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	<title>Doc:2.6/Manual/Rigging/Posing - 版の履歴</title>
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		<title>Yamyam: 1版 をインポートしました</title>
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		<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;
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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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		<author><name>Yamyam</name></author>
		
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		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Rigging/Posing&amp;diff=105864&amp;oldid=prev</id>
		<title>wiki&gt;Mam711: /* Posing */ minor grammar</title>
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		<updated>2013-07-01T05:30:59Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Posing: &lt;/span&gt; minor grammar&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/Skinning/Retargeting|Doc:2.5/Manual/Rigging/Posing/Visualization}}&lt;br /&gt;
&lt;br /&gt;
{{review|partial=X}}&lt;br /&gt;
= Posing =&lt;br /&gt;
Once your armature is [[Doc:2.6/Manual/Rigging/Skinning|skinned]] by the needed object(s), you can start to pose it. Basically, by transforming its bones, you deform or transform the skin object(s). But you don’t do that in {{Literal|Edit}} mode – remember that in this mode, you edit ''the default, base, “rest” position of your armature''. You can’t use the {{Literal|Object}} mode either, as here you can only transform whole objects…&lt;br /&gt;
&lt;br /&gt;
So, armatures in Blender have a third mode, {{Literal|Pose}}, dedicated to this process. It’s a sort of “object mode for bones”. In rest position (as edited in {{Literal|Edit}} mode), each bone has its own position/rotation/scale to neutral values (i.e. '''0.0''' for position and rotation, and '''1.0''' for scale). Hence, when you edit a bone in {{Literal|Pose}} mode, you create an offset in its transform properties, from its rest position – this is quite similar to [[Doc:2.6/Manual/Animation/Techs/Shape/Shape Keys|meshes’ relative shape keys]], in fact.&lt;br /&gt;
&lt;br /&gt;
== Posing Section Overview ==&lt;br /&gt;
In this section, we will see:&lt;br /&gt;
* The [[Doc:2.6/Manual/Rigging/Posing/Visualization|visualization features]] specific to {{Literal|Pose}} mode.&lt;br /&gt;
* How to [[Doc:2.6/Manual/Rigging/Posing/Editing|select and edit bones]] in this mode.&lt;br /&gt;
* How to [[Doc:2.6/Manual/Rigging/Posing/Pose Library|use pose library]].&lt;br /&gt;
* How to [[Doc:2.6/Manual/Rigging/Posing/Constraints|use constraints]] to control your bones’ DoF (degrees of freedom).&lt;br /&gt;
* How to [[Doc:2.6/Manual/Rigging/Posing/Inverse Kinematics|use inverse kinematics features]].&lt;br /&gt;
* How to [[Doc:2.6/Manual/Rigging/Posing/Inverse Kinematics/Spline_IK|use the Spline inverse kinematics features]].&lt;br /&gt;
&lt;br /&gt;
Even though it might be used for completely static purposes, posing is heavily connected with [[Doc:2.6/Manual/Animation|animation features and techniques]]. &lt;br /&gt;
&lt;br /&gt;
In this part, we will try to focus on animation-independent posing, but this isn’t always possible. So if you know nothing about animation in Blender, it might be a good idea to read the [[Doc:2.6/Manual/Animation|animation features and techniques]] chapter first, and then come back here.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
As usual, see the [[Doc:Tutorials#Rigging|tutorials]] for more demonstrative examples, and especially [[Doc:Tutorials/Animation/BSoD/Character Animation#Animation|this BSoD one]].&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|2.5|Doc:2.5/Manual/Rigging/Skinning/Retargeting|Doc:2.5/Manual/Rigging/Posing/Visualization}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rigging]]&lt;br /&gt;
[[Category:Armatures]]&lt;br /&gt;
[[Category:Posing]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mam711</name></author>
		
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