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5.1
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Armature - Edit mode - Armature menu

The Edit Mode for Armature objects has a number of operators in this header submenu to change and edit the default bone orientation, relationships and structure before using the Armature in Pose Mode for animation.

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Edit Mode - Armature Menu

Edit Mode - Armature Menu
Edit Mode - Armature Menu

The Edit Mode for Armature objects has a number of operators in this header submenu to change and edit the default bone orientation, relationships and structure before using the Armature in Pose Mode for animation.

Transform - Submenu

Transform - Submenu

To Sphere

Shapes a selection of objects into the shape of a sphere. The calculation happens with the object origins.

In Object mode this tools requires to have more than one object selected.

Usage

Usage

Select the vertices, activate the tool, then drag the mouse in the 3D viewport. In the header you will read the current factor then. Which tells you how close you are towards the sphere shape. With a skeleton the to sphere operation is everything but accurate though. The bones gets stretched or compressed

Usage

Last Operator To Sphere

Last Operator To Sphere
Last Operator To Sphere
EntryWhat it does
FactorThe factor to transform the selection into a shape form.
Mirror EditingEnable mirror editing.
Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff.

Shear

Shear shears the selection.

In Object mode this tools requires to have more than one object selected.

The shear tool works along a imaginary 2d plane. The shear axis controls if the items are sheared along the x or the y axes of this plane. This is the plane along which the transformation happens. You can shear along the x or the y axis of this plane.

To make things even more complicated, the orientation of this imaginary plane is defined by the Axis and Axis Ortho items below.

Last Operator Shear

Last Operator Shear
Offset

Adjust an offset.

Axis
Axis

Defines one axis of the imaginary shear axis plane.

Axis Ortho
Axis Ortho

Defines the other axis of the imaginary shear axis plane.

EntryWhat it does
OrientationChoose the orientation for the shear action.
Mirror EditingEnable mirror editing.
Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Bend

Bends the selection.

Push/Pull

It pushes or pulls the object positions relative to the center of the selection.

In Object mode this tool requires to have more than one object selected.

Last Operator Push/Pull

Last Operator Push/Pull
EntryWhat it does
DistanceAdjust the distance of influence of the tool.
Mirror EditingEnable mirror editing.
Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Warp

Warp

Warps a mesh selection between two defined points.

Last operator Warp

EntryWhat it does
Warp AngleThe strength of the warp effect
Offset AngleAn offset angle to bend sidewards.
Min
Min

The start point.

Max

The end point.

Randomize Transform

This tool allows randomizes the positions of the selected vertices.

Last Operator Randomize Transform

Last Operator Randomize Transform
Last Operator Randomize Transform
EntryWhat it does
AmountAdjust the amount.
UniformThe uniform offset distance.
NormalAlign the offset direction to the normals.
Random SeedThe seed value for randomization.

Align Bones

Aligns the selected bones to the orientation of the active bone.

Mirror

Mirror

Mirror mirrors the selected geometry along the defined axis.

Interactive Mirror

Mirror by hotkeys. You activate the tool, type in x for x global for example, or x x for x local. And the selection gets mirrored

X Global, Y Global etc.

Mirrors the selection around the chosen axis.

Last Operator Mirror

Last Operator Mirror

The Last Operator Mirror panel gives you tools to adjust the mirror action.

Orientation
Orientation

Orientation is a drop-down box. Choose the type of orientation for the mirroring action.

Constraint Axis

Constraint Axis gives you again the possibility to define the mirror axis. You can choose more than one axis here.

Snap

Snap

Choose several methods to snap one element to another. The menu items should be self explaining.

Last operator Snap Selection to Cursor

Last operator Snap Selection to Cursor
Last operator Snap Selection to Cursor

Some snap operations shows a last operation panel, some not.

EntryWhat it does
OffsetIf the selection should snap as a whole, or if each individual element of the selection should snap.
RotationIf the selection should be rotated to match the cursor.

Recalculate Bone Roll - Submenu

Recalculate Bone Roll - Submenu
Recalculate Bone Roll - Submenu

Recalculate Bone Roll Recalculate Roll is a menu where you can recalculate the bone roll in various ways.

The menu items are pretty self explaining. So we will not repeat the descriptions here.

Last Operator Recalculate Roll

Last Operator Recalculate Roll
Last Operator Recalculate Roll

Type

Type is a drop-down box. Choose the recalculation method again.

Flip Axis

Flip Axis

Negates the alignment axis.

