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	<title>テンプレート:Release Notes/2.40/Animation/Inverse Kinematics - 版の履歴</title>
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	<updated>2026-08-29T04:26:23Z</updated>
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		<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/Inverse_Kinematics&amp;diff=43950&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<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>
		
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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/Inverse_Kinematics&amp;diff=43949&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones: Dev:Ref/Release Notes/.DPL share/2.40/Animation/Inverse Kinematics moved to Template:Release Notes/2.40/Animation/Inverse Kinematics: move to Template:</title>
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		<updated>2009-02-17T21:32:04Z</updated>

		<summary type="html">&lt;p&gt;&lt;a href=&quot;/Dev:Ref/Release_Notes/.DPL_share/2.40/Animation/Inverse_Kinematics&quot; class=&quot;mw-redirect&quot; title=&quot;Dev:Ref/Release Notes/.DPL share/2.40/Animation/Inverse Kinematics&quot;&gt;Dev:Ref/Release Notes/.DPL share/2.40/Animation/Inverse Kinematics&lt;/a&gt; moved to &lt;a href=&quot;/%E3%83%86%E3%83%B3%E3%83%97%E3%83%AC%E3%83%BC%E3%83%88:Release_Notes/2.40/Animation/Inverse_Kinematics&quot; title=&quot;テンプレート:Release Notes/2.40/Animation/Inverse Kinematics&quot;&gt;Template:Release Notes/2.40/Animation/Inverse Kinematics&lt;/a&gt;: move to Template:&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-Inverse Kinematics /&amp;gt;&lt;br /&gt;
==IK WORK==&lt;br /&gt;
&lt;br /&gt;
===NEW IK work===&lt;br /&gt;
&lt;br /&gt;
  First commit of Brecht's new IK work. This only does the IK module.&lt;br /&gt;
  Full logs for changes will be added later. Worth to note now;&lt;br /&gt;
  - support for 'tree IK' added&lt;br /&gt;
  - DOF and stiffness per IK bone (in pose only)&lt;br /&gt;
  - Orientation IK support (target rotates -&amp;gt; chain follows)&lt;br /&gt;
  &lt;br /&gt;
  Here's how IK works now;&lt;br /&gt;
  &lt;br /&gt;
  - IK chains can go all the way to the furthest parent Bone. Disregarding&lt;br /&gt;
    the old option &amp;quot;IK to Parent&amp;quot; and disgregarding whether a Bone has an&lt;br /&gt;
    offset to its parent (offsets now work for IK, so you can also make&lt;br /&gt;
    T-bones).&lt;br /&gt;
  - The old &amp;quot;IK to Parent&amp;quot; option now only does what it should do: it denotes&lt;br /&gt;
    whether a Bone is directly connected to a Parent Bone, or not.&lt;br /&gt;
    In the UI and in code this option is now called &amp;quot;Connected&amp;quot;.&lt;br /&gt;
  - You can also define yourself which Bone will become the &amp;quot;Root&amp;quot; for an IK&lt;br /&gt;
    chain. This can be any Parent of the IK tip (where the IK constraint is).&lt;br /&gt;
    By default it goes all the way, unless you set a value for the new IK&lt;br /&gt;
    Constraint Panel option &amp;quot;Chain Lenght&amp;quot;.&lt;br /&gt;
  - &amp;quot;Tree IK&amp;quot; now is detected automatic, when multiple IK Roots are on the&lt;br /&gt;
    same Bone, and when there's a branched structure.&lt;br /&gt;
    Multiple IK's on a single chain (no branches) is still executed as usual,&lt;br /&gt;
    doing the IK's sequentially.&lt;br /&gt;
  - Note: Branched structures, with _partial_ overlapping IK chains, that don't&lt;br /&gt;
    share the same Root will possibly disconnect branches.&lt;br /&gt;
  - When you select a Bone with IK, it now draws a yellow dashed line to its&lt;br /&gt;
    Root.&lt;br /&gt;
  - The IK options &amp;quot;Location Weight&amp;quot; and &amp;quot;Rotation Weight&amp;quot; are relative,&lt;br /&gt;
    in case there's a Tree IK structure. These weights cannot be set to&lt;br /&gt;
    zero. To animate or disable IK Targets, use the &amp;quot;Influence&amp;quot; slider.&lt;br /&gt;
  - This new IK is backwards and upwards compatible for Blender files.&lt;br /&gt;
    Of course, the new features won't show in older Blender binaries! :)&lt;br /&gt;
&lt;br /&gt;
===Degrees of Freedom (Rotation Limits) ===&lt;br /&gt;
  First version of visualizing the DoF (french degrees!) for Pose-bones. It&lt;br /&gt;
  now only draws the limits for X and Z rotations (Y is bone axis itself).&lt;br /&gt;
  &lt;br /&gt;
  It only draws for selected Bones that are part of IK, and have limits set.&lt;br /&gt;
  Most work was getting code OK to setup drawing this 'DoF space', so now&lt;br /&gt;
