Rename Eevee to EEVEE #104561
90
manual/animation/armatures/bones/bone_collections.rst
Normal file
90
manual/animation/armatures/bones/bone_collections.rst
Normal file
@ -0,0 +1,90 @@
|
||||
|
||||
.. _bone-collections:
|
||||
|
||||
****************
|
||||
Bone Collections
|
||||
****************
|
||||
|
||||
:term:`Bone Collections <Bone Collection>` group the bones of an
|
||||
:term:`Armature` into named collections. The armature is the owner of these
|
||||
collections, so they are available in all modes. Bone Collections are identified
|
||||
by their name, which are unique within the Armature.
|
||||
|
||||
In the text below, "collection" is understood to refer to "bone collection";
|
||||
:term:`Scene Collections <Collection>` are not described here.
|
||||
|
||||
Bone Collections can be managed via :ref:`the Armature and Bone property panels <bpy.types.BoneCollection>`.
|
||||
|
||||
|
||||
Visibility
|
||||
==========
|
||||
|
||||
Bone Collections can be shown & hidden via the list in the Armature properties,
|
||||
as well as via the list in the Bone properties. Bone visibility is determined by
|
||||
the visibility of its collections, and its own 'hidden' property:
|
||||
|
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- If the bone itself is marked as 'hidden', it is invisible regardless of the
|
||||
bone collections.
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- A bone is visible when it is contained in any visible collection.
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- A bone that is not assigned to any bone collection is visible; otherwise it
|
||||
would be impossible to select it & assign it to a collection.
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.. _bone_collections_library_overrides:
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||||
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Library Overrides
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||||
=================
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Bone collections can be added using library overrides. For this to work, both
|
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the armature Object and the Armature itself need to be overridden.
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Limitations
|
||||
-----------
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There are a few limitations when it comes to bone collections & overrides:
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||||
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||||
- Only bone collections that are local to the current blend file can be edited.
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||||
- Bone collections that already existed on the linked-in Armature are read-only,
|
||||
and only their visibility can be toggled. Those visibility changes won't be
|
||||
saved, though.
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||||
- Custom properties of overridden bone collections cannot be edited in the
|
||||
properties panel. Python access is fine; this is just a current limitation of
|
||||
Blender's UI code.
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How It Works
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------------
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Bone collections added via overrides are 'anchored' to the preceeding
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collection, by name. Here is an example. The *italic* collections are defined on
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the linked Armature in `armature.blend`. The **bold** ones are added by
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overrides in `armature_shot_47.blend`.
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- *FK Controls*
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- *IK Controls*
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- **Left Pinky** (anchored to "IK Controls")
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||||
- **Right Pinky** (anchored to "Left Pinky")
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Now if the Armature in `armature.blend` gets updated with two more collections
|
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it might look like this:
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- *FK Controls*
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- *IK Controls*
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- *Face Controls*
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- *Face Detail Controls*
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|
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After reloading `armature_shot_47.blend`, it will look like this:
|
||||
|
||||
- *FK Controls*
|
||||
- *IK Controls*
|
||||
- **Left Pinky** (still anchored to "IK Controls")
|
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- **Right Pinky** (still anchored to "Left Pinky")
|
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- *Face Controls*
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- *Face Detail Controls*
|
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|
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|
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Some history
|
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============
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Bone Collections were introduced in Blender 4.0, as a replacement for armature
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||||
layers and bone groups. Bone Collections are owned by the Armature, so they are
|
||||
available in all modes. To contrast, bone groups were stored on the object's
|
||||
pose, and thus were not available in armature edit mode.
|
@ -9,6 +9,7 @@
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:maxdepth: 2
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|
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introduction.rst
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bone_collections.rst
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structure.rst
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tools/index.rst
|
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selecting.rst
|
||||
|
@ -116,6 +116,22 @@ Segments
|
||||
Display Size X, Z
|
||||
Controls the visible thickness of the bone segments when the armature is rendered in the *B-Bones* mode.
