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	<title>テンプレート:Release Notes/2.40/Deformation methods - 版の履歴</title>
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	<updated>2026-07-27T18:06:38Z</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/Deformation_methods&amp;diff=43948&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;
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				&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;
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		<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/Deformation_methods&amp;diff=43947&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones: Dev:Ref/Release Notes/.DPL share/2.40/Deformation methods moved to Template:Release Notes/2.40/Deformation methods: move to Template:</title>
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		<updated>2009-02-17T21:37:24Z</updated>

		<summary type="html">&lt;p&gt;&lt;a href=&quot;/Dev:Ref/Release_Notes/.DPL_share/2.40/Deformation_methods&quot; class=&quot;mw-redirect&quot; title=&quot;Dev:Ref/Release Notes/.DPL share/2.40/Deformation methods&quot;&gt;Dev:Ref/Release Notes/.DPL share/2.40/Deformation methods&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/Deformation_methods&quot; title=&quot;テンプレート:Release Notes/2.40/Deformation methods&quot;&gt;Template:Release Notes/2.40/Deformation methods&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-Modelling-Deformation /&amp;gt;&lt;br /&gt;
==ARMATURE DEFORMATION==&lt;br /&gt;
&lt;br /&gt;
===New Armature deform options===&lt;br /&gt;
  Control over Armature deform. Three new options are added for it;&lt;br /&gt;
  &lt;br /&gt;
  Armature Panel&lt;br /&gt;
  - &amp;quot;Vertex Groups&amp;quot;&lt;br /&gt;
  - &amp;quot;Envelope&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  Bones Panel&lt;br /&gt;
  - &amp;quot;Mult&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
  The logic works as follows;&lt;br /&gt;
  - Set &amp;quot;Vertex Groups&amp;quot; will enable vertex group based deform (default)&lt;br /&gt;
  - Set &amp;quot;Envelope&amp;quot; will enable Bone Envelopes to deform&lt;br /&gt;
  - Set both will apply Envelope deform on vertices without VertexGroups&lt;br /&gt;
  &lt;br /&gt;
  - Set the per-Bone &amp;quot;Mult&amp;quot; option to have Envelopes work on top of a&lt;br /&gt;
    VertexGroup&lt;br /&gt;
  - The per-Bone &amp;quot;Deform&amp;quot; option (was called &amp;quot;Skinnable&amp;quot;) will dis/enable&lt;br /&gt;
    the Bone to deform for all situations.&lt;br /&gt;
  &lt;br /&gt;
  The old convention was that, without any vertex groups, the Bones deformed&lt;br /&gt;
  with bone-distances. I can't patch that... so you have to enable it by&lt;br /&gt;
  hand in older files. Not too bad, since this option was unusable before&lt;br /&gt;
  anyway. :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armature deform control===&lt;br /&gt;
  Another option for more Armature deform control;&lt;br /&gt;
  &lt;br /&gt;
  The &amp;quot;Use VGroup&amp;quot; or &amp;quot;Use Envelope&amp;quot; options now are in Modifier Panel&lt;br /&gt;
  for Armature deform.&lt;br /&gt;
  If Modifiers are in use, they override the Armature settings for it.&lt;br /&gt;
  (Cannot get rid of the Armature panel options yet, since Blender still&lt;br /&gt;
  allows parenting to be deforming too, which is displayed as a Virtual&lt;br /&gt;
  modifier now)&lt;br /&gt;
  &lt;br /&gt;
  This now allows to - for example - make a Envelope deform on a Lattice,&lt;br /&gt;
  and have same Armature use vertexgroups on Mesh.&lt;br /&gt;
  &lt;br /&gt;
===Lattice and Curve deform vertex groups===&lt;br /&gt;
  Curve and Lattice deform Modifiers now accept optional Vertex Group name&lt;br /&gt;
  to finetune deform further as well.&lt;br /&gt;
  Note that curve deform requires object buttons 'track' and 'up' axes set&lt;br /&gt;
  properly. Curve deform can twist/flip a lot, making Vertex Group based&lt;br /&gt;
  deform hard to set up.&lt;br /&gt;
&lt;br /&gt;
===RVKS work for Curve objects===&lt;br /&gt;
  RVK (relative vertex keys) work for Curve objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hook supports vertex groups===&lt;br /&gt;
  New!&lt;br /&gt;
  Hooks now support vertex groups. With weight painting it looks very&lt;br /&gt;
  interesting. Almost z-painting! :) Try a sphere with all vertices in a&lt;br /&gt;
  group, hook it, and scale empty in object mode a bit.&lt;br /&gt;
&lt;br /&gt;
  Works as follows now; in Mesh editmode, when no vertices are selected, it&lt;br /&gt;
  tries to assign on CTRL+H command the active Vertex Group. (Menu is getting&lt;br /&gt;
  to long now... need to think over). Only works when vertices are assigned&lt;br /&gt;
  to a Vertex Group, this to calculate the Hook center.&lt;br /&gt;
&amp;lt;section end=2.40-Modelling-Deformation /&amp;gt;&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones</name></author>
		
	</entry>
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