﻿<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="ja">
	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Doc%3A2.6%2FManual%2FRigging%2FArmatures%2FEditing%2FProperties</id>
	<title>Doc:2.6/Manual/Rigging/Armatures/Editing/Properties - 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=Doc%3A2.6%2FManual%2FRigging%2FArmatures%2FEditing%2FProperties"/>
	<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Rigging/Armatures/Editing/Properties&amp;action=history"/>
	<updated>2026-06-04T05:31:07Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
	<generator>MediaWiki 1.31.0</generator>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Rigging/Armatures/Editing/Properties&amp;diff=105861&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=Doc:2.6/Manual/Rigging/Armatures/Editing/Properties&amp;diff=105861&amp;oldid=prev"/>
		<updated>2018-06-28T19:44:52Z</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) 19:44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>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Rigging/Armatures/Editing/Properties&amp;diff=105860&amp;oldid=prev</id>
		<title>wiki&gt;Urkokul: /* Chain Relations Editing */</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Rigging/Armatures/Editing/Properties&amp;diff=105860&amp;oldid=prev"/>
		<updated>2014-09-16T14:41:57Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Chain Relations Editing&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;{{Page/Header|2.6|Doc:2.6/Manual/Rigging/Armatures/Editing/Bones|Doc:2.6/Manual/Rigging/Armatures/Editing/Sketching}}&lt;br /&gt;
&lt;br /&gt;
= Editing Bone Properties =&lt;br /&gt;
In this page, you will learn how to edit and control most of the properties for Blender bones – For editing bones in an armature, you should read the [[Doc:2.6/Manual/Rigging/Armatures/Editing/Bones|previous page]] first! We will see how to [[#Chain Editing|manage the bones' relationships]], [[#Naming Bones|rename them]], etc.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Transforming Bones ==&lt;br /&gt;
&lt;br /&gt;
We won’t detail here the various transformations of bones, nor things like axis locking, pivot points, and so on, as they are common to most object editing, and already described [[Doc:2.6/Manual/3D interaction/Transform Control|here]] (note however that some options, like snapping, do not seem to work, even though they are available…). The same goes for mirroring, as it’s nearly the same as with [[Doc:2.6/Manual/Modeling/Meshes/Tools/Transform Deform#Mirror|mesh editing]]. Just keep in mind that bones’ roots and tips behave more or less like meshes’ vertices, and bones themselves act like edges in a mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:26ManRiggingTransformPropertiesPanelEditMode01.png|thumb|300px|right|The {{Literal|Transform Properties}} panel for armatures in {{Literal|Edit mode}}.]]&lt;br /&gt;
As you know, bones can have two types of relationships: They can be parented, and in addition connected. Parented bones behave in {{Literal|Edit}} mode exactly as if they had no relations – you can grab, rotate, scale, etc. a parent bone without affecting its descendants. However, connected bones must always have parent’s tips connected to child’s roots, so by transforming a bone, you will affect all its connected parent/children/siblings.&lt;br /&gt;
&lt;br /&gt;
[[File:26ManRiggingTransformPropertiesPanelEditMode.png|thumb|300px|left|The {{Literal|Transform}} panel of {{Literal|Bone}} context for armatures in {{Literal|Edit mode}}.]]&lt;br /&gt;
Finally, you can edit in the {{Literal|Transform Properties}} panel ({{Shortcut|N}}) the positions and radius of both ends of the active selected bone, as well as its [[Doc:2.6/Manual/Rigging/Armatures/Editing/Properties#Bone Roll|roll rotation]].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Scaling Specificities in B-Bone and Envelope visualization  ===&lt;br /&gt;
&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Edit mode}} and {{Literal|Pose mode}}, {{Literal|Envelope}} and {{Literal|B-Bone}} visualization&lt;br /&gt;
