adds docs for new geonodes corners_of_edge #104464
@ -1,2 +0,0 @@
|
||||
build
|
||||
locale
|
13
Makefile
13
Makefile
@ -22,6 +22,13 @@ Checking
|
||||
- check_structure to check the structure of all .rst files.
|
||||
- check_syntax to check the syntax of all .rst files.
|
||||
- check_spelling to check spelling for text in RST files.
|
||||
|
||||
Utilities
|
||||
---------
|
||||
|
||||
- update to update the repository to the most recent version.
|
||||
- format_py to auto-format Python scripts.
|
||||
|
||||
endef
|
||||
# HELP_TEXT (end)
|
||||
|
||||
@ -117,6 +124,12 @@ report_po_progress:
|
||||
@python3 tools_report/report_translation_progress.py --quiet \
|
||||
`find locale/ -maxdepth 1 -mindepth 1 -type d -not -iwholename '*.git*' -printf 'locale/%f\n' | sort`
|
||||
|
||||
update:
|
||||
@git pull --rebase
|
||||
|
||||
format_py:
|
||||
@autopep8 --in-place --recursive .
|
||||
|
||||
# ----------------------
|
||||
# Help for build targets
|
||||
|
||||
|
9
make.bat
9
make.bat
@ -63,6 +63,11 @@ if "%1" == "help" (
|
||||
echo - check_structure to check the structure of all .rst files
|
||||
echo - check_syntax to check the syntax of all .rst files
|
||||
echo - check_spelling to check spelling for text in RST files
|
||||
echo.
|
||||
echo Utilities
|
||||
echo ---------
|
||||
echo.
|
||||
echo - update to update the repository to the most recent version.
|
||||
goto EOF
|
||||
)
|
||||
|
||||
@ -109,6 +114,10 @@ if "%1" == "check_structure" (
|
||||
python tools_rst\rst_check_images.py
|
||||
goto EOF
|
||||
|
||||
if "%1" == "update" (
|
||||
git pull --rebase
|
||||
goto EOF
|
||||
|
||||
) else (
|
||||
%SPHINXBUILD% -M %1 "%SOURCEDIR%" "%BUILDDIR%" %SPHINXOPTS% %O%
|
||||
goto EOF
|
||||
|
@ -8,9 +8,10 @@ In this case you need only enable the Add-on in the Add-on Preferences.
|
||||
|
||||
However, the latest releases can be found on our GitHub.
|
||||
|
||||
Downloads should only be taken the from the official releases page:
|
||||
Downloads should only be taken the from the
|
||||
`official releases page <https://github.com/Clockmender/Precision-Drawing-Tools/releases>`__.
|
||||
|
||||
|
||||
https://github.com/Clockmender/Precision-Drawing-Tools/releases
|
||||
|
||||
Patches and Commits, that may add new features and/or bug fixes may be downloaded
|
||||
from the Commits to the Master branch, no development code should be used
|
||||
@ -55,6 +56,6 @@ again only edit the message section in quotes, not the PDT assignments.
|
||||
Issues
|
||||
======
|
||||
|
||||
Please report any issues, or feature request, etc. using the Issues section
|
||||
of the PDT Repository (https://github.com/Clockmender/Precision-Drawing-Tools/issues),
|
||||
Please report any issues, or feature request, etc. using the Issues section of the
|
||||
`PDT Repository <https://github.com/Clockmender/Precision-Drawing-Tools/issues>`__,
|
||||
that way they can be properly tracked, actioned and incorporated into the add-on.
|
||||
|
11
manual/addons/baking/index.rst
Normal file
11
manual/addons/baking/index.rst
Normal file
@ -0,0 +1,11 @@
|
||||
|
||||
#############
|
||||
Baking
|
||||
#############
|
||||
|
||||
These add-ons add UI elements for faster baking access.
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
|
||||
vdm_brush_baker.rst
|
36
manual/addons/baking/vdm_brush_baker.rst
Normal file
36
manual/addons/baking/vdm_brush_baker.rst
Normal file
@ -0,0 +1,36 @@
|
||||
*******
|
||||
VDM Brush Baker
|
||||
*******
|
||||
|
||||
This is a small add-on that makes it easy to create vector displacement map (aka VDM) brushes in Blender.
|
||||
Sculpting setups and the brushes can be created with one click.
|
||||
|
||||
Activation
|
||||
==========
|
||||
|
||||
- Open Blender and go to Preferences then the Add-ons tab.
|
||||
- Switch the category to "Baking"
|
||||
- Enable the "VDM Brush Baker" addon.
|
||||
|
||||
Interface
|
||||
=========
|
||||
|
||||
Located in the :menuselection:`3D Viewport --> Sidebar --> Tools`.
|
||||
|
||||
Usage
|
||||
=====
|
||||
|
||||
Use the "Create Sculpting Plane" button for an optimal startign setup for sculpting your own VDM brush.
|
||||
|
||||
Use the "Render and Create VDM Brush" button to covnert bake the plane into a new brush.
|
||||
The brush will be added with all relevant options and a vector displacement map
|
||||
is saved near the blender file as an Open EXR file (or a 'tmp' folder if the blender file wasn't saved).
|
||||
New brushes can be found as Draw brushes in sculpt mode.
|
||||
The add-on won't create any preview images for these brushes.
|
||||
|
||||
Tips
|
||||
----
|
||||
|
||||
- While Sculpting make sure to mask the borders of the plane for a better result.
|
||||
- If your VDM brush gets cut off at the corners, you can increase the size inside the texture panel of the brush settings to 1.1 or 1.2 for each axis.
|
||||
- A vdm-resolution of 512 px or lower is usually enough. Unless you have extremely detailed sculptings
|
@ -42,14 +42,15 @@ See `Examples`_ at the end of this page.
|
||||
- A list of software that deals with PDB in different ways can be found on
|
||||
the `RCSB site <https://www.rcsb.org/docs/additional-resources/molecular-graphics-software>`__. There also is
|
||||
`Vesta <https://jp-minerals.org/vesta/en/>`__, `ASE <https://wiki.fysik.dtu.dk/ase/>`__ and all the
|
||||
`quantum chemical calculators <https://en.wikipedia.org/wiki/List_of_quantum_chemistry_and_solid-state_physics_
|
||||
software>`__ used in research, which can create or even calculate atomic structures and store them in PDB/XYZ
|
||||
files.
|
||||
`quantum chemical calculators
|
||||
<https://en.wikipedia.org/wiki/List_of_quantum_chemistry_and_solid-state_physics_software>`__
|
||||
used in research, which can create or even calculate atomic structures and store them in PDB/XYZ files.
|
||||
|
||||
.. seealso:: **Forum**
|
||||
|
||||
- Please, use the `Blender Artists forum <https://blenderartists.org/t/atomic-blender-pdb-xyz-for-blender-2-8-and-
|
||||
higher/1197801>`__ for comments and questions or directly the `Blender chat <https://blender.chat/home>`__.
|
||||
- Please, use the `Blender Artists forum
|
||||
<https://blenderartists.org/t/atomic-blender-pdb-xyz-for-blender-2-8-and-higher/1197801>`__
|
||||
for comments and questions or directly the `Blender chat <https://blender.chat/home>`__.
|
||||
- There also is the possibility to ask questions on `Stack Exchange <https://blender.stackexchange.com/>`__.
|
||||
However, note that some of the developers like Blendphys don't have enough credits, which are, however, needed to
|
||||
have the permission for giving answers on Stack Exchange.
|
||||
|
@ -7,7 +7,7 @@ Autodesk 3DS
|
||||
|
||||
:Category: Import-Export
|
||||
:Menu: :menuselection:`File --> Import/Export --> 3D Studio (.3ds)`
|
||||
:Version: 2.3.4
|
||||
:Version: 2.4.1
|
||||
:Blender: 3.6
|
||||
:Authors: Bob Holcomb, Campbell Barton, Sebastian Schrand
|
||||
:Maintainer: Sebastian Sille (NRGSille)
|
||||
@ -36,7 +36,7 @@ Image Search
|
||||
This enables a recursive file search if an image file can't be found.
|
||||
|
||||
Read Keyframe
|
||||
Reads the keyframe tracks from a 3ds file and transforms the objects to the data wich was found.
|
||||
Reads the keyframe tracks from a 3ds file and transforms the objects to the data which was found.
|
||||
Usually only one frame is found in static scenes, it will be imported to the timeline.
|
||||
If the 3ds scene is animated, the complete animation will be imported to the timeline.
|
||||
|
||||
@ -60,7 +60,7 @@ Apply Transform
|
||||
|
||||
World Space
|
||||
Use world matrix instead of local matrix to transform the objects.
|
||||
This is useful for older 3ds files from 3D Studio DOS wich only used world space to transform the objects.
|
||||
This is useful for older 3ds files from 3D Studio DOS which only used world space to transform the objects.
|
||||
It is also useful if the object was exported without apply transform.
|
||||
|
||||
|
||||
@ -73,6 +73,10 @@ Include
|
||||
Selection Only
|
||||
When checked, only selected objects are exported. Otherwise export all objects in the scene.
|
||||
|
||||
Write Keyframe
|
||||
Writes the keyframe section of a 3ds file and exports the animation if an action was found.
|
||||
The animation can be imported the same way, un-check if any importer crashes,
|
||||
not every application can handle the keyframe section.
|
||||
|
||||
Transform
|
||||
^^^^^^^^^
|
||||
@ -88,11 +92,11 @@ Forward / Up
|
||||
Materials
|
||||
=========
|
||||
|
||||
Materials in 3ds are defined in various color and percent chunks wich can include
|
||||
Materials in 3ds are defined in various color and percent chunks which can include
|
||||
either integer percent and 24bit color values or float color and percent values,
|
||||
both can be read by the importer and will be converted to blender values.
|
||||
The exporter uses the integer values, since this is used from 3ds version 3 and above.
|
||||
The material definitions wich Blender can use are the following:
|
||||
The material definitions which Blender can use are the following:
|
||||
|
||||
- 3ds Diffuse Color <-> blender Base Color
|
||||
- 3ds Specular Color <-> blender Specular Color
|
||||
@ -101,8 +105,8 @@ The material definitions wich Blender can use are the following:
|
||||
- 3ds Mat Shin2 <-> blender Specular Intensity
|
||||
- 3ds Mat Shin3 <-> blender Metallic
|
||||
- 3ds Mat Opacity <-> blender Alpha inverted
|
||||
- 3ds Mat Bump PCT <-> blender Normalmap Strength
|
||||
- 3ds Self Illum PCT <-> blender Emission Strength
|
||||
- 3ds Mat Bump PCT <-> blender Normal-map Strength
|
||||
- 3ds Self Illumination PCT <-> blender Emission Strength
|
||||
|
||||
|
||||
Textures
|
||||
@ -111,8 +115,8 @@ Textures
|
||||
Each 3ds material can include different texture mappings,
|
||||
which are all imported to Blender material nodes including texture coordinates.
|
||||
The 3ds exporter basically takes the images and coordinates,
|
||||
wich are directly connected to the Principled BSDF shader,
|
||||
if an image is connected to a colormix shader, it will exported as secondary texture.
|
||||
which are directly connected to the Principled BSDF shader,
|
||||
if an image is connected to a color-mix shader, it will exported as secondary texture.
|
||||
Shininess maps to roughness and opacity to the alpha channel,
|
||||
they must be color inverted afterwards to match with Blender definition.
|
||||
The material mappings are defined as following:
|
||||
@ -122,9 +126,9 @@ The material mappings are defined as following:
|
||||
- 3ds Shininess Map <-> blender Roughness Texture
|
||||
- 3ds Reflection Map <-> blender Metallic Texture
|
||||
- 3ds Opacity Map <-> blender Alpha Texture
|
||||
- 3ds Self Illum Map <-> blender Emission Texture
|
||||
- 3ds Self Illumination Map <-> blender Emission Texture
|
||||
- 3ds Bump Map <-> blender Normal Map (tangent space)
|
||||
- 3ds Tex2 Map <-> blender Color Texture (connect to mixshader)
|
||||
- 3ds Tex2 Map <-> blender Color Texture (connect to mix-shader)
|
||||
|
||||
.. figure:: /images/addons_io_3ds_material-nodes.jpg
|
||||
|
||||
@ -140,12 +144,12 @@ Meshes
|
||||
======
|
||||
|
||||
Meshes are made of triangles only, no quads are supported,
|
||||
3ds Studio uses edge visibilty flags to hide and show edges, many 3ds files use them to mark the quads.
|
||||
3ds Studio uses edge visibility flags to hide and show edges, many 3ds files use them to mark the quads.
|
||||
The Blender 3ds importer and exporter will use those flags to mark edges sharp,
|
||||
this can be used to convert the triangles back to quads.
|
||||
The importer can read the smoothchunk and shades a face smooth if it belongs to a smoothgroup,
|
||||
The importer can read the smooth-chunk and shades a face smooth if it belongs to a smooth-group,
|
||||
the exporter creates a smooth chunk if the mesh contains any smooth faces.
|
||||
3ds only supports one pair of UV coordinates per vertex. If any vertex has more UVs, it will be dublicated.
|
||||
3ds only supports one pair of UV coordinates per vertex. If any vertex has more UVs, it will be duplicated.
|
||||
|
||||
|
||||
Ambient
|
||||
@ -178,3 +182,4 @@ Keyframes
|
||||
The importer can read the keyframes, they will be added to the timeline.
|
||||
Most animations will play, but the transformations may not be correct,
|
||||
some axes or rotations can be inverted. It depends on how it was exported from other applications.
|
||||
The exporter can write the keyframes of the timeline to an animated 3ds file.
|
||||
|
@ -6,7 +6,7 @@ AutoCAD DXF
|
||||
.. reference::
|
||||
|
||||
:Category: Import-Export
|
||||
:Menu: :menuselection:`File --> Import/Export --> AutoCAD DXF`
|
||||
:Menu: :menuselection:`File --> Import/Export --> AutoCAD DXF (.dxf)`
|
||||
|
||||
|
||||
.. _dxf-import:
|
||||
|
@ -27,6 +27,7 @@ Add-ons Category Listings
|
||||
add_curve/index.rst
|
||||
add_mesh/index.rst
|
||||
animation/index.rst
|
||||
baking/index.rst
|
||||
camera/index.rst
|
||||
development/index.rst
|
||||
import_export/index.rst
|
||||
|
@ -330,7 +330,7 @@ Timeline Extra Info
|
||||
|
||||
Display amount of frames left until Frame End, very handy especially when rendering an animation or OpenGL preview.
|
||||
|
||||
Display current/end time in `SMPTE <https://en.wikipedia.org/wiki/SMPTE_timecode>`_.
|
||||
Display current/end time in `SMPTE <https://en.wikipedia.org/wiki/SMPTE_timecode>`__.
|
||||
|
||||
Usage: Find it in the Timeline Editor's header.
|
||||
|
||||
@ -381,7 +381,7 @@ Sequencer: Display Image File Name
|
||||
When seeking through an image sequence, display the active strips'
|
||||
file name for the current frame, and its playhead (in square brackets).
|
||||
|
||||
Usage: Find it in the VSE header.
|
||||
Usage: Find it in the sequencer header.
|
||||
|
||||
|
||||
EXR Render: Warn when Z not connected
|
||||
|
@ -414,8 +414,8 @@ that generate the various patterns of many living organisms.
|
||||
See `this video <https://youtu.be/J-0NzU1TmIY>`__ for an example of the Reaction-Diffusion simulation with Tissue.
|
||||
|
||||
|
||||
Radom Materials
|
||||
---------------
|
||||
Random Materials
|
||||
----------------
|
||||
|
||||
(To Do)
|
||||
|
||||
|
@ -76,7 +76,7 @@ Timeline Scrub
|
||||
Call a timeline popup at mouse position to scrub without leaving the 3D viewport.
|
||||
|
||||
Default shortcut to call the timeline is :kbd:`Alt-MMB`.
|
||||
The shortcut enable the scrubbing when hovering timeline editors as well (dopesheet, sequencer, etc).
|
||||
The shortcut enable the scrubbing when hovering timeline editors as well (dope-sheet, sequencer, etc).
|
||||
|
||||
Scene start/end and keyframes are represented with symbols on the timeline.
|
||||
|
||||
|
@ -43,7 +43,7 @@ Presets
|
||||
*This will work even without the UI template list patch.*
|
||||
|
||||
Set Scale/Clear Scale
|
||||
Copy the render scale setting (below resolution controls, in *Dimensions* panel).
|
||||
Copy the render scale setting (below resolution controls, in *Format* panel).
|
||||
Highly useful to do preview renders!
|
||||
|
||||
Set Resolution/Clear Resolution
|
||||
|
@ -1,6 +1,5 @@
|
||||
.. DO NOT EDIT THIS FILE, GENERATED BY 'blender_help_extract.py'
|
||||
|
||||
|
||||
CHANGES TO THIS FILE MUST BE MADE IN BLENDER'S SOURCE CODE, SEE:
|
||||
https://projects.blender.org/blender/blender/src/branch/main/source/creator/creator_args.c
|
||||
|
||||
@ -10,10 +9,8 @@
|
||||
Command Line Arguments
|
||||
**********************
|
||||
|
||||
|
||||
Blender |BLENDER_VERSION|
|
||||
Usage: blender [args ...] [file] [args ...]
|
||||
|
||||
| Blender |BLENDER_VERSION|
|
||||
| Usage: ``blender [args ...] [file] [args ...]``
|
||||
|
||||
.. _command-line-args-render-options:
|
||||
|
||||
@ -22,10 +19,13 @@ Render Options
|
||||
|
||||
``-b``, ``--background``
|
||||
Run in background (often used for UI-less rendering).
|
||||
|
||||
``-a``, ``--render-anim``
|
||||
Render frames from start to end (inclusive).
|
||||
|
||||
``-S``, ``--scene`` ``<name>``
|
||||
Set the active scene ``<name>`` for rendering.
|
||||
|
||||
``-f``, ``--render-frame`` ``<frame>``
|
||||
Render frame ``<frame>`` and save it.
|
||||
|
||||
@ -33,12 +33,16 @@ Render Options
|
||||
* A comma separated list of frames can also be used (no spaces).
|
||||
* A range of frames can be expressed using ``..`` separator between the first and last frames (inclusive).
|
||||
|
||||
|
||||
``-s``, ``--frame-start`` ``<frame>``
|
||||
Set start to frame ``<frame>``, supports +/- for relative frames too.
|
||||
|
||||
``-e``, ``--frame-end`` ``<frame>``
|
||||
Set end to frame ``<frame>``, supports +/- for relative frames too.
|
||||
|
||||
``-j``, ``--frame-jump`` ``<frames>``
|
||||
Set number of frames to step forward after each rendered frame.
|
||||
|
||||
``-o``, ``--render-output`` ``<path>``
|
||||
Set the render path and file name.
|
||||
Use ``//`` at the start of the path to render relative to the blend-file.
|
||||
@ -57,13 +61,36 @@ Render Options
|
||||
blender -b animation.blend -o //render_ -F PNG -x 1 -a
|
||||
|
||||
``//render_`` becomes ``//render_####``, writing frames as ``//render_0001.png``
|
||||
|
||||
``-E``, ``--engine`` ``<engine>``
|
||||
Specify the render engine.
|
||||
Use ``-E help`` to list available engines.
|
||||
|
||||
``-t``, ``--threads`` ``<threads>``
|
||||
Use amount of ``<threads>`` for rendering and other operations
|
||||
[1-1024], 0 for systems processor count.
|
||||
|
||||
.. _command-line-args-cycles-render-options:
|
||||
|
||||
Cycles Render Options
|
||||
=====================
|
||||
|
||||
Cycles add-on options must be specified following a double dash.
|
||||
|
||||
``--cycles-device`` ``<device>``
|
||||
Set the device used for rendering.
|
||||
Valid options are: ``CPU`` ``CUDA`` ``OPTIX`` ``HIP`` ``ONEAPI`` ``METAL``.
|
||||
|
||||
Append +CPU to a GPU device to render on both CPU and GPU.
|
||||
|
||||
Example:
|
||||
|
||||
.. code-block:: sh
|
||||
|
||||
blender -b file.blend -f 20 -- --cycles-device OPTIX
|
||||
|
||||
``--cycles-print-stats``
|
||||
Log statistics about render memory and time usage.
|
||||
|
||||
.. _command-line-args-format-options:
|
||||
|
||||
@ -73,10 +100,11 @@ Format Options
|
||||
``-F``, ``--render-format`` ``<format>``
|
||||
Set the render format.
|
||||
Valid options are:
|
||||
``TGA`` ``RAWTGA`` ``JPEG`` ``IRIS`` ``IRIZ`` ``AVIRAW`` ``AVIJPEG`` ``PNG`` ``BMP``
|
||||
``TGA`` ``RAWTGA`` ``JPEG`` ``IRIS`` ``IRIZ`` ``AVIRAW`` ``AVIJPEG`` ``PNG`` ``BMP``.
|
||||
|
||||
Formats that can be compiled into Blender, not available on all systems:
|
||||
``HDR`` ``TIFF`` ``OPEN_EXR`` ``OPEN_EXR_MULTILAYER`` ``MPEG`` ``CINEON`` ``DPX`` ``DDS`` ``JP2`` ``WEBP``
|
||||
``HDR`` ``TIFF`` ``OPEN_EXR`` ``OPEN_EXR_MULTILAYER`` ``MPEG`` ``CINEON`` ``DPX`` ``DDS`` ``JP2`` ``WEBP``.
|
||||
|
||||
``-x``, ``--use-extension`` ``<bool>``
|
||||
Set option to add the file extension to the end of the file.
|
||||
|
||||
@ -96,7 +124,7 @@ Animation Playback Options
|
||||
Open with lower left corner at ``<sx>``, ``<sy>``.
|
||||
``-m``
|
||||
Read from disk (Do not buffer).
|
||||
``-f`` ``<fps>`` ``<fps-base>``
|
||||
``-f`` ``<fps>`` ``<fps_base>``
|
||||
Specify FPS to start with.
|
||||
``-j`` ``<frame>``
|
||||
Set frame step to ``<frame>``.
|
||||
@ -116,16 +144,22 @@ Window Options
|
||||
|
||||
``-w``, ``--window-border``
|
||||
Force opening with borders.
|
||||
|
||||
``-W``, ``--window-fullscreen``
|
||||
Force opening in fullscreen mode.
|
||||
|
||||
``-p``, ``--window-geometry`` ``<sx>`` ``<sy>`` ``<w>`` ``<h>``
|
||||
Open with lower left corner at ``<sx>``, ``<sy>`` and width and height as ``<w>``, ``<h>``.
|
||||
|
||||
``-M``, ``--window-maximized``
|
||||
Force opening maximized.
|
||||
|
||||
``-con``, ``--start-console``
|
||||
Start with the console window open (ignored if ``-b`` is set), (Windows only).
|
||||
|
||||
``--no-native-pixels``
|
||||
Do not use native pixel size, for high resolution displays (MacBook ``Retina``).
|
||||
|
||||
``--no-window-focus``
|
||||
Open behind other windows and without taking focus.
|
||||
|
||||
@ -136,23 +170,31 @@ Python Options
|
||||
==============
|
||||
|
||||
``-y``, ``--enable-autoexec``
|
||||
Enable automatic Python script execution (default).
|
||||
Enable automatic Python script execution.
|
||||
|
||||
``-Y``, ``--disable-autoexec``
|
||||
Disable automatic Python script execution (pydrivers & startup scripts).
|
||||
Disable automatic Python script execution (pydrivers & startup scripts), (default).
|
||||
|
||||
|
||||
``-P``, ``--python`` ``<filepath>``
|
||||
Run the given Python script file.
|
||||
|
||||
``--python-text`` ``<name>``
|
||||
Run the given Python script text block.
|
||||
|
||||
``--python-expr`` ``<expression>``
|
||||
Run the given expression as a Python script.
