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	<title>テンプレート:Release Notes/2.40/Animation/Armatures/Editing - 版の履歴</title>
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	<updated>2026-07-26T23:43:28Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.40/Animation/Armatures/Editing&amp;diff=43944&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.40/Animation/Armatures/Editing&amp;diff=43944&amp;oldid=prev"/>
		<updated>2018-06-28T17:46:10Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 17:46時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.40/Animation/Armatures/Editing&amp;diff=43943&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones bot: Robot: Changing template: K</title>
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		<updated>2010-04-12T13:11:41Z</updated>

		<summary type="html">&lt;p&gt;Robot: Changing template: K&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;section begin=2.40-Animation-Armatures-Edit mode /&amp;gt;&lt;br /&gt;
==Editing Methods==&lt;br /&gt;
&lt;br /&gt;
Add Armature or Bone ({{shortcut|shift|A}}) now adds by default a single Bone, view aligned and of unit-size 1.  You can add additional bones by extruding ({{Shortcut|E}}) or by {{shortcut|ctrl|lmb}} instant extrude. &lt;br /&gt;
&lt;br /&gt;
If you wish to have automatic mirroring, in the Armature panel enable {{Literal|X-Axis Mirror Edit}}, &lt;br /&gt;
&lt;br /&gt;
[[Image:Armature_panel.png|frame|none|Enable {{Literal|X-Axis Mirror Edit}}]]&lt;br /&gt;
&lt;br /&gt;
then {{shortcut|shift|E}} to initiate mirrored extrude.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mirrored_bone_extrude.png|frame|none|Extrude]]&lt;br /&gt;
&lt;br /&gt;
Continue to mirror extrude with {{Shortcut|E}} or {{shortcut|ctrl|lmb}}. To turn mirroring off disable {{Literal|local x-axis mirroring}}. The new bones will be automatically named with the appropriate &amp;lt;code&amp;gt;_L&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;_R&amp;lt;/code&amp;gt; suffix.&lt;br /&gt;
&lt;br /&gt;
You can now subdivide bones with the {{Shortcut|W}}.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mirrored_bone_subdivide.png|frame|none|Before subdivision]]&lt;br /&gt;
[[Image:Mirrored_bone_subdivide_done.png|frame|none|After subdivision]]&lt;br /&gt;
&lt;br /&gt;
== armature mirror editing ==&lt;br /&gt;
&lt;br /&gt;
The naming convention was tweaked a bit; names like ''Bone_L.005'' and ''Bone_R.005'' are considered counterparts. However, if you use the {{Literal|Flip names}} option, the number extension is still truncated.&lt;br /&gt;
&lt;br /&gt;
Using {{Shortcut|N}} panel in 3D window on {{Literal|EditMode}} armature now applies the new {{Literal|mirror edit}} as well. Including the 'roll'.&lt;br /&gt;
&lt;br /&gt;
Please note that roll values can differ a lot when you have modeled without 'mirror' mode. You can enforce the roll to match by first moving the Bone a little bit, so the other one aligns perfectly.&lt;br /&gt;
&lt;br /&gt;
== Bone Flipping ==&lt;br /&gt;
{{Literal|Bone flipping}}&lt;br /&gt;
# First it removes the number extension, if it's there (like ''.001'')&lt;br /&gt;
# Then it checks for a separator on either the 2nd position (''L'''_'''calfbone'') or last-but-one (''calfbone'''.'''R''). If there's an ''l'', ''r'', ''L'' or ''R'' it switches the letter.&amp;lt;BR/&amp;gt;Seperators:&lt;br /&gt;
#* space &amp;quot; &amp;quot;&lt;br /&gt;
#* dot &amp;quot;.&amp;quot;&lt;br /&gt;
#* minus &amp;quot;-&amp;quot;&lt;br /&gt;