 |menu={{Menu|Armature|Transform|Scale Envelope Distance}}, {{Menu|Armature|Transform|Scale BBone}}&lt;br /&gt;
 |hotkey={{Shortcut|ctrl|alt|S}}&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{Shortcut|ctrl|alt|S}} activates a transform tool that is specific to armatures. It has different behavior depending on the active visualization, as explained below:&lt;br /&gt;
&lt;br /&gt;
In {{Literal|Envelope}} visualization, it allows you to edit the influence of the selected bones (their {{Literal|Dist}} property, see the [[Doc:2.6/Manual/Rigging/Skinning|skinning part]]) – as with the “standard” scaling with this visualization (see the previous section), this is a one-value property, so there is no axis locking and such.&lt;br /&gt;
&lt;br /&gt;
{|align=center&lt;br /&gt;
 |+'''Envelope scaling example'''&lt;br /&gt;
 |valign=top|[[File:ManRiggingBoneScalingExEditModeEnvelope1.png|thumb|300px|A single bone selected in {{Literal|Envelope}} visualization.]]&lt;br /&gt;
 |valign=top|[[File:ManRiggingBoneAltScalingExEditModeEnvelope.png|thumb|300px|Its envelope scaled with {{Shortcut|ctrl|alt|S}}.]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
In the other visualizations, it allows you to edit the “bone size”. This seems to only have a visible effect in {{Literal|B-Bone}} visualization, but is available also with {{Literal|Octahedron}} and {{Literal|Stick}}…  This tool in this situation has another specific behavior: While with other transform tools, the “local axes” means the object’s axes, here they are the bone’s own axes (when you lock to a local axis, by pressing the relevant key twice, the constraint is applied along the selected bone’s local axis, not the armature object’s axis). &lt;br /&gt;
&lt;br /&gt;
WARNING! If you have more than one bone selected, using this tool crashes Blender!&lt;br /&gt;
&lt;br /&gt;
{|align=center&lt;br /&gt;
 |+'''“Bone size” scaling example'''&lt;br /&gt;
 |valign=top|[[File:ManRiggingBoneAltScalingExEditModeBBone1.png|thumb|200px|A single “default size” bone selected in {{Literal|B-Bone}} visualization.]]&lt;br /&gt;
 |valign=top|[[File:ManRiggingBoneAltScalingExEditModeBBone2.png|thumb|200px|Its size scaled with {{Shortcut|ctrl|alt|S}}.]]&lt;br /&gt;
 |valign=top|[[File:ManRiggingBoneAltScalingExObjectModeBBone.png|thumb|200px|The same armature in {{Literal|Object}} mode and {{Literal|B-Bone}} visualization, with &amp;lt;code&amp;gt;Bone.004&amp;lt;/code&amp;gt;’s size scaled up.]]&lt;br /&gt;
 |}&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
====Scaling Specificities in Envelope Visualization====&lt;br /&gt;
&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Edit mode}}, {{Literal|Envelope}} visualization&lt;br /&gt;
 |menu={{Menu|Armature|Transform|Scale Radius}}&lt;br /&gt;
 |hotkey={{Shortcut|Alt|S}}&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
When bones are displayed using {{Literal|Octahedron}}, {{Literal|Stick}} or {{Literal|B-Bone}} visualizations, scaling will behave as expected, similar to scaling mesh objects. When bones are displayed using {{Literal|Envelope}} visualization, scaling will have a different effect: it will scale the radius of the selected bones’s ends. (see: [[Doc:2.6/Manual/Rigging/Skinning|skinning part]]). As you control only one value (the radius), there is no axis locking here. And as usual, with connected bones, you scale at the same time the radius of the parent’s tip and of the children’s roots.&lt;br /&gt;
&lt;br /&gt;
{|align=center&lt;br /&gt;
 |+'''Scaling of a bone in {{Literal|Octahedron}} and {{Literal|Envelope}} visualizations.'''&lt;br /&gt;
 |valign=top|[[File:ManRiggingBoneSelectExEditModeWholeBone.png|thumb|300px|A single selected bone…]]&lt;br /&gt;
 |valign=top|[[File:ManRiggingBoneScalingExEditModeOctahedron.png|thumb|300px|…Scaled in {{Literal|Octahedron}} visualization.]]&lt;br /&gt;
 |-&lt;br /&gt;
 |valign=top|[[File:ManRiggingBoneScalingExEditModeEnvelope1.png|thumb|300px|A single selected bone…]]&lt;br /&gt;