|
||||
|
||||
``--python-console``
|
||||
Run Blender with an interactive console.
|
||||
|
||||
``--python-exit-code`` ``<code>``
|
||||
Set the exit-code in [0..255] to exit if a Python exception is raised
|
||||
(only for scripts executed from the command line), zero disables.
|
||||
|
||||
``--python-use-system-env``
|
||||
Allow Python to use system environment variables such as ``PYTHONPATH`` and the user site-packages directory.
|
||||
|
||||
``--addons`` ``<addon(s)>``
|
||||
Comma separated list (no spaces) of add-ons to enable in addition to any default add-ons.
|
||||
|
||||
@ -170,15 +212,20 @@ Logging Options
|
||||
so ``--log "*undo*"`` logs every kind of undo-related message.
|
||||
Use "^" prefix to ignore, so ``--log "*,^wm.operator.*"`` logs all except for ``wm.operators.*``
|
||||
Use "*" to log everything.
|
||||
|
||||
``--log-level`` ``<level>``
|
||||
Set the logging verbosity level (higher for more details) defaults to 1,
|
||||
use -1 to log all levels.
|
||||
|
||||
``--log-show-basename``
|
||||
Only show file name in output (not the leading path).
|
||||
|
||||
``--log-show-backtrace``
|
||||
Show a back trace for each log message (debug builds only).
|
||||
|
||||
``--log-show-timestamp``
|
||||
Show a timestamp for each log message in seconds since start.
|
||||
|
||||
``--log-file`` ``<filepath>``
|
||||
Set a file to output the log to.
|
||||
|
||||
@ -194,73 +241,109 @@ Debug Options
|
||||
* Enables memory error detection
|
||||
* Disables mouse grab (to interact with a debugger in some cases)
|
||||
* Keeps Python's ``sys.stdin`` rather than setting it to None
|
||||
|
||||
``--debug-value`` ``<value>``
|
||||
Set debug value of ``<value>`` on startup.
|
||||
|
||||
|
||||
``--debug-events``
|
||||
Enable debug messages for the event system.
|
||||
|
||||
``--debug-ffmpeg``
|
||||
Enable debug messages from FFmpeg library.
|
||||
|
||||
``--debug-handlers``
|
||||
Enable debug messages for event handling.
|
||||
|
||||
``--debug-libmv``
|
||||
Enable debug messages from libmv library.
|
||||
|
||||
``--debug-cycles``
|
||||
Enable debug messages from Cycles.
|
||||
|
||||
``--debug-memory``
|
||||
Enable fully guarded memory allocation and debugging.
|
||||
|
||||
``--debug-jobs``
|
||||
Enable time profiling for background jobs.
|
||||
|
||||
``--debug-python``
|
||||
Enable debug messages for Python.
|
||||
|
||||
``--debug-depsgraph``
|
||||
Enable all debug messages from dependency graph.
|
||||
|
||||
``--debug-depsgraph-eval``
|
||||
Enable debug messages from dependency graph related on evaluation.
|
||||
|
||||
``--debug-depsgraph-build``
|
||||
Enable debug messages from dependency graph related on graph construction.
|
||||
|
||||
``--debug-depsgraph-tag``
|
||||
Enable debug messages from dependency graph related on tagging.
|
||||
|
||||
``--debug-depsgraph-no-threads``
|
||||
Switch dependency graph to a single threaded evaluation.
|
||||
|
||||
``--debug-depsgraph-time``
|
||||
Enable debug messages from dependency graph related on timing.
|
||||
|
||||
``--debug-depsgraph-pretty``
|
||||
Enable colors for dependency graph debug messages.
|
||||
|
||||
``--debug-depsgraph-uuid``
|
||||
Verify validness of session-wide identifiers assigned to ID datablocks.
|
||||
|
||||
``--debug-ghost``
|
||||
Enable debug messages for Ghost (Linux only).
|
||||
|
||||
``--debug-wintab``
|
||||
Enable debug messages for Wintab.
|
||||
|
||||
``--debug-gpu``
|
||||
Enable GPU debug context and information for OpenGL 4.3+.
|
||||
|
||||
``--debug-gpu-force-workarounds``
|
||||
Enable workarounds for typical GPU issues and disable all GPU extensions.
|
||||
|
||||
``--debug-gpu-disable-ssbo``
|
||||
Disable usage of shader storage buffer objects.
|
||||
|
||||
``--debug-gpu-renderdoc``
|
||||
Enable Renderdoc integration for GPU frame grabbing and debugging.
|
||||
|
||||
``--debug-wm``
|
||||
Enable debug messages for the window manager, shows all operators in search, shows keymap errors.
|
||||
|
||||
``--debug-xr``
|
||||
Enable debug messages for virtual reality contexts.
|
||||
Enables the OpenXR API validation layer, (OpenXR) debug messages and general information prints.
|
||||
|
||||
``--debug-xr-time``
|
||||
Enable debug messages for virtual reality frame rendering times.
|
||||
|
||||
``--debug-all``
|
||||
Enable all debug messages.
|
||||
|
||||
``--debug-io``
|
||||
Enable debug messages for I/O (Collada, ...).
|
||||
|
||||
|
||||
``--debug-fpe``
|
||||
Enable floating-point exceptions.
|
||||
|
||||
``--debug-exit-on-error``
|
||||
Immediately exit when internal errors are detected.
|
||||
|
||||
``--debug-freestyle``
|
||||
Enable debug messages for Freestyle.
|
||||
|
||||
``--disable-crash-handler``
|
||||
Disable the crash handler.
|
||||
|
||||
``--disable-abort-handler``
|
||||
Disable the abort handler.
|
||||
|
||||
``--verbose`` ``<verbose>``
|
||||
Set the logging verbosity level for debug messages that support it.
|
||||
|
||||
@ -281,49 +364,60 @@ Misc Options
|
||||
|
||||
``--open-last``
|
||||
Open the most recently opened blend file, instead of the default startup file.
|
||||
|
||||
``--app-template`` ``<template>``
|
||||
Set the application template (matching the directory name), use ``default`` for none.
|
||||
|
||||
``--factory-startup``
|
||||
Skip reading the startup.blend in the users home directory.
|
||||
Skip reading the ``startup.blend`` in the users home directory.
|
||||
|
||||
``--enable-event-simulate``
|
||||
Enable event simulation testing feature ``bpy.types.Window.event_simulate``.
|
||||
|
||||
|
||||
``--env-system-datafiles``
|
||||
Set the ``BLENDER_SYSTEM_DATAFILES`` environment variable.
|
||||
|
||||
``--env-system-scripts``
|
||||
Set the ``BLENDER_SYSTEM_SCRIPTS`` environment variable.
|
||||
|
||||
``--env-system-python``
|
||||
Set the ``BLENDER_SYSTEM_PYTHON`` environment variable.
|
||||
|
||||
|
||||
``-noaudio``
|
||||
Force sound system to None.
|
||||
|
||||
``-setaudio``
|
||||
Force sound system to a specific device.
|
||||
``None`` ``SDL`` ``OpenAL`` ``CoreAudio`` ``JACK`` ``PulseAudio`` ``WASAPI``.
|
||||
|
||||
|
||||
``-h``, ``--help``
|
||||
Print this help text and exit.
|
||||
|
||||
``/?``
|
||||
Print this help text and exit (Windows only).
|
||||
``-R``
|
||||
Register blend-file extension, then exit (Windows only).
|
||||
``-r``
|
||||
Silently register blend-file extension, then exit (Windows only).
|
||||
|
||||
``-r``, ``--register``
|
||||
Register blend-file extension for current user, then exit (Windows only).
|
||||
|
||||
``--register-allusers``
|
||||
Register blend-file extension for all users, then exit (Windows only).
|
||||
|
||||
``--unregister``
|
||||
Unregister blend-file extension for current user, then exit (Windows only).
|
||||
|
||||
``--unregister-allusers``
|
||||
Unregister blend-file extension for all users, then exit (Windows only).
|
||||
|
||||
``-v``, ``--version``
|
||||
Print Blender version and exit.
|
||||
|
||||
``--``
|
||||
End option processing, following arguments passed unchanged. Access via Python's ``sys.argv``.
|
||||
|
||||
|
||||
.. _command-line-args-other-options:
|
||||
|
||||
Other Options
|
||||
=============
|
||||
|
||||
``--debug-freestyle``
|
||||
Enable debug messages for Freestyle.
|
||||
|
||||
|
||||
.. _command-line-args-argument-parsing:
|
||||
|
||||
Argument Parsing
|
||||
@ -337,7 +431,6 @@ Arguments must be separated by white space, eg:
|
||||
|
||||
...will exit since ``-ba`` is an unknown argument.
|
||||
|
||||
|
||||
.. _command-line-args-argument-order:
|
||||
|
||||
Argument Order
|
||||
@ -347,7 +440,7 @@ Arguments are executed in the order they are given. eg:
|
||||
|
||||
.. code-block:: sh
|
||||
|
||||
blender --background test.blend --render-frame 1 --render-output '/tmp'
|
||||
blender --background test.blend --render-frame 1 --render-output "/tmp"
|
||||
|
||||
...will not render to ``/tmp`` because ``--render-frame 1`` renders before the output path is set.
|
||||
|
||||
@ -363,7 +456,6 @@ Arguments are executed in the order they are given. eg:
|
||||
|
||||
...works as expected.
|
||||
|
||||
|
||||
.. _command-line-args-environment-variables:
|
||||
|
||||
Environment Variables
|
||||
@ -381,5 +473,5 @@ Environment Variables
|
||||
:BLENDER_SYSTEM_DATAFILES: Directory for system wide data files.
|
||||
:BLENDER_SYSTEM_PYTHON: Directory for system Python libraries.
|
||||
:OCIO: Path to override the OpenColorIO config file.
|
||||
:TEMP: Store temporary files here.
|
||||
:TMP: or $TMPDIR Store temporary files here.
|
||||
:TEMP: Store temporary files here (MS-Windows).
|
||||
:TMP: or $TMPDIR Store temporary files here (UNIX Systems).
|
||||
|
@ -14,13 +14,14 @@ and consequently we can render via a remote shell (typically SSH).
|
||||
- See :doc:`Command Line Arguments </advanced/command_line/arguments>`
|
||||
for a full list of arguments
|
||||
(for example to specify which scene to render, the end frame number, etc.), or simply run:
|
||||
- See :ref:`Command Line Launching <command_line-launch-index>`
|
||||
for specific instructions on launching Blender from the command line.
|
||||
|
||||
.. code-block:: sh
|
||||
|
||||
blender --help
|
||||
|
||||
- See :ref:`Command Line Launching <command_line-launch-index>`
|
||||
for specific instructions on launching Blender from the command line.
|
||||
|
||||
.. note::
|
||||
|
||||
Arguments are executed in the order they are given!
|
||||
@ -98,20 +99,4 @@ Cycles
|
||||
|
||||
In addition to the options above, which apply to all render engines,
|
||||
Cycles has additional options to further control its behavior.
|
||||
|
||||
.. code-block:: sh
|
||||
|
||||
blender -b file.blend -f 20 -- --cycles-device CPU
|
||||
|
||||
.. note::
|
||||
|
||||
Unlike the generic options, the Cycles-specific ones must be passed on
|
||||
the end of the command line, following a double dash.
|
||||
|
||||
``--cycles-device CPU``
|
||||
Override the device that is used to render frames.
|
||||
Currently supported options are ``CPU``, ``CUDA``, ``OPTIX``, ``HIP``, ``ONEAPI``, and ``METAL``.
|
||||
Additionally, you can append ``+CPU`` to any GPU type for hybrid rendering.
|
||||
|
||||
``--cycles-print-stats``
|
||||
Show detailed statistics about memory and time usage for Cycles renders on the console.
|
||||
See :ref:`Cycles Render Options <command-line-args-cycles-render-options>`
|
||||
|
@ -1,3 +1,4 @@
|
||||
|
||||
.. _bpy.ops.poselib:
|
||||
|
||||
************
|
||||
@ -70,13 +71,9 @@ True to its name, the *Create Pose Asset* button automatically marks the Action
|
||||
Not only does this make it available in the pose library, it will also act as a *fake user*
|
||||
to ensure the Action isn't lost after you unassign it from the armature.
|
||||
|
||||
The *Create Pose Asset* button is also available in the 3D Viewport sidebar.
|
||||
This button acts almost the same as the one in the Action Editor, except for one thing:
|
||||
it will not assign the newly created Action. Doing so would be invisible,
|
||||
as the pose doesn't change and the name of the current Action is not shown in the viewport.
|
||||
The pose asset can still be renamed in the Asset Browser.
|
||||
There you can also click the *Assign Action* button to explicitly assign
|
||||
the selected pose asset as the armature's active Action.
|
||||
The pose asset can be renamed in the Asset Browser. There you can also right
|
||||
click on the thumbnail, then choose Assign Action to assign the Action to the
|
||||
active Object (see description above).
|
||||
|
||||
.. note::
|
||||
|
||||
@ -127,8 +124,7 @@ data to the currently open blend-file. To copy a pose from some other file into
|
||||
a pose library file, see the following steps:
|
||||
|
||||
- Pose the character and select the relevant bones.
|
||||
- Click the **Copy Pose as Asset button**, which is available in the Action Editor
|
||||
as well as the 3D Viewport Sidebar. This will create the pose asset
|
||||
- Click the **Copy Pose as Asset button**, which is available in the Action Editor. This will create the pose asset
|
||||
(including its thumbnail) and store it in a temporary file somewhere.
|
||||
- Choose an existing pose asset, and open its context menu. Click the **Open Blend File** option.
|
||||
- A new Blender process will start, and automatically open the asset library
|
||||
@ -213,14 +209,6 @@ The **Pose Library panels will appear** when the active object is an armature
|
||||
and in Pose Mode. The :doc:`catalog system </files/asset_libraries/catalogs>`
|
||||
and the filter bar at the top can be used to search for specific poses.
|
||||
|
||||
.. _bpy.types.WindowManager.poselib_flipped:
|
||||
|
||||
Flip Pose
|
||||
Will mirror the pose from left to right and vice versa.
|
||||
This makes it possible, for example, to apply a left-hand pose to the right hand,
|
||||
reducing the number of poses you have to put into the library.
|
||||
This can of course also be applied for asymmetrical facial expressions
|
||||
that depend on the camera angle.
|
||||
|
||||
The following operators can be accessed by :kbd:`RMB` on a pose:
|
||||
|
||||
@ -233,13 +221,23 @@ Apply Pose
|
||||
and then an "open hand" pose for only the index finger and thumb.
|
||||
Double-clicking a pose will also apply it.
|
||||
|
||||
Apply Pose Flipped
|
||||
Will mirror the pose from left to right and vice versa. This makes it
|
||||
possible, for example, to apply a left-hand pose to the right hand, reducing
|
||||
the number of poses you have to put into the library. This can of course also
|
||||
be applied for asymmetrical facial expressions that depend on the camera
|
||||
angle. While blending (see below), keep :kbd:`Ctrl` pressed to blend the flipped pose.
|
||||
|
||||
.. _bpy.ops.poselib.blend_pose_asset:
|
||||
|
||||
Blend Pose
|
||||
Allows you to gradually blend a pose from the library into the character's pose.
|
||||
Click the button, then move the mouse left/right to determine the desired blend.
|
||||
While blending, you can use the Tab key to toggle between the original and the blended pose.
|
||||
As usual in Blender, left-click or press Enter to confirm; right-click or press Escape to cancel the operator.
|
||||
A pose asset can be "subtracted" while blending. Drag to the right to blend as usual, drag to the left to subtract
|
||||
the pose. While blending, you can use :kbd:`Tab` to toggle between the original and the blended pose.
|
||||
As usual in Blender, :kbd:`LMB` or press :kbd:`Return` to confirm; :kbd:`RMB` or press :kbd:`Esc` to cancel the
|
||||
operator. Blending can also exaggerate a pose, by pressing :kbd:`E` (for Extrapolate) and applying a pose for more
|
||||
than 100%.
|
||||
|
||||
.. _bpy.ops.poselib.pose_asset_select_bones:
|
||||
|
||||
@ -266,8 +264,6 @@ This means that it can allow faster interaction.
|
||||
You can also select and apply a pose via the cursor keys.
|
||||
This allows for fast exploration of the poses,
|
||||
to directly see the result on the active character.
|
||||
Of course the *Flip Pose* checkbox is available here as well --
|
||||
it works the same as described in the previous section.
|
||||
|
||||
**Drag the pose thumbnail left to right to blend it** into the character's current pose.
|
||||
Just release the mouse button to confirm.
|
||||
|
@ -85,7 +85,7 @@ When nodes receive inputs with differently sized Images, these rules apply:
|
||||
|
||||
So each node in a composite can operate on different sized images as defined by its inputs.
|
||||
Only the *Composite* output node has a fixed size,
|
||||
as defined by the settings in Properties :menuselection:`Render --> Dimensions`.
|
||||
as defined by the settings in :menuselection:`Output Properties --> Render --> Format`.
|
||||
The *Viewer* node always shows the size from its input, but when not linked
|
||||
(or linked to a value) it shows a small 320×256 pixel image.
|
||||
|
||||
|
@ -184,9 +184,9 @@ If an input image to a node is not perfectly aligned with the operation domain o
|
||||
different size in pixels, the node would typically need to do a process called Interpolation, where
|
||||
the input image is read at the exact positions of the pixels of the operation domain. This can be
|
||||
done using different interpolation methods, including Nearest-Neighbor, Bilinear, and Bicubic
|
||||
interpolations. Those interpolation methods are demonstrated in the following `Wikipedia gallery
|
||||
<https://en.wikipedia.org/wiki/Comparison_gallery_of_image_scaling_algorithms>`_. Transformation
|
||||
nodes like the :ref:`Transform <bpy.types.CompositorNodeTransform>` and :ref:`Rotate
|
||||
interpolations. Those interpolation methods are demonstrated in the following
|
||||
`Wikipedia gallery <https://en.wikipedia.org/wiki/Comparison_gallery_of_image_scaling_algorithms>`__.
|
||||
Transformation nodes like the :ref:`Transform <bpy.types.CompositorNodeTransform>` and :ref:`Rotate
|
||||
<bpy.types.CompositorNodeRotate>` nodes include an interpolation option to set how they prefer their
|
||||
output image to be read and interpolated.
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
.. index:: Compositor Nodes; Hue Saturation Value
|
||||
.. index:: Compositor Nodes; Hue/Saturation/Value
|
||||
.. _bpy.types.CompositorNodeHueSat:
|
||||
.. Editor's Note: This page gets copied into:
|
||||
.. - :doc:`</render/cycles/nodes/types/color/hue_saturation>`
|
||||
@ -6,14 +6,14 @@
|
||||
.. --- copy below this line ---
|
||||
|
||||
*************************
|
||||
Hue Saturation Value Node
|
||||
Hue/Saturation/Value Node
|
||||
*************************
|
||||
|
||||
.. figure:: /images/compositing_node-types_CompositorNodeHueSat.webp
|
||||
:align: right
|
||||
:alt: Hue Saturation Node.
|
||||
:alt: Hue/Saturation/Value Node.
|
||||
|
||||
The *Hue Saturation Value Node* applies a color transformation in the HSV :term:`Color Model`.
|
||||
The *Hue/Saturation/Value Node* applies a color transformation in the HSV :term:`Color Model`.
|
||||
|
||||
|
||||
Inputs
|
||||
|
@ -18,7 +18,7 @@ overlaying another image, etc.
|
||||
gamma.rst
|
||||
hue_correct.rst
|
||||
hue_saturation.rst
|
||||
invert.rst
|
||||
invert_color.rst
|
||||
mix.rst
|
||||
posterize.rst
|
||||
rgb_curves.rst
|
||||
|
@ -1,19 +1,19 @@
|
||||
.. index:: Compositor Nodes; Invert
|
||||
.. index:: Compositor Nodes; Invert Color
|
||||
.. _bpy.types.CompositorNodeInvert:
|
||||
.. Editor's Note: This page gets copied into:
|
||||
.. - :doc:`</render/cycles/nodes/types/color/invert>`
|
||||
|
||||
.. --- copy below this line ---
|
||||
|
||||
***********
|
||||
Invert Node
|
||||
***********
|
||||
*****************
|
||||
Invert Color Node
|
||||
*****************
|
||||
|
||||
.. figure:: /images/compositing_node-types_CompositorNodeInvert.webp
|
||||
:align: right
|
||||
:alt: Invert Node.
|
||||
:alt: Invert Color Node.
|
||||
|
||||
The *Invert Node* inverts the colors in the input image, producing a negative.
|
||||
The *Invert Color Node* inverts the colors in the input image, producing a negative.
|
||||
|
||||
|
||||
Inputs
|
@ -9,8 +9,6 @@ Color Space Node
|
||||
:align: right
|
||||
:alt: Color Space Node.
|
||||
|
||||
:guilabel:`CPU Compositor Only`
|
||||
|
||||
The *Color Space Node* converts images from one :term:`color spaces <Color Space>`.
|
||||
|
||||
.. note::
|
||||
|
@ -9,8 +9,6 @@ ID Mask Node
|
||||
:align: right
|
||||
:alt: ID Mask Node.
|
||||
|
||||
:guilabel:`CPU Compositor Only`
|
||||
|
||||
The *ID Mask Node* can be used to access an alpha mask per object or per material.
|
||||
|
||||
.. seealso::
|
||||
|
@ -9,8 +9,6 @@ Plane Track Deform Node
|
||||
:align: right
|
||||
:alt: Plane Track Deform Node.
|
||||
|
||||
:guilabel:`CPU Compositor Only`
|
||||
|
||||
The Plane Track Deform Node is used to incorporate the special "plane track" in your composite by checking areas
|
||||
which are planes, and replacing their footage with some other image.
|
||||
|
||||
|
@ -9,8 +9,6 @@ Denoise Node
|
||||
:align: right
|
||||
:alt: Denoise Node.
|
||||
|
||||
:guilabel:`CPU Compositor Only`
|
||||
|
||||
The Denoise node is used to denoise renders from :doc:`Cycles </render/cycles/index>`
|
||||
and other ray tracing renderers. This helps to significantly reduce render time by
|
||||
rendering with fewer samples.
|
||||
|
@ -237,7 +237,7 @@ epub_publisher = 'Blender Foundation'
|
||||
|
||||
# The language of the text. It defaults to the language option
|
||||
# or 'en' if the language is not set.
|
||||
#epub_language = ''
|
||||
# epub_language = ''
|
||||
|
||||
epub_copyright = 'This manual is licensed under a CC-BY-SA 4.0 Int. License.'
|
||||
|
||||
@ -330,17 +330,17 @@ latex_logo = "../resources/theme/blender-logo.svg"
|
||||
|
||||
# This value determines the topmost sectioning unit. It should be chosen from
|
||||
# 'part', 'chapter' or 'section'.
|
||||
#latex_toplevel_sectioning = 'None'
|
||||
# latex_toplevel_sectioning = 'None'
|
||||
|
||||
# A list of document names to append as an appendix to all manuals.
|
||||
#latex_appendices = []
|
||||
# latex_appendices = []
|
||||
|
||||
# If true, generate domain-specific indices in addition to the general index.
|
||||
#latex_domain_indices = True
|
||||
# latex_domain_indices = True
|
||||
|
||||
# If true, add page references after internal references.
|
||||
# This is very useful for printed copies of the manual.
|
||||
#latex_show_pagerefs = False
|
||||
# latex_show_pagerefs = False
|
||||
|
||||
# Control whether to display URL addresses.
|
||||
latex_show_urls = "no"
|
||||
@ -415,17 +415,17 @@ texinfo_documents = [
|
||||
]
|
||||
|
||||
# A list of document names to append as an appendix to all manuals.
|
||||
#texinfo_appendices = []
|
||||
# texinfo_appendices = []
|
||||
|
||||
# If true, generate domain-specific indices in addition to the general index.
|
||||
#texinfo_domain_indices = True
|
||||
# texinfo_domain_indices = True
|
||||
|
||||
# Control how to display URL addresses.
|
||||
#texinfo_show_urls = 'footnote'
|
||||
# texinfo_show_urls = 'footnote'
|
||||
|
||||
# If true, do not generate a @detailmenu in the “Top” node’s menu
|
||||
# containing entries for each sub-node in the document.
|
||||
#texinfo_no_detailmenu = False
|
||||
# texinfo_no_detailmenu = False
|
||||
|
||||
|
||||
# -- Extension configuration -------------------------------------------------
|
||||
|
@ -18,7 +18,7 @@ Update
|
||||
|
||||
Firstly, make sure that your local copy of the manual is up to date with the online repository using::
|
||||
|
||||
git pull --rebase
|
||||
make update
|
||||
|
||||
|
||||
Writing
|
||||
@ -40,7 +40,7 @@ Bigger Changes
|
||||
If you are going to add or overhaul a section, be sure to check carefully that it does not already exist.
