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	<title>Doc:2.6/Manual/Rigging/Posing/Constraints - 版の履歴</title>
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	<updated>2026-08-10T15:05:49Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Rigging/Posing/Constraints&amp;diff=114333&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/Posing/Constraints&amp;diff=114333&amp;oldid=prev"/>
		<updated>2018-06-28T19:51:48Z</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) 19:51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>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Rigging/Posing/Constraints&amp;diff=114332&amp;oldid=prev</id>
		<title>2014年1月20日 (月) 13:19にwiki&gt;Quark66による</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Rigging/Posing/Constraints&amp;diff=114332&amp;oldid=prev"/>
		<updated>2014-01-20T13:19:58Z</updated>

		<summary type="html">&lt;p&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||}}&lt;br /&gt;
&lt;br /&gt;
{{review|}}&lt;br /&gt;
&lt;br /&gt;
= Applying Constraints to Bones =&lt;br /&gt;
[[File:Doc26-rigging-constraints.png|frame|right|The {{Literal|Constraints}} panel in {{Literal|Pose}} mode, with one {{Literal|Floor}} constraint applied to the active bone (Bone.001).]]&lt;br /&gt;
As bones behave like objects in {{Literal|Pose}} mode, they can also be constrained. This is why the {{Literal|Constraints}} panel is shown in both {{Literal|Object}} and {{Literal|Editing}} contexts in this mode… This panel contains the constraints ''of the active bone'' (its name is displayed at the top of the panel, in the {{Literal|To Bone:…}} static text field).&lt;br /&gt;
&lt;br /&gt;
Constraining bones can be used to control their degree of freedom in their pose transformations, using e.g. the {{Literal|Limit}} constraints. You can also use constraints to make a bone track another object/bone (inside the same object, or in another armature), etc. And the [[Doc:2.6/Manual/Rigging/Posing/Inverse_Kinematics|inverse kinematics feature]] is also mainly available through the {{Literal|IK Solver}} constraint – which is specific to bones.&lt;br /&gt;
&lt;br /&gt;
For example, a human elbow can’t rotate backward (unless the character has broken his hand), nor to the sides, and its forward and roll rotations are limited in a given range (for example, depending on the rest position of your elbow, it may be from '''0°''' to '''160°''', OR from '''-45°''' to '''135°'''). So you should apply a {{Literal|Limit Rotation}} constraint to the forearm bone (as the elbow movement is the result of rotating the forearm bone around its root).&lt;br /&gt;
&lt;br /&gt;
Using bones in constraints, either as owners or as targets, is discussed in detail in the [[Doc:2.6/Manual/Constraints|constraints pages]].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rigging]]&lt;br /&gt;
[[Category:Armatures]]&lt;br /&gt;
[[Category:Posing]]&lt;br /&gt;
[[Category:Constraints]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Quark66</name></author>
		
	</entry>
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