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	<title>利用者:Mont29/NewAnimation/RiggingDetails - 版の履歴</title>
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	<updated>2026-04-28T10:02:37Z</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=%E5%88%A9%E7%94%A8%E8%80%85:Mont29/NewAnimation/RiggingDetails&amp;diff=96781&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=%E5%88%A9%E7%94%A8%E8%80%85:Mont29/NewAnimation/RiggingDetails&amp;diff=96781&amp;oldid=prev"/>
		<updated>2018-06-28T18:47:29Z</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) 18:47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=%E5%88%A9%E7%94%A8%E8%80%85:Mont29/NewAnimation/RiggingDetails&amp;diff=96780&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones: moved Meta:Sandbox/NewAnimation/RiggingDetails to User:Mont29/NewAnimation/RiggingDetails: bastien, moving in your own user page to clean the sandbox and so that it remains yours :)</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Mont29/NewAnimation/RiggingDetails&amp;diff=96780&amp;oldid=prev"/>
		<updated>2011-04-10T16:24:38Z</updated>

		<summary type="html">&lt;p&gt;moved &lt;a href=&quot;/Meta:Sandbox/NewAnimation/RiggingDetails&quot; class=&quot;mw-redirect&quot; title=&quot;Meta:Sandbox/NewAnimation/RiggingDetails&quot;&gt;Meta:Sandbox/NewAnimation/RiggingDetails&lt;/a&gt; to &lt;a href=&quot;/%E5%88%A9%E7%94%A8%E8%80%85:Mont29/NewAnimation/RiggingDetails&quot; title=&quot;利用者:Mont29/NewAnimation/RiggingDetails&quot;&gt;User:Mont29/NewAnimation/RiggingDetails&lt;/a&gt;: bastien, moving in your own user page to clean the sandbox and so that it remains yours :)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Well, here there’s some work…&lt;br /&gt;
&lt;br /&gt;
We only talk here about rigging/skinning/etc, no animation. Anyway, animating bones of armatures is not much different than animating standard objects…&lt;br /&gt;
&lt;br /&gt;
This is the part I know less, so I should learn much while writing/updating it! But this also implies it is the one most likely to change over writing process! Anyway, I think this is a rather good starting point…&lt;br /&gt;
&lt;br /&gt;
--[[User:Mont29|Mont29]] 11:56, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{Note|Comments|Comments are of course welcomed, just add another line in the table below the relevant page description, like that:&amp;lt;br/&amp;gt;&amp;lt;pre&amp;gt; |-&lt;br /&gt;
 | ||colspan=2|[your comment/suggestion/…]&amp;lt;br/&amp;gt;[another comment/suggestion/…]&amp;lt;br/&amp;gt;etc.&amp;lt;/pre&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{|align=center&lt;br /&gt;
 !Page title!!Old page!!New page&lt;br /&gt;
 |-&lt;br /&gt;
 |colspan=3|'''''Introduction'''''&lt;br /&gt;
 |-&lt;br /&gt;
 |'''Introduction'''||[[Doc:Manual/Animation/Armatures]]||[[Meta:Sandbox/NewAnimation/Manual/Rigging]]&lt;br /&gt;
 |-&lt;br /&gt;
 | ||colspan=2|&amp;lt;pre&amp;gt;&lt;br /&gt;
=Introduction=&lt;br /&gt;
	Rapid intro about armatures (their uses), skinning and posing (armature&lt;br /&gt;
	modes). Plan of whole chapter. Insist on armatures being useful not only for&lt;br /&gt;
