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	<title>Doc:2.6/Manual/Constraints/Tracking/Spline IK - 版の履歴</title>
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		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T19:42:04Z</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) 19:42時点における版&lt;/td&gt;
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		<author><name>Yamyam</name></author>
		
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		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Constraints/Tracking/Spline_IK&amp;diff=103822&amp;oldid=prev</id>
		<title>wiki&gt;Mam711: /* Spline IK Constraint */ grammar</title>
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		<updated>2013-07-01T14:34:23Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Spline IK Constraint: &lt;/span&gt; grammar&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;{{Page/Header|2.5|Doc:2.5/Manual/Constraints/Tracking/Locked Track|Doc:2.5/Manual/Constraints/Tracking/Stretch To}}&lt;br /&gt;
{{review&lt;br /&gt;
|im= examples&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Spline IK Constraint =&lt;br /&gt;
The {{Literal|Spline IK}} constraint aligns a chain of bones along a curve. By leveraging the ease and flexibility of achieving aesthetically pleasing shapes offered by curves and the predictability and well-integrated control offered by bones, {{Literal|Spline IK}} is an invaluable tool in the riggers' toolbox. It is particularly well suited for rigging flexible body parts such as tails, tentacles, and spines, as well as inorganic items such as ropes.&lt;br /&gt;
&lt;br /&gt;
To set up {{Literal|Spline IK}}, it is necessary to have a chain of connected bones and a curve to constrain these bones to.&lt;br /&gt;
# With the last bone in the chain selected, add a {{Literal|Spline IK}} constraint from the {{Literal|Bone Constraints}} tab in the {{Literal|Properties Editor}}.&lt;br /&gt;
# Set the 'Chain Length' setting to the number of bones in the chain (starting from and including the selected bone) that should be influenced by the curve.&lt;br /&gt;
# Finally, set {{Literal|Target}} to the curve that should control the curve.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
[[File:25-Manual-Constraints-Tracking-SplineIK.png|thumb|305px|{{Literal|Spline IK}} panel]]&lt;br /&gt;
; {{Literal|Target}}: The target curve&lt;br /&gt;
; {{Literal|Spline Fitting}}: &lt;br /&gt;
:; {{Literal|Chain Length}}: How many bones are included in the chain&lt;br /&gt;
:; {{Literal|Even Division}}: Ignore the relative length of the bones when fitting to the curve&lt;br /&gt;
:; {{Literal|Chain Offset}}: Offset the entire chain relative to the root joint&lt;br /&gt;
&lt;br /&gt;
; {{Literal|Chain Scaling}}: &lt;br /&gt;
:; {{Literal|Y stretch}}: Stretch the Y axis of the bones to fit the curve&lt;br /&gt;
:; {{Literal|XZ Scale Mode}}: &lt;br /&gt;
::; {{Literal|None}}: Don't scale the X and X axes (default)&lt;br /&gt;
::; {{Literal|Bone Original}}: Use the original scaling of the bones&lt;br /&gt;
::; {{Literal|Volume Preservation}}: Scale of the X and Z axes is the inverse of the Y scale&lt;br /&gt;
:; {{Literal|Use Curve Radius}}: Average radius of the endpoints is used to tweak the X and Z scaling of the bones, on top of the X and Z scale mode&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
This subject is seen in depth in the [[Doc:2.6/Manual/Rigging/Posing/Inverse Kinematics/Spline IK|Rigging/Posing section]].&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/development/release-logs/blender-256-beta/spline-ik/ Blender.org 2.56 Release Log for Spline IK]&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:2.5/Manual/Constraints/Tracking/Locked Track|Doc:2.5/Manual/Constraints/Tracking/Stretch To}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constraints]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mam711</name></author>
		
	</entry>
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