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|
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.. _bpy.types.EditBone.bbone_mapping_mode:
|
||||
|
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Vertex Mapping
|
||||
Controls how vertices are weighted to the individual segments of a B-Bone for deformations:
|
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|
||||
:Straight:
|
||||
A fast mapping that works well for B-Bones with a straight or gently curved rest pose.
|
||||
:Curved:
|
||||
A slower mapping that improves deformations for B-Bones with a strongly curved rest pose. This should
|
||||
be used selectively when needed.
|
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|
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.. figure:: /images/animation_armatures_bones_properties_bendy-bones_vertex-mapping.png
|
||||
:width: 300px
|
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|
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Straight vs Curved vertex mapping on a B-Bone with a strongly curved rest pose.
|
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|
||||
.. _bpy.types.EditBone.bbone_curveinx:
|
||||
.. _bpy.types.EditBone.bbone_curveinz:
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|
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|
@ -1,4 +1,7 @@
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.. _bpy.types.Bone.hide:
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.. _bpy.types.Bone.color:
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.. _bpy.types.EditBone.color:
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.. _bpy.types.PoseBone.color:
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||||
|
||||
****************
|
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Viewport Display
|
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@ -6,17 +9,70 @@ Viewport Display
|
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.. reference::
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|
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:Mode: Object and Pose Mode
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:Mode: Object, Pose, and Edit Mode
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:Panel: :menuselection:`Bone --> Viewport Display`
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|
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.. figure:: /images/animation_armatures_bones_properties_display_custom-shape-field.png
|
||||
.. figure:: /images/animation_armatures_bones_properties_display.png
|
||||
|
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Viewport Display panel.
|
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Viewport Display panel in Object/Pose mode.
|
||||
|
||||
Display panel lets you customize the look of your bones taking the shape of another existing object.
|
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.. figure:: /images/animation_armatures_bones_properties_display_editmode.png
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|
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Viewport Display panel in Edit mode.
|
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|
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Display panel lets you customize the look of your bones.
|
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|
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Hide
|
||||
Hides the selected bone.
|
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Hides the bone in the 3D Viewport. When this is unchecked, the bone's
|
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visibility is determined by the visibility of its :ref:`bone collections <bpy.types.Bone.collections>`.
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|
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Bone Color
|
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Either a selection of the theme-dependent colors, or a custom color. This is
|
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the primary way to color a bone.
|
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|
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This color is stored on the bone itself, and thus is visible in both Pose and
|
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Edit modes. If there are multiple armature Objects that share the same
|
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Armature data-block, all armatures will share this color.
|
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|
||||
Pose Bone Color (only in Pose mode)
|
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Either a selection of the theme-dependent colors, or a custom color. This is
|
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a way to *override* the bone color on a per-armature object basis.
|
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|
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When this is set to 'Default', the regular Bone Color is shown (see above).
|
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|
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This color is stored on the :term:`Pose Bone`, and thus is specific to this
|
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particular armature object. It is only available in Pose mode. If there are
|
||||
multiple armature Objects that share the same Armature data-block, they each
|
||||
can have unique pose bone colors.
|
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|
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.. _bpy.types.BoneColor:
|
||||
.. _bpy.types.ThemeBoneColorSet:
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||||
|
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Bone Colors
|
||||
=============
|
||||
|
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Bones can be individually colored. For these colors to be visible, enable the
|
||||
:ref:`Bone Colors checkbox <bpy.types.Armature.show>` in the Armature display panel.
|
||||
|
||||
.. figure:: /images/animation_armatures_bones_properties_display_custom_colors.png
|
||||
|
||||
Viewport Display panel in Pose mode, showing the choices in color palettes as
|
||||
well as options for custom colors.
|
||||
|
||||
The primary source of bone colors is the :ref:`Theme <bpy.types.Theme>`, which
|
||||
defines 20 bone color palettes. Each entry consists of three colors:
|
||||
|
||||
Regular
|
||||
The color of unselected bones.
|
||||
Select
|
||||
The second color field is the outline color of selected bones.
|
||||
Active
|
||||
The third color field is the outline color of the active bone.
|
||||
|
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As soon as you alter one of the colors, it is switched to the *Custom Set* option.
|
||||
|
||||
|
||||
|
||||
|
||||
|
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.. _bpy.types.PoseBone.custom_shape:
|
||||
|
@ -1,4 +1,6 @@
|
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|
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.. _properties_data_bone_relations:
|
||||
|
||||
*********
|
||||
Relations
|
||||
*********
|
||||
@ -10,29 +12,27 @@ Relations
|
||||
|
||||
.. figure:: /images/animation_armatures_bones_properties_relations_panel.png
|
||||
|
||||
Relations panel.
|
||||
Bone Relations panel.
|
||||
|
||||
In this panel you can arrange sets of bones in different layers for easier manipulation.
|
||||
In this panel you can manage the relationship of this bone with its parent bone.
