVGPreview renders a GAME_ASSET_RIG as an SVG overlay - part bounds, bones, pivots, and optional labels - so you can actually see whether the automatic rig from SeeThrough Parts Pose Rig put the elbow where the elbow is. This is the "look before you leap" node of the pack's rigging half, and you'll reach for it constantly.
It's part of comfyui-game-assets-maker, quinteroac's pack shared on r/comfyui as a playground for game-asset pipelines. In the recommended wiring it sits right after the rig is built and right before you export to Spine - because exporting a rig you've never seen is how you get broken animations.
How it works
Feed it any GAME_ASSET_RIG (the node also accepts rig JSON as a string). It renders the parts' bounds boxes, the bone hierarchy as lines from head to tail, pivot points, and per-part labels onto an SVG that matches the rig's canvas dimensions. All of it is visual, none of it is destructive - nothing gets saved or written unless you want it to.
The styling inputs are self-explanatory and fun to tweak: show_bounds, show_labels, stroke_width, and the three colors - bone_color (default #2f80ed), pivot_color (default #ff3366), label_color (default #111111).
Inputs
rig plus the display toggles and colors. That's it. If you're still learning, change stroke_width and the colors so the overlay reads clearly against your character art; the defaults are fine but busy sheets benefit from thicker strokes.
Outputs
svg- a ComfyUISVG-compatible object that plugs straight into the built-in Save SVG node.svg_text- the same SVG as text, handy if you want to embed it or diff versions.
Installing
ComfyUI Manager (search "comfyui-game-assets-maker") or:
cd ComfyUI/custom_nodes
git clone https://github.com/quinteroac/ComfyUI-GameAssetsMaker.git
cd ComfyUI-GameAssetsMaker
pip install -r requirements.txt
Restart after. Only opencv-python in the requirements; no model downloads.
Where people get burned
This node renders the rig, not the character - there's no image input, so you're judging geometry against memory unless you composite the SVG over your art yourself. Don't mistake a clean SVG for a clean rig; it just means the bones are where the numbers say they are. The real workflow is: preview here, fix pivots with Apply Rig Overrides, preview again, and only then hit Rig To Spine Export.
Inputs (7)
| Name | Type | Default | Description |
|---|---|---|---|
| rig | GAME_ASSET_RIG | — | |
| show_bounds | BOOLEAN | true | — |
| show_labels | BOOLEAN | true | — |
| stroke_width | FLOAT | 4.000.25–64 | — |
| bone_color | STRING | #2f80ed | — |
| pivot_color | STRING | #ff3366 | — |
| label_color | STRING | #111111 | — |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| svg | SVG | — |
| svg_text | STRING | — |