Docs Rigging

Bone basics

A Bone layer holds the skeleton that moves your artwork: how to build one, parent it, pose it, and take it apart again.

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A Bone layer is a container for an armature. The bones live on that layer rather than inside the artwork, so one Bone layer can drive every shape, drawing and mesh in a character. Nothing follows a bone until you bind it: see Binding and weights.

Create one with Add Layer ▸ Bone, or just pick the Bone tool and click on the canvas in Edit mode and Celas Studio adds the layer for you. New bone layers are named Bones 1, Bones 2, and so on.

A project can hold several Bone layers. A mesh follows the rig that actually binds it, so several armatures can drive different parts of a scene, but the Bone tool and the weight tools work on the first Bone layer they find. In Early Access keep a scene to one armature unless you have a reason not to.

Drawing a skeleton

  1. Switch to Edit mode with Tab. Bones are built at the rest pose, on frame 0.
  2. Pick the Bone tool with J.
  3. Drag on empty canvas to draw the first bone. Where you press is the joint, where you release is the tip; a drag shorter than 10 units is discarded.
  4. Drag starting on an existing bone to draw a child from the point you pressed. The new bone is parented to the one you started on.
  5. Right-click to deselect. The Bone tool has no context menu.

A new bone is 50 units long and gold. Hold Alt over the selected bone, or turn on Move in the Tool Options bar, to reveal the round grips at its two ends and drag them to change its length and direction; its children counter-rotate so their pose is not disturbed.

Turn on Snap in the Tool Options bar, or hold Ctrl while you drag, to land a bone end exactly on another bone's start or end so joints meet cleanly. A green ring marks the snap while you drag.
The Bone tool options bar in Edit mode, showing the Stretched / Static pill and the Move, Reparent and Snap checkboxes.

Parenting bones

A bone drawn from another bone is already its child, and moving the parent moves the whole subtree. To change parenting later, turn on Reparent in the Tool Options bar and drag the bone onto its new parent. A drop that would make a loop is refused.

Re-parenting rebases the bone: its rest angle, its posed angle, every angle keyframe on it and the dial of any action it drives are all shifted by the change in parent angle, so the rig does not jump and the action keeps driving.

Move, Reparent and Snap are mutually exclusive: turning one on clears the others. In Move mode, dragging a bone at frame 0 moves its rest position along with all of its descendants; from frame 1 onward it moves the posed position and keys it.

Bone types

Bone TypeWhat it is
StretchedThe default. A normal bone with a length, driven by forward or inverse kinematics, and the only kind that deforms bound artwork.
StaticA round handle drawn as a target, a ring with a solid centre. It is drawn on top of the rig rather than under it, so it stays findable on a crowded armature. It is positioned rather than rotated and deforms nothing: its job is to be an IK goal or a control point.

The type pill appears in the Tool Options bar in Edit mode only. With Static chosen, a single click on empty canvas places a handle there rather than starting a drag. A Static bone is the one bone type whose position can be keyframed directly. The Bones list says what kind each bone is on a dark chip beside its name: a target for a handle, a bone for a stretched one.

Multi-selection never mixes the two kinds: Shift+click and Ctrl+click only extend a selection among bones of the same type.

Changing a bone's type later

Bone Type in the Properties panel converts a bone that already exists, and the conversion is non-destructive in both directions. No keyframes are deleted either way: a stretched bone's angle and stretch keys survive a trip through Static, and the position keys a Static handle carried survive the trip back.

Going to Static, the position channel goes live and its keys are kept: a handle stores where it sits IN ITS PARENT, so the handle appears exactly where the bone was and the shape, timing and easing of the motion are untouched. That holds for a child bone too, which used to jump somewhere else. Nothing is keyframed for you either, so a bone you set to Static gains no key it did not ask for, and a project saved by an older build is converted as it loads. Converting back and then forward again returns the bone precisely where it started.

A Static handle travels with the bone it is parented to instead of staying behind while its parent animates, and its position keys honour their Keyframe Interval the same way every other channel does, so a sample-and-hold handle steps rather than slides. Hold Ctrl while dragging one to snap it onto a bone's pivot, the way drawing a bone already snaps.

While a child bone is Stretched, its position keys are simply not read: its origin is rebuilt from the parent chain every frame. That is why the Timeline dims its Position row instead of hiding it, and why the keys are still there when you switch it back to Static.

The rest pose and Animate mode

Edit mode, on frame 0, holds the rest pose: the shape of the skeleton itself. Rotating a bone here rewrites its rest angle and counter-rotates its direct children, so you can rebuild a limb without disturbing poses you have already animated.

In Animate mode, from frame 1 onward, the same drag poses the bone instead: rotation writes the animated angle and keys it. A selected bone also shows a small square handle about four fifths of the way along it; drag that to stretch the bone between 0.05 and 8 times its rest length.

With Auto-Key off, a pose you drag in Animate mode is temporary. It disappears the moment the playhead moves. Leave Auto-Key on while you block a performance.

Naming, colour and titles

Select a bone (in the viewport, or in the Bones list at the top of the Properties panel) to reach its own controls. The name field commits on Enter, and the square beside it sets the bone's colour. Show Title draws that name next to the bone on the canvas, which is worth turning on once a rig has more than a handful of bones. It works the same way on both kinds: the label hangs just under the stretched bone's joint, or just under the Static handle's disc, in the bone's own colour.

Angle and Stretch carry keyframe diamonds. Length, 1 to 1000, is rest geometry and is not keyframeable. The list header reads Bones: N, and below it Parent and Bindings tell you what a bone hangs from and how many points it holds.

With several bones selected, a change to the selected bone is broadcast only for the fields you actually touched: constraints, IK, control bones, dynamics, weight area, colour and Show Title. Names, geometry, keyframes and actions always stay per bone.

Deleting a bone

With the Bone tool in Edit mode, select one or more bones and press Delete or Backspace. Delete Bone at the foot of the Bones section does the same thing to the whole selection.

Deleting a bone never deletes its children. Each child is promoted to the deleted bone's parent with its rest and animated angles shifted so nothing moves, and every reference to the removed bone is repaired: IK targets and control-bone links that pointed at it are cleared, rigid layer links unlink, actions it drove are removed, and a promoted bone's action dial is rebased so its own actions keep working.

Bones can only be deleted in Edit mode. Pressing Delete in Animate mode with a bone selected does nothing.
The Bones section of the Properties panel with a leg bone selected, showing the bone list, name, type and length.
J Bone tool
Tab Switch between Edit and Animate mode
Delete Delete the selected bones (Bone tool, Edit mode)
Ctrl (while dragging) Snap the bone end to another bone's joint
Alt (Bone tool) Reveal the end grips of the selected bone