Adding Bones¶
Bones can be added to an armature in Edit Mode.
Single Bone¶
Tham Chiếu [Reference]
- Chế Độ [Mode]:
Chế Độ Biên Soạn [Edit Mode]
- Trình Đơn [Menu]:
- Tổ Hợp Phím Tắt [Shortcut]:
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 Biến Dạng (Deform) option enabled
It is also possible to edit the parameters of the bone in the redo panel when creating it.
Add Bone redo panel.¶
Các Tùy Chọn (Options)¶
- Tên [Name]
Name of the newly created bone.
- Phân Khoảng Cách/Trống/Không Gian (Space)
Coordinate system used when creating the new bone.
- Object (Đối Tượng):
Creates the bone using the armature object's local space.
- Thế Giới (World):
Creates the bone using world space coordinates.
- Căn Chỉnh (Align)
Orientation used for the newly created bone.
- Lên (Up):
Aligns the bone so its main axis points upward along the positive Z axis of the selected space.
- Trục (Axes):
Aligns the bone axes to match the selected coordinate system.
- Con Trỏ 3D (3D Cursor):
Aligns the bone to the orientation of the 3D Cursor.
- Cổng Nhìn [Viewport]:
Aligns the bone to the current viewport orientation.
- Chiều Dài (Length)
Length of the newly created bone.
This also scales the initial B-Bone and envelope display size proportionally to the bone length.
See Chiều Dài (Length).
- Biến Dạng (Deform)
Enables the bone to deform geometry.
Disable this when creating control bones that should not affect mesh deformation.
See bpy.types.EditBone.use_deform.