|
||||
In some places, the docs are so disorganized that sections may be duplicated or in a strange location.
|
||||
In the case that you find a duplicate or out of place section,
|
||||
`create a task <https://projects.blender.org/blender/documentation/issues/new>`__
|
||||
`create an issue <https://projects.blender.org/blender/documentation/issues/new>`__
|
||||
explaining the issue, and optionally include a revision (actual changes).
|
||||
|
||||
Before you make any edits that are not simple and plainly justified (for example, moving folders around),
|
||||
|
@ -20,7 +20,7 @@ If you leave out ``-m "message"``, you will be prompted to type the message in a
|
||||
You should make sure you are always on the latest revision before committing.
|
||||
You may not be able to commit directly if there are conflicting changes in the latest revision.
|
||||
|
||||
To avoid this run ``git pull --rebase`` before committing.
|
||||
To avoid this update your local repository before committing (run ``make update``).
|
||||
|
||||
.. seealso::
|
||||
|
||||
|
@ -52,7 +52,7 @@ Setting up the Build Environment
|
||||
================================
|
||||
|
||||
- Open a Command Prompt. (Run as Administrator)
|
||||
- Enter the ``blender-manual`` folder which was just added by the SVN checkout::
|
||||
- Enter the ``blender-manual`` folder which was just added by `git clone`::
|
||||
|
||||
cd C:\blender-manual
|
||||
|
||||
|
@ -73,8 +73,7 @@ Guidelines for Reviewers
|
||||
``WIP:`` prefix in the title, indicating the author considers the pull request not ready to be merged.
|
||||
No review is expected unless the author specifically asks for it.
|
||||
- Writers are expected to reply to pull requests in 3 working days.
|
||||
- Add relevant modules/projects to tags.
|
||||
- Assign individuals (instead of modules/projects) for reviewers, to avoid too much noise.
|
||||
- Add relevant modules/projects to the labels.
|
||||
- Encourage new writes to do review, it's a good way to learn and important to grow the project.
|
||||
|
||||
|
||||
|
@ -24,7 +24,7 @@ This will give you a foundation environment for:
|
||||
Below examples show the process to create a new set of files for French, language code ``fr``, on Linux platform.
|
||||
Other platforms might vary slightly but should be mainly the same.
|
||||
|
||||
#. `Create a Blender ID <https://id.blender.org/register/>` if you have not done so already
|
||||
#. `Create a Blender ID <https://id.blender.org/register/>`__ if you have not done so already
|
||||
#. Log into `projects.blender.org <https://projects.blender.org/>`__ and
|
||||
`Create an Issue <https://projects.blender.org/blender/documentation/issues/new>`__
|
||||
requesting for commit access in order to transfer changes to the central repository of the translation team.
|
||||
|
@ -84,8 +84,13 @@ Annotations
|
||||
Objects
|
||||
-------
|
||||
|
||||
Extra
|
||||
Extras
|
||||
Show objects that don't have geometry (such as empties, cameras and lights).
|
||||
|
||||
.. _bpy.types.View3DOverlay.show_light_colors:
|
||||
|
||||
Light Colors
|
||||
Shades the outline of light objects to the color the light produces.
|
||||
Relationship Lines
|
||||
Show dashed lines indicating parent or constraint relationships.
|
||||
Outline Selected
|
||||
@ -183,27 +188,31 @@ Seams
|
||||
Shading
|
||||
-------
|
||||
|
||||
Hidden Wire
|
||||
Show only front-facing wireframes.
|
||||
This is useful for a retopology workflow.
|
||||
.. _bpy.types.View3DOverlay.show_retopology:
|
||||
|
||||
.. tip::
|
||||
Retopology
|
||||
Hide the solid mesh and offset the overlay towards the view.
|
||||
Selection is occluded by inactive geometry, unless X-Ray is enabled
|
||||
|
||||
Optimally this could be combined with the *X-Ray* display setting.
|
||||
.. _bpy.types.View3DOverlay.retopology_offset:
|
||||
|
||||
Offset
|
||||
Amount to offset edit mesh in front of other geometry.
|
||||
|
||||
.. _bpy.types.View3DOverlay.show_weight:
|
||||
|
||||
Vertex Groups Weights
|
||||
Display weights in Edit Mode.
|
||||
|
||||
.. _bpy.types.ToolSettings.vertex_group_user:
|
||||
|
||||
Zero Weights
|
||||
Display unreferenced and zero-weighted areas in black.
|
||||
This helps to identify areas with very low weights that have been painted onto.
|
||||
|
||||
None
|
||||
Vertices are displayed in the usual way.
|
||||
Active
|
||||
Vertices are shown in black if they have no weight in the active vertex group.
|
||||
All
|
||||
Vertices are shown in black if they have no weight in any vertex group.
|
||||
:None: Vertices are displayed in the usual way.
|
||||
:Active: Vertices are shown in black if they have no weight in the active vertex group.
|
||||
:All: Vertices are shown in black if they have no weight in any vertex group.
|
||||
|
||||
|
||||
Mesh Analysis
|
||||
|
@ -54,7 +54,8 @@ Selecting
|
||||
---------
|
||||
|
||||
- Select channel (text in white/black): :kbd:`LMB`
|
||||
- Multi Select/Deselect: :kbd:`Shift-LMB`
|
||||
- Multi Select/Deselect: :kbd:`Ctrl-LMB`
|
||||
- Range Select: :kbd:`Shift-LMB`
|
||||
- Select All: :kbd:`A`
|
||||
- Deselect All: :kbd:`Alt-A`
|
||||
- Box Select: (:kbd:`LMB` drag) or :kbd:`B` (:kbd:`LMB` drag)
|
||||
|
@ -150,14 +150,14 @@ Copy/Paste
|
||||
|
||||
.. admonition:: Reference
|
||||
|
||||
:Menu: :menuselection:`Key --> Copy Keyframes`, :menuselection:`Key --> Paste Keyframes`
|
||||
:Menu: :menuselection:`Key --> Copy`, :menuselection:`Key --> Paste`
|
||||
:Shortcut: :kbd:`Ctrl-C`, :kbd:`Ctrl-V`
|
||||
|
||||
Use :kbd:`Ctrl-C` to copy selected keyframes and :kbd:`Ctrl-V` to paste the previously copied keyframes.
|
||||
During the paste action, the :ref:`bpy.ops.screen.redo_last` panel provides some options in
|
||||
how the paste is applied.
|
||||
|
||||
Offset
|
||||
Frame Offset
|
||||
:No Offset:
|
||||
Pastes the keyframes in the location they were copied from.
|
||||
:Frame Relative:
|
||||
@ -167,6 +167,19 @@ Offset
|
||||
Pastes the keyframes with the first keyframe of the copied set placed at the current frame.
|
||||
:Frame End:
|
||||
Pastes the keyframes with the last keyframe of the copied set placed at the current frame.
|
||||
|
||||
Value Offset
|
||||
:No Offset:
|
||||
Pastes the keyframes with the value they were copied from.
|
||||
:Cursor Value:
|
||||
Paste the keyframes at the 2D cursor as a starting point.
|
||||
:Current Frame Value:
|
||||
Paste keyframes relative to the value of the curve under the cursor.
|
||||
:Right Key:
|
||||
Paste keyframes such that the last frame matches the key value right of the cursor.
|
||||
:Left Key:
|
||||
Paste keyframes such that the first key matches the key value left of the cursor.
|
||||
|
||||
Type
|
||||
:Mix:
|
||||
Integrates the pasted keyframes in with existing keyframes only overwriting keyframes that share a frame.
|
||||
@ -442,3 +455,31 @@ seem to be never modified by this tool.
|
||||
- .. figure:: /images/editors_graph-editor_fcurves_editing_smooth.png
|
||||
|
||||
F-Curve after smoothing.
|
||||
|
||||
|
||||
.. _bpy.ops.graph.gaussian_smooth:
|
||||
|
||||
Smooth (Gaussian)
|
||||
-----------------
|
||||
|
||||
.. reference::
|
||||
|
||||
:Menu: :menuselection:`Key --> Smooth --> Smooth (Gaussian)`
|
||||
|
||||
Smooths the selected keyframes using a Gaussian kernel. It can handle gaps in the keyframe data.
|
||||
The operator is modal with a blend factor, making it possible to tweak the strength of the filter.
|
||||
|
||||
Factor
|
||||
A blend factor from original to filtered curve.
|
||||
|
||||
Sigma
|
||||
The shape of the gaussian distribution. Lower values mean a sharper curve, giving keys that are close to each
|
||||
other more weight. A high value behaves like a simple average filter.
|
||||
|
||||
Filter Width
|
||||
A wider filter looks at more keyframes, producing a smoother result.
|
||||
At a size of 1 the filter only looks at the keyframes to the immediate left and right for a weighted average.
|
||||
|
||||
.. figure:: /images/editors_graph-editor_gaussian_smooth.jpg
|
||||
|
||||
F-Curve after applying the Gaussian Smooth with the original curve overlayed.
|
||||
|
@ -163,8 +163,9 @@ Interpolation
|
||||
|
||||
.. seealso::
|
||||
|
||||
For more info and a few live demos, see https://easings.net and
|
||||
http://robertpenner.com/easing/
|
||||
For more info and a few live demos,
|
||||
see `easings.net <https://easings.net>`__ and
|
||||
`Robert Penner's Easing Functions <http://robertpenner.com/easing>`__.
|
||||
|
||||
|
||||
.. rubric:: Dynamic Effects
|
||||
|
@ -14,7 +14,7 @@ New
|
||||
:Menu: :menuselection:`Image --> New`
|
||||
:Shortcut: :kbd:`Alt-N`
|
||||
|
||||
Creates a new :ref:`image-generated` Image.
|
||||
Create a new :ref:`image-generated` Image.
|
||||
|
||||
|
||||
.. _bpy.ops.image.open:
|
||||
@ -28,7 +28,7 @@ Open
|
||||
:Menu: :menuselection:`Image --> Open`
|
||||
:Shortcut: :kbd:`Alt-O`
|
||||
|
||||
Load image from a file.
|
||||
Load an image from a file.
|
||||
|
||||
|
||||
.. _bpy.ops.image.read_viewlayers:
|
||||
|
@ -43,7 +43,7 @@ You can set the editor's display options in this panel.
|
||||
Aspect Ratio
|
||||
Display aspect for this image. Does not affect rendering.
|
||||
Repeat Image
|
||||
Tiles the image so it completely fills the editor.
|
||||
Tile the image so it completely fills the editor.
|
||||
|
||||
|
||||
Annotations
|
||||
@ -78,7 +78,7 @@ A predominantly dark image would have the highest values toward the left side of
|
||||
Use this mode to balance out the tonal range in an image.
|
||||
A well-balanced image should have a nice smooth distribution of color values.
|
||||
|
||||
You can drag the mouse in the histogram to adjust its vertical zoom.
|
||||
You can drag :kbd:`LMB` in the histogram to adjust its vertical zoom.
|
||||
|
||||
Luma
|
||||
Shows a luminosity histogram.
|
||||
|
@ -12,9 +12,6 @@ the bottom layer first, to the top, last.
|
||||
|
||||
NLA Tracks and Strips.
|
||||
|
||||
Solo (star icon)
|
||||
Toggling *Solo Track* causes only the selected tracks effects to be visible when animating.
|
||||
This is very useful for debugging complex animations.
|
||||
Mute (checkbox)
|
||||
Keeps the track from having an effect on the animation. (Mute only applies when *Solo* is not used.)
|
||||
All strips in that track are shown as being muted (dashed outline).
|
||||
@ -22,6 +19,9 @@ Lock (padlock icon)
|
||||
Prevents changes from being made to this layer.
|
||||
This is useful, for example, if you want to select several strips and move them;
|
||||
but you want to keep a few tracks excluded from the change.
|
||||
Solo (star icon)
|
||||
Toggling *Solo Track* causes only the selected tracks effects to be visible when animating.
|
||||
This is very useful for debugging complex animations.
|
||||
|
||||
|
||||
Action Track
|
||||
|
@ -34,10 +34,10 @@ Data API
|
||||
Library Overrides
|
||||
Display library override data in the current blend-file. Separated further into two view modes:
|
||||
|
||||
Properties:
|
||||
:Properties:
|
||||
Display data-blocks with overridden properties. The overridden properties are listed together with widgets to
|
||||
modify the value of the properties.
|
||||
Hierarchies:
|
||||
:Hierarchies:
|
||||
Visualize the hierarchical dependencies between data-blocks with library overrides. For example, to create a
|
||||
library override of a mesh used by an object inside of a linked collection, Blender automatically creates
|
||||
(disabled) library overrides for the object and the collection, resulting in a collection > object > mesh
|
||||
@ -137,19 +137,19 @@ Object State
|
||||
List the objects based on their state or restrictions.
|
||||
The results can be inverted using the *Invert* button.
|
||||
|
||||
All
|
||||
:All:
|
||||
The default option, no restrictions.
|
||||
Visible
|
||||
:Visible:
|
||||
List only the objects visible in the viewports.
|
||||
The global and temporary visibility settings are taken into consideration.
|
||||
Invisible
|
||||
:Invisible:
|
||||
List only the objects not visible in the viewports.
|
||||
Selected
|
||||
:Selected:
|
||||
Lists the object(s) that are currently selected in the 3D Viewport.
|
||||
See :doc:`selecting in the 3D Viewport </scene_layout/object/selecting>` for more information.
|
||||
Active
|
||||
:Active:
|
||||
Lists only the active (often last selected) object.
|
||||
Selectable
|
||||
:Selectable:
|
||||
List all objects whose :ref:`Selectability <bpy.types.Collection.hide_select>` option is enabled.
|
||||
|
||||
.. _bpy.types.SpaceOutliner.use_filter_object_content:
|
||||
@ -167,6 +167,7 @@ Object Children
|
||||
.. _bpy.types.SpaceOutliner.use_filter_object_mesh:
|
||||
.. _bpy.types.SpaceOutliner.use_filter_object_light:
|
||||
.. _bpy.types.SpaceOutliner.use_filter_object_camera:
|
||||
.. _bpy.types.SpaceOutliner.use_filter_object_grease_pencil:
|
||||
.. _bpy.types.SpaceOutliner.use_filter_object_empty:
|
||||
.. _bpy.types.SpaceOutliner.use_filter_object_others:
|
||||
|
||||
|
@ -46,10 +46,10 @@ Distribute Memory Across Devices
|
||||
|
||||
Currently only NVLink on Nvidia GPUs is supported.
|
||||
|
||||
MetalRT (Experimental)
|
||||
MetalRT for ray tracing uses less memory for scenes which use curves extensively,
|
||||
and can give better performance in specific cases.
|
||||
This feature is experimental and some scenes may render incorrectly.
|
||||
Embree on GPU
|
||||
Enables the use of hardware ray tracing on Intel GPUs, providing better overall performance.
|
||||
|
||||
Only supported with oneAPI rendering devices..
|
||||
|
||||
HIP RT (Experimental)
|
||||
Speeds up rendering by enabling AMD hardware ray tracing on RDNA2 and above, with shader fallback on older cards.
|
||||
@ -57,6 +57,11 @@ HIP RT (Experimental)
|
||||
|
||||
This feature is only available when using a *HIP* render device.
|
||||
|
||||
MetalRT (Experimental)
|
||||
MetalRT for ray tracing uses less memory for scenes which use curves extensively,
|
||||
and can give better performance in specific cases.
|
||||
This feature is experimental and some scenes may render incorrectly.
|
||||
|
||||
|
||||
Operating System Settings
|
||||
=========================
|
||||
|
@ -7,7 +7,7 @@
|
||||
:maxdepth: 1
|
||||
|
||||
combine_color.rst
|
||||
invert.rst
|
||||
invert_color.rst
|
||||
mix_rgb.rst
|
||||
rgb_curves.rst
|
||||
hue_saturation.rst
|
||||
|
@ -1,4 +1,4 @@
|
||||
.. _bpy.types.TextureNodeInvert:
|
||||
.. DO NOT EDIT FILE. This is simply a stub which copies everything from the link below.
|
||||
.. include:: /compositing/types/color/invert.rst
|
||||
.. include:: /compositing/types/color/invert_color.rst
|
||||
:start-after: .. --- copy below this line ---
|
@ -302,7 +302,7 @@ Cache
|
||||
Show Cache
|
||||
Show all enabled types.
|
||||
|
||||
Soft Body, Particles, Cloth, Smoke, Dynamic Paint, Rigid Body.
|
||||
Soft Body, Particles, Cloth, Simulation Nodes, Smoke, Dynamic Paint, Rigid Body.
|
||||
|
||||
.. figure:: /images/editors_timeline_cache.png
|
||||
|
||||
|
@ -3,6 +3,13 @@
|
||||
Snapping
|
||||
********
|
||||
|
||||
Snapping lets you easily align UV elements to others.
|
||||
It can be toggled by clicking the magnet icon in the UV Editor's header,
|
||||
or more temporarily by holding :kbd:`Ctrl`.
|
||||
|
||||
This page is about the Snap header button; for the Snap menu,
|
||||
see :ref:`UV Editing <bpy.ops.uv.snap_selected>`.
|
||||
|
||||
.. _bpy.types.ToolSettings.snap_uv_element:
|
||||
|
||||
Snap To
|
||||
@ -14,23 +21,20 @@ Snap To
|
||||
:Shortcut: :kbd:`Shift-Ctrl-Tab`
|
||||
|
||||
Increment
|
||||
Snap elements along points on a fixed scale.
|
||||
These points are defined by the intersection points of the grid
|
||||
and the scale of the increments depending on zoom level,
|
||||
unless using :ref:`Fixed Subdivisions <bpy.types.SpaceUVEditor.custom_grid_subdivisions>`.
|
||||
|
||||
The Custom Grid can also be used to define a set distance of the scale.
|
||||
Snaps to grid points.
|
||||
|
||||
.. note::
|
||||
|
||||
In this context the grid does not mean the visual grid cue displayed.
|
||||
Snapping will use the resolution of the displayed grid,
|
||||
but all transformations are relative to the initial position (before the snap operation).
|
||||
By default, this option won't snap to the grid that's displayed in the editor,
|
||||
but an imaginary grid with the same resolution that starts at the selection's
|
||||
original location. In other words, it lets you move the selection in "increments" of the
|
||||
grid cell size.
|
||||
|
||||
Note, the behavior can be disabled by using *Absolute Grid Snap*.
|
||||
If you want to snap to the viewport grid instead, you can enable *Absolute Grid Snap*
|
||||
(see below).
|
||||
|
||||
Vertex
|
||||
Snap to UV vertices.
|
||||
Snaps to the vertex that's closest to the mouse cursor.
|
||||
|
||||
|
||||
Additional Options
|
||||
@ -38,15 +42,16 @@ Additional Options
|
||||
|
||||
.. _bpy.types.ToolSettings.use_snap_uv_grid_absolute:
|
||||
|
||||
Absolute Grid Snap
|
||||
Available only for the *Increment* option.
|
||||
Snap to the visual grid, instead of snapping in increments relative to the current location.
|
||||
Absolute Grid Snap :guilabel:`Increment`
|
||||
Snaps to the grid, instead of snapping in increments relative to the current location.
|
||||
|
||||
Target
|
||||
Target :guilabel:`Vertex`
|
||||
See :ref:`3D Viewport Snapping <bpy.types.ToolSettings.snap_target>` for more information.
|
||||
|
||||
|
||||
Affect
|
||||
======
|
||||
|
||||
Limits the effect of the snap to the transformation type.
|
||||
Specifies which transformations are affected by snapping.
|
||||
By default, snapping only happens while moving something,
|
||||
but you can also enable it for rotating and scaling.
|
||||
|
@ -4,41 +4,42 @@
|
||||
Introduction
|
||||
************
|
||||
|
||||
The UV Editor is used to map 2D assets like images/textures
|
||||
onto 3D objects and edit what are called UVs.
|
||||
The UV Editor is used for editing UV maps, which describe how a 2D image should be mapped
|
||||
onto a 3D object.
|
||||
|
||||
.. figure:: /images/editors_uv_introduction_main.png
|
||||
|
||||
UV Editor with a UV map and a test grid texture.
|
||||
|
||||
The most flexible way of mapping a 2D texture over a 3D object is a process called "UV mapping".
|
||||
In this process, you take your three-dimensional (X, Y & Z) mesh and unwrap it to a flat two-dimensional
|
||||
(X & Y ... or rather, as we shall soon see, "U & V") image. Colors in the image are thus mapped to your mesh,
|
||||
and show up as the color of the faces of the mesh. Use UV texturing to provide realism to your objects that
|
||||
procedural materials and textures cannot do, and better details than Vertex Painting can provide.
|
||||
Image textures are typically needed when the desired look is hard to achieve with procedural textures,
|
||||
or if the texture is not uniform. For example, a car would only have scratches in a few places where they make sense,
|
||||
not in random places all over its body.
|
||||
|
||||
Blender offers a number of projections (Box, Sphere...) that automatically apply a 2D image to a 3D object,
|
||||
but these tend to only work for simple meshes. For more complex ones, you need to create a UV map instead.
|
||||
This is a flat area where each face of the 3D object is laid out on the 2D image, specifying which part of the
|
||||
image it should be textured with. This gives you complete control over the mapping process.
|
||||
|
||||
The name "UV" refers to the axes of the map: U for horizontal, V for vertical. These letters were chosen to
|
||||
avoid confusion with "X" and "Y", which refer to axes in 3D space instead.
|
||||
|
||||
|
||||
UVs Explained
|
||||
=============
|
||||
|
||||
The best analogy to understanding UV mapping is cutting up a cardboard box.
|
||||
The box is a three-dimensional (3D) object, just like the mesh cube you add to your scene.
|
||||
|
||||
If you were to take a pair of scissors and cut a seam or fold of the box,
|
||||
you would be able to lay it flat on a tabletop. As you are looking down at the box on the table,
|
||||
The best analogy to understand UV mapping is cutting up a cardboard box.
|
||||
If you were to take a pair of scissors and cut along its edges,
|
||||
you would be able to spread it out flat on a tabletop. As you are looking down at the table,
|
||||
we could say that U is the left-right direction, and V is the up-down direction.
|
||||
This image is thus in two dimensions (2D). We use U and V to refer to these
|
||||
"texture-space coordinates" instead of the normal X and Y, which are always used
|
||||
(along with Z) to refer to the three-dimensional space (3D).
|
||||
|
||||
When the box is reassembled, a certain UV location on the paper is transferred to an (X, Y, Z)
|
||||
location on the box. This is what the computer does with a 2D image in wrapping it around a 3D object.
|
||||
As a next step, you could put the spread-out box on top of a poster, cut the poster
|
||||
to match its shape, glue the poster to the box, and finally reassemble the box.
|
||||
You now have a 3D box textured with a 2D image.
