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manual/rigging/armatures/editing/bones.rst
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| You'll learn here how to add (`Adding Bones`_), delete (`Deleting Bones`_) or subdivide (`Subdividing Bones`_) bones. | You'll learn here how to add (`Adding Bones`_), delete (`Deleting Bones`_) or subdivide (`Subdividing Bones`_) bones. | ||||
| We will also see how to prevent any bone transformation (`Locking Bones`_) in *Edit* mode, | We will also see how to prevent any bone transformation (`Locking Bones`_) in *Edit mode*, | ||||
| and the option that features an automatic mirroring (`X-Axis Mirror Editing`_) of editing actions along the X axis. | and the option that features an automatic mirroring (`X-Axis Mirror Editing`_) of editing actions along the X axis. | ||||
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| You can, as with meshes, separate the selected bones in a new armature object | You can, as with meshes, separate the selected bones in a new armature object | ||||
| (:menuselection:`Armature --> Separate`, :kbd:`Ctrl-Alt-P`) - and of course, | (:menuselection:`Armature --> Separate`, :kbd:`Ctrl-Alt-P`) - and of course, | ||||
| in *Object* mode, you can join all selected armatures in one | in *Object mode*, you can join all selected armatures in one | ||||
| (:menuselection:`Object --> Join Objects`, :kbd:`Ctrl-J`). | (:menuselection:`Object --> Join Objects`, :kbd:`Ctrl-J`). | ||||
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