Animation: Operator Renames #104549

Merged
Christoph Lendenfeld merged 7 commits from ChrisLend/blender-manual:operator_renames into main 2023-09-12 10:40:47 +02:00
17 changed files with 143 additions and 55 deletions
Showing only changes of commit 09efad9e9b - Show all commits

View File

@ -12,7 +12,8 @@ Especially for exporting from Blender materials, the node system must follow som
.. note::
Currently, only the :doc:`FBX </addons/import_export/scene_fbx>` IO add-on uses this method.
Currently, only the :doc:`FBX </addons/import_export/scene_fbx>`
and the :doc:`3DS </addons/import_export/scene_3ds>` IO add-on uses this method.
.. tip::

View File

@ -189,6 +189,7 @@ Variable Type
channel value (before parenting or constraints), or ``["prop_name"]`` for a custom property.
.. tip::
Although the values of the x/y/z animation channels for the camera location can be accessed
via ``camera.location[0/1/2]``, retrieving its world space location and orientation after parenting
and constraints currently requires using ``camera.matrix_world``. This property can be understood

View File

@ -22,6 +22,19 @@ opens a popover with additional options described below.
Pressing :kbd:`Z` opens a pie menu for changing the shading mode.
Pressing :kbd:`Shift-Z` switches between the current shading mode and Wireframe.
.. _bpy.types.View3DShading.wireframe_color_type:
Wire Color
How the wireframes are colored. This affects the object outline, wireframe overlay, and wireframe shading mode.
:Single:
All objects get shaded using the same single color.
:Object:
Use the color from the object's
:ref:`Viewport Display <properties-object-viewport-display>` settings.
:Random:
Each object gets displayed in a random color.
.. _3dview-shading-rendered:
@ -30,27 +43,18 @@ Wireframe
Only displays the edges (wireframes) of the objects in the scene.
Color
Single
All objects get shaded using the same single color.
Object
Use the color from the object's
:ref:`Viewport Display <properties-object-viewport-display>` settings.
Random
Each object gets displayed in a random color.
.. _bpy.types.View3DShading.background_type:
Background
How the background is displayed in the 3D Viewport.
Theme
:Theme:
Use the background of the theme. This can be configured in the
:doc:`Themes Preferences </editors/preferences/themes>`
under :menuselection:`3D Viewport --> Theme Space --> Gradient Colors`.
World
:World:
Use the color from the :doc:`World </render/lights/world>`'s Viewport Display options.
Viewport
:Viewport:
Select a custom color for the background of the 3D Viewport.
Options

View File

@ -125,6 +125,7 @@ Alternatively, you can hover over the other object in the 3D Viewport
and press :kbd:`Alt-Q`.
.. seealso::
:ref:`Lock Object Modes <bpy.types.ToolSettings.lock_object_mode>` for
preventing *accidental* mode changes.

View File

@ -440,6 +440,8 @@ Blend
values greater than 0.5 cause keyframes to concave down, a value of 0.5 results in a straight line.
.. _bpy.ops.graph.blend_offset:
Blend Offset
------------
@ -455,6 +457,8 @@ Offset Factor
At 1 the last key is aligned with the key after the selection.
.. _bpy.ops.graph.blend_to_ease:
Blend to Ease
-------------
@ -469,8 +473,11 @@ Blend
At 1 the keys will rise quickly and then taper off.
.. _bpy.ops.graph.match_slope:
Match Slope
-----------
.. reference::
:Menu: :menuselection:`Key --> Blend --> Match Slope`
@ -483,19 +490,21 @@ Factor
Determines which slope to blend towards. At -1 will blend to the left slope, at 1 to the right.
Shear
-----
.. _bpy.ops.graph.shear:
Shear Keys
----------
.. reference::
:Menu: :menuselection:`Key --> Blend --> Shear Keys`
Shear the keys based on the position of the keyframe selection ends.
Pressing :kbd:`D` while the modal operator is active will toggle the anchor key
Shear the keys based on the position of the keyframe selection ends.
Pressing :kbd:`D` while the modal operator is active will toggle the anchor key
between the start and end of the selection.
Shear Factor
How much to shear and if it shears up or down. Negative values shear down, positive shear up.
Direction
`From Left` or `From Right` determine the anchor key from which to shear.
@ -508,6 +517,7 @@ Smooth
:Menu: :menuselection:`Key --> Smooth`
:Shortcut: :kbd:`Alt-S`
.. _bpy.ops.graph.smooth:
Smooth (Legacy)
@ -561,6 +571,7 @@ Filter Width
F-Curve after applying the Gaussian Smooth with the original curve overlayed.
Butterworth Smooth
------------------
@ -576,18 +587,14 @@ Frequency Cutoff
The lower the value the smoother the curve. There is an implicit maximum at which
the value no longer changes the curve which is at half the sample rate. The sample
rate in this case is the scene frame rate multiplied by the `Samples per Frame` of this operator.
Filter order
Higher values mean the frequency cutoff is steeper.
Samples per Frame
Before the filter is applied, the curve is resampled at this interval to avoid errors when there
are uneven spaces between frames. If keys are on subframes, e.g. a 60fps file in a 30fps scene,
increase this value to 2.
Blend
A 0-1 value to blend from original curve to filtered curve.
Blend In/Out
The number of frames at the start and end for which to blend between the filtered and unfiltered curve.
This can help reducing jumps in the animation at the selection border. At value 1 it only locks the first and

