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	<title>Doc:2.6/Manual/Modeling/Objects - 版の履歴</title>
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	<updated>2026-06-04T10:03:18Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Modeling/Objects&amp;diff=91601&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T18:44:12Z</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) 18:44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>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Modeling/Objects&amp;diff=91600&amp;oldid=prev</id>
		<title>wiki&gt;HaltyRem: /* Object Mode */ Thumb to Picture.</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Modeling/Objects&amp;diff=91600&amp;oldid=prev"/>
		<updated>2014-01-07T09:00:52Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Object Mode: &lt;/span&gt; Thumb to Picture.&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|2.5x|Doc:2.5/Manual/3D interaction/Navigating/Global or Local View|Doc:2.5/Manual/Modeling/Objects/Selecting}}&lt;br /&gt;
&lt;br /&gt;
{{review|split=X|text=need to separate generic information from moving, erase join. like 2.4. Need also to explain objects classes (curves, mesh, etc) and possible conversions from and to (greylica)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Object Mode =&lt;br /&gt;
[[File:Manual-2.5-Part-II-ObjectMode-Selected-Ex.png|thumb|right|300px|Selected object in 3D View: &lt;br /&gt;
1 - Solid shading, 2 - Wireframe shading.]]&lt;br /&gt;
The geometry of a scene is constructed from one or more Objects: For example Lamps, Curves, Surfaces, Cameras, Meshes, and the basic objects (“primitives”) described in “[[Doc:2.6/Manual/Modeling/Meshes/Primitives|Mesh Primitives]]”.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
= Types of Objects =&lt;br /&gt;
{| {{Css/prettytable}}&lt;br /&gt;
|[[Doc:2.6/Manual/Modeling/Meshes|Meshes]]&lt;br /&gt;
|Meshes are objects composed of Polygonal Faces, Edges and/or Vertices, and can be edited extensively with Blender's mesh editing tools.&lt;br /&gt;
|-&lt;br /&gt;
|[[Doc:2.6/Manual/Modeling/Curves|Curves]]&lt;br /&gt;
|Curves are mathematically defined objects, which can be manipulated with control handles or control points, rather than vertices.&lt;br /&gt;
|-&lt;br /&gt;
|[[Doc:2.6/Manual/Modeling/Surfaces|Surfaces]]&lt;br /&gt;
|Surfaces are four-sided patches that are also manipulated with control points. These are useful for very organic, and rounded, but simple forms.&lt;br /&gt;
|-&lt;br /&gt;
|[[Doc:2.6/Manual/Modeling/Metas|Meta Objects]]&lt;br /&gt;
|Meta Objects (or Metaballs) are objects formed by a function defining the 3d volume in which the object exists. Metaballs can create &amp;quot;Blobby&amp;quot; forms that have a liquid-like quality, when two or more Metaballs are used.&lt;br /&gt;
|-&lt;br /&gt;
|[[Doc:2.6/Manual/Modeling/Texts|Text]]&lt;br /&gt;
|Text objects create a 2d representation of a string of characters.&lt;br /&gt;
|-&lt;br /&gt;
|[[Doc:2.6/Manual/Rigging/Armatures|Armatures]]&lt;br /&gt;
|Armatures are used for rigging 3d models in order to make them poseable and animateable. &lt;br /&gt;
|-&lt;br /&gt;
|[[Doc:2.6/Manual/Modifiers/Deform/Lattice|Lattice]]&lt;br /&gt;
|Nonrenderable wireframe. Commonly used for taking additional control over other objects with help of modifiers. &lt;br /&gt;
|-&lt;br /&gt;
|[[Doc:2.6/Manual/Modeling/Empties|Empty]]&lt;br /&gt;
|Empties are null objects that are simple visual transform nodes that do not render. They are useful for controlling the position or movement of other objects.&lt;br /&gt;
|-&lt;br /&gt;
|[[Doc:2.6/Manual/Sequencer/Audio|Speaker]]&lt;br /&gt;
|Brings to scene source of sound. &lt;br /&gt;
|-&lt;br /&gt;
|[[Doc:2.6/Manual/Render/Camera|Cameras]]&lt;br /&gt;
|This is the virtual camera that is used to determine what appears in the render.&lt;br /&gt;
|-&lt;br /&gt;
|[[Doc:2.6/Manual/Lighting|Lamps]]&lt;br /&gt;
|These are used to place light sources in the scene.&lt;br /&gt;
|-&lt;br /&gt;