 |valign=top|[[File:ManRiggingBoneScalingExEditModeEnvelope2.png|thumb|300px|…Scaled in {{Literal|Envelope}} visualization – its length remains the same, but its ends’ radius are bigger.]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
Note that when you resize a bone (either by directly scaling it, or by moving one of its ends), Blender automatically adjusts the end-radii of its envelope  proportionally to the size of the modification. Therefore, it is advisable to place all the bones first, and only then edit these properties.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Bone Direction ==&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Edit}} mode&lt;br /&gt;
 |menu={{Menu|Armature|Switch Direction}}, {{Menu|Specials|Switch Direction}}&lt;br /&gt;
 |hotkey={{Shortcut|Alt|F}}, {{Shortcut|W|2}}&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
This tool is available from the {{Literal|Armature}} menu ({{Shortcut|Alt|F}}) and from the {{Literal|Specials}} pop-up menu({{Shortcut|W}}). It allows you to switch the direction of the selected bones (i.e. their root will become their tip, and vice versa).&lt;br /&gt;
&lt;br /&gt;
''Switching the direction of a bone will generally break the chain(s) it belongs to''. However, if you switch a whole (part of a) chain, the switched bones will still be parented/connected, but in “reversed order”. See the ''Switching example''.&lt;br /&gt;
&lt;br /&gt;
{|align=center&lt;br /&gt;
 |valign=top|[[File:ManRiggingBoneSwitchExEditMode1.png|thumb|300px|An armature with one selected bone, and one selected chain of three bones, just before switching.]]&lt;br /&gt;
 |valign=top|[[File:ManRiggingBoneSwitchExEditMode2.png|thumb|300px|The selected bones have been switched. &amp;lt;code&amp;gt;Bone.005&amp;lt;/code&amp;gt; is no more connected nor parented to anything. The chain of switched bones still exists, but reversed (Now &amp;lt;code&amp;gt;Bone.002&amp;lt;/code&amp;gt; is its root, and &amp;lt;code&amp;gt;Bone&amp;lt;/code&amp;gt; is its tip). &amp;lt;code&amp;gt;Bone.003&amp;lt;/code&amp;gt; is now a free bone.]]&lt;br /&gt;
 |-&lt;br /&gt;
 |colspan=2|Switching example.&lt;br /&gt;
 |}&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Bone Roll ==&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Edit}} mode&lt;br /&gt;
 |menu={{Menu|Armature|Bone Roll|…}}&lt;br /&gt;
 |hotkey={{Shortcut|ctrl|R}}, {{Shortcut|ctrl|N}}&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
In {{Literal|Edit}} mode, you have options dedicated to the control of the bone roll rotation (i.e. the rotation around the Y axis of the bone). Each time you add a new bone, its default roll is so that its Z axis is as perpendicular to the current 3D view as possible. And each time you transform a bone, Blender tries to determine its best roll…&lt;br /&gt;
&lt;br /&gt;
But this might lead to an unclear armature, with bones rolled in all angles… nasty! To address this problem, you have three options:&lt;br /&gt;
*{{Menu|Armature|Bone Roll|Set Roll}} ({{Shortcut|ctrl|R}}) will start a roll-specific rotation, which behaves like any other transform operations (i.e. move the mouse and {{Shortcut|lmb}} click to validate, or type a numeric value and hit enter – or {{Shortcut|rmb}} click or hit {{Shortcut|Esc}} to cancel everything).&lt;br /&gt;
*{{Menu|Armature|Bone Roll|Recalculate Roll}} ({{Shortcut|ctrl|N}}):&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Type}}:&lt;br /&gt;
:;{{Literal|Local X Tangent}}&lt;br /&gt;
::Sets the selected bone roll so that its Z axis is as much as possible pointed to local X tangent.&lt;br /&gt;
:;{{Literal|Local Z Tangent}}&lt;br /&gt;
::Sets the selected bone roll so that its Z axis is as much as possible pointed to local Z tangent.&lt;br /&gt;
:;{{Literal|Global X Axis}}/{{Literal|Global Y Axis}}/{{Literal|Global Z Axis}}&lt;br /&gt;
::Sets the selected bone roll so that its Z axis is as much as possible pointed to global X, Y or Z axis respectively.&lt;br /&gt;
:;{{Literal|Active Bone}}&lt;br /&gt;
::Sets the selected bone roll so that its Z axis is as much as possible pointed to active (selected) other bone.&lt;br /&gt;
