************ Introduction ************ .. admonition:: Reference :class: refbox :Mode: Edit Mode :Hotkey: :kbd:`Tab` As with any other object, you edit your armature in *Edit Mode* :kbd:`Tab`. The set of bone editing tools is quite similar to the one for :doc:`mesh </modeling/meshes/editing/introduction>` editing. Blender also features a more advanced "armature sketching" tool, called :doc:`Etch-a-Ton </rigging/armatures/bones/editing/sketching/introduction>`. The same tool might also be used in :ref:`templating <rigging-armatures-bones-editing-sketching-converting-templating>`, i.e. using another armature as template for the current one... .. important:: 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. The different :doc:`poses </rigging/armatures/posing/index>` you might create afterwards are based on this rest position. So if you modify it in *Edit Mode*, all the poses already existing will also be modified. Thus you should in general be sure that your armature is definitive before starting to :doc:`skin </rigging/armatures/skinning/index>` and :doc:`pose </rigging/armatures/posing/index>` it! .. note:: Please note that some tools work on bones' joints, while others work on bones themselves. Be careful not to get confused.