FoundryInk Academy Academy / Animation course
Animation course

Smart Bones

Bones bend, and sometimes they bend badly: an elbow that folds into a pinch, an eyelid that mushes shut, a hand that collapses into a lump. A smart bone is a small recorded fix that rides along automatically. You set up a corrected pose once, tie it to the angle of a control bone, and from then on the fix applies itself smoothly as that bone rotates. This tutorial walks the whole Actions panel workflow, from typing the name to scrubbing a clean elbow.

Read time about 15 min

1What a smart bone solves

Rig a plain elbow and bend it hard, and the joint pinches into an ugly crease, the classic rig problem. A smart bone fixes that without you re-posing the elbow every single time it bends. The idea is simple: you record what the joint should look like at its extreme, and tie that correction to how far the bone has rotated. From then on the fix fades in automatically as the joint bends and fades out as it straightens. It is the difference between a rig that only looks right at rest and one that holds up in motion.

Kitt's left elbow bent at Frame 13 / 48, with the Elbow fix ring on the forearm.
Kitt's left elbow bent at Frame 13 / 48, with the Elbow fix ring on the forearm.See the full screen
Smart bones are corrections, not animation. You are not keying a performance here; you are teaching the rig to bend nicely so that later, when you animate, it just works.
Pro note
Set the fix up once, and every bend after that is clean for free. Smart bones are the tidy-up you only do a single time.

2The Actions panel

Everything smart-bone happens in the Actions panel. Open it and you will see tabs across the top: All, Regular, and Smart Bones. There is also a permanent Mainline row, which represents your ordinary main timeline and reads either "recording here" or "main timeline" depending on where you are working. An action is a small self-contained pocket of keyframes that sits outside the main timeline until you want it. A smart bone is a special kind of action wired to a control bone's angle.

The Actions panel: All, Regular and Smart Bones tabs, the Mainline row, then Wave and Elbow fix.
The Actions panel: All, Regular and Smart Bones tabs, the Mainline row, then Wave and Elbow fix.See the full screen
The Smart Bones tab filters the list to just your smart-bone actions, handy once a rig has a dozen of them. Regular shows non-smart actions like a reusable wave.
Pro note
The Actions panel is where you do this. Tabs to sort them, Mainline to remind you where you are. Simple once you see it.

3Work in Rig mode first

Smart bones are part of the rest skeleton's behaviour, so build them in Rig mode, the mode that edits the rest skeleton with nothing on the timeline. Before you make a smart bone, make sure the joint you want to fix already has its bones in place and bound to the artwork. You cannot fix a bend that has no bones. Get the elbow, eyelid, or hand rigged and bending (badly is fine, that is what we are here to fix) before you open the Actions panel to start the smart bone.

Draw and rig in Rig mode, where the rest skeleton's bones are edited off the timeline.
Draw and rig in Rig mode, where the rest skeleton's bones are edited off the timeline.See the full screen
If you try to record a fix before the joint is rigged, there is nothing to correct. Rig the joint, confirm it bends, then teach it to bend nicely.
Pro note
Rig mode is where you set the skeleton's behaviour. Build the smart bone here, not while animating.

4Name the action

Start by giving your fix a clear name. Click into the Action name field in the Actions panel and type something you will recognise later, like "Elbow fix L" or "Blink" or "Fist R". Good names matter more than they seem to, because a busy rig can have many smart bones and you will be picking them out of a list. Be specific about left and right, and about the joint. "Fix" alone will haunt you in a month when you have four of them.

The Action name field at the bottom of the Actions panel, with a name typed in.
The Action name field at the bottom of the Actions panel, with a name typed in.See the full screen
Double-click any action row later to rename it, so a rushed name is not permanent. But naming it right the first time saves the hunt.
Pro note
Name it like you will forget it, because you will. Elbow fix L beats Untitled every single time.

5Click Add smart bone

With the name typed, click Add smart bone. This creates a new smart-bone action and drops you into recording it, which is why the Mainline row switches to "recording here", you are now editing inside the action's own little timeline, not the main scene. Note the sibling button Add action makes a plain reusable action instead (a saved wave, say); for a corrective fix you specifically want Add smart bone. A new row appears with a Smart bone kind badge and a key count.

Add smart bone beside Add action, under the Action name field.
Add smart bone beside Add action, under the Action name field.See the full screen
The new Elbow fix row, marked Smart bone, with its key count.
The new Elbow fix row, marked Smart bone, with its key count.See the full screen
See "recording here" on the Mainline row? Good, that confirms you are inside the action. Anything you pose now is stored in the smart bone, not stamped on your main scene.
Pro note
Add smart bone, not Add action. One letter of difference in the buttons, a big difference in what you get.

6Choose the control bone

A smart bone needs to know what drives it. On the smart-bone row, open the Control bone select and choose the bone whose rotation should trigger the fix. For an elbow correction, the control bone is the forearm bone: as it rotates, the fix comes in. For a blink you might make a dedicated little control bone that does nothing but drive the eyelid action. If you ever see "Missing bone" here, the control bone was deleted or renamed, and you will need to point it at a real bone again.