  experiments can be done with more drawing types.&lt;br /&gt;
  &lt;br /&gt;
  ALso; Buttons for DoFs now only draw if the pose-bones are part of an IK&lt;br /&gt;
  chain.&lt;br /&gt;
&lt;br /&gt;
  - Changed xz limit drawing to use same formulas as the limiting in the IK&lt;br /&gt;
    module -- the previous method could be off pretty far.&lt;br /&gt;
  - Added drawing of transparent surface for it, instead of just the border.&lt;br /&gt;
  - Added &amp;quot;stretch IK&amp;quot;, allowing bones not only to rotate, but also scale.&lt;br /&gt;
    The &amp;quot;Stretch&amp;quot; value below the DoF buttons is used to enabled this.&lt;br /&gt;
&lt;br /&gt;
===Floor constraint===&lt;br /&gt;
  Roland Hess' Floor Constraint patch:&lt;br /&gt;
  https://projects.blender.org/tracker/?func=detail&amp;amp;aid=2993&amp;amp;group_id=9&amp;amp;atid=127&lt;br /&gt;
&lt;br /&gt;
===Rotation constraint===&lt;br /&gt;
  allows to only copy X,Y,Z axis rotations.&lt;br /&gt;
  &lt;br /&gt;
  Note this is based on eulers, so might give the common issues. :)&lt;br /&gt;
  For most cases it goes fine though, especially with only 1 axis constraint.&lt;br /&gt;
&lt;br /&gt;
===hotkey for add constraints===&lt;br /&gt;
  New: Hotkey/menu access in 3D window to add constraints. Works in PoseMode&lt;br /&gt;
  as well as for Objects. Hotkey: CTRL+ALT+C (bit clumsy I know, but I like&lt;br /&gt;
  to use the Ckey).&lt;br /&gt;
  &lt;br /&gt;
  Constraints are added to the active Object or Bone.&lt;br /&gt;
  Based on selection context, the menu has three versions:&lt;br /&gt;
  &lt;br /&gt;
  Pose Mode:&lt;br /&gt;
    - if another bone is selected, bone becomes target&lt;br /&gt;
    - else if another Object is selected, Object becomes target&lt;br /&gt;
    - else it adds a new Empty as target&lt;br /&gt;
  Object Mode&lt;br /&gt;
    - if another Object is selected: Object becomes target&lt;br /&gt;
    - else it adds a new Empty as target&lt;br /&gt;
  &lt;br /&gt;
  Same works this way now for CTRL+I, &amp;quot;Add IK&amp;quot;.&lt;br /&gt;
  &lt;br /&gt;
  To be solved: ALT+C in PoseMode is &amp;quot;Clear Constraints&amp;quot;, but in Object Mode&lt;br /&gt;
  it does &amp;quot;Convert&amp;quot; still...&lt;br /&gt;
&lt;br /&gt;
===Targetless IK===&lt;br /&gt;
  Two new IK features.&lt;br /&gt;
  &lt;br /&gt;
  1) Target-less IK&lt;br /&gt;
  &lt;br /&gt;
  If you add an IK constraint without a target set (no object or bone target),&lt;br /&gt;
  it now can be grabbed and moved with IK, using its own Bone tip or root as&lt;br /&gt;
  target itself. This way you can use IK for posing, without having the IK&lt;br /&gt;
  executed while it animates or while a Pose is being solved for real IK.&lt;br /&gt;
  &lt;br /&gt;
  After grabbing &amp;quot;Target-less IK&amp;quot;, it applies the resulted motion in the&lt;br /&gt;
  pose-channels, which then can be used to insert keypositions.&lt;br /&gt;
  &lt;br /&gt;
  The Target-less IK bone can still be rotated without IK, also its chain&lt;br /&gt;
  can be edited as usual.&lt;br /&gt;
  &lt;br /&gt;
  UI: The CTRL+I menu gives this as an option too. In the 3D window it is&lt;br /&gt;
  drawn with orangish color.&lt;br /&gt;
  &lt;br /&gt;
  Note that IK is not resistant to non-uniform scaling yet.&lt;br /&gt;
&lt;br /&gt;
===Auto IK===&lt;br /&gt;
  2) Auto-IK&lt;br /&gt;
  &lt;br /&gt;
  When the option &amp;quot;Automatic IK&amp;quot; is set, in Edit Buttons Armature Panel,&lt;br /&gt;
  it creates automatic temporal Target-less IK for the Bone you grab or&lt;br /&gt;
  translate.&lt;br /&gt;
  &lt;br /&gt;
  The rules are:&lt;br /&gt;
  &lt;br /&gt;
  - it only works when a single Bone is selected&lt;br /&gt;
  - if the Bone is a root bone (no parent), it adds IK to the end of the&lt;br /&gt;
    chain(s)&lt;br /&gt;
  - otherwise it adds the IK to the active Bone&lt;br /&gt;
  - the temporal IK chain only consists of connected Bones.&lt;br /&gt;
  &lt;br /&gt;
  This method is still a bit experimental. Maybe it should become a special&lt;br /&gt;
  grabbing option (like SHIFT+G in Pose Mode). It also only works OK for rigs&lt;br /&gt;
  that fit for it well... when a rig already is fully setup with IK it can't&lt;br /&gt;
  do much good. :)&lt;br /&gt;
&amp;lt;section end=2.40-Animation-Armatures-Inverse Kinematics /&amp;gt;&lt;br /&gt;
[[Category:Release notes]]&lt;br /&gt;
[[Category:Inverse kinematics]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones</name></author>
		
	</entry>
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