|[[Doc:2.6/Manual/Physics/Force Fields|Force Fields]]&lt;br /&gt;
|Force fields are used in physical simulations. They give simulations external forces, creating movement, and are represented in 3d editor by small control objects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:ObjectMode.png|frame|left|Object Mode button.]]&lt;br /&gt;
Each object can be moved, rotated and scaled in {{Literal|Object Mode}} (see picture). However, not all of these transformations have an effect on all objects. For example, scaling a force field will not increase its effect. &lt;br /&gt;
{{clr}}&lt;br /&gt;
[[File:Manual-2.5-Part-II-EditMode.png|frame|left|Edit Mode button.]]&lt;br /&gt;
&lt;br /&gt;
For making other changes to the geometry of editable objects, you should use {{Literal|Edit mode}} (see picture).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you’ve added a basic object, you remain in {{Literal|Object Mode}}. In earlier versions of Blender, you were automatically switched into {{Literal|Edit mode}} if the Object was a Mesh, a Curve or a Surface. &lt;br /&gt;
&lt;br /&gt;
You can switch between {{Literal|Object Mode}} and {{Literal|Edit Mode}} by pressing {{shortcut|TAB}}. &lt;br /&gt;
&lt;br /&gt;
The object’s wireframe should now appear orange. This means that the object is now selected and active (see picture ''Selected object'').&lt;br /&gt;
&lt;br /&gt;
The (''Selected object'') image shows both the solid view and wireframe view of the default cube. To switch between wireframe and solid view, press {{shortcut|Z}}.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
= Object Centers =&lt;br /&gt;
Each object has an origin point. The location of this point determines where the object is located in 3D space. When an object is selected, a small circle appears, denoting the origin point. The location of the origin point is important when translating, rotating or scaling an object. See [[Doc:2.6/Manual/3D interaction/Transform Control/Pivot Point|Pivot Points]] for more.&lt;br /&gt;
&lt;br /&gt;
== Moving Object Centers ==&lt;br /&gt;
Object Centers can be moved to different positions through {{literal|3D View window → Transform → Origin}}  (press {{shortcut|T}} to open panel):&lt;br /&gt;
*Geometry to Origin&lt;br /&gt;
::Move model to origin and this way origin of the object will also be at the center of the object.&lt;br /&gt;
*Origin to Geometry&lt;br /&gt;
::Move origin to the center of the object and this way origin of the object will also be at the center of the object.&lt;br /&gt;
*Origin to 3D Cursor&lt;br /&gt;
::Move origin of the model to the place of the 3D cursor.&lt;br /&gt;
*Origin to Center of Mass&lt;br /&gt;
::Move origin to calculated center of mass of model.&lt;br /&gt;
&lt;br /&gt;
= Erase Objects =&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Edit}} or {{Literal|Object}} mode&lt;br /&gt;
 |hotkey={{shortcut|X}} or {{shortcut|DEL}}&lt;br /&gt;
 |menu={{Literal|Object}} → {{Literal|Delete}}&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
Erases or deletes selected objects.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
= Join Objects =&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Object}} mode&lt;br /&gt;
 |hotkey={{shortcut|ctrl|J}}&lt;br /&gt;
 |menu={{Literal|Object}} → {{Literal|Join Objects}}&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
Joins all selected objects to one single object. Must be of the same type. Origin point is obtained from the previously ''active'' object. Performing a join is equivalent to adding new objects while in {{Literal|Edit mode}}. The non-active objects are deleted. Only the active object remains. This only works with editable objects, like meshes and curves.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:2.5/Manual/3D interaction/Navigating/Global or Local View|Doc:2.5/Manual/Modeling/Objects/Selecting}}&lt;/div&gt;</summary>
		<author><name>wiki&gt;HaltyRem</name></author>
		
	</entry>
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