﻿<?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%2FVisualization</id>
	<title>Doc:2.6/Manual/Rigging/Armatures/Visualization - 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%2FVisualization"/>
	<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Rigging/Armatures/Visualization&amp;action=history"/>
	<updated>2026-05-18T22:47:03Z</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/Visualization&amp;diff=105749&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/Visualization&amp;diff=105749&amp;oldid=prev"/>
		<updated>2018-06-28T19:44:41Z</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/Visualization&amp;diff=105748&amp;oldid=prev</id>
		<title>wiki&gt;Urkokul: /* Bone types */</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Rigging/Armatures/Visualization&amp;diff=105748&amp;oldid=prev"/>
		<updated>2014-09-07T09:16:26Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Bone types&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|2.5|Doc:2.5/Manual/Rigging/Armatures/Bones|Doc:2.5/Manual/Rigging/Armatures/Structure}}&lt;br /&gt;
&lt;br /&gt;
= Armature visualization =&lt;br /&gt;
We have 5 basic bone visualization: Octahedral, Stick, B-Bone, Envelope and Wire:&lt;br /&gt;
[[File:Man2.5RiggingBonePrincipalsBoneDisplayOctahedral.png|thumb|300px|left|{{Literal|Octahedral}} bone display.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Man2.5RiggingBonePrincipalsBoneDisplayStick.png|thumb|300px|right|{{Literal|Stick}} bone display.]]&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[File:Man2.5RiggingBonePrincipalsBoneDisplayBBone.png|thumb|300px|left|{{Literal|B-Bone}} bone display.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Man2.5RiggingBonePrincipalsBoneDisplayEnvelope.png|thumb|300px|right|{{Literal|Envelope}} bone display.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Man2.5RiggingBonePrincipalsBoneDisplayWire.png|thumb|300px|center|{{Literal|Wire}} bone display.]]&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
= Display Panel =&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Object}}, {{Literal|Edit}} and {{Literal|Pose}} modes&lt;br /&gt;
 |panel={{Literal|Display}} {{Literal|Object Data}} context &lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
But let’s first see some general visualization properties of armatures, found in the {{Literal|Display}} panel of the {{Literal|Object data}} context.&lt;br /&gt;
&lt;br /&gt;
[[File:Man2.5RiggingEditingObjectDataPropertyCxtDisplayPanel.png|thumb|250px|center|The {{Literal|Display}} panel.]]&lt;br /&gt;
&lt;br /&gt;
== Bone types ==&lt;br /&gt;
{{clr}}&lt;br /&gt;
[[File:ManRiggingOctahedronEx3DViewEditMode.png|thumb|250px|right|A basic armature in {{Literal|Octahedron}} visualization, {{Literal|Edit}} mode.&amp;lt;br /&amp;gt;Note the '''40°''' rolled &amp;lt;code&amp;gt;Bone.001&amp;lt;/code&amp;gt; bone.]]&lt;br /&gt;
&lt;br /&gt;
=== Octahedral bone ===&lt;br /&gt;
&lt;br /&gt;
This is the default visualization, well suited for most of editing tasks. It materializes:&lt;br /&gt;
*The bone root (“big” end) and tip (“small” end).&lt;br /&gt;
*The bone “size” (its thickness is proportional to its length).&lt;br /&gt;
*The bone roll (as it has a square section).&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
[[File:ManRiggingStickEx3DViewPoseMode.png|thumb|250px|right|The same armature in {{Literal|Stick}} visualization, {{Literal|Pose}} mode.&amp;lt;br /&amp;gt;Note that &amp;lt;code&amp;gt;Bone.001&amp;lt;/code&amp;gt; roll angle is not visible (except by its XZ axes).]]&lt;br /&gt;
&lt;br /&gt;
=== Stick bone ===&lt;br /&gt;
&lt;br /&gt;
This is the simplest and most non-intrusive visualization. It just materializes bones by sticks of constant (and small) thickness, so it gives you no information about root and tip, nor bone size or roll angle.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
[[File:ManRiggingBBoneEx3DViewEditMode.png|thumb|250px|right|The same armature in {{Literal|B-Bone}} visualization, {{Literal|Edit}} mode.]]&lt;br /&gt;
&lt;br /&gt;
=== B-Bone bone ===&lt;br /&gt;
&lt;br /&gt;
This visualization shows the curves of “smooth” multi-segmented bones; see the [[Doc:2.6/Manual/Rigging/Armatures/Bones#Bones Rigidity|bone page]] for details.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
[[File:ManRiggingEnvelopeEx3DViewPoseMode.png|thumb|250px|right|The {{Literal|Envelope}} visualization.]]&lt;br /&gt;
&lt;br /&gt;
=== Envelope bone ===&lt;br /&gt;
&lt;br /&gt;
This visualization materializes the bone deformation influence. More on this in the [[Doc:2.6/Manual/Rigging/Armatures/Bones#Bones Influence|bone page]].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
;{{Literal|Names}}&lt;br /&gt;
:When enabled, the name of each bone is drawn.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Colors}}&lt;br /&gt;
