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	<title>Doc:2.6/Manual/Rigging/Skinning - 版の履歴</title>
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	<updated>2026-07-31T02:02:33Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Rigging/Skinning&amp;diff=105863&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T19:44:52Z</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;
				&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/Skinning&amp;diff=105862&amp;oldid=prev</id>
		<title>2014年9月17日 (水) 19:39にwiki&gt;Urkokulによる</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Rigging/Skinning&amp;diff=105862&amp;oldid=prev"/>
		<updated>2014-09-17T19:39:02Z</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|2.5|Doc:2.5/Manual/Rigging/Armatures/Editing/Templating|Doc:2.5/Manual/Rigging/Skinning/Objects}}&lt;br /&gt;
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{{review&lt;br /&gt;
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}}&lt;br /&gt;
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= Skinning =&lt;br /&gt;
We have seen in [[Doc:2.6/Manual/Rigging/Armatures|previous pages]] how to design an armature, create chains of bones, etc. Now, having a good rig is not the final goal – unless you want to produce a “Dance Macabre” animation, you’ll likely want to put some flesh on your skeletons! Surprisingly, “linking” an armature to the object(s) it should transform and/or deform is called the “skinning” process…&lt;br /&gt;
&lt;br /&gt;
{|align=center&lt;br /&gt;
 |[[File:Manual-Part-I-Quick64.2.56.png|thumb|600px|The ginebread mesh skinned on its armature…]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
In Blender, you have two main skinning types:&lt;br /&gt;
*You can [[Doc:2.6/Manual/Rigging/Skinning/Objects|Parent/Constrain Objects to Bones]] – then, when you transform the bones in {{Literal|Pose}} mode, their “children” objects are also transformed, exactly as with a standard parent/children relationship… ''The “children” are '''never''' deformed when using this method''.&lt;br /&gt;
*You can [[Doc:2.6/Manual/Modifiers/Deform/Armature|Using the Armature modifier on entire Mesh]] and then, [[Doc:2.6/Manual/Rigging/Skinning/ObData|adjust]], some parts of this object to some bones inside this armature. This is the more complex and powerful method, and ''the only way to really deform the geometry of the object'', i.e. to modify its vertices/control points relative positions.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|2.5|Doc:2.5/Manual/Rigging/Armatures/Editing/Templating|Doc:2.5/Manual/Rigging/Skinning/Objects}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rigging]]&lt;br /&gt;
[[Category:Armatures]]&lt;br /&gt;
[[Category:Skinning]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Urkokul</name></author>
		
	</entry>
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