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	<title>利用者:Rocketman/armature layers proposal - 版の履歴</title>
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	<updated>2026-09-05T12:02:37Z</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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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Rocketman/armature_layers_proposal&amp;diff=150383&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T21:15:18Z</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;
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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) 21:15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:Rocketman/armature_layers_proposal&amp;diff=150382&amp;oldid=prev</id>
		<title>wiki&gt;Aligorith: /* Talk Section */</title>
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		<updated>2016-01-12T12:38:23Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Talk Section&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=UI Proposal: Armature Layers In the 3D View Header=&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:Armature_layers2.76.png‎|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
A user who is posing or animating a character frequently needs to turn armature layers on and off. This is a crucial operation on all but the simplest of character rigs. There are several existing UI paths for doing this:&lt;br /&gt;
&lt;br /&gt;
*'''Have an armature layers panel open.''' Accessing the layers here requires having a properties window open, which takes up an unacceptable amount of screen space, as none of the other armature settings are as frequently accessed.&lt;br /&gt;
*'''Use the bpy.ops.armature.armature_layers() operator.''' This has no default key binding, and also breaks convention (we don't access scene layers this way)&lt;br /&gt;
*'''Write a custom script for the rig that provides an interface for switching layers.''' This is a lot of work, and shouldn't be necessary.&lt;br /&gt;
None of the above workflows are ideal. Like Scene Layers, Armature Layers get toggled a lot, and need to be accessible in the same place.&lt;br /&gt;
|}&lt;br /&gt;
===Solution: While in Pose Mode or Armature Edit Mode, Armature Layers should replace Scene Layers in the 3D View Header.===&lt;br /&gt;
&lt;br /&gt;
[[Image:3dview_armature_layers.png|640px]]&lt;br /&gt;
&lt;br /&gt;
This is a more intuitive design for a couple of reasons:&lt;br /&gt;
*The 3d view header already has the scene layers property, so it is already the go-to interface for at-a-glance visibility options.&lt;br /&gt;
*The visibility of the Scene Layers property is already context-senstive; e.g., it disappears while in Edit Mode and the like.&lt;br /&gt;
*When in Pose/Edit Mode of an Armature, Armature Layers are much more relevant than Scene Layers.&lt;br /&gt;
&lt;br /&gt;
=Talk Section=&lt;br /&gt;
Whoever digs into the 3D View Header Template and commits this change will improve the lives of animators everywhere.&lt;br /&gt;
-- Rocketman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Initially, I'm tempted to agree with this. However, I've learned that situations like this are often a lot more complex than they initially seem, and that the existing situation facilitates a lot of other workflows that we may have initially overlooked. Examples include:&lt;br /&gt;
* Using the scene layers to quickly knock out all scene lights, to quickly preview silhouettes&lt;br /&gt;
* Switching between low/high poly versions of the geometry while animating&lt;br /&gt;
* For riggers - Getting access to the deform cage to check on things, or to fetch some hidden widgets, or something else like that&lt;br /&gt;
* While still posing, quickly toggle on/off the rendering layout things (lights, camera). This is probably especially common when trying to do one-off promo shots.&lt;br /&gt;
&lt;br /&gt;
So, in this case, replacing the layers wholesale isn't such a great idea IMO. At risk of introducing too much complexity, IMO we still need a way to switch back to scene/object layers instead. BTW, I also considered doing something similar for the Grease Pencil editmode recently, but ended up abandoning the plan as it didn't fit quite so well in that case.&lt;br /&gt;
&lt;br /&gt;
-- Aligorith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;/div&gt;</summary>
		<author><name>wiki&gt;Aligorith</name></author>
		
	</entry>
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