OmniMotion®
GuideDraft

Bones & deform

Drawing a skeleton, the Bone section, binding a path or mesh in Deform, IK at the tip.

Bones let a drawing bend. You draw a chain, bind a path (or a mesh) to it, then rotate the bones — the shape follows. Drawing the chain is also on Drawing & layers; this page is the two Properties sections: Bone on a bone, Deform on the thing being bent.

01Quick tour

  1. Press B and drag a bone over a path (or convert a rectangle first). Keep clicking to grow the chain. Esc finishes.
  2. Select the path. Deform appears. Click Bind to overlapping bones.
  3. Select a bone, press Play (or keyframe its rotation) — the path bends with it.
A path bound to a two-bone chain; Deform shows two bones selected in the gallery

02Drawing a chain

B then dragDraws a bone
Click, keep clickingPlaces joints; each click adds a child
Shift15° steps — or starts a new root instead of chaining
Esc / VLeaves the tool. Bone stays active between strokes, unlike the shape tools

Right-click Add › Rig does the same without the tool:

ActionWhat it does
Bone hereA bone at the pointer
Bone (chain from here)When a bone is selected — the new one is its child, and the parent aims at it
Join bones into chainTwo or more bones, in click order; the first picked is the root
Attach to nearest boneThe layer keeps its spot and follows the closest bone (rigid — see images below)
Detach from boneLeaves the rig; the layer stays where it is

Draw bones over the artwork and layers under the influence field bind automatically. Deform is how you bind by hand, and how you unbind.

03The Bone section

Select a bone. Bone has three rows:

RowWhat it does
LengthThe body of the bone, in px. Influence is measured along it
InfluenceRadius — path points inside this distance follow the bone
SoftnessHow soft the edge of that field is. Low is a hard cut

A child bone is pinned to its parent's tip. The panel says Chained — pinned to the parent's tip. Drag the body to rotate, drag the tip for IK.

Bones are ordinary layers. Keyframe rotation, drive it from a rule, nest them to grow the chain.

04The Deform section

Deform appears on a path, a rectangle, an ellipse, an image, or a mesh (when the document has a bone). What you get depends on the kind.

A rectangle or an ellipse

Bones bend path points. A rectangle has none yet. The section says so and offers Convert to Path — same geometry, editable points, undoable. After the convert, Deform shows the binding controls.

A path

ControlWhat it does
Bind to overlapping bones (N)Binds every bone whose influence covers this shape. Dim if none overlap — grow Influence or move the bone closer
BonesA gallery of every bone in the same world (2D, or this 3D scene). Click to bind or release one
ReleaseUnbinds all. The shape returns to its own geometry
Re-bind at current poseFreezes the current bone pose as the new rest. The shape keeps its look; the bones go back to zero

Binding does not jump the shape. The pose at bind time is rest.

2D paths only see 2D bones. A mesh only sees bones inside its 3D scene. Mixing them was a silent no-op; the lists stay separate.

An image

Images do not bend. Deform says so and offers Attach to nearest bone / Detach — the same actions as the Rig menu. The image stays where it is and then rides the bone as a rigid child.

A mesh

Same gallery as a path, limited to bones in that scene. If the scene has no bones yet, the section tells you to right-click and add one under the scene.

05IK

On a chained bone, drag the body to rotate that joint. Drag the tip and the parents reach for it — inverse kinematics, one gesture. One drag is one undo step.

06Shortcut recap

DrawB · click to chain · Shift 15° · Esc finish
Rig menuRight-click Add › Rig
BindSelect the path → Deform › Bind to overlapping bones
BendRotate a bone, or drag its tip for IK
Checked against the tool on 2026-09-04.