:;{{Literal|View Axis}}&lt;br /&gt;
::Sets the selected bone roll so that its Z axis is as much as possible pointed toward to 3D-View plane.&lt;br /&gt;
:;{{Literal|Cursor}}&lt;br /&gt;
::Sets the selected bone roll so that their Z axis is as much as possible pointed to the 3D cursor.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Flip Axis}}&lt;br /&gt;
:Negate flipping the alignment axis.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Shortest Rotation}}&lt;br /&gt;
:Ignore the axis direction, use the shortest rotation to align.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Deform properties for bone ==&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Edit}} and {{Literal|Pose}} mode&lt;br /&gt;
 |panel={{Literal|Deform}} panel of {{Literal|Bones}} context&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
[[File:26ManRiggingEditingCxtArmatureBonesPanelEditMode.png|thumb|300px|right|The {{Literal|Deform}} panel of {{Literal|Bones}} context in {{Literal|Edit}} mode.]]&lt;br /&gt;
Most bones’ properties (excepted the transform ones) are regrouped in each bone’s sub-panel, in the {{Literal|Deform}} panel ({{Literal|Bones}} context. Let’s detail them.&lt;br /&gt;
&lt;br /&gt;
Note that some of them are also available in the 3D views, through the three pop-up menus {{Literal|Toggle Setting}} ({{Shortcut|shift|W}} or {{Menu|Armature|Bone Settings|Toggle a Setting}}), {{Literal|Enable Setting}} ({{Shortcut|ctrl|shift|W}} or {{Menu|Armature|Bone Settings|Enable a Setting}}), and {{Literal|Disable Setting}} ({{Shortcut|alt|W}} or {{Menu|Armature|Bone Settings|Disable a Setting}}) – all three have the same entries, their respective effect should be obvious…&lt;br /&gt;
&lt;br /&gt;
These settings specify how armature bones and particularly their ends influence on model geometry in the posing workflow.&lt;br /&gt;
&lt;br /&gt;
===Deform settings with bone envelope visualization===&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Envelope}}:&lt;br /&gt;
:;{{Literal|Distance}}&lt;br /&gt;
::Sets overall bone deformation distance to geometry.&lt;br /&gt;
:;{{Literal|Weight}}&lt;br /&gt;
::Allow to set bone weight value to geometry.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Multiply}}&lt;br /&gt;
:When deforming bones, multiply effects of Vertex Group weights with Envelope influence.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Radius}}:&lt;br /&gt;
:;{{Literal|Head}}&lt;br /&gt;
::Sets radius of head (root) of bone (only with envelope visualization) and respectively envelope influence in its area.&lt;br /&gt;
:;{{Literal|Tail}}&lt;br /&gt;
::Radius of tail (tip) of bone (only with envelope visualization) and respectively envelope influence in its area.{{clr}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bone rigidity settings===&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Pose}} modes (only for B-Bone visualization)&lt;br /&gt;
 |panel={{Literal|Deform}} panel of {{Literal|Bones}} context&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
[[File:26ManRiggingEditingCxtArmatureBonesPanelPoseMode03.png|thumb|250px|right|Rigitity settings in in {{Literal|Pose}} mode.]]&lt;br /&gt;
Even though you have the {{Literal|Segments}} setting available in {{Literal|Edit}} mode (in the {{Literal|Deform}} panel of Bone context), you should switch to the {{Literal|Pose}} mode ({{Shortcut|ctrl|tab}}) to edit these “smooth” bones’ properties – one explanation to this strange need is that in {{Literal|Edit}} mode, even in {{Literal|B-Bone}} visualization, bones are drawn as sticks, so you can’t visualize the effects of these settings.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Curved Bones}}:&lt;br /&gt;
:;{{Literal|Segments}}&lt;br /&gt;
::This setting controls the number of subdivisions that a bone has.&lt;br /&gt;
:;{{Literal|Easy In}}&lt;br /&gt;
::Length of first virtual Bezier handle with B-Bone visualization.&lt;br /&gt;
:;{{Literal|Easy Out}}&lt;br /&gt;
::Length of second virtual Bezier handle with B-Bone visualization.&lt;br /&gt;
