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	<title>利用者:Theeth/etch-a-ton - 版の履歴</title>
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	<updated>2026-06-03T20:34:22Z</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:Theeth/etch-a-ton&amp;diff=79433&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:Theeth/etch-a-ton&amp;diff=79433&amp;oldid=prev"/>
		<updated>2018-06-28T18:37:17Z</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) 18:37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:Theeth/etch-a-ton&amp;diff=79432&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones: /* Gestures */ fixed bad tagging</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Theeth/etch-a-ton&amp;diff=79432&amp;oldid=prev"/>
		<updated>2009-04-17T23:50:37Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Gestures: &lt;/span&gt; fixed bad tagging&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;== Description  ==&lt;br /&gt;
&lt;br /&gt;
Etch-a-ton is a development branch for sketching techniques applied to rigging. &lt;br /&gt;
&lt;br /&gt;
It can be used both for creating chains of deformation bones through various subdivision techniques (most based on [[User:Theeth/skeletor|skeletor]]) or through retargetting templates (also based on previous non-published work). &lt;br /&gt;
&lt;br /&gt;
== Demonstration  ==&lt;br /&gt;
&lt;br /&gt;
Ogg Theora: [http://blenderartists.org/~theeth/bf/etch-a-ton/ high quality videos] &lt;br /&gt;
&lt;br /&gt;
Vimeo: [http://www.vimeo.com/album/39155 video album] &lt;br /&gt;
&lt;br /&gt;
=== Sample Video  ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;vimeo height=&amp;quot;308&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;2181810&amp;lt;/vimeo&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Documentation  ==&lt;br /&gt;
&lt;br /&gt;
=== Generalities  ===&lt;br /&gt;
&lt;br /&gt;
Strokes direction affects bone (bone chains from the start of the stroke to its end) &lt;br /&gt;
&lt;br /&gt;
Strokes have a normal defined at creation (for polylines, when each point is inserted). This normal points at the viewer. &lt;br /&gt;
&lt;br /&gt;
Strokes' normal are used to define bone orientation. For conversion methods, Z axis point along the normal. For retargetting method, see the Roll option. &lt;br /&gt;
&lt;br /&gt;
Sketches are '''NOT''' saved into the file. &lt;br /&gt;
&lt;br /&gt;
Stroke threshold uses the Manhattan Dist setting from Grease Pencil (Userprefs - Edit Methods). If your mouse or tablet is too sensitive and you keep making points close to one another, crank that up a bit. &lt;br /&gt;
&lt;br /&gt;
=== Sketching Hotkeys  ===&lt;br /&gt;
&lt;br /&gt;
PKey (or menu Armature -&amp;gt; Bone Sketching) opens the sketch panel (in Armature Edit Mode)&lt;br /&gt;
&lt;br /&gt;
Draw strokes with LMB. &lt;br /&gt;
&lt;br /&gt;
Gestures with RMB. &lt;br /&gt;
&lt;br /&gt;
ESCkey cancels a stroke. &lt;br /&gt;
&lt;br /&gt;
RMB ends a stroke. &lt;br /&gt;
&lt;br /&gt;
Click for polylines, hold down mouse button for continuous strokes. &lt;br /&gt;
&lt;br /&gt;
Hold down Ctrl to snap to strokes' poly points and bones' joints or to embed into a volume, depending on your snapping mode (in the 3D view header, same as transform snap). &lt;br /&gt;
&lt;br /&gt;
RMB click select strokes (+Shift to add to selection) &lt;br /&gt;
&lt;br /&gt;
Akey select/deselect all &lt;br /&gt;
&lt;br /&gt;
Xkey delete stroke&lt;br /&gt;
&lt;br /&gt;
=== Gestures  ===&lt;br /&gt;
&lt;br /&gt;
Gestures are only applied when Quick Mode is OFF. &lt;br /&gt;
&lt;br /&gt;
*Straight line intersecting a stroke once to '''CUT''' poly points into a stroke &lt;br /&gt;
*L shape intersecting a stroke once to '''TRIM''' it. The half on the same side as the L's leg will be removed. &lt;br /&gt;
*V shape intersecting a stroke twice to '''DELETE''' it &lt;br /&gt;
*Half circle intersecting a stroke twice to '''REVERSE''' its direction &lt;br /&gt;
*Curve line intersecting a stroke twice and ending in a pig tail (small loop on itself) to access the '''COMMAND''' menu (Flatten, Straighten, Polygonize). The actual command is applied between the two intersections. &lt;br /&gt;
*X shape (three lines crossing itself) to '''CONVERT''' selected strokes to bones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Gesture&amp;quot;&amp;gt;&lt;br /&gt;
