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	<title>Doc:2.6/Manual/Rigging/Armatures/Panels - 版の履歴</title>
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	<updated>2026-06-07T18:58:23Z</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=Doc:2.6/Manual/Rigging/Armatures/Panels&amp;diff=105717&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/Panels&amp;diff=105717&amp;oldid=prev"/>
		<updated>2018-06-28T19:44:38Z</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/Panels&amp;diff=105716&amp;oldid=prev</id>
		<title>wiki&gt;Mam711: /* Armature Panels Overview */  minor edits for clarity</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Rigging/Armatures/Panels&amp;diff=105716&amp;oldid=prev"/>
		<updated>2013-07-01T03:41:35Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Armature Panels Overview: &lt;/span&gt;  minor edits for clarity&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/Rigging/Armatures/Object mode|Doc:2.5/Manual/Rigging/Armatures/Bones}}&lt;br /&gt;
&lt;br /&gt;
=Armature Panels Overview=&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Object mode}}, {{Literal|Edit mode}} and {{Literal|Pose mode}}&lt;br /&gt;
 |panel=All in {{Literal|Properties}} window, {{Literal|Object data}} property&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
Let’s first have a general overview of the various panels gathering the armature settings, in {{Literal|Properties}} window, {{Literal|Object data}} context:&lt;br /&gt;
&lt;br /&gt;
[[File:Man2.5RiggingEditingObjectDataPropertyWindow.png|thumb|267px|center|The {{Literal|Object data}} property in the {{Literal|Properties}} window.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== {{Literal|Skeleton}} panel (all modes) ==&lt;br /&gt;
[[File:Man2.5RiggingEditingObjectDataPropertyCxtSkeletonPanel.png|thumb|250px|right|The {{Literal|Skeleton}} panel.]]&lt;br /&gt;
:In this panel you can arrange sets of bones into different layers for easier manipulation.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== {{Literal|Display}} panel (all modes) ==&lt;br /&gt;
[[File:Man2.5RiggingEditingObjectDataPropertyCxtDisplayPanel.png|thumb|250px|right|The {{Literal|Display}} panel.]]&lt;br /&gt;
&lt;br /&gt;
:This controls the way the bones appear in 3D view; you have 4 different options you can select. &lt;br /&gt;
&lt;br /&gt;
:There are several other options available which we will cover later on.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== {{Literal|Bone groups}} panel (pose mode) ==&lt;br /&gt;
[[File:Man2.5RiggingEditingObjectDataPropertyCxtBonesGroupsPanel.png|thumb|250px|right|The {{Literal|Bone Groups}} panel.]]&lt;br /&gt;
:Lets you assign sets of bones into groups for easy manipulation and management.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== {{Literal|Pose Library}} panel ({{Literal|Pose}} mode) ==&lt;br /&gt;
[[File:Man2.5RiggingEditingObjectDataPropertyCxtPoseLibraryPanel.png|thumb|250px|right|The {{Literal|Pose Library}} panel.]]&lt;br /&gt;
:Allows you to save different settings (location, rotation, scale) for selected bones for later use.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== {{Literal|Ghost}} panel (all modes) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Man2.5RiggingEditingObjectDataPropertyCxtGhostPanel.png|thumb|250px|right|The {{Literal|Ghost}} panel.]]&lt;br /&gt;
:Allows you to see a set of different consecutive poses, very useful when animating.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== {{Literal|iTaSC parameters}} panel (all modes) ==&lt;br /&gt;
[[File:Man2.5RiggingEditingObjectDataPropertyCxtiTaSCparametersPanel.png|thumb|250px|right|The {{Literal|iTaSC parameters}} panel.]]&lt;br /&gt;
:Defines the type of IK solver used in your animation.  &lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== {{Literal|Motion Paths}} panel ({{Literal|Pose}} mode) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Man2.5RiggingEditingObjectDataPropertyCxtMotionPathsPanel.png|thumb|250px|right|The {{Literal|Motion Paths}} panel.]]&lt;br /&gt;
:In this panel you can enable visualization of the motion path your skeleton leaves when animated.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== {{Literal|Custom Properties}} panel (all modes) ==&lt;br /&gt;
