Add “Bone

s”Thus, as said in the previous lesson, individual “Bones” symbols can be added to individual symbol instances or the inside of a shape.

In this example I will use a form. There is no problem when you make use of different symbols or place them all in the same layer.

If you have any body shape on the “Stage” positioned in the same layer, select the tool “Bone” in the tool bar.

Next we define the different “Bones”.

The first “Bone” we make is called the “Head Bone” and all the rest are called “Underlying bones”.

A “Bone” is displayed as a small triangle with a circular junction at the beginning and at the end.

An “Underlying Bone” helps you to connect with another “Bone” at the junction at the end of the last “Bone”.

For example, in the following figure (2), the lower arm of the score is attached to the upper arm, which in turn is connected to the main frame.

You can add multiple “Bones” at the end of another “Bone”.

Thus, in the image below, the waist of the guy is attached to his left and right thighs and, the head frame is attached to the left and right upper arm.

Move up the forearm by the endpoint clicking and dragging the “Selection” tool, then move the arm.

If you wish to only move the forearm without moving the upper arm, hold the Shift key on your keyboard while you click and drag to the end of the forearm.

Note also that the parts that you have connected to “Bones”, are automatically placed in a “Armature_3” layer.

In this case it is the whole form. If you work with various symbols, these are the only instances that are connected to “Bones”.

If you have a “Bone” that is selected, the options for this “Bone” appear in the “Properties window”.

At the top of the “Properties window” you have four arrows with which you can navigate between the different “Bones”

If you want to limit the rotation of a “Bone”, first select the “Bone”, and in the “Joint: Rotation” enter the minimum and maximum values for the number of degrees of rotation.

When the “Enabled” checkbox is checked, it indicates that x- or y-axis movement is possible. A “Bone” can be restricted to move along the x-or y-axis using the “Constrain” checkbox. The length of the overlying “Bone” is then automatically adjusted to the movement as possible.

“Bones” removal is done by selecting the bone, and pressing the “Delete” key on your keyboard.

 

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