Docs Tools

Bone tool

Draw, parent and pose the bones of a rig, directly on the canvas.

The Bone tool (J) works on the scene's Bone layer: the container that holds every bone and its bindings. Clicking with the Bone tool active and no Bone layer yet creates one for you, but only in Edit mode; in Animate mode, with no Bone layer, the tool has nothing to do.

Drawing a bone

In Edit mode, drag from empty canvas to draw a root bone with no parent. Drag from an existing bone's body instead, and the new bone is parented to it, starting where you clicked: this is how you build a chain, one drag per link. A drag shorter than a small minimum length does not become a bone; it just deselects instead.

Switch Bone Type to Static before you place one, and a click, not a drag, drops a round handle bone instead. Static bones are IK goals and control points: they can be positioned and keyframed, but they do not deform anything themselves.

Drawing bones, binding and weighting are Edit mode only and show as unavailable in Animate mode. Posing and stretching an existing rig still work there: what Animate mode does not do is change the rig itself.

Selecting and parenting

Click a bone's body to select it. Shift adds more to the selection, but only among bones of the same kind: you cannot multi-select a Stretched bone together with a Static one.

Turn on Reparent, then drag a bone onto a new parent to move it in the hierarchy. Celas Studio refuses a drop that would make a bone its own ancestor, and rebases the bone's stored angle keyframes so its current pose does not jump when the parent changes.

Tool options

OptionDefaultShown whenWhat it does
Bone Type: Stretched / StaticStretchedEdit mode onlyChooses what the next drag or click creates
MoveoffalwaysDrag an existing bone to reposition it, instead of sprouting a new one from it
ReparentoffEdit mode onlyDrag a bone onto a new parent
SnapoffEdit mode onlySnap a dragged endpoint onto another bone's start or end point

Bone Type: Static, Move and Reparent are mutually exclusive: turning one on switches the other two off. Snap is independent and can be combined with any of them; holding Ctrl or Cmd also snaps a bone endpoint transiently while you draw, even with Snap itself turned off.

Endpoint and stretch handles

A selected bone's start and end grips appear while you hold Alt, or while Move is on. Drag one to change the bone's length and angle: its children counter-rotate so they hold their pose rather than visibly snapping.

In Animate mode a small square handle appears a short way from the tip of the selected bone; drag it to stretch the bone without changing its rotation.

Rest pose vs. Animate mode

Edit mode poses the rig's rest skeleton: moving or rotating a bone there changes its base pose, ripples down to every child, and affects any frame that has no keyframe of its own. Animate mode poses one specific frame: dragging a bone's body there rotates it around its parent joint, and the result is stamped as a keyframe on release when that channel's auto-key is armed.

Delete or Backspace removes the selected bones, but only in Edit mode. Deleting a bone does not delete its children: they are promoted to take its place under its own parent.

Right-click deselects every bone. There is no bone context menu and no double-click behaviour.

A bone chain being drawn in Edit mode, with the endpoint grips visible on the selected bone and a child bone parented to its tip.
J Bone tool
Delete or Backspace Delete the selected bones (Edit mode)
Ctrl or Cmd, while dragging Snap the endpoint onto another bone, even with Snap off
Ctrl or Cmd, dragging a Static handle Snap the handle onto a bone's pivot