Create Bone from Selected

Object

Edit Mesh

Edit Curve

Edit Armature

Pose

DEMO

Object Mode (Individual)

_images/Create_Bone_Object_Mode_Individual.gif

Object Mode (Median)

_images/Create_Bone_Object_Mode_Median.gif

Edit Mesh Mode (Individual)

_images/Create_Bone_Edit_Mesh_Mode_Individual.gif

Edit Mesh Mode (Median)

_images/Create_Bone_Edit_Mesh_Mode_Median.gif

Edit Curve Mode (Individual)

_images/Create_Bone_Edit_Curve_Mode_Individual.gif

Edit Curve Mode (Median)

_images/Create_Bone_Edit_Curve_Mode_Median.gif

Edit Armature / Pose Mode (Individual)

_images/Create_Bone_Edit_Armature_Mode_Individual.gif

Edit Armature / Pose Mode (Median)

_images/Create_Bone_Edit_Armature_Mode_Median.gif

This Operator Create bone from Selected Objects / Elements base on the context.

This Operator can Create One Bone at the Selected Midpoint or It can Create A Bone for each selected items.

_images/Create_Bones_From_Selected_Operator.png

Basic Parameter

Prefix: Add Prefix to Base name Base on Preferences

Base Name: Base Name of the Bone

Suffix: Add Suffix to Base name Base on Preferences

Deform: Turn On/Off Deform for created bone

_images/Create_Bones_From_Selected_Basic_Parameter.png

Mode:

Median

Create One Bone at the Selected Object / Elements

Individual

Create Bones for each Selected Object / Elements

Contextual Option

Use Hierarchy (Individual with Object Mode Only)

_images/Create_Bone_Use_Hierarchy.png

Create the Bones with the Hierarchy mimicking the Reference Object’s Hierarchy

Position Mode (Object Mode Only)

_images/Create_Bone_Position_Mode.png

Ways to Calculate Midpoint of the Objects

Origin

Use Object’s Origin to create bone or calculate Median

Geometry

Use Geometry’s Midpoint/Median for Mesh, Curve or Armature Object to create bone or calculate Median, Other type of Object will use it’s Origin

Bounding Box

Use Geometry’s Bounding Box Center for Mesh, Curve or Armature Object to create bone or calculate Median, Other type of Object will use it’s Origin

Elements

Elements use to create the Bones

Edit Mesh (Individual Mode Only)
  • Vertices

  • Edges

  • Faces

_images/Create_Bone_Element_Edit_Mesh.png
Edit Armature / Pose
  • Center: Use Bone Center to Create Bone or to Calculate Median or Bounding Box

  • Head: Use Bone Head to Create Bone or to Calculate Median or Bounding Box

  • Tail: Use Bone Tail to Create Bone or to Calculate Median or Bounding Box

_images/Create_Bone_Element_Edit_Armature.png

Bezier Handle (Edit Curve Only)

_images/Create_Bone_Bezier_Handle.png

Create Bones For Bezier Handle

Parent Bone (Edit Armature, Individual Mode and Own Armature Settings)

_images/Create_Bone_Parent_Bone.png

Parent the created bone to it’s reference bone, this only works in Edit Armature Mode, Individual Mode, and Own Armature Settings.

Bind Option

Bind Mode

Method to bind the selected objects/elements to created bones

_images/Create_Bone_Bind_Option_One.png
Weight

Create Vertex Group and using the created bones for mesh Object

Sub Options
  • Add Armature Modifier: Add Armature Modifier to relevant objects

  • Parent To Armature: Parent relevant object to Armature

  • Parent None Mesh: Parent Non Mesh Object to created Bone

Parent Bone

Parent Object / Objects to created Bone

Hook

Hook Curve Points to selected

_images/Create_Bone_Bind_Option_Two.png

Tail Option

_images/Create_Bone_Tail_Options.png

Tail Mode

Set Up Bone’s Tail Position

Offset Tail From Head (Global)

Offset the tail from the head by the offset Vector in the Global Space

Offset Tail From Head (Local)

Offset the tail from the head by the offset Vector in the Local Space

3D Cursor

Use the position of 3D Cursor as the position of the bone’s tail

Normal (Edit Mesh Only)

Offset the tail from the head by the offset Vector in using the Normal of the Edge Center, Face or Vertex as Angle

Roll (Edit Armature and Pose)

Offset the tail from the head by the offset Vector in using the Roll of the Bone as Angle

Extend (Edit Armature and Pose)

Align the Created bone to the Reference Bone’s, matching it’s orientation and roll

Edit Mesh Mode:
_images/TailMode01.png
Edit Armature / Pose Mode:
_images/Tail_Mode02.png

Tail Offset Amount

_images/Create_Bone_Tail_Options.png

The Vector Used to offset the tail

Flip Bone

Flip the Position of the Head and Tail of the Created Bones

Armature Option

_images/Create_Bone_Armature_Option_NonArmature.png

Armature Name / Armature Picker

Name for New Armature or Pick a Existing Armature to Add Bone to

Armature Choice

Choose to create New Armature or Use Existing Armature

New: Create bone to a New Armature that uses the Name Above
_images/CBOH_Armature_Settings.png
Exist: Create bone to existing Armature above
_images/CBOH_Armature_Exist.png

Update

Set the Operator to Existing and Use the Created Armature After Creating the Armature

Edit Armature Or Pose

If you are in Edit Armaute or Pose Mode, you have more options

Own Armature (Individual Only): The Bone Created will be created on it’s own Armature

Active Armature: The Bone Created will be created on the active Armature Object

Choose Armature: Works the Same way other Mode

_images/Create_Bone_Armature_Option_Armature.png