#* underscore &amp;quot;_&amp;quot;&lt;br /&gt;
# If no switch done yet, it tries if a name starts or ends with ''left'' or ''right'', case insensitive. It replaces this, disregarding separator.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
:{|&lt;br /&gt;
|'''Left'''hand&lt;br /&gt;
| -&amp;gt;&lt;br /&gt;
|'''Right'''hand&lt;br /&gt;
|-&lt;br /&gt;
|'''L '''Hand.005&lt;br /&gt;
| -&amp;gt;&lt;br /&gt;
|'''R '''Hand&lt;br /&gt;
|-&lt;br /&gt;
|hand'''.r'''&lt;br /&gt;
| -&amp;gt;&lt;br /&gt;
|hand'''.l'''&lt;br /&gt;
|-&lt;br /&gt;
|right'''-l'''&lt;br /&gt;
| -&amp;gt;&lt;br /&gt;
|right'''-r'''&lt;br /&gt;
|-&lt;br /&gt;
|pelvis''' LEFT'''&lt;br /&gt;
| -&amp;gt;&lt;br /&gt;
|pelvis''' RIGHT'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Shortcut|W}} in Armature Editmode now has option for flipping names too.&lt;br /&gt;
&lt;br /&gt;
==misc selection==&lt;br /&gt;
===Lasso Select===&lt;br /&gt;
Lasso Select ({{shortcut|ctrl|lmb}}-drag) for Bones in {{Literal|PoseMode}} and {{Literal|EditMode}}. For {{Literal|PoseMode}} it selects using only the line between root and tip of the Bone. In {{Literal|EditMode}}, armatures actually only consists of points, flushing bone selection based on points that are selected.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:Lasso_select_bone.png|frame|before]]&lt;br /&gt;
|[[Image:Lasso_select_bone_after.png|frame|after]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Editmode border select ===&lt;br /&gt;
{{Literal|EditMode}} armature border-selecting is now smarter. If there are points in the border, only the points get selected (and an entire Bone when both points are in border). If no points are within the border, the tip gets selected for connected Bones, the entire Bone gets selected for non-connected Bones.&lt;br /&gt;
&lt;br /&gt;
=== Selection State Preserved ===&lt;br /&gt;
Bone selection state is preserved across {{Literal|PoseMode}} and {{Literal|EditMode}}.&lt;br /&gt;
&lt;br /&gt;
== Bone Types ==&lt;br /&gt;
=== Hinge ===&lt;br /&gt;
There is a new Bone type &amp;quot;{{Literal|Hinge}}&amp;quot;, which doesn't inherit pose rotation/scale from its parent pose-channel.&lt;br /&gt;
This button is available in {{Literal|Editing}} Buttons for {{Literal|PoseMode}} as well as {{Literal|EditMode}}.&lt;br /&gt;
  &lt;br /&gt;
This should reduce Constraint usage (copy location).&lt;br /&gt;
&lt;br /&gt;
=== BBones ===&lt;br /&gt;
Literal now support adjusting the 'handle length', with the values &amp;quot;In&amp;quot; and &amp;quot;Out&amp;quot; in the new {{Literal|PoseMode}} Panel, editing buttons.&lt;br /&gt;
&lt;br /&gt;
BBones allow better control over the curvature of any bone deform. No need to give Bones (vgroups) large influence, just add a couple of BBone segments.&lt;br /&gt;
&lt;br /&gt;
The Bone property &amp;quot;Segments&amp;quot; defines if a deform happens as a 'BBone'. The drawtype {{Literal|BBone}} is just for display in 3D window.&lt;br /&gt;
&lt;br /&gt;
A BBone also deforms (bends) in rest-position, if there's a joint that creates a curved Bone. Therefore, you can achieve the best results by creating a rest-position with straight joints. Or, if you prefer a slightly bent rest-position (for a spine or similar), make sure the Mesh model is '''not''' curved, the BBone will do this for you.&lt;br /&gt;
&amp;lt;section end=2.40-Animation-Armatures-Edit mode /&amp;gt;&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones bot</name></author>
		
	</entry>
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