I'm somewhat sorry if the answers to my questions seem obvious, but I've searched for, and couldn't find, a way to seperate the bones. I extruded them and now they are ONE object. I can't move them or change the position individually.

  • 1
    $\begingroup$ What you need is not clear. Your armature seems to be made for a character, so it is supposed to be one object. The armature has 3 modes: Object, Pose and Edit. In Object mode you can't move the bones. In Edit mode you can move your bones, it's here that you will create the default pose of your armature and their parent - child relations. In Pose mode you will create animation poses. In Pose mode you can always come back to the basic pose that you have created in Edit mode with an alt R, alt S, alt G. $\endgroup$ – moonboots Jan 26 at 10:52

A: Which bones are you trying to separate? B: Why would you do that? :)

I think you're probably still in object mode if you're having that problem.

In object mode, press tab to change into edit mode so that you can modify the base/default position of the rig in relationship to the mesh you are trying to modify. If you want to separate a child bone from it's parent bone, say the forearm bone from the bicep bone, press y while that bone is selected. This will keep the bones as part of the same armature, but remove parenting inside the armature. To split them into separate armatures press P.

You should keep them all as one object, however, since they are all interacting with one mesh. What you are probably trying to do is simply enter pose or edit mode.

To go into pose mode press ctrl + tab. To go into edit mode press tab.

  • $\begingroup$ I'd like to make every bone an individual object because it was explained that way in a video. For example the orange part in the picture. It's one obejct and I'd like to make them 2 and name them differently. $\endgroup$ – Knampf Jan 27 at 19:52
  • $\begingroup$ I also tried entering pose mode with ctrl + tab and it didn't function, instead I got the wheel with the modes where pose mode wasn't one of them. Nevermind, I needed to select both mesh and bone to enter pose mode. $\endgroup$ – Knampf Jan 27 at 20:32
  • $\begingroup$ Can you link me to this tutorial? That sounds pretty wrong unless there's something happening that I'm completely unfamiliar with. There shouldn't be a need to make them separate objects, since they are part of the same mesh. You really need to separate bones into different objects when they are influencing different meshes. Even on rigs that use complex inverse kinematics setups where the bones that you move drive other bones to do complex actions, the driver bones are part of the same rigs. They're not separated. $\endgroup$ – Jude Desir Jan 27 at 21:08
  • $\begingroup$ It's within the first 5 minutes of the video: youtube.com/watch?v=Q9f-WVs3ghI. Meanwhile, I've made some progress and found out that bones are still seperate objects, even WITHIN an armature (which is the only shown "object" in the "Scene Collection"). $\endgroup$ – Knampf Jan 28 at 2:38
  • 1
    $\begingroup$ If you are following the tutorial, he says make sure the bones are joined, and make sure that the leg bones are children of the torso bones. When you rotate the torso or hip bones the legs should rotate as well as the upper body. $\endgroup$ – Jude Desir Jan 28 at 18:58

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.