Controls on the Bone
Editing Tools rollout let you create and modify bone geometry and
structure, and set bone color for one or more bones.
Bone Pivot Position group
- Bone Edit Mode
Lets you change the lengths
of bones and their positions relative to one another.
When this button is on,
you can change the length of a bone by moving its child bone. In
effect, you can scale or stretch a bone by moving its child bone
while in this mode. You can use this tool both before and after assigning
an IK chain to the bone structure.
When Bone Edit Mode is
on, you cannot animate, and when Auto Key or Set Key is on, Bone
Edit Mode is unavailable. Turn off Auto/Set Key to edit bones.
NoteMoving a bone in
Bone Edit mode affects the length of both the child and its parent.
If the bones aren't spatially aligned in the usual way (for example,
if you are using other objects as bones), this might have unexpected results.
Bone Tools group
- Create Bones
Begins the bone-creation process.
Clicking this button is the same as clicking Create panel Systems
- Create End
Creates a nub bone at
the end of the currently selected bone. If the selected bone is
not at the end of a chain, the nub is linked in sequence between
the currently selected bone and the next bone in the chain.
- Remove Bone
Removes the currently selected
bone. The bone’s parent bone is stretched to reach the removed bone’s
pivot point, and any children of the removed bone are linked to
its parent. Any IK chains that included the removed bone will remain intact.
- Connect Bones
Creates a connecting bone
between the currently selected bone and another bone. When you click
this button, a dotted line appears in the active viewport from the
first selected bone. Move the cursor to another bone to create a
new connecting bone. The first selected bone will become a parent
to the connecting bone, which is in turn a parent to the second
- Delete Bone
Deletes the currently selected
bone, removing all its parent/child associations. A nub is placed
at the end of the deleted bone’s parent. Any IK chains that included
this bone become invalid.
- Reassign Root
Makes the currently selected
bone the root (parent) of the bone structure.
If the current bone is
the root, clicking this has no effect. If the current bone is the
end of the chain, the chain is completely reversed. If the current
bone is in the middle of the chain, the chain becomes a branching hierarchy.
Splits a bone in two. Click
Refine, and then click a bone where you want it to split.
Opens the Bone Mirror dialog
(see following), which lets you create mirror copies of selected
bones without changing the sign of the bones' scale. Instead, Mirror
flips one of the bone axes: Y or Z. You can specify the mirroring
axis and the flip axis with the dialog controls.
Bone Mirror Dialog
Opens when you click
the Mirror button. Use it to specify the mirroring axis, the flip
axis, and an offset value.
While the dialog is open,
you can see a preview of the mirrored bone(s) in the viewports.
Click OK to create the bones, or Cancel to prevent creation.
- Mirror Axis
Choose an axis or plane about
which the bones will be mirrored: X/Y/Z or XY/YZ/ZX.
- Bone Axis to Flip
To avoid creating a negative
scale, choose the bone axis to flip: Y or Z.
The distance between
the original bones and the mirrored bones. Use this to move the
mirrored bones to the other side of the character.
Bone Coloring group
- Selected Bone Color
Sets the color for selected bones.
- Apply Gradient
Applies a gradient color across
several bones based on the Start Color and End Color values. This
option is available only when two or more bones are selected. The Start
Color is applied to the highest parent bone in the selected chain,
while the End Color is applied to the last child object in the selected chain.
Intermediate colors in the gradient are applied to bones in between.
- Start Color
Sets the starting color
for the gradient.
- End Color
Sets the ending color
for the gradient.