|
||||
It also shows the bone collections the bone is assigned to.
|
||||
|
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.. _bpy.types.Bone.collections:
|
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.. _bpy.types.EditBone.collections:
|
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.. _bpy.types.PoseBone.collections:
|
||||
|
||||
.. _bpy.types.EditBone.layers:
|
||||
Bone Collections
|
||||
================
|
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|
||||
Bone Layers
|
||||
===========
|
||||
This list shows the :term:`bone collections <Bone Collection>` the bone is
|
||||
assigned to. Press the eye icon to show or hide the entire bone collection.
|
||||
Press the X icon to remove the bone from that particular collection.
|
||||
|
||||
Moving Bones between Layers
|
||||
---------------------------
|
||||
To assign the bone to other bone collections, either use the :kbd:`M` or
|
||||
:kbd:`Shift+M` shortcuts (see :ref:`Moving Bones Between Collections
|
||||
<moving_bones_between_collections>`) or go to the :ref:`Armature properties
|
||||
panel <bpy.types.BoneCollection>`.
|
||||
|
||||
Obviously, you have to be in *Edit Mode* or *Pose Mode* to move bones between layers.
|
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Note that as with objects, bones can lay in several layers at once,
|
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just use the usual :kbd:`Shift-LMB` clicks...
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||||
First of all, you have to select the chosen bone(s)!
|
||||
|
||||
- In the Properties, use the "layer buttons" of each selected bone Relations panel (*Bones* tab)
|
||||
to control in which layer(s) it lays.
|
||||
- In the *3D Viewport*, use the menu :menuselection:`Armature --> Move Bone To Layer` or
|
||||
:menuselection:`Pose --> Move Bone To Layer` or press :kbd:`M` to show the usual pop-up layers menu.
|
||||
Note that this way, you assign the same layers to all selected bones.
|
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|
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|
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Parenting
|
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|
@ -216,10 +216,10 @@ Prefix
|
||||
Select bones with matching name prefix (separated by ``.``).
|
||||
Suffix
|
||||
Select bones with matching name suffix (separated by ``.``).
|
||||
Layer
|
||||
Select bones on the same layer.
|
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Group
|
||||
Select bones in the same group.
|
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Bone Collection
|
||||
Select bones that share one or more bone collections with the active bone.
|
||||
Color
|
||||
Select bones that have the same color as the active bone.
|
||||
Shape
|
||||
Select bones using the same shape object (in Pose Mode).
|
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|
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|
@ -27,7 +27,7 @@ Open a default scene, then:
|
||||
#. Make sure the cursor is in the world origin with :kbd:`Shift-C`.
|
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#. Press :kbd:`Numpad1` to see the world in Front view.
|
||||
#. Add a *Single Bone* (:menuselection:`Add --> Armature`).
|
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#. Press :kbd:`NumpadDelete` to see the armature at maximum zoom.
|
||||
#. Press :kbd:`NumpadPeriod` to see the armature at maximum zoom.
|
||||
|
||||
.. figure:: /images/animation_armatures_introduction_default.png
|
||||
|
||||
|
@ -127,14 +127,12 @@ Grouped
|
||||
:Menu: :menuselection:`Select --> Grouped`
|
||||
:Shortcut: :kbd:`Shift-G`
|
||||
|
||||
You can select bones based on their group and/or layer, through the *Select Grouped* pop-up menu :kbd:`Shift-G`:
|
||||
You can select bones, based on various properties, through the *Select Grouped* pop-up menu :kbd:`Shift-G`:
|
||||
|
||||
Layer
|
||||
To select all bones belonging to the same layer(s) as the selected ones,
|
||||
use the *In Same Layer* entry.
|
||||
Group
|
||||
To select all bones belonging to the same group(s) as the selected ones,
|
||||
use the *In Same Group* entry.
|
||||
Collection
|
||||
Selects all bones that are share at least one bone collection with the active bone.
|
||||
Color
|
||||
Selects all bones that have the same color as the active bone.
|
||||
Keying Set
|
||||
ToDo.
|
||||
|
||||
|
99
manual/animation/armatures/properties/bone_collections.rst
Normal file
99
manual/animation/armatures/properties/bone_collections.rst
Normal file
@ -0,0 +1,99 @@
|
||||
.. _bpy.types.BoneGroups:
|
||||
.. _bpy.types.BoneCollection:
|
||||
|
||||
****************
|
||||
Bone Collections
|
||||
****************
|
||||
|
||||
.. note::
|
||||
|
||||
Bone Collections were introduced in Blender 4.0 as replacement of Armature
|
||||
Layers and Bone Groups. :ref:`Bone colors <bpy.types.Bone.color>` are now
|
||||
managed directly on the bone.