Shortest Rotation

Ignore the axis direction, and use the shortest rotation to align the bone(s)

Set Bone Roll

This operation is relative to the starting value, and starts always with zero. It does not display the Bone Roll value from the Transform panel. It adds or subtracts the amount of the operation to/from the Roll value then.

Set Bone Roll

While operating you will see the current relative Roll value in the header.

Last Operator Transform

Last Operator Transform
Last Operator Transform

The only interesting value is the X value right at the top. The other settings here are simply dysfunctional. You cannot turn on proportional editing, axis and orientation doesn't play any role since it always rotates around the bone orientation. And so we will not go into detail here.

Unfortunately even the X value to display the amount of the roll is broken. It displays the amount in Radians, while the Bone roll is in degrees.

Values

The vector 4 values.

Axis
Axis

Defines one axis of the imaginary shear axis plane.

Orientation
Orientation

Choose the orientation for the shear action.

Mirror Editing

Enable mirror editing.

Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff.

Clear Roll

Clear Roll

Set the bone roll value directly.

Last Operator Clear Roll

Roll

Set the bone roll.

Single Operators

Extrude

Extrudes out a bone from the selected joints.

Last Operator Extrude

Last Operator Extrude
Forked

You need to tick X Axis Mirror. When you tick Forked, then the bone that you extrude to the one side will now be extruded to the other side too. The extrude gets mirrored along the x axis. This allows you to create a symmetrical armature.

Forked
Forked
Move X , Y, Z

The transform values for the new created joint(s)

Orientation
Orientation

Orientation is a drop-down box. Choose the type of orientation for the mirroring action.

EntryWhat it does
Mirror EditingEnable Mirror Editing.
Proportional editingEnables proportional editing. Activating proportional editing reveals further settings. · Proportional Falloff: Adjust the falloff methods. · Proportional Size: See and adjust the falloff radius. · Connected: The proportional falloff gets calculated for connected parts only. · Projected(2D): The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Extrude to Cursor

Hotkey only tool. Extrude to the mouse position.

Last Operator Extrude to Cursor or Add

Last Operator Extrude to Cursor or Add
Last Operator Extrude to Cursor or Add
Location X Y Z

The location to extrude to.

Duplicate

Duplicates selected bones.

You are automatically in grab mode, and so you can easily move the object out of position. Which is sometimes wanted, since you can position the duplicate then. But sometimes this is unwanted. A right click after releasing the mouse lets the object snap back into its creation position.

Duplicate

When you drag the duplicate around you will see the position values in the header.

Last Operator Duplicate

Last Operator Duplicate
EntryWhat it does
Duplicate ObjectsFlip Names: Tries to flip the names of the bones. This is a name convention feature. When you have a bone called mybone.R, then it tries to become mybone.L
Move X , Y , ZThe Position of the duplicated object.
Orientation
Orientation

Orientation is a drop-down box choose the type of orientation for the mirroring action.

Mirror Editing

Enable Mirror Editing.

Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Fill between Joints

Fill between Joints

Fill between joints fills a bone between two selected joints.

When there is just one joint selected, then the bone is created between this selected joint and the 3D cursor.

EntryWhat it does
SplitSplit splits the selected bone(s) from connected bones. They are still part of the armature. But the bone is now floating. And you can pull this bone(s) around without pulling the rest of the armature around. The Last operator for Split has no content.
Separate BonesSeparate separates the selected bone(s) from the armature. And creates a new, independent, armature. The Last operator for Separate has no content.

Symmetrize

Symmetrize

Creates a symmetrical mirrored copy of the currently selected bones along the X axis. The mirror centre is the pivot of the armature.

Symmetrize

The bones that you want to symmetrize needs to follow the left right name conventions for bones. Bones without this left right naming are not affected by the tool. If there is a lower or upper case “L”, “R”, “left” or “right” with a separating dot in the bone name, then this tool creates and renames the bones names to its counter part. Bone.L becomes Bone.R.

Last Operator Symmetrize

Last Operator Symmetrize
Direction

Define the calculation direction. From -X to + X or from +X to -X

Subdivide

Subdivide subdivides the current selection.

Last Operator Subdivide Multi

Last Operator Subdivide Multi
Last Operator Subdivide Multi
Number of Cuts

Adjust the number of subdivisions.

Switch Direction

Switches the direction in which the selected bones are pointing.