	animation, but also to statically deform (pose) objects…&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |colspan=3|'''''Armature Objects'''''&lt;br /&gt;
 |-&lt;br /&gt;
 |'''Armatures'''||[[Doc:Manual/Animation/Armatures/Object mode]]||[[Meta:Sandbox/NewAnimation/Manual/Rigging/Armatures]]&lt;br /&gt;
 |-&lt;br /&gt;
 | ||colspan=2|&amp;lt;pre&amp;gt;&lt;br /&gt;
=Armatures=&lt;br /&gt;
	Intro about armatures themselves. Few words about armature in object mode&lt;br /&gt;
	(same possibilities/features as other object types).&lt;br /&gt;
	Plan of this sub-section.&lt;br /&gt;
==Visualization==&lt;br /&gt;
	X-ray, layers, axes/names/shapes/colors… Hiding bones.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |'''Armature Structure'''||NEW||[[Meta:Sandbox/NewAnimation/Manual/Rigging/Armatures/Structure]]&lt;br /&gt;
 |-&lt;br /&gt;
 | ||colspan=2|In this page we only talk about general ideas/principles. Crosslinks to each topic’s relevant page.&amp;lt;pre&amp;gt;&lt;br /&gt;
=Armature Structure=&lt;br /&gt;
	Intro: Types (octahedron/stick/B-bone), bones, chains of bones…&lt;br /&gt;
==Bones==&lt;br /&gt;
	Head, tail, “weights”/envelopes…&lt;br /&gt;
==Chains of Bones==&lt;br /&gt;
	Relations between bones (parent/connected/IK…).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |'''Selecting'''||NEW||[[Meta:Sandbox/NewAnimation/Manual/Rigging/Armatures/Selecting]]&lt;br /&gt;
 |-&lt;br /&gt;
 | ||colspan=2|&amp;lt;pre&amp;gt;&lt;br /&gt;
=Selecting Bones=&lt;br /&gt;
	Two selection “types”: whole bones, and heads/tails. How they interact.&lt;br /&gt;
==Selecting Whole Bones==&lt;br /&gt;
	How to select whole bones (rmb, linked bones, …).&lt;br /&gt;
==Selecting Bones Heads and Tails==&lt;br /&gt;
	How to select bones’ heads and tails…&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |'''Editing'''||[[Doc:Manual/Animation/Armatures/Edit mode]]||[[Meta:Sandbox/NewAnimation/Manual/Rigging/Armatures/Editing]]&lt;br /&gt;
 |-&lt;br /&gt;
 | ||colspan=2|In this page I should use crosslinks to Modeling chapter (hopefully in its new version!), since many editing techs are similar/the same as those for vertices…&amp;lt;br/&amp;gt;It might become quite big (in which case I might split it, with an additional “Editing Properties” page, for names, layers, chains, …).&amp;lt;pre&amp;gt;&lt;br /&gt;
=Editing Bones=&lt;br /&gt;
	Intro. Locking bone editing. The X-axis mirror option. Crosslink to Etch-a-&lt;br /&gt;
	ton page.&lt;br /&gt;
==Adding Bones==&lt;br /&gt;
	Extruding, ctrl-lmb, duplicating, …&lt;br /&gt;
==Deleting Bones&lt;br /&gt;
	Deleting, merging.&lt;br /&gt;
==Transforming Bones==&lt;br /&gt;
	Grab/move/rotate of whole bone(s), grab of heads/tails…&lt;br /&gt;
	Influence of bones relations.&lt;br /&gt;
	Snapping.&lt;br /&gt;
==Inserting Bones==&lt;br /&gt;
	Fill between joints, subdivides…&lt;br /&gt;
==Bone Roll==&lt;br /&gt;
	How to control bone roll angle.&lt;br /&gt;
==Chain Editing==&lt;br /&gt;
	How to control/modify bone chains (aka parent/child bones).&lt;br /&gt;
==Using Layers==&lt;br /&gt;
	Moving bones to layers…&lt;br /&gt;
==Naming==&lt;br /&gt;
	The auto-naming features…&lt;br /&gt;
==Properties==&lt;br /&gt;
