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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=%E5%88%A9%E7%94%A8%E8%80%85%3AMstram%2FNew_Stride_Features</id>
	<title>利用者:Mstram/New Stride Features - 版の履歴</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=%E5%88%A9%E7%94%A8%E8%80%85%3AMstram%2FNew_Stride_Features"/>
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	<updated>2026-05-24T16:54:01Z</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:Mstram/New_Stride_Features&amp;diff=52184&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:Mstram/New_Stride_Features&amp;diff=52184&amp;oldid=prev"/>
		<updated>2018-06-28T17:50:09Z</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) 17:50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:Mstram/New_Stride_Features&amp;diff=52183&amp;oldid=prev</id>
		<title>2007年2月25日 (日) 16:20にwiki&gt;Mstramによる</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Mstram/New_Stride_Features&amp;diff=52183&amp;oldid=prev"/>
		<updated>2007-02-25T16:20:37Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;http://projects.blender.org/pipermail/bf-blender-cvs/2006-October/007901.html&lt;br /&gt;
http://blenderartists.org/forum/showthread.php?t=81488&lt;br /&gt;
&lt;br /&gt;
Blender Artists Threads&lt;br /&gt;
&lt;br /&gt;
http://blenderartists.org/forum/showthread.php?t=81488&lt;br /&gt;
http://blenderartists.org/forum/showthread.php?t=88419&lt;br /&gt;
http://blenderartists.org/forum/showthread.php?t=89004&lt;br /&gt;
&lt;br /&gt;
=====================================================&lt;br /&gt;
Apparent &amp;quot;perpendicular burp&amp;quot; to the OffsBone problem :&lt;br /&gt;
&lt;br /&gt;
Ok, never mind it's not a bug. &lt;br /&gt;
&lt;br /&gt;
What happens is if the &amp;quot;Offsbone&amp;quot; moves &amp;quot;vertically&amp;quot; during the action,&lt;br /&gt;
i.e. if the bone is not oriented at a 90deg angle, then even if it is&lt;br /&gt;
keyframed to move &amp;quot;only&amp;quot; on the Y axis for example, and even if the LocZ&lt;br /&gt;
IPO is flat or non existent, there will still be LocZ momvement repeated&lt;br /&gt;
because the ending (apparent) &amp;quot;LocZ&amp;quot; in the action is not the same as&lt;br /&gt;
the starting LocZ. &lt;br /&gt;
&lt;br /&gt;
The transform properties shows 0.00 for the LocZ all through the action,&lt;br /&gt;
(because technically it is 0.00 in local pose space, even though&lt;br /&gt;
visually it's moving downward ! &lt;br /&gt;
&lt;br /&gt;
So, though a torso bone is convenient and will work for most cases of&lt;br /&gt;
walk cycles, if a &amp;quot;robotic&amp;quot; or other type movement is desired, the user&lt;br /&gt;
should ensure that the OffsBone is not rotated in EDIT mode unless that&lt;br /&gt;
is what is desired. &lt;br /&gt;
&lt;br /&gt;
___________________________________________________________________________________&lt;br /&gt;
From CVS 2006-10-31&lt;br /&gt;
http://projects.blender.org/pipermail/bf-blender-cvs/2006-October/007901.html&lt;br /&gt;
&lt;br /&gt;
Log:&lt;br /&gt;
  Two wonderful new NLA &amp;amp; Armature editing features!&lt;br /&gt;
  &lt;br /&gt;
  - FORWARD CYCLING &amp;amp; MATCHING&lt;br /&gt;
  &lt;br /&gt;
  Up to no now, adding multiple actions in NLA with walkcycles required to&lt;br /&gt;
  animate them standing still, as if walking on a conveyor belt. The stride&lt;br /&gt;
  option then makes the object itself move forward, trying to keep the foot&lt;br /&gt;
  stuck on the floor (with poor results!).&lt;br /&gt;
  This option now allows to make walk cycles moving forward. By&lt;br /&gt;
  indicating a reference Offset Bone, the NLA system will use that bone to&lt;br /&gt;
  detect the correct offset for the Armature Pose to make it seamlessly going&lt;br /&gt;
  forward.&lt;br /&gt;
  &lt;br /&gt;
  Best of all, this option works as for cyclic Action Strips as well as for&lt;br /&gt;
  individual Action Strips. Note that for individual strips, you have to set&lt;br /&gt;
  the strip on &amp;quot;Hold&amp;quot;. (Might become automatic detected later).&lt;br /&gt;
  &lt;br /&gt;
  Here's an example edit image for NLA:&lt;br /&gt;
  http://www.blender.org/bf/nla_match-cycle.jpg&lt;br /&gt;
  And the animation for it:&lt;br /&gt;
  http://download.blender.org/demo/test/2.43/0001_0150_match.avi&lt;br /&gt;