|
||||
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: Pose & Armature Edit Modes
|
||||
:Panel: :menuselection:`Properties --> Armature --> Bone Collections`
|
||||
:Menu: :menuselection:`Pose --> Bone Collections --> ...`
|
||||
|
||||
.. figure:: /images/animation_armatures_properties_bonecollections_panel.png
|
||||
|
||||
The Bone Collections panel in the Armature properties.
|
||||
|
||||
This panel contains the Bone Collection :ref:`List view <ui-list-view>`, which
|
||||
allows the creation, deletion, and editing of Bone Collections.
|
||||
|
||||
.. tip::
|
||||
|
||||
The Bone Properties panel gives a slightly different view on the bone's collections. See
|
||||
:doc:`Bone Relations </animation/armatures/bones/properties/relations>`.
|
||||
|
||||
Assign & Select
|
||||
===============
|
||||
|
||||
.. _bpy.ops.armature.collection_assign:
|
||||
|
||||
Assign
|
||||
Assigns the selected bones to the active bone collection.
|
||||
|
||||
.. _bpy.ops.armature.collection_unassign:
|
||||
|
||||
Remove
|
||||
Removes the selected bones from the active bone collection.
|
||||
|
||||
.. _bpy.ops.armature.collection_select:
|
||||
|
||||
Select
|
||||
Selects the bones in the active bone collection.
|
||||
|
||||
.. _bpy.ops.armature.collection_deselect:
|
||||
|
||||
Deselect
|
||||
Deselects the bones in the active bone collection.
|
||||
|
||||
.. note::
|
||||
|
||||
Individual bones can als be unassigned from their collections via the
|
||||
:ref:`Bone Relations panel <bpy.types.PoseBone.collections>`.
|
||||
|
||||
.. tip::
|
||||
|
||||
For setting up custom selection sets of bones, take a look at the *Selection
|
||||
Sets* add-on. It is bundled with Blender.
|
||||
|
||||
.. _moving_bones_between_collections:
|
||||
|
||||
Moving Bones between Collections
|
||||
================================
|
||||
|
||||
Blender should be in *Edit Mode* or *Pose Mode* to move bones between collections.
|
||||
Note that as with objects, bones can be assigned to in several collections at once.
|
||||
|
||||
Move to Collection
|
||||
Shows a list of the Armature's *editable* bone collections. Choosing a bone
|
||||
collection unassign the selected bones from all other bone collections, then
|
||||
assigns them to the chosen one.
|
||||
|
||||
Available as :menuselection:`Pose --> Move to Collection` (*Pose Mode*)
|
||||
:menuselection:`Armature --> Move to Collection` (*Edit Mode*), and :kbd:`M` (either mode).
|
||||
|
||||
Bone Collections
|
||||
Shows a list of the Armature's *editable* bone collections. The collections
|
||||
that the active bone is assigned to are prefixed with a `-`, and choosing
|
||||
those will unassign all selected bones from that collection. Similarly,
|
||||
choosing a bone collection prefixed with a `+` will assign all selected bones
|
||||
to that collection.
|
||||
|
||||
Available as :menuselection:`Pose --> Bone Collections` (*Pose Mode*)
|
||||
:menuselection:`Armature --> Bone Collections` (*Edit Mode*), and :kbd:`Shift+M` (either mode).
|
||||
|
||||
.. note::
|
||||
|
||||
The above operators will only show the *editable* bone collections. When the
|
||||
Armature is linked, its bone collections will be *read-only*. New bone
|
||||
collections can still be added via library overrides; only those will be
|
||||
editable.
|
||||
|
||||
See :ref:`Library Overrides of Bone Collections <bone_collections_library_overrides>`.
|
@ -1,84 +0,0 @@
|
||||
.. _bpy.types.BoneGroups:
|
||||
|
||||
***********
|
||||
Bone Groups
|
||||
***********
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: Pose Mode
|
||||
:Panel: :menuselection:`Properties --> Armature --> Bone Groups`
|
||||
:Menu: :menuselection:`Pose --> Bone Groups --> ...`
|
||||
|
||||
.. TODO2.8
|
||||
.. figure:: /images/animation_armatures_properties_bone-groups_panel.png
|
||||
|
||||
The Bone Groups panel.