&lt;br /&gt;
[[File:ManRiggingBBoneSegmentExPoseMode.png|thumb|200px|right|An armature in {{Literal|Pose}} mode, {{Literal|B-Bone}} visualization: &amp;lt;code&amp;gt;Bone.003&amp;lt;/code&amp;gt; has one segment, &amp;lt;code&amp;gt;Bone.004&amp;lt;/code&amp;gt; has four, and &amp;lt;code&amp;gt;Bone.005&amp;lt;/code&amp;gt; has sixteen.]]&lt;br /&gt;
We saw in [[Doc:2.6/Manual/Rigging/Armatures/Bones|this page]] that bones are made of small rigid segments mapped to a “virtual” Bézier curve. The {{Literal|Segm}} numeric field allows you to set the number of segments inside a given bone – by default, it is '''1''', which gives a standard rigid bone! The higher this setting (max '''32'''), the smoother the bone, but the heavier the pose calculations…&lt;br /&gt;
&lt;br /&gt;
Each bone's ends are mapped to its “virtual” Bézier curve's [[Doc:2.6/Manual/Modeling/Curves#Editing_Bezier_Curves|“auto”]] handle. Therefore, you can’t control their direction, but you can change their “length” using the {{Literal|In}} and {{Literal|Out}} numeric fields, to control the “root handle” and “tip handle” of the bone, respectively. These values are proportional to the default length, which of course automatically varies depending on bone length, angle with previous/next bones in the chain, and so on.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Chain Relations Editing ==&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Edit}} mode&lt;br /&gt;
 |menu={{Menu|Armature|Parent|…}}&lt;br /&gt;
 |hotkey={{Shortcut|ctrl|P}}, {{Shortcut|alt|P}}&lt;br /&gt;
 |panel={{Literal|Relations}} panel of {{Literal|Bone}} context&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
You can edit the relationships between bones (and hence create/modify the chains of bones) both from the 3D views and the {{Literal|Properties}} window. Whatever method you prefer, it’s always a matter of deciding, for each bone, if it has to be parented to another one, and if so, if it should be connected to it.&lt;br /&gt;
&lt;br /&gt;
To parent and/or connect bones, you can:&lt;br /&gt;
*In a 3D view, select the bone and ''then'' its future parent, and hit {{Shortcut|ctrl|P}} (or {{Menu|Armature|Parent|Make Parent…}}). In the small {{Literal|Make Parent}} menu that pops up, choose {{Literal|Connected}} if you want the child to be connected to its parent, else click on {{Literal|Keep Offset}}. If you have selected more than two bones, they will all be parented to the last selected one. If you only select one already-parented bone, or all selected bones are already parented to the last selected one, your only choice is to connect them, if not already done. If you select only one non-parented bone, you’ll get the {{Literal|Need selected bone(s)}} error message…&lt;br /&gt;
:''With this method, the newly-children bones won’t be scaled nor rotated – they will just be translated if you chose to connect them to their parent’s tip.''&lt;br /&gt;
&lt;br /&gt;
[[File:26ManRiggingChainEditing.png|thumb|200px|right|The bones chain relations editing settings.]]&lt;br /&gt;
;{{Literal|Parent}}:&lt;br /&gt;
:;{{Literal|Parent bone}} field&lt;br /&gt;
::Parent bone in same armature.&lt;br /&gt;
:;{{Literal|Conected}}&lt;br /&gt;
::When bone has a parent, bone's head is stuck to the parent's tail.&lt;br /&gt;
:;{{Literal|Inherit Rotation}}&lt;br /&gt;
::Bone inherits rotation from parent bone.&lt;br /&gt;
:;{{Literal|Inherit Scale}}&lt;br /&gt;
::Bone inherits scaling from parent bone.&lt;br /&gt;
:;{{Literal|Local Location}}&lt;br /&gt;
::Bone location is set in local space.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Object Children}} (only in {{Literal|Pose}} mode):&lt;br /&gt;
:;{{Literal|Relative Parenting}}&lt;br /&gt;
::Object children will use relative transform, like deform.&lt;br /&gt;
&lt;br /&gt;
*In the {{Literal|Bone}} context, {{Literal|Relations}} panel, for each selected bone, you can select its parent in the {{Literal|Parent}} drop-down list to the upper right corner of its sub-panel. If you want them to be connected, just enable the little {{Literal|Conected}} button to the below of the list.&lt;br /&gt;