  Blender file:&lt;br /&gt;
  http://download.blender.org/demo/test/2.43/mancandy_matching.blend&lt;br /&gt;
  &lt;br /&gt;
  Using this kind of cycling works pretty straightforward, and is a lot&lt;br /&gt;
  easier to setup than Stride Bones.&lt;br /&gt;
  &lt;br /&gt;
  To be further tested:&lt;br /&gt;
  - Blending cycles&lt;br /&gt;
  - matching rotation for the bones as well.&lt;br /&gt;
  &lt;br /&gt;
  - ACTION MODIFIERS (motion deformors)&lt;br /&gt;
  &lt;br /&gt;
  The above option was actually required for this feature. Typically walk&lt;br /&gt;
  cycles are constructed with certain Bones to be the handles, controlling&lt;br /&gt;
  for example the torso or feet.&lt;br /&gt;
&lt;br /&gt;
  An Action Modifier allows you to use a Curve Path to deform the motion of&lt;br /&gt;
  these controlling bones. This uses the existing Curve Deformation option.&lt;br /&gt;
  Modifiers can be added per Action Strip, each controlling a channel (bone)&lt;br /&gt;
  by choice, and even allows to layer multiple modifiers on top of each other&lt;br /&gt;
  (several paths deforming motion). This option is using the dependency graph,&lt;br /&gt;
  so editing the Curve will give realtime changes in the Armature.&lt;br /&gt;
  &lt;br /&gt;
  The previous walkcycle, controlled by two curves:&lt;br /&gt;
  http://download.blender.org/demo/test/2.43/0001_0150_deform.avi&lt;br /&gt;
  Blender file:&lt;br /&gt;
  http://download.blender.org/demo/test/2.43/mancandy_actiondeform.blend&lt;br /&gt;
  &lt;br /&gt;
  Action Modifiers can be added in the NLA Properties Panel. Per Modifier you&lt;br /&gt;
  have to indicate the channel and a Curve Object. You can copy modifiers from&lt;br /&gt;
  one strip to another using CTRL+C (only copies to active Object strips).&lt;br /&gt;
  &lt;br /&gt;
  Setting up a correct Curve Path has to be carefully done:&lt;br /&gt;
&lt;br /&gt;
  - Use SHIFT+A &amp;quot;Curve Path&amp;quot; in top view, or ensure the path is not rotated.&lt;br /&gt;
&lt;br /&gt;
  - make sure the center point of the Curve Object is at the center of the&lt;br /&gt;
    Armature (or above)&lt;br /&gt;
&lt;br /&gt;
  - move the first point of the curve to the center point as well.&lt;br /&gt;
&lt;br /&gt;
  - check if the path starts from this first point, you can change it using&lt;br /&gt;
    (in Curve EditMode) the option Wkey -&amp;gt; &amp;quot;Switch Direction&amp;quot;&lt;br /&gt;
&lt;br /&gt;
  - Make sure alignment uses the correct axis; if the Armature walks into&lt;br /&gt;
    the negative Y direction, you have to set in Object Buttons, &amp;quot;Anim settings&amp;quot;&lt;br /&gt;
    Panel, the correct Track option. (Note; option will probably move to the&lt;br /&gt;
    Modifier later).&lt;br /&gt;
  &lt;br /&gt;
  This is a good reason to make such paths automatic (on a command). Is on the&lt;br /&gt;
  todo list.&lt;br /&gt;
  &lt;br /&gt;
  Also note this:&lt;br /&gt;
&lt;br /&gt;
  - the Curve Path extends in beginning and ending, that's (for now) the default,&lt;br /&gt;
    and allows to use multiple paths. Make sure paths begin and end horizontal.&lt;br /&gt;
&lt;br /&gt;
  - Moving the Curve in Object Mode will change the &amp;quot;mapping&amp;quot; (as if the landscape&lt;br /&gt;
    a character walks over moves). Moving the Curve in Edit Mode will change the&lt;br /&gt;
    actual position of the deformation.&lt;br /&gt;
&lt;br /&gt;
  - Speed (Ipos) on paths is not supported yet, will be done.&lt;br /&gt;
&lt;br /&gt;
  - The Curve &amp;quot;Stretch&amp;quot; deform option doesn't work.&lt;br /&gt;
&lt;br /&gt;
  - Modifiers are executed *after* all actions in NLA are evaluated, there's no&lt;br /&gt;
    support yet for blending multiple strips with Modifiers.&lt;br /&gt;
&lt;br /&gt;
  - This doesn't work yet for time-mapping...&lt;br /&gt;
  &lt;br /&gt;
  This commit is mostly for review by character animators... some details or&lt;br /&gt;
  working methods might change.&lt;br /&gt;
  This feature can also be used for other modifiers, such as noise (Perlin) or&lt;br /&gt;
  the mythical &amp;quot;Oomph&amp;quot; (frequency control) and of course Python.&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mstram</name></author>
		
	</entry>
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