[[File:Man2.5RiggingEditingObjectDataPropertyCxtCustomPropertiesPanel.png|thumb|250px|right|The {{Literal|Custom Properties}} panel.]]&lt;br /&gt;
:Panel for defining custom properties; this is used when scripting.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=Bone Panels Overview=&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Object mode}}, {{Literal|Edit mode}} and {{Literal|Pose mode}}&lt;br /&gt;
 |panel=All in {{Literal|Properties}} window, {{Literal|Bone}} property&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
Let’s first have a general grasp of the various panels gathering the bone settings, in {{Literal|Properties}} window, {{Literal|Bone}} context:&lt;br /&gt;
&lt;br /&gt;
[[File:Man2.5RiggingBonePrincipalsBonePropertyWindow.png|thumb|250px|center|The {{Literal|Bone}} context.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== {{Literal|Relations}} panel (edit mode) ==&lt;br /&gt;
[[File:Man2.5RiggingEditingBoneCxtRelationsPanel.png|thumb|250px|right|The {{Literal|Relations}} panel.]]&lt;br /&gt;
&lt;br /&gt;
:In this panel you can arrange sets of bones in different layers for easier manipulation.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== {{Literal|Display}} panel (object mode) ==&lt;br /&gt;
[[File:Man2.5RiggingEditingBoneCxtDisplayPanel.png|thumb|250px|right|The {{Literal|Display}} panel.]]&lt;br /&gt;
:Display panel lets you customize the look of your bones taking the shape of a another existing object.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== {{Literal|Deform}} panel (all modes) ==&lt;br /&gt;
[[File:Man2.5RiggingEditingBoneCxtDeformPanel.png|thumb|250px|right|The {{Literal|Deform}} panel.]]&lt;br /&gt;
&lt;br /&gt;
:In this panel you can set basic properties of the bones.&lt;br /&gt;
&lt;br /&gt;
:Turning the Deform option on and off, includes the active bone in the Automatic Weight Calculation when the Mesh is Parented to the Armature using the Armature Deform with the &amp;quot;With Automatic Weights&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
:Also it's worth noting that by turning off a bone's deform option, makes it not influence the mesh at all, overriding any weights that it might have been assigned before; It mutes its influence.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== {{Literal|Custom Properties}} panel (all modes) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Man2.5RiggingEditingObjectDataPropertyCxtCustomPropertiesPanel.png|thumb|250px|right|The {{Literal|Custom Properties}} panel.]]&lt;br /&gt;
:Panel for defining custom properties, this is used when scripting.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== {{Literal|Transform}} panel (edit and pose mode) ==&lt;br /&gt;
[[File:Man2.5RiggingEditingBoneCxtTransformPanel.png|thumb|250px|right|The {{Literal|Transform}} panel(edit mode).]]&lt;br /&gt;
&lt;br /&gt;
:When in edit mode you can use this panel to control position and roll of individual bones.&lt;br /&gt;
&lt;br /&gt;
:When in pose mode you can only set location for the main bone, and you can now set rotation and scale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Man2.5RiggingEditingBoneCxtTransformPPanel.png|thumb|250px|right|The {{Literal|Transform}} panel(pose mode).]]&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== {{Literal|Transform Locks}} panel (pose mode) ==&lt;br /&gt;
[[File:Man2.5RiggingEditingBoneCxtTranformLocksPanel.png|thumb|250px|right|The {{Literal|Transform Locks}} panel.]]&lt;br /&gt;
:This panel appears only in pose mode and allows you to restrict position, rotation and scale by axis on each bone in the armature.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== {{Literal|Inverse Kinematics}} panel (pose mode) ==&lt;br /&gt;
[[File:Man2.5RiggingEditingBoneCxtInverseKinematicsPanel.png|thumb|250px|right|The {{Literal|Inverse Kinematics}} panel.]]&lt;br /&gt;
:This panel controls the way a bone or set of bones behave when linked in an inverse kinematic chain.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:2.5/Manual/Rigging/Armatures/Object mode|Doc:2.5/Manual/Rigging/Armatures/Bones}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rigging]]&lt;br /&gt;
[[Category:Armatures]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mam711</name></author>
		
	</entry>
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