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Editor tour

The OpenBone editor: toolbar at the top, skeleton tree on the left, viewport in the middle, Inspector on the right, timeline at the bottom
Area What it holds
Toolbar (top) Menu, undo/redo, ▶ Play, the Setup / Animate switch, the tools, Bone / Part, the pick filter, + Add, mute, View, shortcuts and ⚡ Connect MCP
Skeleton (left) The tree of bones, slots and attachments, with search, eyes (visibility) and locks; below it skins, images, audio, animations, events and state machines
Viewport (centre) The artboard. Wheel zooms, Alt/right-drag pans, F fits. Grid, rulers and guides, snapping, background and onion skin are in its corner
Inspector (right) Properties of whatever is selected: the document, a bone, slot, attachment, constraint, sound or bus. Preview shows the result as shipped, Outline lists everything
Timeline (bottom) The dopesheet or graph of the current animation, the State Machine editor and the Scripts panel

Every panel can be dragged to another side or grouped with others, and ☰ Menu → Layout saves your own layouts.

  • Setup mode builds the rig: bones, slots, attachments, constraints and their rest values (the setup pose).
  • Animate mode (` toggles) records keys. With ● Rec on, any change you make at the playhead becomes a key in the current animation; the Inspector’s ◆ buttons key one property.
Tool Key Use
Select / rotate V Click to select, drag to rotate bones (or parts, in Part mode)
Translate T Move bones and attachments
Scale S Scale; Shift for uniform
Pose (IK) I Drag a bone and its parents bend to follow
Create bone B Drag from a parent bone to add a child
Mesh M Edit mesh vertices; in Animate mode, free-form deformation
Weights W Paint how much each bone moves each vertex
Pen N Draw bezier paths and bounding-box outlines
Compensate J Move a bone without moving its children

Bone | Part decides whether dragging a picture moves its bone or the picture itself. Pick filters what a click can grab. A hover outline always shows what the next click will select.

The View menu switches between the normal view, bones only, mesh wireframes, the Order view and the 3D view.

The 3D view of the Knight: every part on its own plane in depth, with the bones and a small preview of the front view
3D view: every part on its own plane, ordered by draw order. Drag to orbit; it is the quickest way to find a part drawn in the wrong order.
The Order view of the Tail example: the tail, antennae and body laid out side by side from back to front
Order view: the draw order side by side, back to front. Drag a part left or right to move it.
The main menu: New project, Open, Save, Save as, Save to folder, Export, Import from project, Watch art for changes, Watch folder, Examples, Layout, Show panel, Keyboard shortcuts, About OpenBone

Import from project… copies animations, skins or a whole skeleton from another file. Watch art for changes reloads images and sounds when you save them in your paint or audio app. Layout and Show panel manage the dockable workspace.

▶ Play (P) runs the file as it will ship, with its state machine, scripts, sound and pointer interaction. The Inputs panel sets inputs and fires triggers, and the log shows every state change. See State machines.

OpenBone is MIT licensed and made by UXCentury. The example art, voices and sounds are credited in the repository.