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.
After this article
Choose the appropriate transform tool and make small, reversible, precise adjustments.
Tool shortcuts in this version
| Shortcut | Tool | Common use |
|---|---|---|
| Q | Pose | Drag bones to adjust position and rotation |
| W | Move | Change the selected object's position |
| E | Rotate | Change the selected object's angle |
| R | Scale | Adjust X and Y scale |
| T | Shear | Shear a bone or image |
| B | Bone compensation | Offset the effect of a parent edit on its children |
| G | Weights | Open the weight panel for a selected mesh image |
Transform bones and images separately
- 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
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
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.
Bone compensation versus image locking
| Feature | Effect | When to use |
|---|---|---|
| Bone compensation B | Offsets the effect of the current parent edit on child bones | Edit a parent while keeping children at their world positions |
| Lock images | Images temporarily stop following bone drags; binding coordinates are recalculated on release | Adjust the relative assembly of bones and images |
| Bone property lock | Prevents accidental editing of a bone | Protect a structure you have already adjusted |
- 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
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.