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Edit 3D Model Bones Pose

This tutorial explains how to edit the pose of a rigged 3D model, how bone edits interact with imported animations, and how to attach extra objects (such as a weapon) to a bone.


Requirements

Start by importing a 3D Scene that contains rigged bones.
If possible, choose a model that also includes animations, so you can test partial animation overrides.

After importing the 3D Scene:

  1. Select the scene object
  2. Enable Edit bones in the selected object panel

Edit bones

PixelOver will generate 3D Bone objects as children of the 3D Scene.


Animate bones pose

When you play an imported animation, you will see that the bones remain synchronized with the original animation data.

Imported animation bones sync

To override the animation for a specific bone:

  1. Select the bone you want to modify
  2. Add an animation key for it

Once a bone has its own keyframes, it will follow your new animation track, while the rest of the skeleton can still stay synchronized with the imported animation.

Bone animation key


Attach objects to bones

Since bones are generated as separate objects, you can attach other objects to them.
For example, you can import a sword model (it is usually placed at the layer root by default):

New model

To attach it to a bone:

  1. In the scene tree panel, right-click the sword object
  2. Select Cut
  3. Select the target bone
  4. Right-click and select Paste

Paste object

Once the object is parented to the bone, you can adjust it:

  • reset its transform from the bottom-left panel
  • tweak its position, rotation, and scale until it fits correctly

Modify object transform

To preview the attachment from different angles:

  • use the layer rotation gizmo, or
  • use the shortcut Shift + Middle Click

When you are done, you can use the camera presets menu to return to your desired output camera angle.

Camera preset


To go further

This tutorial project (and other examples) is available in the PixelOver download files, inside the examples/ folder.