|
||||
|
||||
This panel allows the creation, deletion and editing of Bone Groups.
|
||||
Bone Groups can be used for selection or to assign a color theme to a set of bones.
|
||||
In example to color the left parts of the rig as blue and right parts as red.
|
||||
|
||||
Active Bone Group
|
||||
The Bone Group :ref:`List view <ui-list-view>`.
|
||||
|
||||
Color Set
|
||||
A select menu.
|
||||
|
||||
:Default Colors: The default (gray) colors.
|
||||
:*nn* - Theme Color Set: One of the twenty Blender presets by the theme.
|
||||
:Custom Set: A custom set of colors, which is specific to each group.
|
||||
|
||||
|
||||
Custom Colors
|
||||
=============
|
||||
|
||||
You can assign a "color theme" to a group (each bone will have these colors).
|
||||
Remember you have to enable the *Colors* checkbox (*Display* panel) to see these colors.
|
||||
|
||||
.. _bpy.types.ThemeBoneColorSet:
|
||||
|
||||
Regular
|
||||
The first color field is the color of unselected bones.
|
||||
Select
|
||||
The second color field is the outline color of selected bones.
|
||||
Active
|
||||
The third color field is the outline color of the active bone.
|
||||
|
||||
As soon as you alter one of the colors, it is switched to the *Custom Set* option.
|
||||
|
||||
|
||||
Assign & Select
|
||||
===============
|
||||
|
||||
In the 3D Viewport, using the :menuselection:`Pose --> Bone Groups` menu entries,
|
||||
and/or the *Bone Groups* pop-up menu :kbd:`Ctrl-G`, you can:
|
||||
|
||||
.. _bpy.ops.pose.group_assign:
|
||||
|
||||
Assign
|
||||
Assigns the selected bones to the active bone group.
|
||||
It is important to note that a bone can only belong to one group.
|
||||
|
||||
.. _bpy.ops.pose.group_unassign:
|
||||
|
||||
Remove
|
||||
Removes the selected bones from the active bone group.
|
||||
|
||||
.. _bpy.ops.pose.group_select:
|
||||
|
||||
Select
|
||||
Selects the bones in the active bone group.
|
||||
|
||||
.. _bpy.ops.pose.group_deselect:
|
||||
|
||||
Deselect
|
||||
Deselects the bones in the active bone group.
|
||||
|
||||
.. note::
|
||||
|
||||
A single bone can be assigned to a group in the :ref:`Relations panel <bpy.types.PoseBone.bone_group>`.
|
||||
|
||||
.. tip::
|
||||
|
||||
Bones belonging to multiple groups is possible with the *Selection Sets* add-on.
|
@ -109,9 +109,9 @@ Show
|
||||
When enabled, the default standard bone shape is replaced,
|
||||
in *Object Mode* and *Pose Mode*, by the shape of a chosen object
|
||||
(see :doc:`Shaped Bones </animation/armatures/bones/properties/display>` for details).
|
||||
Group Colors
|
||||
Use the Bone Group colors to color the bone.
|
||||
For more details see :doc:`Bone Groups </animation/armatures/properties/bone_groups>`.
|
||||
Bone Colors
|
||||
Draws bones in their configured colors. Disable to always draw bones in the default color.
|
||||
For more details see :ref:`Bone Colors <bpy.types.Bone.color>`.
|
||||
In Front
|
||||
When enabled, the bones of the armature will always be shown on top of
|
||||
the solid objects (meshes, surfaces, ...). I.e. they will always be visible and selectable
|
||||
|
@ -7,6 +7,5 @@
|
||||
:maxdepth: 2
|
||||
|
||||
introduction.rst
|
||||
skeleton.rst
|
||||
bone_collections.rst
|
||||
display.rst
|
||||
bone_groups.rst
|
||||
|
@ -5,10 +5,31 @@ Introduction
|
||||
|
||||
The *Armature* tab in Properties contains various panels gathering the armature settings.
|
||||
|
||||
.. TODO2.8
|
||||
.. figure:: /images/animation_armatures_properties_introduction_properties-editor.png
|
||||
.. figure:: /images/animation_armatures_properties_introduction_properties-editor.png
|
||||
|
||||
The Armature tab in the Properties.
|
||||
The Armature tab in the Properties.