Names - Submenu

Names - Submenu
Names - Submenu

Bforartists has some internal name conventions for a symmetrical armature. Bones are for example named mybone.L or mybone.R, dependant at which side of the mirror axis they are. The Names items allows you to rename the bone names to this name convention.

EntryWhat it does
Autoname Left/RightRenames the bones from left to right.
Autoname Front/BackRenames the bones from front to back.

Autoname Top/Bottom

Autoname Top/Bottom

Renames the bones from top to bottom.

Last operator Autoname by Axis
Last operator Autoname by Axis
Last operator Autoname by Axis
Axis

Choose the autoname axis again. Left/Right is X axis, Front/Back is Y axis, and Top/Bottom is Z axis.

Flip Names

When you mirror a half of an armature you end in names like Bone.001.R.001. But what we need is Bone.001.L for a symmetrical armature. Flip names flips the names to follow the left right name conventions.

Last operator Flip Names
Last operator Flip Names
Last operator Flip Names
Strip Numbers

Tries to remove the numbers in the names if possible.

About Bone Collections

About Bone Collections

Bone Collections is a menu to handle bone collection functionality from within a menu in the 3D View editor. The bone collections themselves can be found in the Properties editor then in the Armature tab.

Move to Bone Collection

Move to Bone Collection
Move to Bone Collection

Armature and bones have their own collection system. This menu item opens a popup where you can put the selected bones into a New Collection or an existing Bone Collection.

EntryWhat it does
New Bone CollectionAssigns the selected bones to a new Bone Collection. This will prompt to name the new collection.
Bone ListAssigns or unassigns the selected bones to or from the collection. The green + icon and red – icon show if you can remove or add a bone to the listed collection.

Bone Collections – Sub Menu

Bone Collections – Sub Menu
Bone Collections – Sub Menu

Armature and bones has its own collection system.

Add

Add

Add or remove the bone from the listed bone collections. The green + icon and red – icon show if you can remove or add a bone to the listed collection. A bone can be in multiple collections at the same time.

EntryWhat it does
NewAssigns the selected bones to a new Bone Collection. This will prompt to name the new collection.
Bone ListAssigns or unassigns the selected bones to or from the collection. The green + icon and red – icon show if you can remove or add a bone to the listed collection.

Show All

Show all bone collections.

Assign to New

Add selected bones to a new collection with a new name.

Last Operator Add Selected Bones to Collection
Last Operator Add Selected Bones to Collection
Last Operator Add Selected Bones to Collection
Bone Collection

Change name of the new collection.

Make Parent

Make Parent

Adds a parent relationship.

Select a bone, hold down shift, select the bone that you want to parent it to. Perform Make Parent. In the pop-up choose the method that you want to use.

Connected

Connected

The child bone will jump to the position of the tail joint of the parent bone.

Keep Offset

Keep Offset

The bone will remain in its original position. The relationship will be displayed by a black dotted line.

Last Operator Make Parent
Last Operator Make Parent
Last Operator Make Parent
Parent Type

Choose between Connected and Keep Offset method again.

Clear Parent

Clear Parent

Clears the parent relationship of the selected bone(s). It calls a pop-up menu. Choose between two methods.

EntryWhat it does
Clear ParentClears the parent relationship of the selected bone(s).
Disconnect BoneThe parent ship is kept. Turns a Connected parent relationship into a Keep Offset parent relationship. You can move the disconnected bone around without to pull the parent with it.

Last Operator Clear Parent

Last Operator Clear Parent
Last Operator Clear Parent
Clear Type

Choose between Clear Parent and Disconnect Bone method again.

Bone Settings - Submenu

Bone Settings - Submenu
Bone Settings - Submenu

Bone Settings is a menu with menu items to toggle special checkboxes in the Properties editor. But here you can do it for a selection too, and not just one object.

Last Operator Collection Boolean Set

Last Operator Collection Boolean Set
Last Operator Collection Boolean Set

Each of the menu items uses the same Last Operator. With different strings for the booleans.

Show/Hide – Submenu

Show/Hide – Submenu

Show or hide the selected bones in the viewport.

EntryWhat it does
Show HiddenMakes all bones visible again.
Hide SelectedHides the selected bones.
Hide UnselectedHides the not selected bones. The selected bones stays visible.

Delete Selected Bone(s)

Delete Selected Bone(s)

Deletes the selected bones. The hierarchy is kept. The involved bones becomes disconnected.

Delete Selected Bone(s)

Dissolve Selected Bone(s)

Merges the selected bone or joint with its hierarchical neighbour bones.