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	<title>Doc:2.6/Manual/Rigging/Armatures/Structure - 版の履歴</title>
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		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Rigging/Armatures/Structure&amp;diff=105853&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T19:44:44Z</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;
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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) 19:44時点における版&lt;/td&gt;
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&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/Rigging/Armatures/Structure&amp;diff=105852&amp;oldid=prev</id>
		<title>wiki&gt;Mam711: /* Armature Structure */ punctuation</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Rigging/Armatures/Structure&amp;diff=105852&amp;oldid=prev"/>
		<updated>2013-07-01T04:07:51Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Armature Structure: &lt;/span&gt; punctuation&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/Visualization|Doc:2.5/Manual/Rigging/Armatures/Selecting}}&lt;br /&gt;
&lt;br /&gt;
= Armature Structure =&lt;br /&gt;
[[File:Manual-Part-I-Quick51.png|thumb|250px|right|The very basic armature of the [[Doc:2.5/Manual/Your First Animation/2.Animating the Gingerbread Man|Gingerbread Man tutorial]].]]&lt;br /&gt;
Armatures mimic real skeletons. They are made out of bones, which are (by default) rigid elements. But you have more possibilities than with real skeletons: In addition to the “natural” rotation of bones, you can also translate and even scale them! And your bones do not have to be connected to each other; they can be completely free if you want. However, the most natural and useful setups imply that some bones are related to others, forming so-called “chains of bones”, which create some sort of “limbs” in your armature, as detailed [[#Chains of Bones|below]].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Chains of Bones ==&lt;br /&gt;
&lt;br /&gt;
[[File:ManRiggingChainEx3DViewEditMode.png|thumb|250px|right|An armature with two chains of bones.]]&lt;br /&gt;
The bones inside an armature can be completely independent from each other (i.e. the modification of one bone does not affect the others). But this is not often a useful set up: To create a leg, all bones “after” the thigh bone should move “with” it in a well-coordinated manner. This is exactly what happens in armatures – by parenting a bone to the next one in the limb, you create a “chains of bones”. These chains can be ramified. For example, five fingers attached to a single “hand” bone.&lt;br /&gt;
&lt;br /&gt;
Bones are chained by linking the tip of the parent to the root of the child. Root and tip can be &amp;#039;&amp;#039;connected&amp;#039;&amp;#039;, i.e. they are always exactly at the same point; or they can be &amp;#039;&amp;#039;free&amp;#039;&amp;#039;, like in a standard parent-child object relationship.&lt;br /&gt;
&lt;br /&gt;
A given bone can be the parent of several children, and hence be part of several chains at the same time.&lt;br /&gt;
&lt;br /&gt;
The bone at the beginning of a chain is called its &amp;#039;&amp;#039;root bone&amp;#039;&amp;#039;, and the last bone of a chain is the &amp;#039;&amp;#039;tip bone&amp;#039;&amp;#039; (don’t confuse them with similar names of bones’ ends!).&lt;br /&gt;
&lt;br /&gt;
Chains of bones are a particularly important topic in [[Doc:2.6/Manual/Rigging/Posing|posing]] (especially with the standard &amp;#039;&amp;#039;forward kinematics&amp;#039;&amp;#039; versus “automatic” &amp;#039;&amp;#039;inverse kinematics&amp;#039;&amp;#039; posing techniques). You create/edit them in {{Literal|Edit}} mode, but except in case of connected bones, their relationships have no effect on bone transformations in this mode (i.e. transforming a parent bone won’t affect its children).&lt;br /&gt;
&lt;br /&gt;
=== Editing Bones Relationships ===&lt;br /&gt;
This is detailed in the [[Doc:2.5/Manual/Rigging/Armatures/Editing/Properties#Chain Editing|editing pages]], but let us have a quick look at this important feature.&lt;br /&gt;
&lt;br /&gt;
[[File:Man2.5RiggingEditingBoneCxtRelationsPanel.png|thumb|250px|right|The {{Literal|Armature Bones}} panel with two bones selected, and their {{Literal|Child of}} settings highlighted.]]&lt;br /&gt;
The easiest way to manage bones relationships is to use the {{Literal|Relations}} panel {{Literal|Bone}} context:&lt;br /&gt;
*First, [[Doc:2.6/Manual/Rigging/Armatures/Selecting|select]] the bones you want to edit (selection order does not matter here).&lt;br /&gt;
*To &amp;#039;&amp;#039;parent&amp;#039;&amp;#039; a bone to another one, select the name of this parent in its drop-down {{Literal|Parent}} list.&lt;br /&gt;
*To &amp;#039;&amp;#039;unparent&amp;#039;&amp;#039; a bone, just select the void entry in the same {{Literal|Parent}} list.&lt;br /&gt;
*To &amp;#039;&amp;#039;connect&amp;#039;&amp;#039; a bone to its parent, enable its small {{Literal|Con}} button.&lt;br /&gt;
*To &amp;#039;&amp;#039;unconnect&amp;#039;&amp;#039; a bone, disable its {{Literal|Con}} button.&lt;br /&gt;
{{clr}}&lt;br /&gt;
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{{Page/Footer|Doc:2.5/Manual/Rigging/Armatures/Visualization|Doc:2.5/Manual/Rigging/Armatures/Selecting}}&lt;br /&gt;
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[[Category:Rigging]]&lt;br /&gt;
[[Category:Armatures]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mam711</name></author>
		
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