|
||||
|
||||
During the UV unwrapping process, you tell Blender exactly how to map the faces of your object (in this case, a box)
|
||||
to a flat image in the UV Editor. You have complete freedom in how to do this.
|
||||
(Continuing our previous example, imagine that, having initially laid the box flat on the tabletop,
|
||||
you now cut it into smaller pieces, somehow stretch and/or shrink those pieces,
|
||||
and then arrange them in some way upon a photograph that is also lying on that tabletop.)
|
||||
A UV map describes how the box is cut up, and how it's laid out on the poster.
|
||||
You have complete freedom in how to do this: if you wanted to, you could cut each individual
|
||||
side of the box and position, rotate, scale, and even skew it on the poster
|
||||
independently of the other sides.
|
||||
|
||||
|
||||
Example
|
||||
@ -49,46 +50,19 @@ Example
|
||||
|
||||
3D space (XYZ) versus UV space.
|
||||
|
||||
In this image you can easily see that the shape and
|
||||
size of the marked face in 3D space is different in UV space.
|
||||
This difference is caused by the "stretching" (technically called mapping)
|
||||
of the 3D part (XYZ) onto a 2D plane (i.e. the UV map).
|
||||
In the above image, a dome in 3D space is flattened into a disc in UV space.
|
||||
Each 3D face is then textured with the part of the image it covers in the UV map.
|
||||
|
||||
If a 3D object has a UV map, then, in addition to the 3D coordinates X, Y, and Z,
|
||||
each point on the object will have corresponding U and V coordinates.
|
||||
The image also demonstrates a common problem in UV maps: distortion. Notice how,
|
||||
even though the checkered squares in the 2D texture are all the same size,
|
||||
they get different sizes when applied to the 3D dome (they're smaller at the base
|
||||
than at the top). This is because the faces in the UV map have different relative
|
||||
sizes than in 3D space, which is a result of the flattening process.
|
||||
|
||||
.. note::
|
||||
You'll typically want to minimize this distortion by manually guiding and tweaking
|
||||
the flattening, using :doc:`seams </modeling/meshes/uv/unwrapping/seams>` for example.
|
||||
However, it's not always possible to eliminate it completely.
|
||||
|
||||
On more complex models (like seen in the sphere above)
|
||||
there pops up an issue where the faces cannot be cut,
|
||||
but instead they are stretched in order to make them flat.
|
||||
This helps making easier UV maps, but sometimes adds distortion to the final mapped texture.
|
||||
|
||||
|
||||
Advantages of UVs
|
||||
=================
|
||||
|
||||
While procedural textures are useful -- they never repeat themselves and always "fit" 3D objects
|
||||
-- they are not sufficient for more complex or natural objects.
|
||||
For instance, the skin on a human head will never look quite right when procedurally generated.
|
||||
Wrinkles on a human head, or scratches on a car do not occur in random places,
|
||||
but depend on the shape of the model and its usage. Manually-painted images,
|
||||
or images captured from the real world gives more control and realism.
|
||||
For details such as book covers, tapestry, rugs, stains, and detailed props,
|
||||
artists are able to control every pixel on the surface using a UV texture.
|
||||
|
||||
A UV map describes what part of the texture should be attached to each polygon in the model.
|
||||
Each polygon's vertex gets assigned to 2D coordinates that define which part of the image gets mapped.
|
||||
These 2D coordinates are called UVs (compare this to the XYZ coordinates in 3D).
|
||||
The operation of generating these UV maps is also called "unwrap",
|
||||
since it is as if the mesh were unfolded onto a 2D plane.
|
||||
|
||||
For most simple 3D models, Blender has an automatic set of unwrapping algorithms that you can easily apply.
|
||||
For more complex 3D models, regular Cubic, Cylindrical or Spherical mapping, is usually not sufficient.
|
||||
For even and accurate projection, use :doc:`seams </modeling/meshes/uv/unwrapping/seams>` to guide the UV mapping.
|
||||
This can be used to apply textures to arbitrary and complex shapes,
|
||||
like human heads or animals. Often these textures are painted images,
|
||||
created in applications like the Gimp, Krita, or your favorite painting application.
|
||||
|
||||
|
||||
Interface
|
||||
@ -104,7 +78,7 @@ Header
|
||||
The header contains several menus and options for working with UVs.
|
||||
|
||||
Sync Selection
|
||||
Syncs selection between the UV Editor and the 3D Viewport.
|
||||
Synchronizes the selection between the UV Editor and the 3D Viewport.
|
||||
See :ref:`Sync Selection <bpy.types.ToolSettings.use_uv_select_sync>` for more details.
|
||||
|
||||
Selection Mode
|
||||
@ -112,7 +86,7 @@ Selection Mode
|
||||
See :ref:`Selection Mode <bpy.types.ToolSettings.uv_select_mode>` for more details.
|
||||
|
||||
Sticky Selection Mode
|
||||
Option to automatically expand selection.
|
||||
Which other vertices to select automatically.
|
||||
See :ref:`Sticky Selection Mode <bpy.types.ToolSettings.uv_sticky_select_mode>` for more details.
|
||||
|
||||
View
|
||||
@ -120,59 +94,62 @@ View
|
||||
See :doc:`/editors/uv/navigating`.
|
||||
|
||||
Select
|
||||
Tools for :doc:`Selecting UVs </editors/uv/selecting>`.
|
||||
Tools for :doc:`selecting UVs </editors/uv/selecting>`.
|
||||
|
||||
Image
|
||||
Tools for opening and manipulating images.
|
||||
See :doc:`/editors/image/editing`.
|
||||
|
||||
UV
|
||||
Contains tools for :doc:`Unwrapping Meshes </modeling/meshes/uv/unwrapping/index>`
|
||||
Contains tools for :doc:`Unwrapping Meshes </modeling/meshes/uv/unwrapping/introduction>`
|
||||
and :doc:`Editing UVs </modeling/meshes/uv/editing>`.
|
||||
|
||||
Pivot :kbd:`Period`
|
||||
See :doc:`/editors/3dview/controls/pivot_point/index`.
|
||||
|
||||
Snap :kbd:`Shift-Tab`
|
||||
See :doc:`/editors/uv/controls/snapping`.
|
||||
|
||||
Proportional Editing :kbd:`O`
|
||||
See :doc:`Proportional Editing </editors/3dview/controls/proportional_editing>`.
|
||||
|
||||
Image
|
||||
A :ref:`data-block menu <ui-data-block>` used for selecting images.
|
||||
When an image has been loaded or created in the Image editor,
|
||||
the Image panel appears in the *Sidebar region*.
|
||||
See :doc:`/editors/image/image_settings`.
|
||||
When an image has been loaded or created in the UV Editor,
|
||||
the :doc:`Image panel </editors/image/image_settings>` appears in the Sidebar region.
|
||||
|
||||
Image Pin
|
||||
Todo.
|
||||
When enabled the current image remains visible regardless of the object selection.
|
||||
This switching only happens if the 3D Viewport is in Edit Mode or Texture Paint Mode.
|
||||
|
||||
This can be useful to enable when an image is used as a reference.
|
||||
|
||||
Show Gizmo
|
||||
Lets you show/hide all gizmos using the toggle button, or specific gizmos using
|
||||
the drop-down arrow.
|
||||
|
||||
Navigate
|
||||
Enable/disable the gizmos used to pan or zoom the 2D viewport.
|
||||
See :ref:`Navigation Gizmos <editors-uv-navigate-gizmos>` for more information.
|
||||
|
||||
Show Overlays
|
||||
Lets you show/hide all overlays using the toggle button, or specific overlays
|
||||
using the drop-down arrow. See :doc:`/editors/uv/overlays`.
|
||||
|
||||
Active UV Loop Layer
|
||||
Select which UV map to use.
|
||||
|
||||
Viewport Gizmos
|
||||
Selectively show or hide specific gizmo controls that are displayed in the 2D viewport.
|
||||
All gizmos can be hidden or shown at once with the toggle next to the pop-over arrow.
|
||||
|
||||
Navigate
|
||||
Enable/disable the gizmos used to pan or zoom the 2D viewport,
|
||||
see :ref:`Navigation Gizmos <editors-uv-navigate-gizmos>` for more information.
|
||||
|
||||
Display Channels
|
||||
Select what color channels are displayed.
|
||||
|
||||
:Color & Alpha:
|
||||
Replaces transparent pixels with background checkerboard, denoting the alpha channel.
|
||||
Enables transparency and shows a checkerboard behind the image.
|
||||
:Color:
|
||||
Display the colored image, without alpha channel.
|
||||
Displays the colored image, without alpha channel.
|
||||
:Alpha:
|
||||
Displays the Alpha channel a grayscale image.
|
||||
White areas are opaque, black areas have an alpha of 0.
|
||||
Displays the alpha channel as a grayscale image. White areas are opaque, black areas are transparent.
|
||||
:Z-Buffer:
|
||||
Display the depth from the camera, from Clip Start to Clip End,
|
||||
Displays the depth from the camera, from Clip Start to Clip End,
|
||||
as specified in the :doc:`Camera settings </render/cameras>`.
|
||||
:Red, Green, Blue:
|
||||
Single Color Channel visualized as a grayscale image.
|
||||
|
||||
|
||||
Tool Settings
|
||||
-------------
|
||||
|
||||
Pivot
|
||||
Similar to working with pivot points in the 3D Viewport.
|
||||
:doc:`UV Snapping </editors/uv/controls/snapping>`
|
||||
Controls to snap UV points, similar to snapping in the 3D Viewport.
|
||||
Proportional Editing
|
||||
See :doc:`Proportional Editing </editors/3dview/controls/proportional_editing>`.
|
||||
Single color channel visualized as a grayscale image.
|
||||
|
@ -3,20 +3,12 @@
|
||||
Navigating
|
||||
**********
|
||||
|
||||
The UV Editor has a 2D cursor. Its position can be changed by :kbd:`LMB` clicking in the UV editor
|
||||
while the cursor tool is active. You can also manually adjust its position in the Sidebar region.
|
||||
The range by default is from 0.0 to 1.0 starting from the lower left corner.
|
||||
By enabling :ref:`Pixel Coordinates <bpy.types.SpaceUVEditor.show_pixel_coords>`,
|
||||
the coordinates match the pixels in your image with XY(0, 0) located in the lower left corner.
|
||||
|
||||
|
||||
2D Viewport
|
||||
===========
|
||||
|
||||
Panning can be done by clicking the :kbd:`MMB` and dragging.
|
||||
Panning can be done by dragging with :kbd:`MMB`.
|
||||
|
||||
Zooming can be done by scrolling :kbd:`Wheel` up or down.
|
||||
Also, as in the 3D Viewport, you can use :kbd:`NumpadPlus` or :kbd:`NumpadMinus` to zoom.
|
||||
Zooming can be done using :kbd:`Wheel` or :kbd:`NumpadPlus`/:kbd:`NumpadMinus`.
|
||||
|
||||
|
||||
.. _editors-uv-navigate-gizmos:
|
||||
@ -31,7 +23,24 @@ and zooming more comfortably when e.g. no mouse wheel is available.
|
||||
View Menu
|
||||
=========
|
||||
|
||||
Also see :doc:`/editors/image/navigating` in the Image editor.
|
||||
Also see :doc:`/editors/image/navigating` in the Image Editor.
|
||||
|
||||
Frame Selected :kbd:`NumpadPeriod`
|
||||
Change view so that all selected UV vertices are visible.
|
||||
Change the view so that all selected UV vertices are visible.
|
||||
|
||||
|
||||
2D Cursor
|
||||
=========
|
||||
|
||||
Just like the :doc:`3D Viewport </editors/3dview/3d_cursor>`, the UV Editor has a Cursor
|
||||
that you can jump to (:menuselection:`View --> Center View to Cursor`). It can also serve as
|
||||
a :doc:`pivot point </editors/3dview/controls/pivot_point/index>` and a
|
||||
:ref:`snapping target <bpy.ops.uv.snap_selected>`.
|
||||
|
||||
To change the Cursor's position, either press :kbd:`LMB` with the Cursor tool selected,
|
||||
or :kbd:`Shift-RMB` with any tool selected. You can also change the "Location X/Y" fields
|
||||
in the *View* tab of the Sidebar, in either relative coordinates (0 to 1) or
|
||||
:ref:`pixel coordinates <bpy.types.SpaceUVEditor.show_pixel_coords>`.
|
||||
In both cases, the lower left corner of the image serves as the origin (0, 0).
|
||||
|
||||
You can press :kbd:`Shift-C` to move the Cursor to the center.
|
||||
|
@ -3,14 +3,17 @@
|
||||
Overlays
|
||||
********
|
||||
|
||||
The Overlays popover configures the overlays that are displayed on top of images.
|
||||
.. figure:: /images/editors_uv_overlays.png
|
||||
:align: right
|
||||
|
||||
The Overlays pop-over.
|
||||
|
||||
In the header, there is a button to turn off all overlays for the UV Editor.
|
||||
This option also toggles the visibility of :doc:`/modeling/meshes/uv/workflows/udims` tile information.
|
||||
The options that are visible in the pop-over depend on the UV Editor mode.
|
||||
This option also toggles the visibility of :doc:`UDIM </modeling/meshes/uv/workflows/udims>`
|
||||
tile information.
|
||||
|
||||
.. seealso::
|
||||
|
||||
Additional :doc:`View Properties </editors/uv/sidebar>` can be configured in the Sidebar.
|
||||
The drop-down button opens a pop-over with more detailed settings.
|
||||
The following categories are available:
|
||||
|
||||
|
||||
Guides
|
||||
@ -19,26 +22,26 @@ Guides
|
||||
.. _bpy.types.SpaceImageOverlay.show_grid_background:
|
||||
|
||||
Grid
|
||||
Show the grid background and borders.
|
||||
Show the grid.
|
||||
|
||||
.. _bpy.types.SpaceUVEditor.show_grid_over_image:
|
||||
|
||||
Over Image
|
||||
Allows the grid overlay to be shown on top of the image rather than behind it.
|
||||
Show the grid on top of the image rather than behind it.
|
||||
|
||||
.. _bpy.types.SpaceUVEditor.grid_shape_source:
|
||||
|
||||
Grid Shape Source
|
||||
How the size/subdivisions of grid cells are determined.
|
||||
How the row and column counts are determined.
|
||||
|
||||
:Dynamic: The grid subdivisions changes based on the zoom level.
|
||||
:Fixed: The grid subdivisions stays consistent based off the *Fixed Subdivisions* property.
|
||||
:Pixel: The grid aligns with pixels from image so each grid cell represents one pixel.
|
||||
:Dynamic: The grid starts at 8×8 cells that are automatically subdivided further as you zoom in.
|
||||
:Fixed: The row and column counts are fixed and can be configured manually.
|
||||
:Pixel: Each grid cell matches one image pixel.
|
||||
|
||||
.. _bpy.types.SpaceUVEditor.custom_grid_subdivisions:
|
||||
|
||||
Fixed Subdivisions X, Y
|
||||
Number of grid units in UV space that make one UV Unit.
|
||||
Number of columns/rows in the grid.
|
||||
|
||||
.. _bpy.types.SpaceUVEditor.tile_grid_shape:
|
||||
|
||||
@ -54,9 +57,9 @@ UV Editing
|
||||
.. _bpy.types.SpaceUVEditor.show_stretch:
|
||||
|
||||
Display Stretch
|
||||
Shows how much of a difference there is between UV coordinates and 3D coordinates.
|
||||
Blue means low distortion, while Red means high distortion.
|
||||
Choose to display the distortion of *Angles* or the *Area*.
|
||||
Show how much of a shape difference there is between UV space and 3D space.
|
||||
Blue means low distortion, red means high.
|
||||
You can choose whether to display the distortion based on *Angle* or *Area*.
|
||||
|
||||
|
||||
Geometry
|
||||
@ -65,22 +68,22 @@ Geometry
|
||||
.. _bpy.types.SpaceUVEditor.uv_opacity:
|
||||
|
||||
UV Opacity
|
||||
Opacity of the above UV overlays.
|
||||
Opacity of edges and faces.
|
||||
|
||||
.. _bpy.types.SpaceUVEditor.edge_display_type:
|
||||
|
||||
Display As
|
||||
Controls how edges are shown.
|
||||
Control how edges are shown.
|
||||
|
||||
:Outline: Display white edges with black outline.
|
||||
:Dash: Display dashed black-white edges.
|
||||
:Black: Display black edges.
|
||||
:White: Display white edges.
|
||||
:Outline: Display edges in gray with a black outline.
|
||||
:Dash: Display edges as dashed black-gray lines.
|
||||
:Black: Display edges in black.
|
||||
:White: Display edges in white.
|
||||
|
||||
.. _bpy.types.SpaceUVEditor.show_modified_edges:
|
||||
|
||||
Modified Edges
|
||||
Show results of modifiers in the UV display.
|
||||
Additionally show the edges as they look after applying modifiers (in gray).
|
||||
|
||||
.. _bpy.types.SpaceUVEditor.show_faces:
|
||||
|
||||
@ -92,4 +95,5 @@ Image
|
||||
=====
|
||||
|
||||
Show Metadata
|
||||
Displays the metadata if they were set in the render tab's :doc:`/render/output/properties/metadata` panel.
|
||||
Display metadata about the selected Render Result. See the Output tab's
|
||||
:doc:`/render/output/properties/metadata` panel to change what metadata to include.
|
||||
|
@ -4,52 +4,39 @@
|
||||
Selecting
|
||||
*********
|
||||
|
||||
Selection tools are available in the *Select Menu* in the header,
|
||||
and the shortcuts listed below.
|
||||
|
||||
Much like the 3D Viewport, the UV Editor has selection mode buttons in the header,
|
||||
as well as a *Select* menu.
|
||||
|
||||
.. _bpy.types.ToolSettings.use_uv_select_sync:
|
||||
|
||||
Sync Selection
|
||||
==============
|
||||
|
||||
Turning on the *Sync Selection* button causes selection of components
|
||||
in the 3D Viewport to sync with their corresponding elements in the UV editor.
|
||||
If off only the selected faces are displayed in the UV editor.
|
||||
These two modes have very different results when transforming components in the UV editor.
|
||||
|
||||
.. seealso::
|
||||
|
||||
:doc:`Selecting in the 3D Viewport </editors/3dview/selecting>`.
|
||||
If turned off (the default), the UV Editor only shows the faces that are selected in the
|
||||
3D Viewport. Selecting an item in one editor does not automatically select it in the other.
|
||||
If one 3D vertex/edge corresponds to multiple UV vertices/edges, you can select each
|
||||
of those individually.
|
||||
|
||||
If turned on, the UV Editor always shows all faces. Selecting an item in one editor also
|
||||
selects it in the other. If one 3D vertex/edge corresponds to multiple UV vertices/edges,
|
||||
you can't select those individually (you can only select all of them).
|
||||
|
||||
.. _bpy.ops.uv.select_mode:
|
||||
.. _bpy.types.ToolSettings.uv_select_mode:
|
||||
|
||||
Selection Modes
|
||||
===============
|
||||
Selection Mode
|
||||
==============
|
||||
|
||||
Select Modes dependent on the Sync Selection.
|
||||
:Vertex: :kbd:`1` Select vertices.
|
||||
:Edge: :kbd:`2` Select edges.
|
||||
:Face: :kbd:`3` Select faces.
|
||||
:Island: :kbd:`4` Select contiguous groups of faces. Only available if *Sync Selection* is disabled.
|
||||
|
||||
If *Sync Selection* is enabled, you can hold :kbd:`Shift` while clicking a selection mode to
|
||||
activate multiple ones at the same time, or :kbd:`Ctrl` to expand/contract the selection.
|
||||
|
||||
Sync Selection Off
|
||||
------------------
|
||||
|
||||
:Vertex: Select individual vertices.
|
||||
:Edge: Select edges.
|
||||
:Face: Select faces.
|
||||
:Island: Select contiguous groups of faces.
|
||||
|
||||
|
||||
Sync Selection On
|
||||
-----------------
|
||||
|
||||
When selecting UVs or Edges, it behaves like the *Shared Vertex* option of the *Sticky Selection Mode*.
|
||||
When selecting Faces, it behaves like the *Disabled* option of the *Sticky Selection Mode*.
|
||||
|
||||
:Vertex: Select individual vertices.
|
||||
:Edge: Select edges.
|
||||
:Face: Select faces.
|
||||
.. seealso::
|
||||
:doc:`Mesh Selection </modeling/meshes/selecting/introduction>`
|
||||
|
||||
|
||||
.. _bpy.types.ToolSettings.uv_sticky_select_mode:
|
||||
@ -57,98 +44,100 @@ When selecting Faces, it behaves like the *Disabled* option of the *Sticky Selec
|
||||
Sticky Selection Mode
|
||||
=====================
|
||||
|
||||
This selector lets you enable automatic additional selection.
|
||||
Options for automatically selecting additional UV vertices. Only available if *Sync Selection* is disabled.
|
||||
|
||||
:Shared Vertex:
|
||||
Selects UVs that share a mesh vertex, even if they are in different UV locations.
|
||||
:Shared Location:
|
||||
Selects UVs that are in the same UV location and share a mesh vertex.
|
||||
:Disabled:
|
||||
Disables Sticky Selection.
|
||||
When you move a UV in this mode, each face owns its own UVs, allowing them to be separated.
|
||||
Disabled
|
||||
Each UV vertex can be selected independently of the others.
|
||||
Shared Location
|
||||
Automatically select UV vertices that correspond to the same mesh vertex and have the same UV coordinates.
|
||||
This is the default and gives the illusion that multiple faces in a UV map can share the same vertex;
|
||||
in reality, they have separate vertices that overlap.
|
||||
Shared Vertex
|
||||
Automatically select UV vertices that correspond to the same mesh vertex,
|
||||
even if they have different UV coordinates.
|
||||
This is also the behavior when *Sync Selection* is enabled.
|
||||
|
||||
Select Menu
|
||||
===========
|
||||
|
||||
Menu
|
||||
====
|
||||
|
||||
Box Select :kbd:`B`
|
||||
Click and drag to box select UV coordinates.
|
||||
Alternatively, use :kbd:`B` to start :ref:`box selection <tool-select-box>`.
|
||||
Box Select Pinned :kbd:`Ctrl-B`
|
||||
Use the box lasso to select only pinned UV coordinates.
|
||||
Circle Select
|
||||
See :ref:`tool-select-circle`.
|
||||
Select All :kbd:`A`
|
||||
Selects all UV coordinates.
|
||||
Select None :kbd:`Alt-A`
|
||||
Deselects all UV coordinate.
|
||||
Inverse :kbd:`Ctrl-I`
|
||||
All :kbd:`A`
|
||||
Selects all UV elements.
|
||||
None :kbd:`Alt-A`
|
||||
Deselects all UV elements.
|
||||
Invert :kbd:`Ctrl-I`
|
||||
Inverts the current selection.
|
||||
Box Select :kbd:`B`
|
||||
See :ref:`Box Select <bpy.ops.*.select_box>`.
|
||||
Box Select Pinned :kbd:`Ctrl-B`
|
||||
Like *Box Select*, but only selects :ref:`pinned <bpy.ops.uv.pin>` UV vertices.
|
||||
Circle Select
|
||||
See :ref:`Circle Select <bpy.ops.*.select_circle>`.
|
||||
More/Less :kbd:`Ctrl-NumpadPlus`, :kbd:`Ctrl-NumpadMinus`
|
||||
Expands/Contracts the selection to/from the adjacent elements of the selection type.
|
||||
Expands/contracts the selection to/from the adjacent elements.
|
||||
Select Pinned :kbd:`Shift-P`
|
||||
Selects all :ref:`pinned <bpy.ops.uv.pin>` UVs.
|
||||
Selects all pinned UVs.
|
||||
Select Linked
|
||||
Linked :kbd:`Ctrl-L`
|
||||
This operator selects all UVs that are connected to currently selected UVs.
|
||||
This works similarly to the tools in 3D Viewport.
