Rigging: Straighten out bone alignment on Y axis?

Is there a way to easily straighten out the child bones along the Y axis?

Hi, Yes select both bones in edit mode > Armature > Transform >Align.

AMAZING! Thank you very much!

May I ask, why isn’t the translate manipulator aligned to the bone axis? I have the move tool set to local axis. But the move tool looks like it is set to Global axis.

If I move the bone, they will be out of alignment again, because the move tool is not aligned with the bone axis.

This looks like global alignment.

Go to front orthographic view and see if the bones line with the grid if not that will be the reason.

Here is a front and side screen grab.

May I ask, how do I get the move tool to align with the bone axis?

Front

Side

Using the “Normal” mode for the move tool does not work either. In the screen grab, we can see that the X and Y axis of the move tool do not align with the X and Y bone axis.

Is there a mode where the move tool is aligned with 2 axis of the bone?

If you go to pose mode that should work there.

Pose mode is for animating.

I was hoping there would be a way to align the move tool to 2 axis of the bone when designing the rig?

If we can align the move tool to 2 axis of the bone, it will make it easier to create a rig without resorting to the “Roll” attributes. The Roll attributes are not always precise.

I don’t think that what you are tiring to do is possible in edit mode and i am sure there is a good reason for this.

There should be a way of aligning the move tool to 2 local axis of a bone. It a basic option in Maya, 3Ds Max, Lightwave, and XSI.

Using the Normal should work for the move tool. The transform aligns with the bone axis’s.

O’ I see, I have to select the Wedge shape in Normal mode…not the Sphere.

It should work with the end bone as well.

Yes depending on what you select to move the result is different, selecting the spheres move only the tips (head or tail) and will change the size of the bone, selecting the body (wedge) moves the whole bone.

Thank you, I hope Blender re-tools their bones system to be less confusing. I hope they change to something like the single pivot system Maya, 3DsMax, XSI, and UE5.