[align=center][color=!shortcuts][insert=menu_location:mesh.insert_bone] [insert=menu_shortcut:mesh.insert_quick_menu], B [/color][align=left] Creates a new bone in the mesh's [link=armature]armature[/link], allowing it to be sized and placed as desired. Insert Bone can only be used if the mesh has an armature. By default, the bone has a length of 1, is oriented to point upward, and is centered at the origin of the coordinate space. Newly created bones are placed at the top of the bone hierarchy; bone relationships can be changed with the [link=operation_set_bone_parent]Set Bone Parent[/link] and [link=operation_clear_bone_parent]Clear Bone Parent[/link] operations, and child bones can be created from an existing bone by using the [link=operation_bone_extrude]Bone Extrude[/link] operation. The orientation of the bone can be changed with [color=!control]Alt+X[/color], [color=!control]Alt+Y[/color], [color=!control]Alt+Z[/color], and [color=!control]Alt+P[/color], for X, Y, Z, and [link=pivot_anchor]pivot[/link] axes, respectively. The endpoint order of the bone, determining which direction it points, can be toggled with the [color=!control]Tab[/color] key. Mouse movement, arrow keys, and number input will adjust the bone's position or length, depending on adjustment mode. The [color=!control]L[/color] key switches to length adjustment mode; the [color=!control]G[/color] key switches back to position adjustment mode. All other controls are the same as the [link=operation_translate]Translate[/link] operation.