|
||||
Selects all elements that are connected to the currently selected ones.
|
||||
Shortest Path
|
||||
Path between two selected elements.
|
||||
Selects the path between two selected elements. (See below)
|
||||
|
||||
.. _bpy.ops.uv.select_similar:
|
||||
|
||||
Select Similar :kbd:`Shift-G`
|
||||
Selects UV vertices that have certain similar properties to the :term:`Active` vertex.
|
||||
The :ref:`bpy.ops.screen.redo_last` panel provides several selection options:
|
||||
Selects UV elements that are similar to the :term:`active` one in some way.
|
||||
The :ref:`bpy.ops.screen.redo_last` panel provides several options:
|
||||
|
||||
Type
|
||||
The property to compare against the active vertex.
|
||||
The properties that are shown depend on the :ref:`Selection Mode <bpy.types.ToolSettings.uv_select_mode>`.
|
||||
The property to compare. Which properties are available depends on the
|
||||
:ref:`Selection Mode <bpy.types.ToolSettings.uv_select_mode>`.
|
||||
|
||||
Vertex Selection Mode:
|
||||
Vertex Selection Mode
|
||||
:Pinned: Selects vertices with the same :ref:`pinned <bpy.ops.uv.pin>` state.
|
||||
|
||||
:Pinned: Selects vertices with the same :ref:`pinned <bpy.ops.uv.pin>` state as the active vertex.
|
||||
Edge Selection Mode
|
||||
:Length: Selects edges with a similar length in the UV map.
|
||||
:Length 3D: Selects edges with a similar length in the 3D mesh.
|
||||
:Pinned: Selects edges with the same pinned state.
|
||||
|
||||
Edge Selection Mode:
|
||||
|
||||
:Length: Selects edges with a similar length.
|
||||
:Length 3D: Selects edges with a similar length in world space coordinates.
|
||||
:Pinned:
|
||||
Selects edges whose both vertices have the same
|
||||
:ref:`pinned <bpy.ops.uv.pin>` state as the active vertex.
|
||||
|
||||
Face Selection Mode:
|
||||
|
||||
:Area: Selects faces with a similar area.
|
||||
:Area 3D: Selects faces with a similar area in world space coordinates.
|
||||
Face Selection Mode
|
||||
:Area: Selects faces with a similar area in the UV map.
|
||||
:Area 3D: Selects faces with a similar area in the 3D mesh.
|
||||
:Material: Selects faces that have the same :doc:`Material </render/materials/index>`.
|
||||
:Object:
|
||||
Selects faces which have the same object. This is useful when multiple objects are in Edit mode at once.
|
||||
:Polygon Sides: Selects faces with the same number of edges per face.
|
||||
:Winding: Select faces which are facing the same as the current face i.e. upwards or downwards.
|
||||
Selects faces that belong to the same object.
|
||||
This is useful when multiple objects are in Edit mode at once.
|
||||
:Polygon Sides: Selects faces with a similar number of edges.
|
||||
:Winding: Select faces that have the same orientation (facing upwards or downwards in the UV map).
|
||||
|
||||
Island Selection Mode:
|
||||
|
||||
:Area: Selects islands with a similar area.
|
||||
:Area 3D: Selects islands with a similar area in world space coordinates.
|
||||
:Amount of Face in Island: Selects islands with a similar number of faces per each island.
|
||||
Island Selection Mode
|
||||
:Area: Selects islands with a similar area in the UV map.
|
||||
:Area 3D: Selects islands with a similar area in the 3D mesh.
|
||||
:Amount of Faces in Island: Selects islands with a similar number of faces.
|
||||
|
||||
Compare
|
||||
For quantitative properties, this property selects the type of comparison to between the two numerical values.
|
||||
The comparison operator.
|
||||
|
||||
:Equal: Select items with the same value as the active item's chosen property.
|
||||
:Greater: Select items with a larger value as the active item's chosen property.
|
||||
:Less: Select items with a smaller value as the active item's chosen property.
|
||||
:Equal: Select elements whose value is equal.
|
||||
:Greater: Select elements whose value is greater or equal.
|
||||
:Less: Select elements whose value is less or equal.
|
||||
Threshold
|
||||
For quantitative properties, this property controls how
|
||||
close the property's values have to be in the comparison.
|
||||
Tolerance for values that are almost, but not quite the same. A higher threshold will select more elements.
|
||||
|
||||
Select Split :kbd:`Y`
|
||||
Cuts apart the selected UVs from the map. Only those UVs which belong to
|
||||
fully selected faces remain selected. As the name implies, this is particularly useful to
|
||||
unlink faces and move them elsewhere. The hotkey is analogous to the mesh Split tool.
|
||||
"Detaches" the selected faces so they can be moved elsewhere without affecting their neighbors.
|
||||
|
||||
.. hint::
|
||||
|
||||
Unlike :doc:`Split Selection </modeling/meshes/editing/mesh/split>` for meshes, which physically disconnects
|
||||
faces, this is a pure selection operator. In UV space, the faces were never connected to begin with;
|
||||
it only seemed that way because *Sticky Selection* automatically selected the vertices of the neighboring faces.
|
||||
*Select Split* deselects those vertices again.
|
||||
|
||||
As an alternative to *Select Split*, you can set the *Sticky Selection Mode* to *Disabled*.
|
||||
|
||||
Select Overlap
|
||||
Selects any UVs that are extended over other UVs while also selecting any underlying UVs.
|
||||
Selects all UV faces that overlap each other.
|
||||
|
||||
|
||||
.. _bpy.ops.uv.shortest_path_select:
|
||||
@ -163,46 +152,73 @@ Shortest Path
|
||||
:Menu: :menuselection:`Select --> Select Linked --> Shortest Path`
|
||||
:Shortcut: :kbd:`Ctrl-LMB`
|
||||
|
||||
Selects all UV components along the shortest path from
|
||||
the active component to the one which was selected.
|
||||
Selects all the UV elements along the shortest path between two elements: the two selected elements when
|
||||
activated using the menu, or the active one and the clicked one when activated using the shortcut.
|
||||
|
||||
Face Stepping
|
||||
Supports diagonal paths for vertices and faces, and
|
||||
selects edge rings with edges.
|
||||
For vertices: allows the path to step across faces, following their diagonal rather than
|
||||
their edges.
|
||||
|
||||
For edges: selects disconnected edges that are perpendicular to the path (edge ring),
|
||||
rather than connected edges along the path (edge loop).
|
||||
|
||||
For faces: allows the path to go through faces that only share a vertex, rather than an edge.
|
||||
Topological Distance
|
||||
Only takes into account the number of edges of the path and
|
||||
not the length of the edges to calculate the distances.
|
||||
Calculates the distance by simply counting edges rather than measuring their lengths.
|
||||
Fill Region :kbd:`Shift-Ctrl-LMB`
|
||||
Selects all elements in the shortest paths from the active selection to the clicked area.
|
||||
Checker Deselect Options
|
||||
Allows to quickly select alternate elements in a path.
|
||||
Selects all shortest paths (rather than just one).
|
||||
Dashed Line Options
|
||||
Allows to only select elements at regular intervals, creating a "dashed line" rather
|
||||
than a continuous one.
|
||||
|
||||
Deselected
|
||||
The number of deselected elements in the repetitive sequence.
|
||||
Selected
|
||||
The number of selected elements in the repetitive sequence.
|
||||
Offset
|
||||
Offset from the starting point.
|
||||
The number of elements to offset the sequence by.
|
||||
|
||||
.. seealso::
|
||||
|
||||
Mesh edit :ref:`Select Shortest Path <bpy.ops.mesh.shortest_path_select>`.
|
||||
|
||||
.. _bpy.ops.uv.select_edge_loop:
|
||||
|
||||
.. _bpy.ops.uv.select_edge_ring:
|
||||
|
||||
Select Edge Loops
|
||||
=================
|
||||
Select Edge Loop
|
||||
================
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: Edit Mode
|
||||
:Shortcut: :kbd:`Ctrl-Alt-LMB`, or :kbd:`Shift-Ctrl-Alt-LMB` for modifying existing selection.
|
||||
:Shortcut: :kbd:`Alt-LMB`, or :kbd:`Shift-Alt-LMB` for extending the existing selection.
|
||||
|
||||
Holding :kbd:`Ctrl-Alt` while selecting a UV component selects a loop of edges that are connected in
|
||||
a line end-to-end, passing through the edge under the mouse pointer.
|
||||
Holding :kbd:`Shift-Ctrl-Alt` while clicking adds to the current selection.
|
||||
Holding :kbd:`Alt` while clicking an edge selects that edge and then expands the selection as far as
|
||||
possible in the two directions parallel to it. (While this of course works for selecting edge "loops"
|
||||
that go all the way around a mesh, it also works if there's no loop.)
|
||||
|
||||
You can additionally hold :kbd:`Shift` to extend the current selection rather than replacing it.
|
||||
|
||||
.. seealso::
|
||||
|
||||
Mesh edit :ref:`Select Edge Loops <bpy.ops.mesh.loop_multi_select>`.
|
||||
Mesh edit :ref:`Select Edge Loops <bpy.ops.mesh.loop_select>`.
|
||||
|
||||
|
||||
.. _bpy.ops.uv.select_edge_ring:
|
||||
|
||||
Select Edge Ring
|
||||
================
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: Edit Mode
|
||||
:Shortcut: :kbd:`Ctrl-Alt-LMB`, or :kbd:`Shift-Ctrl-Alt-LMB` for extending the existing selection.
|
||||
|
||||
Holding :kbd:`Ctrl-Alt` while clicking an edge selects that edge and then expands the selection
|
||||
as far as possible in the two directions perpendicular to it. (While this of course works for selecting
|
||||
edge "rings" that go all the way around a mesh, it also works if there's no ring.)
|
||||
|
||||
You can additionally hold :kbd:`Shift` to extend the current selection rather than replacing it.
|
||||
|
||||
.. seealso::
|
||||
|
||||
Mesh edit :ref:`Select Edge Rings <bpy.ops.mesh.select_edge_ring>`.
|
||||
|
@ -9,7 +9,7 @@ Image Tab
|
||||
UV Vertex
|
||||
---------
|
||||
|
||||
Transform Properties :doc:`Selecting UVs </modeling/meshes/uv/editing>`.
|
||||
The averaged-out position of the selected UV vertices.
|
||||
|
||||
|
||||
Image
|
||||
@ -21,7 +21,7 @@ See :doc:`/editors/image/image_settings`.
|
||||
UDIM Tiles
|
||||
----------
|
||||
|
||||
Allows you to manage :doc:`UDIM Tiles </modeling/meshes/uv/workflows/udims>`.
|
||||
See :doc:`UDIM Tiles </modeling/meshes/uv/workflows/udims>`.
|
||||
|
||||
|
||||
Tool Tab
|
||||
@ -36,40 +36,34 @@ View Tab
|
||||
Display
|
||||
-------
|
||||
|
||||
You can set the editors display options in this panel.
|
||||
You can set the editor's display options in this panel.
|
||||
|
||||
.. figure:: /images/editors_uv_sidebar_display-panel.png
|
||||
:align: right
|
||||
|
||||
Display panel: With both an image and UVs selected.
|
||||
|
||||
Aspect Ratio
|
||||
Display Aspect for this image. Does not affect rendering.
|
||||
Aspect Ratio X, Y
|
||||
Display aspect for this image. Does not affect rendering.
|
||||
|
||||
Repeat Image
|
||||
Duplicate the image until it is repeated to fill the main view.
|
||||
Tile the image so it completely fills the editor.
|
||||
|
||||
.. _bpy.types.SpaceUVEditor.show_pixel_coords:
|
||||
|
||||
Pixel Coordinates
|
||||
Display UV coordinates in pixels rather than from 0.0 to 1.0
|
||||
Use pixel coordinates rather than relative coordinates (0 to 1) for the UV Vertex
|
||||
and 2D Cursor Location fields.
|
||||
|
||||
|
||||
2D Cursor
|
||||
---------
|
||||
|
||||
Location X, Y
|
||||
Control 2D cursor location.
|
||||
View and change the location of the 2D Cursor.
|
||||
|
||||
|
||||
Annotations
|
||||
-----------
|
||||
|
||||
Options for the :doc:`annotation tool </interface/annotate_tool>`.
|
||||
Options for the :doc:`Annotate tool </interface/annotate_tool>`.
|
||||
|
||||
|
||||
.. (TODO add) images per type
|
||||
|
||||
Scopes
|
||||
======
|
||||
|
||||
|
@ -23,7 +23,7 @@ The gizmos however are unique for the Preview.
|
||||
.. figure:: /images/editors_vse_type.svg
|
||||
:alt: Preview window
|
||||
|
||||
Figure 1: Preview window of VSE.
|
||||
Figure 1: Preview window of Video Sequencer.
|
||||
|
||||
Sequencer preview is used to display result of rendering Sequencer timeline.
|
||||
This can be further configured to display output from certain channel, overlay or image analyzer (scope).
|
||||
|
@ -89,6 +89,9 @@ Materials
|
||||
See `USD issue #542 <https://github.com/PixarAnimationStudios/USD/issues/542>`__
|
||||
for more information.
|
||||
|
||||
Root Prim
|
||||
If set, add a transform primitive with the given path to the stage as the parent of all exported data.
|
||||
|
||||
Use Settings for
|
||||
Determines the whether to use *Viewport* or *Render* visibility of collection, modifiers,
|
||||
or any other property that can be set for both the *Viewport* and *Render*.
|
||||
|
@ -61,6 +61,13 @@ Disable Wayland (forcing X11)
|
||||
|
||||
WAYLAND_DISPLAY="" blender
|
||||
|
||||
Disable ``libdecor`` (forcing borderless windows under Gnome-Shell)
|
||||
Uninstall ``libdecor``, then run Blender with an empty X11 display variable.
|
||||
|
||||
.. code-block:: sh
|
||||
|
||||
DISPLAY="" blender
|
||||
|
||||
|
||||
Environment Variables
|
||||
---------------------
|
||||
@ -75,14 +82,11 @@ Environment Variables
|
||||
Known Limitations
|
||||
-----------------
|
||||
|
||||
Gnome Shell's Fractional Scaling
|
||||
While Blender supports fractional scaling on KDE & WLROOT's based compositors,
|
||||
gnome-shell-43 has an experimental fractional scaling which is enabled by default on Ubuntu
|
||||
internally this renders a larger buffer then down-scales it and may cause minor glitches such as a
|
||||
`small cursor size <https://projects.blender.org/blender/blender/issues/105895>`__.
|
||||
Gnome Shell's Fractional Scaling (before version 44)
|
||||
Versions of Gnome-Shell prior to 44 don't fully support fractional scaling.
|
||||
|
||||
Wayland now has an API handle fractional scaling (``wp-fractional-scale-v1``),
|
||||
which should eventually resolve this issue.
|
||||
Using fractional under older versions of Gnome-Shell may result in glitches such as a
|
||||
`small cursor size <https://projects.blender.org/blender/blender/issues/105895>`__.
|
||||
|
||||
NVidia GPU
|
||||
Currently NVidia drivers don't fully support features needed for Wayland. Graphical glitches and flickering are
|
||||
@ -127,17 +131,11 @@ Feature Comparison
|
||||
- |cross| :sup:`*2`
|
||||
- | Needed for dragging between windows and
|
||||
| restoring window positions on file load.
|
||||
* - Window Raise/Lower
|
||||
- |tick|
|
||||
- |cross| :sup:`*2`
|
||||
- | Used to bring the render window
|
||||
| to the foreground.
|
||||
|
||||
Other features which both systems support such as Hi-DPI, 3D-mouse, tablet input, ... etc.
|
||||
have been left out of this list.
|
||||
|
||||
| :sup:`*1` In X11 fast cursor motion may exit the window bounds while the cursor is grabbed (transforming for e.g.).
|
||||
| :sup:`*2` Wayland doesn't support setting the window position & depth,
|
||||
as this is a design decision it's unlikely to be supported (see issues for
|
||||
`position <https://projects.blender.org/blender/blender/issues/98928>`__ and
|
||||
`depth <https://projects.blender.org/blender/blender/issues/102985>`__).
|
||||
| :sup:`*2` Wayland doesn't support setting the window position,
|
||||
as this is a design decision it's unlikely to be supported
|
||||
(see issues for `position <https://projects.blender.org/blender/blender/issues/98928>`__).
|
||||
|
@ -58,13 +58,13 @@ Adjust the levels of Color Attributes.
|
||||
|
||||
.. _bpy.ops.gpencil.vertex_color_hsv:
|
||||
|
||||
Hue Saturation Value
|
||||
Hue/Saturation/Value
|
||||
====================
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: Vertex Paint Mode
|
||||
:Menu: :menuselection:`Paint --> Hue Saturation Value`
|
||||
:Menu: :menuselection:`Paint --> Hue/Saturation/Value`
|
||||
|
||||
Adjust the color's HSV values.
|
||||
|
||||
|
@ -8,5 +8,5 @@
|
||||
|
||||
introduction.rst
|
||||
tools.rst
|
||||
tool_settings/brush.rst
|
||||
tool_settings/index.rst
|
||||
weights_menu.rst
|
||||
|
@ -1,8 +1,8 @@
|
||||
.. _tool-grease-pencil-weight-paint-weight:
|
||||
|
||||
*****
|
||||
Brush
|
||||
*****
|
||||
**************
|
||||
Brush Settings
|
||||
**************
|
||||
|
||||
Painting needs paint brushes and Blender provides a Brush panel within the Toolbar
|
||||
when in *Weight Paint Mode*.
|
||||
@ -11,12 +11,17 @@ Brush
|
||||
In the :ref:`Data-Block menu <ui-data-block>` you find predefined Brush presets.
|
||||
And you can create your own custom presets as needed.
|
||||
|
||||
Radius
|
||||
Radius :kbd:`F`
|
||||
The radius defines the area of influence of the brush.
|
||||
Strength
|
||||
This is the amount of paint to be applied per brush stroke.
|
||||
Use Falloff
|
||||
When enabled, use Strength falloff for the brush.
|
||||
Brush Strength decays with the distance from the center of the brush.
|
||||
Weight
|
||||
Weight :kbd:`Ctrl-F`
|
||||
The weight (visualized as a color) to be used by the brush.
|
||||
|
||||
Using :kbd:`Ctrl-RMB` you can set the weight to the value thats under the cursor.
|
||||
Direction :kbd:`D`
|
||||
Brush direction toggle, *Add* adds weight value while *Subtract* removes weight value.
|
||||
This setting can be toggled with :kbd:`D`.
|
||||
|
@ -0,0 +1,10 @@
|
||||
|
||||
#################
|
||||
Tool Settings
|
||||
#################
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 2
|
||||
|
||||
brush.rst
|
||||
options.rst
|
@ -0,0 +1,16 @@
|
||||
|
||||
*******
|
||||
Options
|
||||
*******
|
||||
|
||||
Auto Normalize
|
||||
Ensures that all deforming vertex groups add up to one while painting.
|
||||
When this option is turned off, then all weights of a point can have any value between 0 and 1.
|
||||
However, when vertex groups are used as deform groups for character animation
|
||||
then Blender always interprets the weight values relative to each other.
|
||||
That is, Blender always does a normalization over all deform bones.
|
||||
Hence in practice it is not necessary to maintain a strict normalization and
|
||||
further normalizing weights should not affect animation at all.
|
||||
|
||||
This option works most intuitively when used to maintain normalization while
|
||||
painting on top of weights that are already normalized with another tool.
|
@ -14,6 +14,17 @@ See :doc:`Brush </grease_pencil/modes/weight_paint/tool_settings/brush>` for mor
|
||||
Draw
|
||||
Paints a specified weight over the strokes.
|
||||
|
||||
Blur
|
||||
Smooths out the weighting of adjacent points. In this mode the Weight
|
||||
Value is ignored. The strength defines how much the smoothing is applied.
|
||||
|
||||
Average
|
||||
Smooths weights by painting the average resulting weight from all weights under the brush.
|
||||
|
||||
Smear
|
||||
Smudges weights by grabbing the weights under the brush and "dragging" them.
|
||||
This can be imagined as a finger painting tool.
|
||||
|
||||
:ref:`Annotate <tool-annotate-freehand>`
|
||||
Draw free-hand annotation.
|
||||
|
||||
|
@ -92,12 +92,9 @@ Contour
|
||||
Where the edge becomes the separation line of front/backfacing faces.
|
||||
The silhouette can also be inverted by clicking the invert button.
|
||||
|
||||
:None: Not filtering any lines based on illumination region.
|
||||
:Illuminated: Only selecting lines from illuminated regions.
|
||||
:Shaded: Only selecting lines from shaded regions.
|
||||
:Illuminated (Enclosed Shapes):
|
||||
Selecting lines from lit regions, and make the combination of contour,
|
||||
light contour and shadow lines into enclosed shapes.
|
||||
:Contour: Generate lines from contour.
|
||||
:Silhouette: Only generate lines from the silhouette of the source objects as a whole.
|
||||
:Individual Silhouette: Generate lines from the individual silhouettes of the source objects.
|
||||
|
||||
.. _bpy.types.LineartGpencilModifier.use_crease:
|
||||
|
||||
@ -145,7 +142,7 @@ Cast Shadow
|
||||
|
||||
.. _bpy.types.LineartGpencilModifier.use_overlap_edge_type_support:
|
||||
|
||||
Allow Overlap
|
||||
Allow Overlapping Types
|
||||
Allow an edge to have multiple overlapping types.
|
||||
This will create a separate stroke for each overlapping type.
|
||||
|
||||
|
BIN
manual/images/editors_graph-editor_fcurves_sidebar_modifiers_panel.png
(Stored with Git LFS)
BIN
manual/images/editors_graph-editor_fcurves_sidebar_modifiers_panel.png
(Stored with Git LFS)
Binary file not shown.
BIN
manual/images/editors_uv_introduction_texturing-header.png
(Stored with Git LFS)
BIN
manual/images/editors_uv_introduction_texturing-header.png
(Stored with Git LFS)
Binary file not shown.