View File

@ -142,7 +142,7 @@ Node Editor
Auto-Offset
Automatically offset the following or previous nodes in a chain when inserting a new node.
See :ref:`editors-nodes-usage-auto-offset` for more information.
Node Auto-offset Margin
Auto-offset Margin
Margin to use for :ref:`offsetting nodes <editors-nodes-usage-auto-offset>`.

View File

@ -52,6 +52,10 @@ HDRI Preview Size
Size
Diameter of the *3D Viewport Axis* widget.
Fresnel Edit Mode
Enable a fresnel effect on edit mesh overlays.
It improves shape readability of very dense meshes, but increases eye fatigue when modeling lower poly.
.. _prefs-system-multisampling:

View File

@ -36,6 +36,7 @@ If *Sync Selection* is enabled, you can hold :kbd:`Shift` while clicking a selec
activate multiple ones at the same time, or :kbd:`Ctrl` to expand/contract the selection.
.. seealso::
:doc:`Mesh Selection </modeling/meshes/selecting/introduction>`

View File

@ -41,7 +41,6 @@ Guide Types
Angle direction of the isometric lines.
Common Options
--------------

View File

@ -43,7 +43,8 @@ for the new node.
.. figure:: /images/interface_controls_nodes_arranging_auto-offset.png
Auto-offset is enabled by default, but it can be disabled in the :ref:`User Preferences <preferences-editing-node-editor>`.
Auto-offset is enabled by default,
but it can be disabled in the :ref:`User Preferences <preferences-editing-node-editor>`.
You can toggle the offset direction while you are moving the node by pressing :kbd:`T`.

View File

@ -157,6 +157,7 @@ Holding :kbd:`Ctrl` will remove them.
While dragging, you can additionally hold :kbd:`Spacebar` to move the shape around with the mouse.
.. note::
*Select Lasso* behaves the same as *Select Circle* in that
it only looks at origin points in Object Mode.

View File

@ -13,6 +13,11 @@ Material Node
The *Material* input node outputs a single material. It can be connected to other material sockets
to make using the same material name in multiple places more convenient.
.. tip::
The Material node can also be added by dragging and dropping a material data-block into the node editor.
This will add the node and select the dropped material in the :ref:`ui-data-block`.
Inputs
======

View File

@ -11,8 +11,8 @@
edge_vertices.rst
edges_to_face_groups.rst
face_area.rst
face_neighbors.rst
face_group_boundaries.rst
face_neighbors.rst
face_is_planar.rst
is_shade_smooth.rst
mesh_island.rst

View File

@ -85,6 +85,7 @@ A position on the sensor is mapped to a direction with spherical coordinates
:math:`(1, \theta, \phi)` in radians as follows:
.. math::
& r = \sqrt{x^2 + y^2}\\
& \theta = k_0 + k_1 r + k_2 r^2 + k_3 r^3 + k_4 r^4\\
& \phi = acos(x/r)

View File

@ -190,6 +190,7 @@ Auto-Masking :guilabel:`Sculpt Mode`
The difference is that these toggles can be customized per brush to create specific brush behaviors.
.. seealso::
For more information on the Auto-Masking toggles, see :doc:`Auto-Masking </sculpt_paint/sculpting/controls>`.
.. _bpy.types.Brush.sculpt_plane:

View File

@ -76,6 +76,7 @@ Pattern Creation
loops and a recursion to create wood carving patterns.
.. tip::
:doc:`Mirror options </sculpt_paint/sculpting/tool_settings/symmetry>`
can also be combined with the expansion.