:This is only relevant for {{Literal|Pose}} mode, and is described in detail [[Doc:2.6/Manual/Rigging/Posing/Visualization|there]].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Axes}}&lt;br /&gt;
:When enabled, the (local) axes of each bone are drawn (only relevant for {{Literal|Edit}} and {{Literal|Pose}} modes).&lt;br /&gt;
&lt;br /&gt;
;{{Literal|X-Ray}}&lt;br /&gt;
:When enabled, the bones of the armature will always be drawn on top of the solid objects (meshes, surfaces, …) – i.e. they will always be visible and selectable (this is the same option as the one found in the {{Literal|Display}} panel of the {{Literal|Object data}} context. Very useful when not in {{Literal|Wireframe}} mode.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Shapes}}&lt;br /&gt;
:When enabled, the default standard bone shape is replaced, in {{Literal|Object}} and {{Literal|Pose}} modes, by the shape of a chosen object (see [[#Shaped Bones|below]] for details).&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Delay Refresh}}&lt;br /&gt;
:When enabled, the bone doesn't deform its children when manipulating the bone in pose mode.&lt;br /&gt;
&lt;br /&gt;
== Shaped Bones ==&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Object}} and {{Literal|Pose}} modes&lt;br /&gt;
 |panel={{Literal|Display}} panel from {{Literal|Bone}} context.&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
Blender allows you to give to each bone of an armature a specific shape (in {{Literal|Object}} and {{Literal|Pose}} modes), using another object as “template”. First of all, you have to enable the {{Literal|Shapes}} button ({{Literal|Armature}} panel).&lt;br /&gt;
&lt;br /&gt;
[[File:Man2.5RiggingEditingBoneCxtDisplayPanel.png|thumb|250px|center|The {{Literal|Display}} panel.]]&lt;br /&gt;
=== Attributes ===&lt;br /&gt;
;{{Literal|Wireframe}}&lt;br /&gt;
:When enabled, bone is displayed in wireframe mode regardles of the viewport drawing mode. Useful for non-obstructive custom bone chains.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Hide}}&lt;br /&gt;
:Bone is not visible when not in {{Literal|Edit mode}}.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Custom Shape}}&lt;br /&gt;
:Object that defines the custom shape of the selected bone.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Custom At}}&lt;br /&gt;
:Bone that defines the display transform of this shape bone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To assign a custom shape to a bone, you have to:&lt;br /&gt;
*Switch to {{Literal|Pose}} mode ({{Shortcut|ctrl|Tab}}).&lt;br /&gt;
*Select the relevant bone ({{Shortcut|rmb}} click on it).&lt;br /&gt;
*Go to the {{Literal|Display}} panel {{Literal|Custom Shape}} field and select the 3D object previously created in the scene; in this example we are using a cube and a cone. Tou can optionally set the {{Literal|At}} field to another bone.&lt;br /&gt;
&lt;br /&gt;
[[File:Man2.5RiggingEditingBoneCxtDisplayPanel2.png|thumb|250px|center|The {{Literal|Display}} panel.]]&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
[[File:ManRiggingBoneShapeEx3DViewObjectMode.png|thumb|300px|left|The armature with shapes assigned to two bones, in {{Literal|Object}} mode.&amp;lt;br /&amp;gt;Note the centers of the &amp;lt;code&amp;gt;Cone&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Cube&amp;lt;/code&amp;gt; objects.]]&lt;br /&gt;
[[File:ManRiggingBoneShapeEx3DViewPoseMode.png|thumb|300px|right|The same armature in {{Literal|Pose}} mode…]]&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
Note that:&lt;br /&gt;
*These shapes will never be rendered – like any bone, they are only visible in 3D views.&lt;br /&gt;
*Even if any type of object seems to be accepted by the {{Literal|OB}} field (meshes, curves, even metas…), only meshes really work – all other types just make the bone invisible; nothing is drawn…&lt;br /&gt;
*The center of the shape object will be at the ''root of the bone'' (see the [[Doc:2.6/Manual/Rigging/Armatures/Bones|bone page]] for root/tip).&lt;br /&gt;
*The object properties of the shape are ignored (i.e. if you make a parallelepiped out of a cube by modifying its dimensions in {{Literal|Object}} mode, you’ll still have a cube shaped bone…).&lt;br /&gt;
*The “along bone” axis is the Y one, and the shape object is always scaled so that one Blender Unit stretches along the whole bone length.&lt;br /&gt;
*If you need to remove the custom shape of the bone, just right click in the {{Literal|Custom Shape}} field and select {{Literal|Reset to default value}} in the popup menu.&lt;br /&gt;
&lt;br /&gt;
So to summarize all this, you should use meshes as shape objects, with their center at their lower-Y end, and an overall Y length of '''1.0''' BU.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
= Armature Layers =&lt;br /&gt;