BIN
manual/images/editors_uv_overlays.png
(Stored with Git LFS)
Normal file
BIN
manual/images/editors_uv_overlays.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -32,12 +32,12 @@ Outputs
|
||||
Mesh
|
||||
Mesh component of the input geometry.
|
||||
|
||||
Point Cloud
|
||||
Point cloud component of the input geometry.
|
||||
|
||||
Curve
|
||||
Curve component of the input geometry.
|
||||
|
||||
Point Cloud
|
||||
Point cloud component of the input geometry.
|
||||
|
||||
Volume
|
||||
Volume component of the input geometry.
|
||||
|
||||
|
@ -4,7 +4,7 @@
|
||||
Smooth Hair Curves
|
||||
******************
|
||||
|
||||
Smoothes the shape of hair curves.
|
||||
Smooths the shape of hair curves.
|
||||
|
||||
.. peertube:: 7fpUB2eRT6zjMyHRzJ2ZoJ
|
||||
|
||||
|
@ -193,10 +193,8 @@ Follow Active Quads
|
||||
:Menu: :menuselection:`UV --> Follow Active Quads`
|
||||
:Shortcut: :kbd:`U`
|
||||
|
||||
The Follow Active Quads tool takes the selected faces and lays them out
|
||||
by following continuous face loops, even if the mesh face is irregularly-shaped.
|
||||
Note that it does not respect the image size,
|
||||
so you may have to scale them all down a bit to fit the image area.
|
||||
Extrapolate UV's based on the active quad by following continuous face loops,
|
||||
even if the mesh face is irregularly-shaped.
|
||||
|
||||
|
||||
Options
|
||||
@ -205,16 +203,27 @@ Options
|
||||
Edge Length Mode
|
||||
Method to space UV edge loops.
|
||||
|
||||
:Even: Space all UVs evenly.
|
||||
:Length: Todo.
|
||||
:Length Average: Average space UVs edge length of each loop.
|
||||
:Even:
|
||||
Space all UVs evenly, where the shape of the quad in the 3D viewport is ignored.
|
||||
:Length:
|
||||
Each face's UV's are calculated based on the edge length.
|
||||
|
||||
While this minimizes distortion, adjacent loops may become disconnected.
|
||||
:Length Average:
|
||||
Average space UVs edge length of each loop.
|
||||
|
||||
This has the benefit of minimizing distortion, while keeping UV's connected.
|
||||
|
||||
.. note::
|
||||
|
||||
Please note that it is the shape of the active quad in UV space that is being followed,
|
||||
not its shape in 3D space. To get a clean 90-degree unwrap make sure the active quad is
|
||||
a rectangle in UV space before using "Follow active quad".
|
||||
For a clean 90-degree unwrap it's typically best to first make sure the quad a rectangle in UV space.
|
||||
|
||||
Otherwise any distortion in the active UV is extended which doesn't result in a useful grid-layout.
|
||||
|
||||
.. note::
|
||||
|
||||
The resulting unwrap is not clamped within the UV bounds,
|
||||
you may wish to scale down the active quad's UV's so the result is in a usable range.
|
||||
|
||||
.. _bpy.ops.uv.cube_project:
|
||||
|
||||
|
@ -5,6 +5,10 @@
|
||||
Volume Displace Modifier
|
||||
************************
|
||||
|
||||
.. reference::
|
||||
|
||||
This modifier is only available for :doc:`Volume Objects </modeling/volumes/index>`.
|
||||
|
||||
The *Volume Displace* modifier displaces existing volume grids based on a 3D texture.
|
||||
It uses the RGB color channels of the texture to displace the volume into the X, Y and Z direction.
|
||||
|
||||
|
@ -5,6 +5,10 @@
|
||||
Mesh to Volume Modifier
|
||||
***********************
|
||||
|
||||
.. reference::
|
||||
|
||||
This modifier is only available for :doc:`Volume Objects </modeling/volumes/index>`.
|
||||
|
||||
The *Mesh to Volume* modifier uses a mesh to create a new volume grid.
|
||||
All previously existing volume grids on the volume object are discarded.
|
||||
So this modifier is usually added to an empty volume object.
|
||||
|
@ -15,9 +15,12 @@ That particle system will control how the mesh is exploded.
|
||||
Both the number of emitted particles and number of faces determine how granular the *Explode* modifier is.
|
||||
More of each faces and particles will mean more individual pieces.
|
||||
|
||||
Here is a `demo video <https://archive.blender.org/wiki/index.php/File:Manual_-_Explode_Modifier_-_Exploding_Cube_-_
|
||||
2.5.ogg/>`__ showing a cube with a particle system and *Explode* modifier. (`blend-file <https://archive.blender.org/
|
||||
wiki/index.php/File:Manual_-_Explode_Modifier_-_Exploding_Cube_-_2.5.blend>`__).
|
||||
Here is a
|
||||
`demo video <https://archive.blender.org/wiki/index.php/File:Manual_-_Explode_Modifier_-_Exploding_Cube_
|
||||
-_2.5.ogg/>`__
|
||||
showing a cube with a particle system and *Explode* modifier.
|
||||
(`blend-file <https://archive.blender.org/wiki/index.php/File:Manual_-_Explode_Modifier_-_Exploding_Cube_
|
||||
-_2.5.blend>`__).
|
||||
|
||||
.. note::
|
||||
|
||||
|
@ -15,6 +15,8 @@ Most of the settings in the *Shape* panel are shared with those of
|
||||
:doc:`Curves </modeling/curves/properties/shape>`
|
||||
data-blocks, please refer to those for details.
|
||||
|
||||
.. _bpy.types.TextCurve.use_fast_edit:
|
||||
|
||||
Fast Editing
|
||||
Does not fill the letters in Edit Mode, only show their outline.
|
||||
|
||||
@ -101,18 +103,39 @@ but you have to choose between different styles of a same font, or different fon
|
||||
Blender has a number of typographic controls for changing the style and layout of text,
|
||||
found in the *Font* panel.
|
||||
|
||||
.. _bpy.types.TextCharacterFormat.use_bold:
|
||||
|
||||
Bold
|
||||
Toggled with the *Bold* button before typing. Text can also be set to
|
||||
**bold** by selecting it then using the *Bold* entry in the *Text* menu of
|
||||
the 3D Viewport.
|
||||
Italics
|
||||
Toggled with the *Italic* button before typing. Text can also be set to
|
||||
*italic* by selecting it then using the *Italic* entry in the *Text* menu of
|
||||
the 3D Viewport.
|
||||
With no text selected, toggles new text to be **bold**.
|
||||
With text selected, toggles the selected text to be **bold**.
|
||||
Text can also be set to bold by selecting it then using the *Bold*
|
||||
entry in the *Text* menu of the 3D Viewport.
|
||||
|
||||
.. _bpy.types.TextCharacterFormat.use_italic:
|
||||
|
||||
Italic
|
||||
With no text selected, toggles new text to be *italic*.
|
||||
With text selected, toggles the selected text to be *italic*.
|
||||
Text can also be set to italic by selecting it then using the *Bold*
|
||||
entry in the *Text* menu of the 3D Viewport.
|
||||
|
||||
.. _bpy.types.TextCharacterFormat.use_underline:
|
||||
|
||||
Underline
|
||||
Enables underlining, as controlled by the :ref:`underline settings <modeling-text-character-underline>` below.
|
||||
With no text selected, toggles new text to be underline.
|
||||
With text selected, toggles the selected text to be underline.
|
||||
Text can also be set to underline by selecting it then using the *Underline*
|
||||
entry in the *Text* menu of the 3D Viewport.
|
||||
|
||||
See also :ref:`underline settings <modeling-text-character-underline>` below.
|
||||
|
||||
.. _bpy.types.TextCharacterFormat.use_small_caps:
|
||||
|
||||
Small Caps
|
||||
Enable this option to type characters as small caps.
|
||||
With no text selected, toggles new text to be small capitals.
|
||||
With text selected, toggles the selected text to be small capitals.
|
||||
Text can also be set to small caps by selecting it then using the *Small Caps*
|
||||
entry in the *Text* menu of the 3D Viewport.
|
||||
|
||||
The size of the *Small Caps* can be changed with
|
||||
the :ref:`Small Caps Scale setting <modeling-text-character-underline>`.
|
||||
@ -121,9 +144,14 @@ Small Caps
|
||||
Transform
|
||||
---------
|
||||
|
||||
.. _bpy.types.TextCurve.size:
|
||||
|
||||
Size
|
||||
Controls the size of the whole text (no way to control each char size independently).
|
||||
Note however, that chars with different fonts (different styles, see below) might have different visible sizes.
|
||||
|
||||
.. _bpy.types.TextCurve.shear:
|
||||
|
||||
Shear
|
||||
Controls the inclination of the whole text.
|
||||
As similar as it may seem, this is not the same thing as italics style.
|
||||
@ -133,6 +161,8 @@ Shear
|
||||
|
||||
Shear example.
|
||||
|
||||
.. _bpy.types.TextCurve.family:
|
||||
|
||||
Object Font
|
||||
Allows individual objects to be used to render fonts, you can create/model your own complex font inside Blender!
|
||||
This field is used to select the objects prefix name (object "family") to be used
|
||||
@ -153,6 +183,8 @@ Object Font
|
||||
The objects are duplicated so that their center is positioned at
|
||||
the *lower right corner* of the corresponding characters.
|
||||
|
||||
.. _bpy.types.TextCurve.follow_curve:
|
||||
|
||||
Text on Curve
|
||||
Select a curve object for the text object to follow.
|
||||
|
||||
@ -167,15 +199,18 @@ Text on Curve
|
||||
which offers more control, and is the standard way to achieve such effects in modern Blender.
|
||||
|
||||
.. _modeling-text-character-underline:
|
||||
.. _bpy.types.TextCurve.underline_position:
|
||||
|
||||
Underline
|
||||
Toggled with the *Underline* button before typing.
|
||||
Text can also be set to Underlined by selecting it
|
||||
then using the *Underline* entry in the *Text* menu of the 3D Viewport.
|
||||
Underline Position
|
||||
This allows you to shift vertically the position of the underline.
|
||||
|
||||
.. _py.types.TextCurve.underline_height:
|
||||
|
||||
Underline Thickness
|
||||
This controls the thickness of the underline.
|
||||
|
||||
.. _bpy.types.TextCurve.small_caps_scale:
|
||||
|
||||
Small Caps Scale
|
||||
The scaling applied to capital letters to turn them into small caps.
|
||||
|
||||
@ -198,6 +233,8 @@ The *Paragraph* Panel has settings for the alignment and spacing of text.
|
||||
Alignment
|
||||
---------
|
||||
|
||||
.. _bpy.types.TextCurve.align_x:
|
||||
|
||||
Horizontal
|
||||
:Left:
|
||||
Aligns text to the left of the frames when using them,
|
||||
@ -218,6 +255,8 @@ Horizontal
|
||||
|
||||
.. note:: Both *Justify* and *Flush* only work within frames.
|
||||
|
||||
.. _bpy.types.TextCurve.align_y:
|
||||
|
||||
Vertical
|
||||
:Top:
|
||||
- With text boxes, aligns the top of the text to the top of the frames.
|
||||
@ -247,16 +286,27 @@ Vertical
|
||||
Spacing
|
||||
-------
|
||||
|
||||
.. _bpy.types.TextCurve.space_character:
|
||||
|
||||
Character Spacing
|
||||
A factor by which space between each character (kerning) is scaled in width.
|
||||
|
||||
In Edit Mode in the 3D Viewport, you can also control individual kerning
|
||||
at text cursor position by pressing :kbd:`Alt-Left` / :kbd:`Alt-Right` to decrease/increase it.
|
||||
|
||||
.. _bpy.types.TextCurve.space_word:
|
||||
|
||||
Word Spacing
|
||||
A factor by which whitespace between words is scaled in width.
|
||||
|
||||
.. _bpy.types.TextCurve.space_line:
|
||||
|
||||
Line Spacing
|
||||
A factor by which the vertical space between lines is scaled.
|
||||
|
||||
.. _bpy.types.TextCurve.offset_x:
|
||||
.. _bpy.types.TextCurve.offset_y:
|
||||
|
||||
Offset X, Y
|
||||
These settings control the X and Y offset of the text position within the object.
|
||||
This applies relatively to the object's origin, either to the whole text or, when using text boxes, to each frame.
|
||||
@ -284,13 +334,19 @@ If the last frame is reached, text overflows out of it (by default, see options
|
||||
|
||||
Text Boxes panel.
|
||||
|
||||
.. _bpy.ops.font.textbox_add:
|
||||
|
||||
Add Textbox
|
||||
Inserts a new frame, just after the current one (in text flow order).
|
||||
The new frame will have the same size and position as the selected one.
|
||||
|
||||
.._bpy.ops.font.textbox_remove:
|
||||
|
||||
Delete ``X``
|
||||
Delete the current frame.
|
||||
|
||||
.. _bpy.types.TextCurve.overflow:
|
||||
|
||||
Overflow
|
||||
How to handle text overflowing available space in the defined boxes.
|
||||
|
||||
@ -306,10 +362,15 @@ Overflow
|
||||
It will only truncate in *Object Mode*,
|
||||
in *Edit Mode* the whole text remains visible (and overflows as needed).
|
||||
|
||||
.. _bpy.types.TextBox.width:
|
||||
|
||||
Size X, Y
|
||||
Specifies the width and height of the text box, if set to **zero** no word wrapping happens
|
||||
(it is ignored, and the whole text box system is disabled if all are set to a null size).
|
||||
|
||||
.. _bpy.types.TextBox.x:
|
||||
.. _bpy.types.TextBox.y:
|
||||
|
||||
Offset X, Y
|
||||
Controls the *X* and *Y* offset of the frame, i.e. its position.
|
||||
|
||||
|
@ -15,6 +15,8 @@ it determines where new chars will be inserted.
|
||||
|
||||
Select All :kbd:`Ctrl-A`
|
||||
Selects the full text.
|
||||
Top/Bottom :kbd:`Shift-Ctrl-Home`/ :kbd:`Shift-Ctrl-End`
|
||||
Moves the cursor to the start or end of the text object.
|
||||
Next/Previous Character :kbd:`Left`/ :kbd:`Right`
|
||||
You can move the cursor with the arrow keys.
|
||||
Next/Previous Word :kbd:`Ctrl-Left`/ :kbd:`Ctrl-Right`
|
||||
|
@ -49,8 +49,8 @@ Soft bodies are well suited for:
|
||||
|
||||
The following videos may give you some more ideas:
|
||||
|
||||
- https://www.youtube.com/watch?v=hLnY-OFUBzM
|
||||
- https://www.youtube.com/watch?v=qdusMZlBbQ4
|
||||
- `New Penguoen <https://www.youtube.com/watch?v=hLnY-OFUBzM>`__.
|
||||
- `Blender Softbody Simulations <https://www.youtube.com/watch?v=qdusMZlBbQ4>`__.
|
||||
|
||||
|
||||
Creating a Soft Body
|
||||
|
@ -246,8 +246,7 @@ but the only real solution is to use separate graphics cards for display and ren
|
||||
|
||||
Another solution can be to increase the time-out,
|
||||
although this will make the user interface less responsive when rendering heavy scenes.
|
||||
`Learn More Here <https://learn.microsoft.com/en-us/windows-hardware/drivers/display/timeout-detection-and-
|
||||
recovery>`__.
|
||||
`Learn More Here <https://learn.microsoft.com/en-us/windows-hardware/drivers/display/timeout-detection-and-recovery>`__.
|
||||
|
||||
|
||||
CUDA error: Unknown error in cuCtxSynchronize()
|
||||
|
@ -175,7 +175,7 @@ Training Samples
|
||||
.. _bpy.types.CyclesRenderSettings.use_surface_guiding:
|
||||
|
||||
Surface
|
||||
Enable path guiding for the diffuse component of surfaces.
|
||||
Enable path guiding for the diffuse and glossy components of surfaces.
|
||||
|
||||
.. _bpy.types.CyclesRenderSettings.use_volume_guiding:
|
||||
|
||||
|
@ -53,8 +53,8 @@ Falloff
|
||||
|
||||
.. figure:: /images/render_cycles_world-settings_mist-example1-BI.jpg
|
||||
|
||||
Mist example (`blend-file <https://archive.blender.org/wiki/index.php/File:25-Manual-World-Mist-
|
||||
Example1.blend>`__).
|
||||
Mist example
|
||||
(`blend-file <https://archive.blender.org/wiki/index.php/File:25-Manual-World-Mist-Example1.blend>`__).
|
||||
|
||||
|
||||
.. _bpy.types.CyclesVisibilitySettings.camera:
|
||||
|
@ -91,7 +91,7 @@ Frame Sequence Workflow
|
||||
=======================
|
||||
|
||||
#. First prepare your animation.
|
||||
#. In the *Dimensions* panel, choose the render size, Pixel Aspect Ratio, and the Range of Frames to use,
|
||||
#. In the *Format* panel, choose the render size, Pixel Aspect Ratio, and the Range of Frames to use,
|
||||
as well as the frame rate, which should already be set.
|
||||
#. In the Output panel set up your animation to be rendered out as images,
|
||||
generally using a format that does not compromise any quality.
|
||||
|
@ -9,7 +9,7 @@
|
||||
bright_contrast.rst
|
||||
gamma.rst
|
||||
hue_saturation.rst
|
||||
invert.rst
|
||||
invert_color.rst
|
||||
light_falloff.rst
|
||||
mix.rst
|
||||
rgb_curves.rst
|
||||
|
@ -1,4 +1,4 @@
|
||||
.. _bpy.types.ShaderNodeInvert:
|
||||
.. DO NOT EDIT FILE. This is simply a stub which copies everything from the link below.
|
||||
.. include:: /compositing/types/color/invert.rst
|
||||
.. include:: /compositing/types/color/invert_color.rst
|
||||
:start-after: .. --- copy below this line ---
|
@ -157,14 +157,19 @@ Other
|
||||
Attributes
|
||||
==========
|
||||
|
||||
Some object, particle and mesh attributes are available to the built-in ``getattribute()`` function.
|
||||
UV maps and Color Attributes can be retrieved using their name.
|
||||
Other attributes are listed below:
|
||||
Geometry attributes can be read through the ``getattribute()`` function.
|
||||
This includes UV maps, color attributes and any attributes output from geometry nodes.
|
||||
|
||||
The following built-in attributes are available through ``getattribute()`` as well.
|
||||
|
||||
``geom:generated``
|
||||
Generated texture coordinates.
|
||||
Automatically generated texture coordinates, from undeformed mesh.
|
||||
``geom:uv``
|
||||
Default render UV map.
|
||||
``geom:tangent``
|
||||
Default tangent vector along surface, in object space.
|
||||
``geom:undisplaced``
|
||||
Position before displacement, in object space.
|
||||
``geom:dupli_generated``
|
||||
For instances, generated coordinate from instancer object.
|
||||
``geom:dupli_uv``
|
||||
@ -177,26 +182,38 @@ Other attributes are listed below:
|
||||
Vertex coordinates array of the polygon (always three vertices currently).
|
||||
``geom:name``
|
||||
Name of the object.
|
||||
``geom:is_smooth``
|
||||
Is mesh face smooth or flat shaded.
|
||||
``geom:is_curve``
|
||||
Is object a strand or not.
|
||||
Is object a curve or not.
|
||||
``geom:curve_intercept``
|
||||
Point along the strand, from root to tip.
|
||||
0..1 coordinate for point along the curve, from root to tip.
|
||||
``geom:curve_thickness``
|
||||
Thickness of the strand.
|
||||
Thickness of the curve in object space.
|
||||
``geom:curve_length``
|
||||
Length of the curve in object space.
|
||||
``geom:curve_tangent_normal``
|
||||
Tangent Normal of the strand.
|
||||
``geom:is_point``
|
||||
Is point in a point cloud or not.
|
||||
``geom:point_radius``
|
||||
Radius of point in point cloud.
|
||||
``geom:point_position``
|
||||
Center position of point in point cloud.
|
||||
``geom:point_random``
|
||||
Random number, different for every point in point cloud.
|
||||
``path:ray_length``
|
||||
Ray distance since last hit.
|
||||
``object:random``
|
||||
Random number, different for every object instance.
|
||||
``object:index``
|
||||
Object unique instance index.
|
||||
``object:location``
|
||||
Object location.
|
||||
``object:index``
|
||||
Object index number.
|
||||
``object:random``
|
||||
Per object random number generated from object index and name.
|
||||
``material:index``
|
||||
Material index number.
|
||||
Material unique index number.
|
||||
``particle:index``
|
||||
Particle instance number.
|
||||
Particle unique instance number.
|
||||
``particle:age``
|
||||
Particle age in frames.
|
||||
``particle:lifetime``
|
||||
@ -226,3 +243,16 @@ This function cannot be used instead of lighting;
|
||||
the main purpose is to allow shaders to "probe" nearby geometry,
|
||||
for example to apply a projected texture that can be blocked by geometry,
|
||||
apply more "wear" to exposed geometry, or make other ambient occlusion-like effects.
|
||||
|
||||
Metadata
|
||||
========
|
||||
|
||||
Metadata on parameters controls their display in the user interface. The following
|
||||
metadata is supported:
|
||||
|
||||
``[[ string label = "My Label" ]]``
|
||||
Name of parameter in in the user interface
|
||||
``[[ string widget = "null" ]]``
|
||||
Hide parameter in the user interface.
|
||||
``[[ string widget = "boolean" ]]`` and ``[[ string widget = "checkbox" ]]``
|
||||
Display integer parameter as a boolean checkbox.
|
||||
|
@ -63,7 +63,7 @@ Projection
|
||||
this origin onto this sphere. This projection is, of course, perfect for spherical objects
|
||||
such as planets, and is also useful for organic objects.
|
||||
:Tube:
|
||||
Wrap the image around a cylinder with origin (0.5, 0.5, 0) and height 1, and project the
|
||||
Wrap the image around a cylinder with base (0.5, 0.5, 0) and height 1, and project the
|
||||
*Vector* horizontally from the central axis onto this cylinder. This projection is useful for
|
||||
a label on a bottle, for example. However, it's not suited for the top or bottom side of objects.
|
||||
|
||||
|
@ -135,7 +135,7 @@ Size X, Y, Z
|
||||
|
||||
Sample Bias :guilabel:`Sculpt Mode`
|
||||
Value added to texture samples.
|
||||
This can be used if the midlevel of a height map is not correct.
|
||||
This can be used if the mid-level of a height map is not correct.
|
||||
|
||||
.. _bpy.types.Brush.use_color_as_displacement:
|
||||
|
||||
|
@ -12,7 +12,7 @@ When executed, it uniformly expand outwards a pattern from the vertex under the
|
||||
|
||||
These operators are meant to be used interactively through the shortcut.
|
||||
|
||||
There is also a `full showcase of the Expand features and use cases <https://www.youtube.com/watch?v=XT7h6lmE5bc>`_.
|
||||
There is also a `full showcase of the Expand features and use cases <https://www.youtube.com/watch?v=XT7h6lmE5bc>`__.
|
||||
|
||||
.. figure:: /images/sculpt-paint_sculpting_expand_example.png
|
||||
|
||||
|
@ -27,4 +27,4 @@ but other transform brushes like :doc:`Pose </sculpt_paint/sculpting/tools/pose>
|
||||
:doc:`Boundary </sculpt_paint/sculpting/tools/boundary>` also support cloth sculpting in the brush settings.
|
||||
|
||||
A demo file for trying out the various brushes and tools is available
|
||||
`here <https://www.blender.org/download/demo-files/#sculpting>`_.
|
||||
`here <https://www.blender.org/download/demo-files/#sculpting>`__.
|
||||
|
@ -34,10 +34,11 @@ to displace geometry in three directions instead of just one.
|
||||
.. figure:: /images/sculpt-paint_sculpt_vdm_example.png
|
||||
:width: 580px
|
||||
|
||||
An example of various VDM brushes used on a smooth head from the offical demo file.
|
||||
An example of various VDM brushes used on a smooth head from the official demo file.
|
||||
|
||||
`Download the demo file <https://www.blender.org/download/demo-files/#sculpting>`_ for more information and to try
|
||||
the feature out.
|
||||
For easy creation of VDM brushes, enable the :doc:`VDM Brush Baker </addons/baking/vdm_brush_baker>` addon.
|
||||
`Download the demo file <https://www.blender.org/download/demo-files/#sculpting>`__
|
||||
for more information and to try the feature out.
|
||||
|
||||
To use this feature, enable :ref:`Vector Displacement <bpy.types.Brush.use_color_as_displacement>` in the texture
|
||||
panel. All :ref:`stroke methods <bpy.types.Brush.stroke_method>` are supported, but the recommended behavior is
|
||||
|
@ -58,7 +58,7 @@ Levels
|
||||
|
||||
.. _bpy.ops.paint.vertex_color_hsv:
|
||||
|
||||
Hue Saturation Value
|
||||
Hue/Saturation/Value
|
||||
Adjust the HSV values of the selected vertices.
|
||||
|
||||
.. _bpy.ops.paint.vertex_color_brightness_contrast:
|
||||
|
@ -28,7 +28,7 @@ Expand
|
||||
Snapping
|
||||
^^^^^^^^
|
||||
|
||||
It is possible to enable snapping in the header of the VSE.
|
||||
It is possible to enable snapping in the header of the Video Sequencer.