:''With this method, the tip of the child bone will never be translated – so if {{Literal|Conected}} is enabled, the child bone will be completely transformed by the operation.''{{clr}}&lt;br /&gt;
&lt;br /&gt;
To disconnect and/or free bones, you can:&lt;br /&gt;
*In a 3D view, select the desired bones, and hit {{Shortcut|alt|P}} (or {{Menu|Armature|Parent|Clear Parent…}}). In the small {{Literal|Clear Parent}} menu that pops up, choose {{Literal|Clear Parent}} to completely free all selected bones, or {{Literal|Disconnect Bone}} if you just want to break their connections.&lt;br /&gt;
*In the {{Literal|Buttons}} window, {{Literal|Armature Bones}} panel, for each selected bone, you can select no parent in the {{Literal|Parent}} drop-down list of its sub-panel, to free it completely. If you just want to disconnect it from its parent, disable the {{Literal|Con}} button.&lt;br /&gt;
&lt;br /&gt;
Note that relationships with non-selected children are never modified.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Naming Bones ==&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Edit}} and {{Literal|Pose}} mode&lt;br /&gt;
 |panel={{Literal|Bone}} context, {{Literal|Item}} section of {{Literal|Properties}} panel in 3D views ({{Shortcut|N}}))&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
You can rename your bones, either using the {{Literal|Bone}} field in {{Literal|Item}} section of the {{Literal|Properties}} panel in the 3D views ({{Shortcut|N}}), or using the top field of the {{Literal|Bone}} context for the active bone.&lt;br /&gt;
&lt;br /&gt;
Blender also provides you some tools that take advantage of bones named in a left/right symmetry fashion, and others that automatically name the bones of an armature. Let’s look at this in detail.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Naming Conventions ===&lt;br /&gt;
[[File:Ie bonesname.jpg|thumb|440px|right|An example of left/right bone naming in a simple rig.]]&lt;br /&gt;
Naming conventions in Blender are not only useful for you in finding the right bone, but also to tell Blender when any two of them are counterparts.&lt;br /&gt;
&lt;br /&gt;
In case your armature can be mirrored in half (i.e. it’s bilaterally symmetrical), it’s worthwhile to stick to a left/right naming convention. This will enable you to use some tools that will probably save you time and effort (like the {{Literal|X-Axis Mirror}} editing tool we saw above…).&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
*First you should give your bones meaningful base-names, like &amp;lt;code&amp;gt;leg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;arm&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;finger&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;back&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;foot&amp;lt;/code&amp;gt;, etc.&lt;br /&gt;
*If you have a bone that has a copy on the other side (a pair), like an arm, give it one of the following separators:&lt;br /&gt;
**Left/right separators can be either the second position (&amp;lt;code&amp;gt;L'''_'''calfbone&amp;lt;/code&amp;gt;) or last-but-one (&amp;lt;code&amp;gt;calfbone'''.'''R&amp;lt;/code&amp;gt;)&lt;br /&gt;
**If there is a lower or upper case &amp;lt;code&amp;gt;L&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;R&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;left&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;right&amp;lt;/code&amp;gt;, Blender handles the counterpart correctly. See below for a list of valid separators. Pick one and stick to it as close as possible when rigging; it will pay off. For example:&lt;br /&gt;
{|align=center width=400px&lt;br /&gt;
 |+'''Valid Separators.'''&lt;br /&gt;
 !Separator!!colspan=3|example&lt;br /&gt;
 |-&lt;br /&gt;
 |'' (nothing)''||hand'''Left'''||→||hand'''Right'''&lt;br /&gt;
 |-&lt;br /&gt;
 |'''_''''' (underscore)''||Hand'''_L'''||→||Hand'''_R'''&lt;br /&gt;
 |-&lt;br /&gt;
 |'''.''''' (point)''||hand'''.l'''||→||hand'''.r'''&lt;br /&gt;
