The Pose Editor screen is where bones in an armature can be posed, creating pose bones to apply local joint transformations to parts of the mesh. A [i]pose bone[/i] consists of a translation vector, scale vector, and rotation quaternion associated with a particular bone in the current mesh's armature. If the mesh/armature is [link=mirror_mode]mirrored[/link], both halves of a mirrorable bone can be transformed separately. Poses are saved in separate documents from meshes. One mesh might have many poses that can be applied to it; and if their armatures are compatible, one pose could be applied to multiple different meshes. A pose is a sparse data structure, storing pose bones only for bones that have transformations deviating from the armature's default. Bones that have an associated pose bone are drawn in yellow; bones that do not are drawn in white. A bone can posed by selecting it and either using the [link=manipulator]manipulator[/link], or the [link=operation_rotate]rotate[/link], [link=operation_translate]translate[/link], and [link=operation_scale]scale[/link] operations. If a pose bone is deleted, that bone in the armature returns to its default transformation. When a mesh has a pose applied on the Pose Editor screen, the mesh can be viewed and edited in that pose on the [link=screen_mesh_editor]Mesh Editor screen[/link] by checking the [nobr]"Display with pose"[/nobr] checkbox in the [link=properties_panel]properties panel[/link].