&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Object}}, {{Literal|Edit}} and {{Literal|Pose}} modes&lt;br /&gt;
 |panel={{Literal|Skeleton}} panel, {{Literal|Object data}} context&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Man2.5RiggingEditingObjectDataPropertyCxtSkeletonPanel.png|thumb|250px|center|The {{Literal|Skeleton}} panel.]]&lt;br /&gt;
&lt;br /&gt;
Each armature has 32 “Armature layers” which allow you to organize your armature by “regrouping” sets of bones into layers; this works similar to scene layers (those containing your objects). You can then “move” a bone to a given layer, hide or show one or several layers, etc.&lt;br /&gt;
&lt;br /&gt;
== Showing/hiding bone layers ==&lt;br /&gt;
&lt;br /&gt;
Only bones in active layers will be visible/editable – but they will always be effective (i.e move objects or deform geometry), whether in an active layer or not. To (de)activate a layer, you have several options, depending in which mode you are in:&lt;br /&gt;
* In all modes, use the row of small buttons at the top of the {{Literal|Display Options}} group, {{Literal|Armature}} panel. If you want to enable/disable several layers at once, as usual, hold {{Shortcut|shift}} while clicking…&lt;br /&gt;
* In {{Literal|Edit}} and {{Literal|Pose}} modes, you can also do this from the {{Literal|3D View}}s, either by using the menu ({{Menu|Armature|Switch Armature Layers}} or {{Menu|Pose|Switch Armature Layers}}), or the {{Shortcut|shift|M}} shortcut, to display a small pop-up dialog containing the same buttons as described above (here again, you can use {{Shortcut|shift|lmb}} clicks to (de)select several layers at once).&lt;br /&gt;
{{clr}}&lt;br /&gt;
== Protected Layers ==&lt;br /&gt;
You can lock a given bone layer for all [[Doc:2.5/Manual/Data System/Linked Libraries#Proxy Objects|proxies]] of your armature, i.e. all bones in this layer won’t be editable. To do so, in the {{Literal|Skeleton}} panel, {{Shortcut|ctrl|lmb}} click on the relevant button, the layer lock will be enabled.&lt;br /&gt;
&lt;br /&gt;
Protected layers in proxy are restored to proxy settings on file reload and undo.&lt;br /&gt;
&lt;br /&gt;
= Bone Layers =&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Object}}, {{Literal|Edit}} and {{Literal|Pose}} modes&lt;br /&gt;
 |panel={{Literal|Relations}} panel {{Literal|Bone}} context&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Man2.5RiggingEditingBoneCxtRelationsPanel.png|thumb|250px|center|The {{Literal|Relations}} panel.]]&lt;br /&gt;
&lt;br /&gt;
== Moving bones between layers ==&lt;br /&gt;
&lt;br /&gt;
Obviously, you have to be in {{Literal|Edit}} or {{Literal|Pose}} modes to move bones between layers – note that as with objects, bones can lay in several layers at once, just use the usual {{Shortcut|shift|lmb}} clicks… First of all, you have to select the chosen bone(s)!&lt;br /&gt;
* In the {{Literal|Button}} window, use the “layer buttons” of each selected bone “sub-panel” ({{Literal|Armature Bones}} panel) to control in which layer(s) it lays.&lt;br /&gt;
* In the {{Literal|3D View}} window, use the menu ({{Menu|Armature|Move Bone To Layer}} or {{Menu|Pose|Move Bone To Layer}}) or hit {{Shortcut|M}} to show the usual pop-up layers dialog. Note that this way, ''you assign the same layers to all selected bones''.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
= Hiding Bones =&lt;br /&gt;
&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Edit}} and {{Literal|Pose}} modes&lt;br /&gt;
 |panel={{Literal|Display}} panel, {{Literal|Bone}} context&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Man2.5RiggingEditingBoneCxtDisplayPanel.png|thumb|250px|center|The {{Literal|Display}} panel.]]&lt;br /&gt;
&lt;br /&gt;
You do not have to use bone layers to show/hide some bones. As with objects, vertices or control points, you can use the {{Shortcut|H}} key:&lt;br /&gt;
*{{Shortcut|H}} will hide the selected bone(s).&lt;br /&gt;
*{{Shortcut|shift|H}} will hide all bones ''but the selected one(s)''.&lt;br /&gt;
*{{Shortcut|alt|H}} will show all hidden bones.&lt;br /&gt;
&lt;br /&gt;
You can also use the {{Literal|Hide}} check button of the {{Literal|Display}} panel, {{Literal|Bone}} context).&lt;br /&gt;
&lt;br /&gt;
Note that hidden bones are specific to a mode – i.e. you can hide some bones in {{Literal|Edit}} mode, they will still be visible in {{Literal|Pose}} mode, and vice-versa. Hidden bone in {{Literal|Pose}} mode are also invisible in {{Literal|Object}} mode. And in {{Literal|Edit}} mode, the bone to hide must be fully selected, not just his root or tip…&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:2.5/Manual/Rigging/Armatures/Bones|Doc:2.5/Manual/Rigging/Armatures/Structure}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rigging]]&lt;br /&gt;
[[Category:Armatures]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Urkokul</name></author>
		
	</entry>
</feed>