Elbow fix's Control bone list, set to Forearm L.
Elbow fix's Control bone list, set to Forearm L.See the full screen
A dedicated control bone (a small bone that exists only to drive an action) is a clean pattern for blinks, mouth shapes, and fists, where there is no natural joint angle to ride along.
Pro note
The control bone is the dial. Turn it, and your fix turns with it. For an elbow it is just the forearm itself.

7Set the dial range

Now tell the smart bone how much rotation maps to the whole fix, using the Dial range, which reads [min] to [max] deg and defaults to 0 to 90. Those two numbers are the control bone's angle at the start of the action and at the end of it. So 0 to 90 means: at 0 degrees the joint is at rest (no correction), and by 90 degrees the joint is fully bent (full correction applied). Set the range to match the real travel of your joint, for a wide-swinging elbow you might use 0 to 120.

The Dial range row, 0 to 90 deg, under Control bone.
The Dial range row, 0 to 90 deg, under Control bone.See the full screen
The dial range is the bridge between an angle and a pose. Min maps to the action's first frame, max maps to its last frame. Get these numbers to match how far the joint actually turns.
Pro note
Zero to ninety by default. That means rest at zero, fully bent at ninety. Change it if your joint swings further.

8How the range maps to frames

This is the mental model that makes smart bones click. The action has its own tiny timeline, and the dial range stretches across it: the min angle lines up with the action's first frame, and the max angle lines up with its last frame. The first frame already holds your rest pose (the joint as it sits). So all you have to record is the last frame: the corrected pose at full bend. Everything in between the studio blends smoothly, which is why rotating the control bone later scrubs cleanly through the fix.

With Elbow fix selected, the Mainline row reads main timeline, so new keys go into the action.
With Elbow fix selected, the Mainline row reads main timeline, so new keys go into the action.See the full screen
You generally only pose the end frame. The first frame is your rest pose and usually needs no change. Two poses, rest and corrected, and the studio fills the middle.
Pro note
First frame is the rest, last frame is the fix. The studio paints everything between. You only draw the two ends.

9Record the corrected end pose

Move to the last frame of the action, then pose the joint the way it should look at full bend. Use the bone tools to rotate, and if needed nudge points or reshape so the elbow keeps its volume instead of pinching. For a blink, close the eyelid cleanly at the end frame. For a fist, curl the fingers into a tidy fist. Because you are recording inside the action (Mainline still says "recording here"), these keys are stored in the smart bone, not on your scene. This corrected end pose is the entire payload of the fix.

The Pose tool in the stage toolbar, used to pose the joint at the action's last frame.
The Pose tool in the stage toolbar, used to pose the joint at the action's last frame.See the full screen
Take your time on this pose; it is the one that repeats forever. A crisp corrected elbow here means every future bend in the whole animation is crisp too.
Pro note
Pose the pretty version at the end frame. That single good-looking bend is what the rig copies from now on.

10Test it: rotate the control bone

Time to see it work. Leave the action and, back on the rig, rotate the control bone through its range. As it swings from the min angle toward the max, watch the joint smoothly adopt your correction, the elbow that used to pinch now keeps its shape all the way through the bend. Rotating that control bone effectively scrubs through the action cleanly. If the fix comes in too early or too late, your dial range does not match the joint's real travel; adjust the min and max degrees and test again.

Back on Mainline with the Pose tool, the teal Elbow fix ring around its control bone.
Back on Mainline with the Pose tool, the teal Elbow fix ring around its control bone.See the full screen
Use Test mode to drag the control bone freely and watch the correction fade in and out. It should feel seamless, no popping at the start or end of the range.
Pro note
Turn the dial and watch the elbow behave. That smooth fade from rest to fixed is the fix working.

11Classic use: fix a folding elbow or knee

The elbow (and its cousin the knee) is the textbook smart-bone job. A plain rigged elbow pinches into a crease when it folds past a right angle. Make a smart bone whose control bone is the forearm, set the dial range to cover the elbow's full bend (say 0 to 120 degrees), and at the end frame reshape the joint so it keeps a rounded, fleshy volume instead of collapsing. Do the same for knees. Suddenly your character can bend and crouch without their limbs turning to origami.

With the fix wired, the bent elbow at Frame 13 / 48 keeps its shape.
With the fix wired, the bent elbow at Frame 13 / 48 keeps its shape.See the full screen
Reshaping the volume at the extreme often means nudging a few points outward so the joint bulges slightly, like a real muscle. That small tweak is what kills the pinch.
Pro note
Elbows and knees are where everyone starts. Fix the fold once and the whole character stops looking like paper.

12Classic use: a blink and a fist

Two more bread-and-butter smart bones. For a blink, make a small dedicated control bone that does nothing else, set a dial range like 0 to 90, and at the end frame close the eyelid shape cleanly over the eye. Now turning that one bone blinks the eye, and you can key it in seconds. A fist works the same way: one control bone, and at the end frame curl all the fingers into a tidy closed hand. Both give you a complex shape change from a single, easy-to-key dial.