|
||||
The snapping behavior can be configured as follows:
|
||||
|
||||
.. _bpy.types.SequencerToolSettings.snap_to_current_frame:
|
||||
|
41
pyproject.toml
Normal file
41
pyproject.toml
Normal file
@ -0,0 +1,41 @@
|
||||
# SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
[tool.autopep8]
|
||||
# Configuration for `autopep8`, allowing the command: autopep8 .
|
||||
# to reformat all source files.
|
||||
#
|
||||
# NOTE: the settings defined here map directly to command line arguments
|
||||
# which will override these settings when passed in to autopep8.
|
||||
|
||||
max_line_length = 120
|
||||
|
||||
ignore = [
|
||||
# Info: Use `isinstance()` instead of comparing types directly.
|
||||
# Why disable? Changes code logic, in rare cases we want to compare exact types.
|
||||
"E721",
|
||||
# Info: Fix bare except.
|
||||
# Why disable? Disruptive, leave our exceptions alone.
|
||||
"E722",
|
||||
# Info: Fix module level import not at top of file.
|
||||
# Why disable? Re-ordering imports is disruptive and breaks some scripts
|
||||
# that need to check if a module has already been loaded in the case of reloading.
|
||||
"E402",
|
||||
# Info: Fix various deprecated code (via lib2to3)
|
||||
# Why disable? Does nothing besides incorrectly adding a duplicate import,
|
||||
# could be reported as a bug except this is likely to be removed soon, see:
|
||||
# https://github.com/python/cpython/issues/84540.
|
||||
"W690",
|
||||
]
|
||||
|
||||
# Use aggressive as many useful edits are disabled unless it's enabled.
|
||||
# Any edits which are overly disruptive or risky can be removed in the `ignore` list.
|
||||
aggressive = 2
|
||||
|
||||
# Exclude:
|
||||
# - `./tools/svn_rev_map` because it's a large data-file.
|
||||
exclude = """
|
||||
./tools/svn_rev_map/sha1_to_rev.py,
|
||||
"""
|
||||
|
||||
# Omit settings such as `jobs`, `in_place` & `recursive` as they can cause editor utilities that auto-format on save
|
||||
# to fail if the STDIN/STDOUT is used for formatting (which isn't compatible with these options).
|
@ -144,3 +144,7 @@ RedirectMatch "^/manual/{lang}/{version}/modeling/geometry_nodes/utilities/align
|
||||
RedirectMatch "^/manual/{lang}/{version}/modeling/geometry_nodes/utilities/rotate_euler.html" "/manual/{lang}/{version}/modeling/geometry_nodes/utilities/rotation/rotate_euler.html"
|
||||
|
||||
RedirectMatch "^/manual/{lang}/{version}/editors/graph_editor/channels.html" "/manual/{lang}/{version}/editors/graph_editor/channels/index.html"
|
||||
|
||||
RedirectMatch "^/manual/{lang}/{version}/compositing/types/color/invert.html" "^/manual/{lang}/{version}/compositing/types/color/invert_color.html"
|
||||
RedirectMatch "^/manual/{lang}/{version}/editors/texture_node/types/color/invert.html" "^/manual/{lang}/{version}/editors/texture_node/types/color/invert_color.html"
|
||||
RedirectMatch "^/manual/{lang}/{version}/render/shader_nodes/color/invert.html" "^/manual/{lang}/{version}/render/shader_nodes/color/invert_color.html"
|
||||
|
9287
tools/svn_rev_map/sha1_to_rev.py
Normal file
9287
tools/svn_rev_map/sha1_to_rev.py
Normal file
File diff suppressed because it is too large
Load Diff
@ -1,325 +1,188 @@
|
||||
#!/usr/bin/env python3
|
||||
# Apache License, Version 2.0
|
||||
# <pep8 compliant>
|
||||
|
||||
"""
|
||||
This script extracts RST fro Blender's "--help",
|
||||
using simple conventions & REGEX parsing.
|
||||
|
||||
Example:
|
||||
python tools_maintenance/blender_help_extract.py /path/to/blender manual/advanced/command_line/arguments.rst
|
||||
"""
|
||||
|
||||
# Conversion from There are some cases which aren't handled (and aren't needed at the moment),
|
||||
# noting for completeness.
|
||||
#
|
||||
# - Multi-line code-blocks as each block is currently only a single line.
|
||||
# - Skip parsing text inside comment blocks (literal quoting single brackets for e.g.).
|
||||
|
||||
import os
|
||||
import re
|
||||
|
||||
# This script extracts the '--help' message from Blender's source code,
|
||||
# using primitive regex parsing.
|
||||
#
|
||||
# e.g:
|
||||
# python tools_maintenance/blender_help_extract.py \
|
||||
# ../blender/source/creator/creator_args.c \
|
||||
# manual/advanced/command_line/arguments.rst
|
||||
import subprocess
|
||||
|
||||
|
||||
def text_remove_comments(text):
|
||||
def replacer(match):
|
||||
s = match.group(0)
|
||||
if s.startswith('/'):
|
||||
return " "
|
||||
else:
|
||||
return s
|
||||
pattern = re.compile(
|
||||
r'//.*?$|/\*.*?\*/|\'(?:\\.|[^\\\'])*\'|"(?:\\.|[^\\"])*"',
|
||||
re.DOTALL | re.MULTILINE
|
||||
)
|
||||
return re.sub(pattern, replacer, text)
|
||||
|
||||
|
||||
def text_remove_preprocess(text):
|
||||
lines = text.split("\n")
|
||||
non_comment_lines = [line for line in lines if not line.strip().startswith("#")]
|
||||
return "\n".join(non_comment_lines)
|
||||
|
||||
def text_join_lines(text):
|
||||
lines = text.split("\n")
|
||||
lines_out = [[]]
|
||||
for l in lines:
|
||||
lines_out[-1].append(l)
|
||||
if l.endswith((";", "{", ")", "}")) or l.lstrip().startswith("#"):
|
||||
lines_out.append([])
|
||||
text = "\n".join(
|
||||
[
|
||||
" ".join(l.lstrip() if i != 0 else l for i, l in enumerate(l_group))
|
||||
for l_group in lines_out
|
||||
]
|
||||
def help_text_make_version_and_usage_substitution(text: str) -> str:
|
||||
text = re.sub(
|
||||
re.compile(r"^(Blender) +\d.*\n(Usage:) +(.*)$", flags=re.MULTILINE),
|
||||
lambda x: (
|
||||
"| {:s} |BLENDER_VERSION|\n"
|
||||
"| {:s} ``{:s}``"
|
||||
).format(x.group(1), x.group(2), x.group(3)),
|
||||
text,
|
||||
)
|
||||
return text
|
||||
|
||||
|
||||
def text_expand_macros(text):
|
||||
# CB() macro
|
||||
def replacer_CB(match):
|
||||
return match.group(2) + "_doc, " + match.group(2)
|
||||
def help_text_make_args_literal(text: str) -> str:
|
||||
|
||||
pattern_CB = re.compile(
|
||||
r'\b(CB)\s*\(([^\,]+)\)',
|
||||
re.DOTALL | re.MULTILINE
|
||||
re_content_table = (
|
||||
(
|
||||
re.compile(r"(\-+[A-Za-z\-]+)"),
|
||||
lambda x: "``" + x.group(1) + "``",
|
||||
),
|
||||
)
|
||||
|
||||
# CB_EX() macro
|
||||
def replacer_CB_EX(match):
|
||||
return match.group(2) + "_doc_" + match.group(3) + ", " + match.group(2)
|
||||
re_argument_line = re.compile(r"^(\s*)(\-+[A-Za-z\-]+.*)$", flags=re.MULTILINE)
|
||||
|
||||
pattern_CB_EX = re.compile(
|
||||
r'\b(CB_EX)\s*\(([^\,]+),\s*([^\)]+)\)',
|
||||
re.DOTALL | re.MULTILINE
|
||||
def re_argument_line_fn(x: re.Match[str]) -> str:
|
||||
indent = x.group(1)
|
||||
content = x.group(2)
|
||||
|
||||
for re_expr, re_fn in re_content_table:
|
||||
content = re.sub(re_expr, re_fn, content)
|
||||
|
||||
# Weak but works to replace or's with commas.
|
||||
content = content.replace("`` or ``-", "``, ``-", 1)
|
||||
return indent + content
|
||||
|
||||
text = re.sub(re_argument_line, re_argument_line_fn, text)
|
||||
return text
|
||||
|
||||
|
||||
def help_text_make_single_quotes_literal(text: str) -> str:
|
||||
re_table = (
|
||||
(
|
||||
re.compile(r"(\s+)'([^\']+)'"),
|
||||
lambda x: x.group(1) + "``" + x.group(2) + "``",
|
||||
),
|
||||
(
|
||||
re.compile(r"([-+]?<[A-Za-z_0-9\(\)]+>)"),
|
||||
lambda x: "``" + x.group(1) + "``",
|
||||
),
|
||||
)
|
||||
|
||||
# STRINGIFY_ARG() macro
|
||||
def replacer_STRINGIFY_ARG(match):
|
||||
return "\"``" + match.group(2) + "``\""
|
||||
|
||||
pattern_STRINGIFY_ARG = re.compile(
|
||||
r'\b(STRINGIFY_ARG)\s*\(([^\)]+)\)',
|
||||
re.DOTALL | re.MULTILINE
|
||||
)
|
||||
|
||||
text = re.sub(pattern_CB, replacer_CB, text)
|
||||
text = re.sub(pattern_CB_EX, replacer_CB_EX, text)
|
||||
text = re.sub(pattern_STRINGIFY_ARG, replacer_STRINGIFY_ARG, text)
|
||||
for re_expr, re_fn in re_table:
|
||||
text = re.sub(re_expr, re_fn, text)
|
||||
|
||||
return text
|
||||
|
||||
|
||||
def text_extract_args(text):
|
||||
def help_text_make_title_and_dedent(text: str) -> str:
|
||||
re_title = re.compile(r"\n\n([A-Z][^:]+):$", flags=re.MULTILINE)
|
||||
title_char = "="
|
||||
|
||||
args = {}
|
||||
# use replace to scan (misuse!)
|
||||
|
||||
def replacer(match):
|
||||
fn = match.group(1)
|
||||
s = match.group(2)
|
||||
|
||||
# remove first 2 args
|
||||
s = s.split(',', 1)[-1]
|
||||
# remove last 2 args
|
||||
s = s.rsplit(',', 2)[0]
|
||||
|
||||
if fn == "BLI_args_add":
|
||||
# get first 2 args
|
||||
arg_short, arg_long, s = [w.strip() for w in s.split(",", 2)]
|
||||
elif fn == "BLI_args_add_case":
|
||||
# get first 2 args
|
||||
arg_short, _, arg_long, _, s = [w.strip() for w in s.split(",", 4)]
|
||||
del _
|
||||
else:
|
||||
# should never happen
|
||||
raise Exception("Bad function call %r" % fn)
|
||||
|
||||
if arg_short == "NULL":
|
||||
arg_short = None
|
||||
else:
|
||||
arg_short = eval(arg_short, {})
|
||||
if arg_long == "NULL":
|
||||
arg_long = None
|
||||
else:
|
||||
arg_long = eval(arg_long, {})
|
||||
args[arg_short, arg_long] = s
|
||||
|
||||
# print(arg_short, arg_long, s)
|
||||
|
||||
pattern = re.compile(
|
||||
r'\b(BLI_args_add[_case]*)\s*\(((?:(?!\)\s*;).)*?)\)\s*;',
|
||||
re.DOTALL | re.MULTILINE
|
||||
)
|
||||
|
||||
re.sub(pattern, replacer, text)
|
||||
return args
|
||||
|
||||
|
||||
def text_extract_strings(text):
|
||||
strings = {}
|
||||
# use replace to scan (misuse!)
|
||||
|
||||
text = (
|
||||
text
|
||||
).replace(
|
||||
"PY_ENABLE_AUTO", " \" (default)\""
|
||||
).replace(
|
||||
"PY_DISABLE_AUTO", " \"\""
|
||||
).replace(
|
||||
"STRINGIFY(BLENDER_STARTUP_FILE)", "\"startup.blend\""
|
||||
).replace(
|
||||
"STRINGIFY(BLENDER_MAX_THREADS)", "\"1024\""
|
||||
)
|
||||
|
||||
def replacer(match):
|
||||
var = match.group(1).strip()
|
||||
s = match.group(2)
|
||||
s = " ".join([w.strip() for w in s.split("\n")])
|
||||
s = eval(s, {})
|
||||
strings[var] = s
|
||||
|
||||
pattern = re.compile(
|
||||
r'\bstatic\s+const\s+char\s+([A-Za-z0-9_]+)\[\]\s*=\s*((?:(?!"\s*;).)*?")\s*;',
|
||||
re.DOTALL | re.MULTILINE
|
||||
)
|
||||
|
||||
re.sub(pattern, replacer, text)
|
||||
return strings
|
||||
|
||||
|
||||
def text_extract_help(text, args, static_strings):
|
||||
func_id = 'static int arg_handle_print_help(int UNUSED(argc), const char **UNUSED(argv), void *data)\n'
|
||||
index_start = text.find(func_id)
|
||||
assert(index_start != -1)
|
||||
index_end = text.find("exit(0);", index_start)
|
||||
# print(index_start, index_end)
|
||||
body = text[index_start + len(func_id):index_end]
|
||||
body = [l for l in body.split("\n") if not l.strip().startswith("#")]
|
||||
body = [l.strip() for l in body]
|
||||
body = [l for l in body if l]
|
||||
|
||||
# args dicts
|
||||
args_short = {}
|
||||
args_long = {}
|
||||
args_used = set()
|
||||
|
||||
for (arg_short, arg_long), value in args.items():
|
||||
if arg_short is not None:
|
||||
args_short[arg_short] = (arg_short, arg_long), value
|
||||
if arg_long is not None:
|
||||
args_long[arg_long] = (arg_short, arg_long), value
|
||||
# there is some overlap in short/long args, second pass to fix
|
||||
# by assigning long-only
|
||||
for (arg_short, arg_long), value in args.items():
|
||||
if arg_short is not None:
|
||||
if arg_long is None:
|
||||
args_short[arg_short] = (arg_short, arg_long), value
|
||||
|
||||
def args_get(arg):
|
||||
value = args_long.get(arg)
|
||||
if value is None:
|
||||
value = args_short.get(arg)
|
||||
if value is None:
|
||||
raise Exception("Can't find %r" % arg)
|
||||
return value
|
||||
|
||||
text_rst = []
|
||||
|
||||
# execute the code!
|
||||
other_vars = {
|
||||
"BKE_blender_version_string": lambda: "|BLENDER_VERSION|",
|
||||
}
|
||||
|
||||
def write_arg(arg):
|
||||
(arg_short, arg_long), arg_text = args_get(arg)
|
||||
args_used.add((arg_short, arg_long))
|
||||
|
||||
# replacement table
|
||||
arg_text = re.sub(r"\"\s*STRINGIFY_ARG\s*\(([a-zA-Z0-9_]+)\)\"", r"``\1``", arg_text)
|
||||
arg_text = arg_text.replace('" STRINGIFY(BLENDER_MAX_THREADS) "', "64")
|
||||
arg_text = arg_text.replace('" STRINGIFY(BLENDER_STARTUP_FILE) "', "startup.blend")
|
||||
arg_text = arg_text.replace('" PY_ENABLE_AUTO', '\"')
|
||||
arg_text = arg_text.replace('" PY_DISABLE_AUTO', ', (default).\"')
|
||||
|
||||
# print(arg_text)
|
||||
arg_text = eval(arg_text, static_strings)
|
||||
arg_text = arg_text.replace("\t", " ")
|
||||
|
||||
text_rst.append("``" + "``, ``".join([w for w in (arg_short, arg_long) if w is not None]) + "`` ")
|
||||
text_rst.append(arg_text + "\n")
|
||||
|
||||
ind_re = None
|
||||
for l in body:
|
||||
if l.startswith("printf"):
|
||||
l = eval(l.replace("printf(", "").replace(");", ""), other_vars)
|
||||
if type(l) is tuple:
|
||||
# Run the C-style string format.
|
||||
l = l[0] % l[1:]
|
||||
if l.lstrip() == l and l.strip("\n").endswith(":"):
|
||||
# Create RST heading & unique reference target.
|
||||
l = l.strip(":\n")
|
||||
l = (
|
||||
def re_title_fn(x: re.Match[str]) -> str:
|
||||
heading = x.group(1)
|
||||
return (
|
||||
"\n"
|
||||
"\n"
|
||||
".. _command-line-args-%s:\n"
|
||||
".. _command-line-args-{:s}:\n"
|
||||
"\n"
|
||||
"%s\n"
|
||||
"%s\n"
|
||||
"\n"
|
||||
) % (
|
||||
# Create reference so each heading can be linked to.
|
||||
"".join([(c if c.isalpha() else "-") for c in l.lower()]),
|
||||
# The heading.
|
||||
l,
|
||||
# Heading underline.
|
||||
len(l) * "=",
|
||||
"{:s}\n"
|
||||
"{:s}\n"
|
||||
).format(
|
||||
"".join([(c if c.isalpha() else "-") for c in heading.lower()]),
|
||||
heading,
|
||||
(title_char * len(heading)),
|
||||
)
|
||||
ind_re = None
|
||||
|
||||
text = re.sub(re_title, re_title_fn, text)
|
||||
|
||||
# Un-indent entirely indented blocks (directly after the title).
|
||||
lines = text.splitlines(keepends=False)
|
||||
i = 0
|
||||
while i < len(lines):
|
||||
if not (lines[i].startswith(title_char) and lines[i].strip(title_char) == ""):
|
||||
# Not a title, continue.
|
||||
i += 1
|
||||
continue
|
||||
|
||||
# We have a title, check the next non-blank line.
|
||||
i_next = i + 1
|
||||
while lines[i_next] == "":
|
||||
i_next += 1
|
||||
if not lines[i_next].startswith(" "):
|
||||
# No indentation, continue.
|
||||
i = i_next
|
||||
continue
|
||||
|
||||
# Measure indent and de-dent until indentation not met.
|
||||
indent_len = len(lines[i_next]) - len(lines[i_next].lstrip())
|
||||
indent = " " * indent_len
|
||||
while i_next < len(lines):
|
||||
if lines[i_next].startswith(indent):
|
||||
lines[i_next] = lines[i_next][indent_len:]
|
||||
elif lines[i_next] == "":
|
||||
pass
|
||||
else:
|
||||
# unindent to the previous min indent
|
||||
for _ in range(2):
|
||||
if ind_re is None:
|
||||
ind_re = r"\A\t{0,}"
|
||||
ind_m = re.match(ind_re, l)
|
||||
if ind_m:
|
||||
ind_re = r"\A\t{" + str(ind_m.end(0)) + r"}"
|
||||
l = re.sub(ind_re, '', l)
|
||||
break
|
||||
else:
|
||||
# indent is less than before
|
||||
ind_re = None
|
||||
i_next += 1
|
||||
|
||||
l = l.replace("\t", " ")
|
||||
i = i_next
|
||||
|
||||
text_rst.append(l)
|
||||
elif l.startswith("BLI_args_print_arg_doc("):
|
||||
arg = l.split(",")[-1].strip(");\n")
|
||||
arg = eval(arg, {})
|
||||
write_arg(arg)
|
||||
elif l.startswith("BLI_args_print_other_doc("):
|
||||
items = list(args.items())
|
||||
# sort as strings since we can't order (None <> str)
|
||||
items.sort(key=lambda i: str(i[0]))
|
||||
for key, value in items:
|
||||
if key not in args_used:
|
||||
write_arg(key[0] or key[1])
|
||||
text = "\n".join(lines)
|
||||
|
||||
text_rst = "".join(text_rst)
|
||||
return text
|
||||
|
||||
# not essential, but nice to have <word> as ``<word>``
|
||||
text_rst = re.sub(r"([\+\-]*<[a-zA-Z0-9\(\)_\-]+>)", r"``\1``", text_rst)
|
||||
|
||||
# ------
|
||||
# Post process (formatting)
|
||||
# text_rst = re.split(r"\\n|[()]", text_rst)
|
||||
text_rst = text_rst.splitlines()
|
||||
def help_text_make_environment_variables(text: str) -> str:
|
||||
env_vars = []
|
||||
|
||||
for i, l in enumerate(text_rst):
|
||||
# detect env var list
|
||||
l_strip = l.lstrip()
|
||||
if l_strip.startswith("$"):
|
||||
l_strip, l_tail = l_strip.lstrip("$").split(" ", 1)
|
||||
if l_strip.isupper():
|
||||
l = ":%s: %s" % (l_strip, l_tail)
|
||||
del l_tail
|
||||
elif l_strip.startswith("#"):
|
||||
indent = l[:len(l) - len(l_strip)]
|
||||
l = "\n" + indent + ".. code-block:: sh\n\n" + indent + " " + l.lstrip("# ") + "\n"
|
||||
else:
|
||||
# use "'" as "``", except when used as plural, e.g. "Python's"
|
||||
l = re.sub("(?<![a-z])'|'(?![st])", "``", l)
|
||||
del l_strip
|
||||
# Single lines.
|
||||
re_env = re.compile(r"^(\s*)\$([A-Z][A-Z0-9_]*)(\s+)", flags=re.MULTILINE)
|
||||
|
||||
text_rst[i] = l.rstrip(" ")
|
||||
def re_env_fn(x: re.Match[str]) -> str:
|
||||
env_var = x.group(2)
|
||||
env_vars.append(env_var)
|
||||
return x.group(1) + ":" + env_var + ":" + x.group(3)
|
||||
|
||||
# finally, make switches literal if they proceed literal args
|
||||
# or have their own line.
|
||||
# -a ``<b>`` ... --> ``-a`` ``<b>``
|
||||
# and...
|
||||
# -a --> ``-a``
|
||||
for i, l in enumerate(text_rst):
|
||||
if l.lstrip().startswith("-"):
|
||||
l = re.sub(r"(\s+)(\-[a-z])(\s+``)", r"\1``\2``\3", l)
|
||||
l = re.sub(r"^(\s+)(\-[a-z])$", r"\1``\2``", l)
|
||||
text_rst[i] = l
|
||||
text = re.sub(re_env, re_env_fn, text)
|
||||
|
||||
text_rst = [
|
||||
".. DO NOT EDIT THIS FILE, GENERATED BY %r\n" % os.path.basename(__file__),
|
||||
def re_env_var_quote_fn(x: re.Match[str]) -> str:
|
||||
beg, end = x.span(1)
|
||||
# Ignore environment variables that were just converted into field definitions.
|
||||
if x.string[beg - 1] == ":" and x.string[end] == ":":
|
||||
# Do nothing.
|
||||
return x.group(1)
|
||||
|
||||
return "``" + x.group(1) + "``"
|
||||
|
||||
# Now literal quote all environment variables.
|
||||
re_env_var_quote = re.compile(r"\b({:s}\b)".format("|".join(env_vars)))
|
||||
text = re.sub(re_env_var_quote, re_env_var_quote_fn, text)
|
||||
return text
|
||||
|
||||
|
||||
def help_text_make_code_blocks(text: str) -> str:
|
||||
re_code_block = re.compile(r"^(\s*)(# .*)$", flags=re.MULTILINE)
|
||||
|
||||
def re_code_block_fn(x: re.Match[str]) -> str:
|
||||
indent = x.group(1)
|
||||
content = x.group(2)
|
||||
return (
|
||||
"\n"
|
||||
"{:s}.. code-block:: sh\n"
|
||||
"\n"
|
||||
"{:s} {:s}\n"
|
||||
).format(indent, indent, content[1:].lstrip())
|
||||
|
||||
text = re.sub(re_code_block, re_code_block_fn, text)
|
||||
|
||||
return text
|
||||
|
||||
|
||||
def help_text_as_rst(text: str) -> str:
|
||||
text_header = (
|
||||
".. DO NOT EDIT THIS FILE, GENERATED BY '{:s}'\n"
|
||||
"\n"
|
||||
" CHANGES TO THIS FILE MUST BE MADE IN BLENDER'S SOURCE CODE, SEE:\n"
|
||||
" https://projects.blender.org/blender/blender/src/branch/main/source/creator/creator_args.c\n"
|
||||
@ -330,46 +193,69 @@ def text_extract_help(text, args, static_strings):
|
||||
"Command Line Arguments\n"
|
||||
"**********************\n"
|
||||
"\n"
|
||||
] + text_rst
|
||||
).format(os.path.basename(__file__))
|
||||
|
||||
text_rst = "\n".join(text_rst)
|
||||
text_rst = text_rst + "\n"
|
||||
text_rst = text_rst.replace("\n\n\n\n", "\n\n\n")
