Choose an article

Basic Editing

Move, Rotate, Scale, Shear, and Bone Compensation

Use the correct shortcuts and numeric fields to adjust bones and images while controlling parent–child effects.

BeginnerAbout 16 minFor Editor v1.0 · Tutorial updated Oct 26, 2026
Download the sample PSD

After this article

Choose the appropriate transform tool and make small, reversible, precise adjustments.

01

Tool shortcuts in this version

ShortcutToolCommon use
QPoseDrag bones to adjust position and rotation
WMoveChange the selected object's position
ERotateChange the selected object's angle
RScaleAdjust X and Y scale
TShearShear a bone or image
BBone compensationOffset the effect of a parent edit on its children
GWeightsOpen the weight panel for a selected mesh image
The toolbar provides both drag tools and precise numeric input.
02

Transform bones and images separately

  1. 1

    Confirm the selected object

    Select on the canvas or in the hierarchy and check the inspector title. Bone transforms and image attachment transforms have different local parameters.

    Expected resultToolbar values belong to the intended object, not an accidentally selected parent or another image.

  2. 2

    Drag first, then refine

    Use E to rotate a bone or W to move an image, then make small numeric corrections. Watch related attachments and children after each change.

    Expected resultThe rig stays assembled and no object is thrown far outside the canvas by a large value.

    After rotating a bone, inspect its image, children, and IK result.
  3. 3

    Compare with undo and redo

    Press Ctrl + Z to undo and Ctrl + Y to redo. Save only after you understand the change.

    Expected resultYou understand the edit's actual effect without stacking unrecognizable drags.

03

Bone compensation versus image locking

FeatureEffectWhen to use
Bone compensation BOffsets the effect of the current parent edit on child bonesEdit a parent while keeping children at their world positions
Lock imagesImages temporarily stop following bone drags; binding coordinates are recalculated on releaseAdjust the relative assembly of bones and images
Bone property lockPrevents accidental editing of a boneProtect a structure you have already adjusted
  1. 1

    Use bone compensation

    Select exactly one bone, then press B or click Comp. It is unavailable with no selection or a multi-selection. Check that the children remain in their expected positions after the edit.

    Expected resultCompensation affects the current edit, not every inheritance setting.

    Select one bone before enabling compensation. This image locates the control rather than showing an active state.
  2. 2

    Use image locking cautiously

    Enable image locking only when changing the bone–image relationship. Disable it afterward and play the animation to check for unintended offsets.

    Expected resultYou understand why an image is not following and have restored the lock state.