Dedicated control bones for blinks and fists keep your animation simple: instead of keying five finger bones, you key one control bone from open to closed. Fewer keys, cleaner curves.
Pro note
One bone to blink, one bone to make a fist. Complex shape, single dial. That is smart bones earning their name.

13Apply, rename, and manage your actions

Each action row has a few controls to know. The kind badge reads Action or Smart bone so you can tell them apart, and the row shows a live key count. Per-row Apply ("Stamp these keyframes onto the timeline") bakes an action's keys onto your main timeline at the playhead, which is mostly for plain reusable actions rather than smart bones. Double-click a row to rename it. Use the Smart Bones tab to filter down to just your corrections when the list gets long.

Apply on an action's row stamps its keys onto the main timeline at the playhead.
Apply on an action's row stamps its keys onto the main timeline at the playhead.See the full screen
The Smart Bones tab filters the Actions list to smart bones only.
The Smart Bones tab filters the Actions list to smart bones only.See the full screen
You rarely Apply a smart bone; it runs automatically off its control bone. Apply is more for regular actions, like stamping a saved wave into a scene.
Pro note
Badges tell you which is which, double-click to rename, and the tabs keep a crowded rig tidy. Housekeeping, but it helps.

14When to reach for smart bones instead of scripting

If you come from a desktop tool, you might expect to write a bit of Lua scripting to automate rig behaviour. FoundryInk has no scripting surface, and it does not need one for this. Smart bones, plain actions, and control bones (bones that drive other bones via Angle from, Scale from, or Position from with a Ratio) cover the automation you would otherwise script. A corrective bend, an automatic follow-through, a one-dial complex shape, these are all handled by the tools on this page.

In Rig mode a selected bone shows Angle from, Scale from and Position from for bone controls.
In Rig mode a selected bone shows Angle from, Scale from and Position from for bone controls.See the full screen
Think in terms of drivers, not code. A control bone with an Angle from ratio, plus a smart bone for the shape fix, replaces most of what a rig script used to do.
Pro note
No code here, and you will not miss it. Smart bones and control bones do the automating for you, no typing required.

15What good looks like

A well-made smart bone is invisible: the joint just bends nicely, at every angle, with no pop or crease anywhere in the dial range. Test it by dragging the control bone slowly from min to max and back; the correction should fade in and out with no sudden jumps. Check the extremes especially, a fix that looks great at full bend but pops at the halfway point usually means your end pose is too aggressive. When your elbows, knees, blinks, and fists all behave without a second thought, your rig is ready to animate.

Halfway through the dial at Frame 7 / 48: check the elbow for jumps.
Halfway through the dial at Frame 7 / 48: check the elbow for jumps.See the full screen
At Frame 13 / 48, near full bend, the correction is fully in.
At Frame 13 / 48, near full bend, the correction is fully in.See the full screen
Save your rig once the smart bones test clean. From here on, animating is far smoother, because the fiddly joint problems are already solved and stay solved.
Pro note
The best smart bone is the one nobody notices. Drag the dial, see no pops, and you are done. Onwards to real animation.

Make a smart bone

Name it, add it, wire the control bone, set the range, record the fix. Links into the app. Saved on this device.

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Smart bone questions

Add action makes a plain reusable action, like a saved wave you stamp onto the timeline with Apply. Add smart bone makes a corrective action wired to a control bone's angle, so it applies itself automatically as that bone rotates. For fixing a joint's bend, always use Add smart bone.

For a joint correction, the control bone is usually the joint's own moving bone, the forearm for an elbow, the shin for a knee. For blinks and fists, make a small dedicated control bone that exists only to drive the action. If the select shows Missing bone, the control bone was deleted or renamed and needs repointing.

It is the control bone's angle at the start and end of the action, defaulting to 0 to 90 degrees. The min angle maps to the action's first frame (rest) and the max angle maps to its last frame (full correction). Set the numbers to match how far your joint really rotates.

No. The first frame already holds the rest pose, so you usually only pose the last frame with the corrected shape at full bend. The studio blends smoothly between the two, which is why rotating the control bone scrubs cleanly through the fix.

No. A smart bone runs automatically off its control bone's rotation, so you do not stamp it onto the timeline. The per-row Apply button is mainly for regular actions, like baking a saved wave into a scene at the playhead.

Usually the corrected end pose is too aggressive, so the blend overshoots in the middle. Ease the end pose back a touch, or check that the dial range matches the joint's real travel. Drag the control bone slowly from min to max and watch for the pop, then adjust until the fade is smooth.

There is no Lua scripting surface in FoundryInk, and you do not need one. Smart bones, regular actions, and control bones (driving others via Angle from, Scale from, or Position from with a Ratio) cover the rig automation you would otherwise script.

Name them clearly when you create them, use the Smart Bones tab to filter the list to just corrections, and double-click any row to rename it later. The kind badge and key count on each row help you tell actions and smart bones apart at a glance.

Your rig fixes itself now

You taught a bone to correct a bend automatically: named the action, added a smart bone, wired its control bone, set the dial range, and recorded the fix at the end frame. Elbows, knees, blinks, and fists all behave without a second thought. With the rig behaving cleanly, you are ready for the fun part, posing and keying your first real move.