|
||||
# Expand tabs & strip trailing space.
|
||||
text = text.expandtabs(3)
|
||||
text = "\n".join([line.rstrip() for line in text.splitlines()]) + "\n"
|
||||
|
||||
return text_rst
|
||||
text = help_text_make_version_and_usage_substitution(text)
|
||||
text = help_text_make_args_literal(text)
|
||||
text = help_text_make_single_quotes_literal(text)
|
||||
text = help_text_make_title_and_dedent(text)
|
||||
text = help_text_make_environment_variables(text)
|
||||
text = help_text_make_code_blocks(text)
|
||||
|
||||
# Hack: `/?` is a special case.
|
||||
text = text.replace("\n/?\n", "\n``/?``\n", 1)
|
||||
|
||||
# Apply the header last (no need for it to be parsed).
|
||||
return text_header + text
|
||||
|
||||
|
||||
def main():
|
||||
def main() -> None:
|
||||
import sys
|
||||
source_file = sys.argv[-2]
|
||||
blender_bin = sys.argv[-2]
|
||||
output_file = sys.argv[-1]
|
||||
|
||||
if not source_file.endswith("creator_args.c"):
|
||||
print("Expected 'creator_args.c' to be passed as the second last argument")
|
||||
return
|
||||
if not output_file.endswith(".rst"):
|
||||
print("Expected an '.rst' file to be passed as the last argument")
|
||||
return
|
||||
|
||||
with open(source_file, 'r') as f:
|
||||
text = f.read()
|
||||
env = os.environ.copy()
|
||||
env["ASAN_OPTIONS"] = (
|
||||
env.get("ASAN_OPTIONS", "") +
|
||||
":exitcode=0:check_initialization_order=0:strict_init_order=0:detect_leaks=0"
|
||||
)
|
||||
|
||||
text = text_remove_comments(text)
|
||||
text = text_remove_preprocess(text)
|
||||
# join ',\n' - function args split across lines.
|
||||
text = text_join_lines(text)
|
||||
# expand CB macros
|
||||
text = text_expand_macros(text)
|
||||
# first pass, extract 'BLI_args_add'
|
||||
text_beg = "BEGIN_BLOCK"
|
||||
text_end = "END_BLOCK"
|
||||
text = subprocess.check_output(
|
||||
[
|
||||
blender_bin,
|
||||
"--factory-startup",
|
||||
"--background",
|
||||
"--python-exit-code", "1",
|
||||
"--python-expr",
|
||||
# Code begin/end text because of Blender's chatty reporting of version and that it quit.
|
||||
(
|
||||
"print("
|
||||
"'{:s}\\n' + "
|
||||
"__import__('bpy').app.help_text(all=True) + "
|
||||
"'\\n{:s}'"
|
||||
")"
|
||||
).format(text_beg, text_end),
|
||||
],
|
||||
env=env,
|
||||
).decode("utf-8")
|
||||
|
||||
args = text_extract_args(text)
|
||||
# Extract between begin/end markers.
|
||||
text = text[text.find(text_beg) + len(text_beg) + 1: text.find(text_end)]
|
||||
|
||||
static_strings = text_extract_strings(text)
|
||||
text_rst = help_text_as_rst(text)
|
||||
|
||||
text_rst = text_extract_help(text, args, static_strings)
|
||||
|
||||
with open(output_file, 'w') as f:
|
||||
f.write(text_rst)
|
||||
with open(output_file, "w", encoding="utf-8") as fh:
|
||||
fh.write(text_rst)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
|
@ -6,7 +6,7 @@
|
||||
# when updating PO files, automatically inserting name of author and revision time,
|
||||
# which should save you some times.
|
||||
# Recommend to copy this to your $HOME/bin directory and add executable flag (chmod u+x),
|
||||
# then use it with the directory of your local repository (svn or git), ie.
|
||||
# then use it with the directory of your local repository, ie.
|
||||
# $HOME/bin/change_placeholders.sh $BLENDER_MAN_EN
|
||||
# Windows users can try to install Linux on Windows following this guide (https://docs.microsoft.com/en-us/windows/wsl/install-win10)
|
||||
# Author: Hoang Duy Tran <hoangduytran1960@googlemail.com>
|
||||
|
@ -6,20 +6,6 @@
|
||||
# It looks more complex then it really is, since we do multi-processing
|
||||
# to update the PO files, to save some time.
|
||||
|
||||
# Subversion Checkout Location
|
||||
# ============================
|
||||
#
|
||||
# Note: this script supports subversion repositories at these locations:
|
||||
#
|
||||
# ./local/(.svn) All languages in one checkout.
|
||||
# ./local/{LANG}/(.svn) Each language in it's own checkout.
|
||||
#
|
||||
# All commands run from the project root, passing in paths
|
||||
# without changing directories.
|
||||
#
|
||||
# This works since subversion will detect the parent directories ".svn"
|
||||
# path without us having to change directories.
|
||||
|
||||
import os
|
||||
import sys
|
||||
import shutil
|
||||
@ -33,8 +19,8 @@ VERBOSE = False
|
||||
USE_MULTI_PROCESS = True
|
||||
|
||||
|
||||
def run_svn(args, with_output=False):
|
||||
cmd = ["svn", *args]
|
||||
def run_git(args, with_output=False):
|
||||
cmd = ["git", *args]
|
||||
if VERBOSE:
|
||||
print(">>> ", cmd)
|
||||
|
||||
@ -84,7 +70,8 @@ def run_multiprocess__multi(arg_list, job_total=1):
|
||||
sys.stdout.flush()
|
||||
sys.stderr.flush()
|
||||
|
||||
processes.append((args_index, subprocess.Popen(["sphinx-intl", *args])))
|
||||
processes.append(
|
||||
(args_index, subprocess.Popen(["sphinx-intl", *args])))
|
||||
|
||||
while processes:
|
||||
processes_clear_finished()
|
||||
@ -122,42 +109,21 @@ LOCALE_DIR = os.path.join(ROOT_DIR, "locale")
|
||||
|
||||
POT_FILE = os.path.join(LOCALE_DIR, "blender_manual.pot")
|
||||
|
||||
# When we cannot use portable API's.
|
||||
IS_WIN32 = (os.name == "nt")
|
||||
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Main Function
|
||||
|
||||
def main():
|
||||
|
||||
# True when all languages are checked out under "locale/".
|
||||
has_complete_locale_checkout = os.path.exists(os.path.join(LOCALE_DIR, ".svn"))
|
||||
|
||||
# All directories containing '.svn' (the parent directory).
|
||||
svn_dirs_all = []
|
||||
for svn_dir in os.listdir(LOCALE_DIR):
|
||||
if not svn_dir.startswith((".", "_")):
|
||||
svn_dir = os.path.join(LOCALE_DIR, svn_dir)
|
||||
if os.path.isdir(svn_dir):
|
||||
svn_dirs_all.append(svn_dir)
|
||||
# Only for reproducible execution.
|
||||
svn_dirs_all.sort()
|
||||
|
||||
# ---------------------
|
||||
# Update the Locale Dir
|
||||
#
|
||||
# It's easy to accidentally have a repository in an invalid state,
|
||||
# and it's not always obvious that this is the cause of failure to commit.
|
||||
# Play it safe and cleanup every time.
|
||||
status = run_git(["-C", LOCALE_DIR, "status"], True)
|
||||
|
||||
if has_complete_locale_checkout:
|
||||
run_svn(["cleanup", LOCALE_DIR])
|
||||
run_svn(["up", LOCALE_DIR])
|
||||
else:
|
||||
for svn_dir in svn_dirs_all:
|
||||
run_svn(["cleanup", svn_dir])
|
||||
run_svn(["up", svn_dir])
|
||||
if b"nothing to commit, working tree clean" not in status:
|
||||
sys.exit(
|
||||
"Locale directory has uncommitted changes, please stash or comment them")
|
||||
|
||||
run_git(["-C", LOCALE_DIR, "pull", "--rebase"])
|
||||
|
||||
# ---------------
|
||||
# Create PO Files
|
||||
@ -214,58 +180,23 @@ def main():
|
||||
print("Warning, the following commands returned non-zero exit codes:")
|
||||
for returncode, arg in zip(sphinx_intl_return_codes, sphinx_intl_arg_list):
|
||||
if returncode != 0:
|
||||
print("returncode:", returncode, "from command:", "sphinx-intl", arg)
|
||||
print("returncode:", returncode,
|
||||
"from command:", "sphinx-intl", arg)
|
||||
print("Some manual corrections might need to be done.")
|
||||
del sphinx_intl_return_codes, sphinx_intl_arg_list
|
||||
|
||||
# ----------
|
||||
# Handle SVN
|
||||
|
||||
# Add newly created PO files:
|
||||
for svn_dir in svn_dirs_all:
|
||||
# Multiple args, don't quote.
|
||||
svn_files_new = []
|
||||
svn_dirs_new = []
|
||||
for line in run_svn(("status", svn_dir), True).decode("utf-8").splitlines():
|
||||
if line.startswith("?"):
|
||||
line = line.strip()
|
||||
line = line.split()[-1]
|
||||
if line.endswith(".po"):
|
||||
svn_files_new.append(line)
|
||||
elif os.path.isdir(line):
|
||||
svn_dirs_new.append(line)
|
||||
|
||||
if svn_files_new:
|
||||
run_svn(["add", *svn_files_new, *svn_dirs_new])
|
||||
del svn_files_new, svn_dirs_new
|
||||
|
||||
# ---------------------
|
||||
# Print Commit Messages
|
||||
#
|
||||
# Use space prefix as shell's (bash/zsh/fish) uses this as a hint not to store in the users history.
|
||||
revision = re.findall(
|
||||
r"^Revision:\s([\d]+)",
|
||||
run_svn(["info", ROOT_DIR], True).decode('utf8'),
|
||||
flags=re.MULTILINE,
|
||||
)
|
||||
revision = revision[0] if revision else "Unknown"
|
||||
|
||||
# Note that when 'has_complete_locale_checkout == True' we _could_ commit all languages at once,
|
||||
# however this can cause commits that are so large, they take a long time and risk hanging.
|
||||
# So commit every language on it's own.
|
||||
|
||||
for svn_dir in svn_dirs_all:
|
||||
# 'shlex.quote' causes path separator to be converted to forward slashes,
|
||||
# causing the command to fail.
|
||||
if IS_WIN32:
|
||||
print(" " + subprocess.list2cmdline(["svn", "ci", svn_dir, "-m", "Update r" + revision]))
|
||||
else:
|
||||
print(" svn ci {:s} -m \"Update r{:s}\"".format(quote(svn_dir), revision))
|
||||
|
||||
if IS_WIN32:
|
||||
print(" " + subprocess.list2cmdline(["svn", "ci", POT_FILE, "-m", "Update r" + revision]))
|
||||
else:
|
||||
print(" svn ci {:s} -m \"Update r{:s}\"".format(quote(POT_FILE), revision))
|
||||
revision = run_git(["-C", ROOT_DIR, "rev-parse",
|
||||
"--short", "HEAD"], True).decode('utf8').strip()
|
||||
revision = revision if revision else "Unknown"
|
||||
print("\nPo files updated, commit files using the following commands:")
|
||||
print("cd locale")
|
||||
print("git add -A")
|
||||
print(
|
||||
"git commit -m \"Update po-files ({:s})\"".format(revision))
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
|
@ -1,7 +1,6 @@
|
||||
#!/usr/bin/env python3
|
||||
# Apache License, Version 2.0
|
||||
# Copyright 2015 Anton Felix Lorenzen <anfelor@web.de>
|
||||
# <pep8 compliant>
|
||||
|
||||
'''
|
||||
Module of Translation Tracker: report the number of complete strings in a file.
|
||||
|
@ -1,7 +1,6 @@
|
||||
#!/usr/bin/env python3
|
||||
# Apache License, Version 2.0
|
||||
# Copyright 2015 Anton Felix Lorenzen <anfelor@web.de>
|
||||
# <pep8 compliant>
|
||||
|
||||
'''
|
||||
Translation Tracker: report the number of complete translations.
|
||||
|
@ -1,6 +1,5 @@
|
||||
#!/usr/bin/env python3
|
||||
# Apache License, Version 2.0
|
||||
# <pep8 compliant>
|
||||
|
||||
# DEVELOPER NOTE:
|
||||
#
|
||||
|
@ -1,6 +1,5 @@
|
||||
#!/usr/bin/env python3
|
||||
# Apache License, Version 2.0
|
||||
# <pep8 compliant>
|
||||
|
||||
"""
|
||||
This utility checks naming conventions (Blender specific).
|
||||
|
@ -1,6 +1,5 @@
|
||||
#!/usr/bin/env python3
|
||||
# Apache License, Version 2.0
|
||||
# <pep8 compliant>
|
||||
|
||||
"""
|
||||
This utility checks image paths:
|
||||
|
@ -49,39 +49,74 @@ def check_word(w):
|
||||
return dict_spelling.check(w)
|
||||
|
||||
|
||||
def regex_key_raise(x):
|
||||
raise Exception("Unknown role! " + "".join(x.groups()))
|
||||
|
||||
|
||||
# A table of regex and their replacement functions.
|
||||
#
|
||||
# This is used to clean up text from `docutils.nodes.NodeVisitor.visit_Text` which doesn't remove inline markup.
|
||||
# Note that in some cases the order matters, especially with include/excluding roles.
|
||||
|
||||
RE_TEXT_REPLACE_ROLES_INCLUDE = ("menuselection", "guilabel")
|
||||
RE_TEXT_REPLACE_ROLES_EXCLUDE = ("kbd", "ref", "doc", "abbr")
|
||||
|
||||
RE_TEXT_REPLACE_TABLE = (
|
||||
# Match HTML link: `Text <url>`__
|
||||
# A URL may span multiple lines.
|
||||
(
|
||||
re.compile(r"(`)([^`<]+)(<[^`>]+>)(`)(__)", re.MULTILINE),
|
||||
lambda x: x.groups()[1].strip(),
|
||||
),
|
||||
# Roles with plain-text: :some_role:`Text <ref>`
|
||||
(
|
||||
re.compile(r"(:[A-Za-z_]+:)(`)([^`<]+)(<[^`>]+>)(`)", flags=re.MULTILINE),
|
||||
lambda x: x.groups()[2].strip(),
|
||||
),
|
||||
# Roles to always include.
|
||||
(
|
||||
re.compile(r"(:(" + ("|".join(RE_TEXT_REPLACE_ROLES_INCLUDE)) + r"):)(`)([^`]+)(`)", flags=re.MULTILINE),
|
||||
lambda x: x.groups()[3].strip(),
|
||||
),
|
||||
# Roles to always exclude.
|
||||
(
|
||||
re.compile(r"(:(" + ("|".join(RE_TEXT_REPLACE_ROLES_EXCLUDE)) + r"):)(`)([^`]+)(`)", flags=re.MULTILINE),
|
||||
lambda _: " ",
|
||||
),
|
||||
# Ensure all roles are handled.
|
||||
(
|
||||
re.compile(r"(:[A-Za-z_]+:)(`)([^`]+)(`)", flags=re.MULTILINE),
|
||||
regex_key_raise,
|
||||
),
|
||||
# Match substitution for removal: `|identifier|`
|
||||
(
|
||||
re.compile(r"\|[a-zA-Z0-9_]+\|"),
|
||||
lambda _: " ",
|
||||
),
|
||||
)
|
||||
|
||||
RE_WORDS = re.compile(
|
||||
r"\b("
|
||||
# Capital words, with optional '-' and "'".
|
||||
r"[A-Z]+[\-'A-Z]*[A-Z]|"
|
||||
# Lowercase words, with optional '-' and "'".
|
||||
r"[A-Za-z][\-'a-z]*[a-z]+"
|
||||
r")\b"
|
||||
)
|
||||
|
||||
|
||||
def check_spelling_body(text):
|
||||
for w in text.split():
|
||||
# skip directive args (e.g. figure target), could do differently?
|
||||
if w.startswith(":") and w.endswith(":"):
|
||||
continue
|
||||
if w.startswith("<") and w.endswith(">"):
|
||||
continue
|
||||
|
||||
w = w.strip("{}[](),.!?;\"'1234567890-_*")
|
||||
# Wash text or inline RST.
|
||||
for re_expr, re_replace_fn in RE_TEXT_REPLACE_TABLE:
|
||||
text = re.sub(re_expr, re_replace_fn, text)
|
||||
|
||||
if w.startswith(":") and w.endswith(":"):
|
||||
continue
|
||||
if w.startswith("<") and w.endswith(">"):
|
||||
continue
|
||||
for re_match in RE_WORDS.finditer(text):
|
||||
w = re_match.group(0)
|
||||
|
||||
# skip character and name entities
|
||||
if w.startswith("\\") or w.startswith("|"):
|
||||
continue
|
||||
|
||||
# now we've gotten rid of typical roles, strip other chars
|
||||
w = w.strip(":`()<>{}")
|
||||
|
||||
# skip python references
|
||||
if w.startswith("bpy."):
|
||||
continue
|
||||
|
||||
# skip document references and keyboard shortcuts
|
||||
if w.startswith("doc:") or w.startswith("kbd:") or w.startswith("menuselection:") or w.startswith("ref:"):
|
||||
continue
|
||||
|
||||
w_ = w
|
||||
for w in w_.split("/"):
|
||||
if not w:
|
||||
# Skip entirely uppercase words.
|
||||
# These are typically used for acronyms: XYZ, UDIM, API ... etc.
|
||||
if w.isupper():
|
||||
continue
|
||||
|
||||
w_lower = w.lower()
|
||||
@ -192,6 +227,7 @@ directives.register_directive('highlight', directive_ignore_recursive)
|
||||
directives.register_directive('parsed-literal', directive_ignore_recursive)
|
||||
# Custom directives from extensions
|
||||
directives.register_directive('youtube', directive_ignore_recursive)
|
||||
directives.register_directive('peertube', directive_ignore_recursive)
|
||||
directives.register_directive('vimeo', directive_ignore_recursive)
|
||||
directives.register_directive('todolist', directive_ignore_recursive)
|
||||
|
||||
@ -223,7 +259,7 @@ def role_ignore_recursive(
|
||||
name, rawtext, text, lineno, inliner,
|
||||
options={}, content=[],
|
||||
):
|
||||
return [RoleIgnore("", '', *(), **{})], []
|
||||
return [RoleIgnoreRecursive("", '', *(), **{})], []
|
||||
|
||||
|
||||
roles.register_canonical_role('abbr', role_ignore)
|
||||
@ -306,13 +342,21 @@ def check_spelling(filename):
|
||||
doc.walkabout(visitor)
|
||||
|
||||
|
||||
RST_CONTEXT_FLAG_LITERAL = 1 << 0
|
||||
RST_CONTEXT_FLAG_LITERAL_BLOCK = 1 << 1
|
||||
RST_CONTEXT_FLAG_MATH = 1 << 2
|
||||
RST_CONTEXT_FLAG_COMMENT = 1 << 3
|
||||
|
||||
|
||||
class RstSpellingVisitor(docutils.nodes.NodeVisitor):
|
||||
__slots__ = (
|
||||
"document",
|
||||
"skip_context",
|
||||
)
|
||||
|
||||
def __init__(self, doc):
|
||||
self.document = doc
|
||||
self.skip_context = 0
|
||||
|
||||
# -----------------------------
|
||||
# Visitors (docutils callbacks)
|
||||
@ -400,8 +444,10 @@ class RstSpellingVisitor(docutils.nodes.NodeVisitor):
|
||||
# check_spelling_body(text)
|
||||
|
||||
def visit_Text(self, node):
|
||||
# Visiting text in a sipped context (literal for example).
|
||||
if self.skip_context:
|
||||
return
|
||||
text = node.astext()
|
||||
# print(text)
|
||||
check_spelling_body(text)
|
||||
|
||||
def depart_Text(self, node):
|
||||
@ -420,37 +466,48 @@ class RstSpellingVisitor(docutils.nodes.NodeVisitor):
|
||||
self.is_emphasis = False
|
||||
|
||||
def visit_math(self, node):
|
||||
self.skip_context |= RST_CONTEXT_FLAG_MATH
|
||||
raise docutils.nodes.SkipNode
|
||||
|
||||
def depart_math(self, node):
|
||||
pass
|
||||
self.skip_context &= ~RST_CONTEXT_FLAG_MATH
|
||||
|
||||
def visit_literal(self, node):
|
||||
self.skip_context |= RST_CONTEXT_FLAG_LITERAL
|
||||
raise docutils.nodes.SkipNode
|
||||
|
||||
def depart_literal(self, node):
|
||||
pass
|
||||
self.skip_context &= ~RST_CONTEXT_FLAG_LITERAL
|
||||
|
||||
def visit_literal_block(self, node):
|
||||
self.skip_context |= RST_CONTEXT_FLAG_LITERAL_BLOCK
|
||||
raise docutils.nodes.SkipNode
|
||||
|
||||
def depart_literal_block(self, node):
|
||||
self.skip_context &= ~RST_CONTEXT_FLAG_LITERAL_BLOCK
|
||||
pass
|
||||
|
||||
def visit_code_block(self, node):
|
||||
# No need to flag.
|
||||
raise docutils.nodes.SkipNode
|
||||
|
||||
def depart_code_block(self, node):
|
||||
pass
|
||||
|
||||
def visit_reference(self, node):
|
||||
raise docutils.nodes.SkipNode
|
||||
pass
|
||||
|
||||
def depart_reference(self, node):
|
||||
pass
|
||||
|
||||
def visit_title_reference(self, node):
|
||||
pass
|
||||
|
||||
def depart_title_reference(self, node):
|
||||
pass
|
||||
|
||||
def visit_download_reference(self, node):
|
||||
raise docutils.nodes.SkipNode
|
||||
pass
|
||||
|
||||
def depart_download_reference(self, node):
|
||||
pass
|
||||
@ -458,7 +515,7 @@ class RstSpellingVisitor(docutils.nodes.NodeVisitor):
|
||||
def visit_date(self, node):
|
||||
# date = datetime.date(*(
|
||||
# map(int, unicode(node[0]).split('-'))))
|
||||
#metadata['creation_date'] = date
|
||||
# metadata['creation_date'] = date
|
||||
pass
|
||||
|
||||
# def visit_document(self, node):
|
||||
@ -466,10 +523,11 @@ class RstSpellingVisitor(docutils.nodes.NodeVisitor):
|
||||
# # metadata['searchable_text'] = node.astext()
|
||||
|
||||
def visit_comment(self, node):
|
||||
self.skip_context |= RST_CONTEXT_FLAG_COMMENT
|
||||
raise docutils.nodes.SkipNode
|
||||
|
||||
def depart_comment(self, node):
|
||||
pass
|
||||
self.skip_context &= ~RST_CONTEXT_FLAG_COMMENT
|
||||
|
||||
def visit_raw(self, node):
|
||||
raise docutils.nodes.SkipNode
|
||||
|
@ -180,7 +180,6 @@ dict_custom = {
|
||||
"redhat",
|
||||
"renderman",
|
||||
"sgi",
|
||||
"tortoisesvn",
|
||||
"unix",
|
||||
"xinerama",
|
||||
|
||||
|
@ -1,6 +1,5 @@
|
||||
#!/usr/bin/env python3
|
||||
# Apache License, Version 2.0
|
||||
# <pep8 compliant>
|
||||
|
||||
import os
|
||||
import sys
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user