Adding Bones¶
Bones can be added to an armature in Edit Mode.
Single Bone¶
参照
- Mode(モード):
Edit Mode(編集モード)
- Menu(メニュー):
- ショートカットキー:
Shift-A
In the 3D Viewport, Shift-A to add a new bone to your armature.
By default this bone will be:
One unit in length.
Oriented towards the global Z axis.
With its root placed at the 3D cursor position.
Have no parent/child relationship with any other bone.
Have its Deform(変形) option enabled
It is also possible to edit the parameters of the bone in the redo panel when creating it.
Add Bone redo panel.¶
Options(オプション)¶
- Name(名前)
Name of the newly created bone.
- Space(スペース)
Coordinate system used when creating the new bone.
- Object(オブジェクト):
Creates the bone using the armature object's local space.
- World(ワールド):
Creates the bone using world space coordinates.
- Align(整列)
Orientation used for the newly created bone.
- Up(上):
Aligns the bone so its main axis points upward along the positive Z axis of the selected space.
- 座標軸:
Aligns the bone axes to match the selected coordinate system.
- 3D Cursor(3Dカーソル):
Aligns the bone to the orientation of the 3D Cursor.
- Viewport(ビューポート):
Aligns the bone to the current viewport orientation.
- Length(長さ)
Length of the newly created bone.
This also scales the initial B-Bone and envelope display size proportionally to the bone length.
See Length(長さ).
- Deform(変形)
Enables the bone to deform geometry.
Disable this when creating control bones that should not affect mesh deformation.
See bpy.types.EditBone.use_deform.