 |-&lt;br /&gt;
 |'''-''''' (dash)''||Foot'''-l'''||→||Foot'''-r'''&lt;br /&gt;
 |-&lt;br /&gt;
 |''' ''''' (space)''||pelvis''' LEFT'''||→||pelvis''' RIGHT'''&lt;br /&gt;
 |}&lt;br /&gt;
::Note that all examples above are also valid with the left/right part placed before the name. You can only use the short &amp;lt;code&amp;gt;L&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;R&amp;lt;/code&amp;gt; code if you use a separator (i.e. &amp;lt;code&amp;gt;handL&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;handR&amp;lt;/code&amp;gt; won’t work!).&lt;br /&gt;
*Before Blender handles an armature for mirroring or flipping, it first removes the number extension, if it’s there (like &amp;lt;code&amp;gt;.001&amp;lt;/code&amp;gt;)&lt;br /&gt;
*You can copy a bone named &amp;lt;code&amp;gt;bla.L&amp;lt;/code&amp;gt; and flip it over using {{Menu|{{Shortcut|W}}|Flip Names}}. Blender will name the copy &amp;lt;code&amp;gt;bla.L.001&amp;lt;/code&amp;gt; and flipping the name will give you &amp;lt;code&amp;gt;bla.R&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Bone name flipping ===&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Edit}} mode&lt;br /&gt;
 |menu={{Menu|Armature|Flip Names}}&lt;br /&gt;
 |hotkey={{Shortcut|W|4}}&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
You can flip left/right markers (see above) in selected bone names, using either {{Menu|Armature|Flip Names}}, or {{Menu|Specials|Flip Names}} ({{Shortcut|W|4}}). This can be useful if you have constructed half of a symmetrical rig (marked for a left or right side) and duplicated and mirrored it, and want to update the names for the new side. Blender will swap text in bone names according to the above naming conventions, and remove number extensions if possible.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Auto bone naming ===&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Edit}} mode&lt;br /&gt;
 |menu={{Menu|Armature|AutoName Left-Right}}, {{Menu|Armature|AutoName Front-Back}}, {{Menu|Armature|AutoName Top-Bottom}}&lt;br /&gt;
 |hotkey={{Shortcut|W|5}}, {{Shortcut|W|6}}, {{Shortcut|W|7}}&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
The three {{Literal|AutoName}} entries of the {{Literal|Armature}} and {{Literal|Specials}} ({{Shortcut|W}}) menus allows you to automatically add a suffix to all selected bones, ''based on the position of their root relative to the armature center and its local coordinates'':&lt;br /&gt;
*{{Literal|AutoName Left-Right}} will add the &amp;lt;code&amp;gt;.L&amp;lt;/code&amp;gt; suffix to all bones ''with a positive X-coordinate root'', and the &amp;lt;code&amp;gt;.R&amp;lt;/code&amp;gt; suffix to all bones ''with a negative X-coordinate root''. If the root is exactly at '''0.0''' on the X-axis, the X-coordinate of the tip is used. If both ends are at '''0.0''' on the X-axis, the bone will just get a period suffix, with no L/R (as Blender cannot decide whether it is a left or right bone…).&lt;br /&gt;
*{{Literal|AutoName Front-Back}} will add the &amp;lt;code&amp;gt;.Bk&amp;lt;/code&amp;gt; suffix to all bones ''with a positive Y-coordinate root'', and the &amp;lt;code&amp;gt;.Fr&amp;lt;/code&amp;gt; suffix to all bones ''with a negative Y-coordinate root''. The same as with {{Literal|AutoName Left-Right}} goes for '''0.0''' Y-coordinate bones…&lt;br /&gt;
*{{Literal|AutoName Top-Bottom}} will add the &amp;lt;code&amp;gt;.Top&amp;lt;/code&amp;gt; suffix to all bones ''with a positive Z-coordinate root'', and the &amp;lt;code&amp;gt;.Bot&amp;lt;/code&amp;gt; suffix to all bones ''with a negative Z-coordinate root''. The same as with {{Literal|AutoName Left-Right}} goes for '''0.0''' Z-coordinate bones…&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:2.6/Manual/Rigging/Armatures/Editing/Bones|Doc:2.6/Manual/Rigging/Armatures/Editing/Sketching}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rigging]]&lt;br /&gt;
[[Category:Armatures]]&lt;br /&gt;
[[Category:Editing]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Urkokul</name></author>
		
	</entry>
</feed>