Introducción#

As with any other object, you edit your armature in Edit Mode Tab.

The set of bone editing tools is quite similar to the one for mesh editing.

Importante

One important thing to understand about armature editing is that you edit the rest position of your armature, i.e. its «default state». An armature in its rest position has all bones with no rotation and scaled to 1.0 in their own local space.

Las distintas poses que se creen más tarde estarán basadas en esta pose de reposo. Por lo que si se modificara en el modo Edición, todas las poses existentes quedarán también modificadas. Por esta razón, en general, deberá tenerse la seguridad de que un esqueleto está en su pose de reposo definitiva, antes de comenzar el proceso de crear la asignación de deformación con esqueleto y las poses!

Nota

Please note that some tools work on bones” joints, while others work on bones themselves. Be careful not to get confused.

Menú Agregar#

Referencia

Modo:

Modo Edición

Menú:

Agregar

Atajo:

Mayús-A

In the 3D Viewport, Shift-A to add a new bone to your armature.

Este hueso será:

  • Of one unit of length.

  • Oriented towards the global Z axis.

  • With its root placed at the 3D cursor position.

  • With no relationship with any other bone of the armature.

Locking Bones#

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 Toggle Bone Options ‣ Locked

  • Select Esqueleto ‣ Opciones de Huesos ‣ Alternar una Configuración.

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.