If at least one bone is selected, Ctrl-LMB-clicking adds a new bone. 按ctrl加鼠标右键点击可以生成
Fill between Joints
Delete Selected Bone(s) 删除被选中的Bones
You can merge together several selected bones, as long as they form a chain. Each sub-chain formed by the selected bones will give one bone, whose root will be the root of the root bone, and whose tip will be the tip of the tip bone.
You can subdivide bones, to get two or more bones where there was just one bone. The tool will subdivide all selected bones, preserving the existing relationships: the bones created from a subdivision always form a connected chain of bones.
To create an arbitrary number of bones from each selected bone in the Subdivide Multi Operator panel.
- Number of Cuts
- Specifies the number of cuts. As in mesh editing, if you set n cuts, you will get n + 1 bones for each selected bone.
You can prevent a bone from being transformed in Edit Mode in several ways:
- All bones can be locked clicking on the Lock checkbox of their Transform panel in the Bones tab;
- Press Shift-W
- Select .
If the root of a locked bone is connected to the tip of an unlocked bone, it will not be locked, i.e. you will be able to move it to your liking. This means that in a chain of connected bones, when you lock one bone, you only really lock its tip. With unconnected bones, the locking is effective on both joints of the bone.
This option enables automatic mirroring of editing actions along the X axis. Another very useful tool is the X-Axis Mirror editing option by , while Armature is selected in Edit Mode. When you have pairs of bones of the same name with just a different “side suffix” (e.g. “.R”/”.L”, or “_right”/”_left” …), once this option is enabled, each time you transform (move/rotate/scale…) a bone, its “other side” counterpart will be transformed accordingly, through a symmetry along the armature local X axis. As most rigs have at least one axis of symmetry (animals, humans, …), it is an easy way to spare you half of the editing work!
You can, as with meshes, separate the selected bones in a new armature object, Ctrl-Alt-P and of course, in Object Mode, you can join all selected armatures in one , Ctrl-J.