	Weight, Segments (for B-Bones, also In and Out in Pose mode – sic!), Hinge…&lt;br /&gt;
	A sub-part for Envelopes properties (dist, head/tail radius).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |'''Etch-a-ton'''||NEW||[[Meta:Sandbox/NewAnimation/Manual/Rigging/Armatures/Editing/EtchATon]]&lt;br /&gt;
 |-&lt;br /&gt;
 | ||colspan=2|&amp;lt;pre&amp;gt;&lt;br /&gt;
=Etch-a-ton=&lt;br /&gt;
	Intro, presentation of this tool/method (simple creation of whole bone&lt;br /&gt;
	chains).&lt;br /&gt;
==Drawing Chains==&lt;br /&gt;
	Drawing. Visualization (future bones, …).&lt;br /&gt;
==Converting to Bones==&lt;br /&gt;
	Converting to bones.&lt;br /&gt;
	Sub-parts for each conversion methods (Fixed, Adaptive, Length and Template)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |colspan=3|'''''Skinning'''''&lt;br /&gt;
 |-&lt;br /&gt;
 |'''Skinning'''||NEW||[[Meta:Sandbox/NewAnimation/Manual/Rigging/Skinning]]&lt;br /&gt;
 |-&lt;br /&gt;
 | ||colspan=2|&amp;lt;pre&amp;gt;&lt;br /&gt;
=Skinning=&lt;br /&gt;
	Intro about skinning. Two types (to meshes/lattice/curves/…&lt;br /&gt;
	vertices/edit points, and to objects themselves).&lt;br /&gt;
	Plan of this sub-section.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |'''Linking Objects to Bones'''||NEW||[[Meta:Sandbox/NewAnimation/Manual/Rigging/Skinning/Objects]]&lt;br /&gt;
 |-&lt;br /&gt;
 | ||colspan=2|&amp;lt;pre&amp;gt;&lt;br /&gt;
=Linking Objects to Bones=&lt;br /&gt;
	Intro.&lt;br /&gt;
==Process==&lt;br /&gt;
	Need to be in Pose mode. Stress similarities with standard object parenting.&lt;br /&gt;
	To possibilities: “old” bone parenting, and using Child of constraint.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |'''Skinning to Objects’ Shapes'''||[[Doc:Manual/Animation/Armatures/Mesh Skin Weighting]]||[[Meta:Sandbox/NewAnimation/Manual/Rigging/Skinning/ObData]]&lt;br /&gt;
 |-&lt;br /&gt;
 | ||colspan=2|&amp;lt;pre&amp;gt;&lt;br /&gt;
=Skinning to Shapes=&lt;br /&gt;
	Intro. How bones affect shapes.&lt;br /&gt;
==Common Options==&lt;br /&gt;
	Mult (using envelopes and vertex groups together), Quaternion, B-Bone Rest…&lt;br /&gt;
==Envelopes==&lt;br /&gt;
	The Base skinning behavior, working with meshes/curves/&lt;br /&gt;
	surfaces/texts/lattices&lt;br /&gt;
==Vertex Groups==&lt;br /&gt;
	A skinning behavior available for meshes and lattices only. Weights. Groups&lt;br /&gt;
	names. etc.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |colspan=3|'''''Posing'''''&lt;br /&gt;
 |-&lt;br /&gt;
 |'''Posing'''||[[Doc:Manual/Animation/Armatures/Pose mode]]||[[Meta:Sandbox/NewAnimation/Manual/Rigging/Posing]]&lt;br /&gt;
 |-&lt;br /&gt;
 | ||colspan=2|&amp;lt;pre&amp;gt;&lt;br /&gt;
=Posing=&lt;br /&gt;
	Intro about posing, pose mode (something like “object mode for bones”), rest&lt;br /&gt;
	position.&lt;br /&gt;
	“pose library” i.e. actions; bone groups.&lt;br /&gt;
	Few words about needing of quaternions in rotations.&lt;br /&gt;
	Using Ipo, Actions, NLA (crosslinks).&lt;br /&gt;
	Few words about advanced features (IK, Action NLA modifier, Stride).&lt;br /&gt;