View File

@ -3,65 +3,125 @@
Editing
*******
.. _bpy.ops.paint.vertex_color_set:
Set Vertex Colors
=================
.. reference::
:Mode: Vertex Paint Mode
:Menu: :menuselection:`Paint`
:Menu: :menuselection:`Paint --> Set Vertex Colors`
:Shortcut: :kbd:`Ctrl-X`
.. _bpy.ops.paint.vertex_color_set:
Fill the active Color Attribute with the current paint color.
Set Vertex Colors :kbd:`Ctrl-X`
Fill the active Color Attribute with the current paint color.
.. _bpy.ops.paint.vertex_color_smooth:
Smooth Vertex Colors
Smooth colors across vertices.
====================
.. reference::
:Mode: Vertex Paint Mode
:Menu: :menuselection:`Paint --> Smooth Vertex Colors`
Smooth colors across vertices.
.. _bpy.ops.paint.vertex_color_dirt:
Dirty Vertex Colors
Blur Strength
Blur strength per iteration.
Blur Iterations
Number of times to blur the colors (higher blurs more).
Highlight Angle
Clamps the angle for convex areas of the mesh.
Lower values increase the contrast but can result in clamping.
90 means flat, 180 means infinitely pointed.
Dirt Angle
Clamps the angle for concave areas of the mesh.
Higher values increase the contrast but can result in clamping.
90 means flat, 0 means infinitely deep.
Dirt Only
When active it won't calculate cleans for convex areas.
Normalize
Choose optimal contrast by effectively lowering
*Highlight Angle* and increasing *Dirt Angle* automatically.
Disabling *Normalize* allows getting consistent results across multiple
objects.
===================
.. reference::
:Mode: Vertex Paint Mode
:Menu: :menuselection:`Paint --> Dirty Vertex Colors`
Generate a dirt map gradient based on cavity.
Blur Strength
Blur strength per iteration.
Blur Iterations
Number of times to blur the colors (higher blurs more).
Highlight Angle
Clamps the angle for convex areas of the mesh.
Lower values increase the contrast but can result in clamping.
90 means flat, 180 means infinitely pointed.
Dirt Angle
Clamps the angle for concave areas of the mesh.
Higher values increase the contrast but can result in clamping.
90 means flat, 0 means infinitely deep.
Dirt Only
When active it won't calculate cleans for convex areas.
Normalize
Choose optimal contrast by effectively lowering
*Highlight Angle* and increasing *Dirt Angle* automatically.
Disabling *Normalize* allows getting consistent results across multiple objects.
.. _bpy.ops.paint.vertex_color_from_weight:
Vertex Color from Weight
Converts the active weight into grayscale colors.
========================
.. reference::
:Mode: Vertex Paint Mode
:Menu: :menuselection:`Paint --> Vertex Color from Weight`
Converts the active weight into grayscale colors.
.. _bpy.ops.paint.vertex_color_invert:
Invert
Invert RGB values.
======
.. reference::
:Mode: Vertex Paint Mode
:Menu: :menuselection:`Paint --> Invert`
Invert RGB values.
.. _bpy.ops.paint.vertex_color_levels:
Levels
Adjust the levels of the selected vertices.
======
.. reference::
:Mode: Vertex Paint Mode
:Menu: :menuselection:`Paint --> Levels`
Adjust the levels of the selected vertices.
.. _bpy.ops.paint.vertex_color_hsv:
Hue/Saturation/Value
Adjust the HSV values of the selected vertices.
====================
.. reference::
:Mode: Vertex Paint Mode
:Menu: :menuselection:`Paint --> Hue/Saturation/Value`
Adjust the HSV values of the selected vertices.
.. _bpy.ops.paint.vertex_color_brightness_contrast:
Brightness/Contrast
Adjust the brightness/contrast of the selected vertices.
===================
.. reference::
:Mode: Vertex Paint Mode
:Menu: :menuselection:`Paint --> Brightness/Contrast`
Adjust the brightness/contrast of the selected vertices.