Image:User-theeth-cut.jpg|Cut&lt;br /&gt;
Image:User-theeth-trim.jpg|Trim&lt;br /&gt;
Image:User-theeth-delete.jpg|Delete&lt;br /&gt;
Image:User-theeth-reverse.jpg|Reverse&lt;br /&gt;
Image:User-theeth-command.jpg|Command&lt;br /&gt;
Image:User-theeth-convert.jpg|Convert&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sketching Panel  ===&lt;br /&gt;
&lt;br /&gt;
[[Image:User-theeth-sketch panel annoted.png]] &lt;br /&gt;
&lt;br /&gt;
1. Bone Sketching toggle &lt;br /&gt;
&lt;br /&gt;
2. Overdraw and Quick Mode toggle &lt;br /&gt;
&lt;br /&gt;
:Overdraw: redraw on top of an existing stroke to modify it &lt;br /&gt;
:Quick Mode: strokes are automatically converted and deleted once they are ended. No gesture (bone edit mode works as usual).&lt;br /&gt;
&lt;br /&gt;
[[Image:User-theeth-overdraw.jpg|thumb|right|Overdraw]]&lt;br /&gt;
&lt;br /&gt;
3. Conversion methods (dropdown) &lt;br /&gt;
&lt;br /&gt;
:#Length: Subdivide stroke in bones of the given length &lt;br /&gt;
:#Correlation: Subdivide stroke based on linearity. Curved sections will have smaller bones, straight portions less bones. Parameter is between 0 and 1. The closer to 1, the less change of direction there has to be in the stroke before a new bone is added. &lt;br /&gt;
:#Fixed: Subdivide stroke in the given number of bones &lt;br /&gt;
:#Retarget: Fit template to the stroke.&lt;br /&gt;
&lt;br /&gt;
4. Method options &lt;br /&gt;
&lt;br /&gt;
:Length: maximum length of each bone &lt;br /&gt;
:Adaptive: linearity threshold (higher means more bones in curved regions) &lt;br /&gt;
:Fixed: number of bones that will be created &lt;br /&gt;
:Retarget: bone roll correction method method &lt;br /&gt;
::*No: Doesn't apply corrective method on bone roll. &lt;br /&gt;
::*View: Roll bone so that at least one axis is perpendicular to the view &lt;br /&gt;
::*Joint: Roll bone fit it's original rotation with regards to the bend of the joint with its parent.&lt;br /&gt;
&lt;br /&gt;
[[Image:User-theeth-subdivision.jpg|thumb|right|Subdivision]] &lt;br /&gt;
&lt;br /&gt;
5. Template to use for Retarget. If None, Retarget option will use a copy of selected bones instead. &lt;br /&gt;
&lt;br /&gt;
[[Image:User-theeth-templating.jpg|thumb|right|Templating]] &lt;br /&gt;
&lt;br /&gt;
6. Retargetting weights (defaults are ok most of the time) &lt;br /&gt;
&lt;br /&gt;
:#Angle weight: Controls how close to the original angles between bones the result will be. &lt;br /&gt;
:#Length weight: Controls how close to the original bone lengths the result will be &lt;br /&gt;
:#Conformity weight: Controls how much bones have to conform to the stroke, how much they can deviate from that shape.&lt;br /&gt;
&lt;br /&gt;
7. Template Renaming fields and automatic toggle &lt;br /&gt;
&lt;br /&gt;
:*Side: User defined string that will be inserted in retargetted bone names in place of '''&amp;amp;amp;S''' &lt;br /&gt;
:*Number: User defined string that will be inserted in retargetted bone names in place of '''&amp;amp;amp;N'''. &lt;br /&gt;
:*Auto: When turned on, Side field will be set depending on which side of the X axis a stroke starts on while Number will be incremented after each stroke.&lt;br /&gt;
&lt;br /&gt;
[[Image:User-theeth-autonaming.jpg|thumb|right|Autonaming]] &lt;br /&gt;
&lt;br /&gt;
8. Number of joints in the current template. When drawing a polyline, there should be at least as many points as joints. &lt;br /&gt;
&lt;br /&gt;
9. Peel Objects option for volume embedding. When turned on, consider separate object as whole for volume embedding.&lt;br /&gt;
&lt;br /&gt;
=== Template Usage  ===&lt;br /&gt;
&lt;br /&gt;
Templates can be used in the following manners: &lt;br /&gt;
&lt;br /&gt;
- Using an external (not the one you are working on) armature object as template: Select the appropriate object from the drop down menu.&lt;br /&gt;
- Using selected bones from the current armature: Select &amp;quot;None&amp;quot; from the drop down menu. &lt;br /&gt;
&lt;br /&gt;
Template should only consist of a single chain of deform bones. &lt;br /&gt;
&lt;br /&gt;
== TODO NOTES  ==&lt;br /&gt;
&lt;br /&gt;
If you are not me, the following doesn't concern you. &lt;br /&gt;
&lt;br /&gt;
- Python hooks in retarget, do deal with custom rigs&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones</name></author>
		
	</entry>
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