	Plan of this sub-section.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |'''Visualization'''||NEW||[[Meta:Sandbox/NewAnimation/Manual/Rigging/Posing/Visualization]]&lt;br /&gt;
 |-&lt;br /&gt;
 | ||colspan=2|&amp;lt;pre&amp;gt;&lt;br /&gt;
=Visualization=&lt;br /&gt;
	Intro.&lt;br /&gt;
==Colors==&lt;br /&gt;
	bone “types” (i.e. action, IK, constraint, …)&lt;br /&gt;
	bone group.&lt;br /&gt;
==Shapes==&lt;br /&gt;
	How to give a specific shape to a bone.&lt;br /&gt;
==Ghosts==&lt;br /&gt;
	Display of ghost frames…&lt;br /&gt;
==Curves==&lt;br /&gt;
	Display of temporal motion curves…&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |'''Editing'''||NEW||[[Meta:Sandbox/NewAnimation/Manual/Rigging/Posing/Editing]]&lt;br /&gt;
 |-&lt;br /&gt;
 | ||colspan=2|&amp;lt;pre&amp;gt;&lt;br /&gt;
=Editing Poses=&lt;br /&gt;
	Intro. Similarities with animation of objects (each bone being like an&lt;br /&gt;
	object).&lt;br /&gt;
==Basics==&lt;br /&gt;
	Grab/rotate/scale of bones, inserting keys (i.e. poses).&lt;br /&gt;
	Rest Position, Delay Deform options.&lt;br /&gt;
==Pose Library==&lt;br /&gt;
	Using actions as pose libraries.&lt;br /&gt;
	The pose markers in Action editor.&lt;br /&gt;
	The pose library controls in Link and Material panel.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |'''Using Constraints'''||NEW||[[Meta:Sandbox/NewAnimation/Manual/Rigging/Posing/Constraints]]&lt;br /&gt;
 |-&lt;br /&gt;
 | ||colspan=2|&amp;lt;pre&amp;gt;&lt;br /&gt;
=Applying Constraints to Bones=&lt;br /&gt;
	Intro. Generalities about controlling bones’ possible movements (i.e. degree&lt;br /&gt;
	of freedom, DoF) with constraints. Crosslinks to Action and IK pages.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |'''Inverse Kinematics'''||[[Doc:Manual/Animation/Armatures/Inverse Kinematics]]||[[Meta:Sandbox/NewAnimation/Manual/Rigging/Posing/IK]]&lt;br /&gt;
 |-&lt;br /&gt;
 | ||colspan=2|&amp;lt;pre&amp;gt;&lt;br /&gt;
=Inverse Kinematics=&lt;br /&gt;
	Intro. Two types (with and without targets). Chain of bones.&lt;br /&gt;
==Auto IK==&lt;br /&gt;
	“Simplest” IK tool, only useful for creating poses. No extra options.&lt;br /&gt;
==Targetless IK==&lt;br /&gt;
	The IK constraint without target. Also only a posing tool, but with rotation&lt;br /&gt;
	control on each bone of the chain.&lt;br /&gt;
==Standard IK==&lt;br /&gt;
	IK constraint with target. No need of posing bones in the chain (even though&lt;br /&gt;
	it is possible), but rather to animate the target (another, non-related&lt;br /&gt;
	bone, or another object).&lt;br /&gt;
==Controlling Bone Rotation and Scale==&lt;br /&gt;
	How to control/limit each bone’s rotation and scale in an IK chain.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
 |colspan=3|'''''Animation Editors''''' – MOVED TO ANIMATION SECTION&lt;br /&gt;
 |-&lt;br /&gt;
 |'''The Action Editor'''||[[Doc:Manual/Animation/Armatures/The Action Editor]]||MOVED TO ANIMATION SECTION&lt;br /&gt;
 |-&lt;br /&gt;
 |'''Non Linear Animation'''||[[Doc:Manual/Animation/Armatures/Non Linear Animation]]||MOVED TO ANIMATION SECTION&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones</name></author>
		
	</entry>
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