|
||||
|
||||
Pose
|
||||
====
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: All Modes
|
||||
:Panel: :menuselection:`Armature --> Pose`
|
||||
|
||||
Pose Position
|
||||
A radio button to switch between Pose Position and Rest Position.
|
||||
|
||||
In *Edit Mode*, you always see armatures in their rest position,
|
||||
in *Object Mode* and *Pose Mode*, by default, you see them in *Pose Position*
|
||||
(i.e. as it was transformed in the *Pose Mode*).
|
||||
If you want to see it in the rest position in all modes, select *Rest Position*.
|
||||
|
||||
|
||||
Bone Collections
|
||||
================
|
||||
|
||||
See :doc:`Bone Collections </animation/armatures/properties/bone_collections>`.
|
||||
|
||||
|
||||
Motion Paths
|
||||
|
@ -1,45 +0,0 @@
|
||||
|
||||
********
|
||||
Skeleton
|
||||
********
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: All Modes
|
||||
:Panel: :menuselection:`Armature --> Skeleton`
|
||||
|
||||
.. figure:: /images/animation_armatures_properties_skeleton_panel.png
|
||||
|
||||
Skeleton panel.
|
||||
|
||||
In this panel you can arrange sets of bones into different layers for easier manipulation.
|
||||
|
||||
.. _bpy.types.Armature.pose_position:
|
||||
|
||||
Pose Position
|
||||
A radio button to switch between Pose Position and Rest Position.
|
||||
|
||||
In *Edit Mode*, you always see armatures in their rest position,
|
||||
in *Object Mode* and *Pose Mode*, by default, you see them in *Pose Position*
|
||||
(i.e. as it was transformed in the *Pose Mode*).
|
||||
If you want to see it in the rest position in all modes, select *Rest Position*.
|
||||
|
||||
.. _bpy.types.Armature.layers:
|
||||
|
||||
Armature Layers
|
||||
Each armature has 32 layers to organize armatures by "regrouping" them into sets of bones.
|
||||
Only bones in active layers will be visible/editable, but they will always be effective
|
||||
(i.e. move objects or deform geometry), whether in an active layer or not.
|
||||
This property changes which layers are visible in the 3D Viewport.
|
||||
To show several layers at once, :kbd:`Shift-LMB` on the desired layers to view.
|
||||
To move bones to a given layer, use :ref:`bpy.ops.armature.bone_layers`.
|
||||
|
||||
.. _bpy.types.Armature.layers_protected:
|
||||
|
||||
Protected Layers
|
||||
You can lock a given bone layer for all :doc:`/files/linked_libraries/library_proxies`
|
||||
of your armature, i.e. all bones in this layer will not be editable.
|
||||
|
||||
.. note::
|
||||
|
||||
*Protected Layers* in proxy are restored to proxy settings on file reload and undo.
|
@ -121,8 +121,14 @@ This page lists definitions for terms used in Blender and this manual.
|
||||
The operation to chamfer or bevel edges of an object.
|
||||
|
||||
Bone
|
||||
The building block of an :term:`Armature`. Made up of a :term:`Head`, :term:`Tail`
|
||||
and :term:`Roll Angle` which define a set of local axes and a point of rotation at the Head.
|
||||
The building block of an :term:`Armature`. Made up of a :term:`Head`,
|
||||
:term:`Tail` and :term:`Roll Angle` which define a set of local axes and a
|
||||
point of rotation at the Head. Also see :term:`Pose Bone`.
|
||||
|
||||
Bone Collection
|
||||
Collection of :term:`bones <Bone>` of an :term:`Armature`, identified by
|
||||
its name. Bone collections can be used to organise bones and toggle their
|
||||
visibility. See :ref:`bone-collections`.
|
||||
|
||||
Boolean
|
||||
A type of logic dealing with binary true/false states.
|
||||
@ -668,13 +674,20 @@ This page lists definitions for terms used in Blender and this manual.
|
||||
:term:`Vertex` where three, five, or more edges meet.
|
||||
A vertex connected to one, two, or four edges is not a pole.
|
||||
|
||||
Pose Bone
|
||||
Pose-specific properties of a :term:`Bone`, such as its location /
|
||||
rotation / scale relative to the :term:`Armature`'s rest pose. Its
|
||||
properties are stored on the :term:`Object`, and thus can be different for
|
||||
each user of the Armature. The Pose Bone also stores constraints.
|
||||
|
||||
Pose Mode
|
||||
Used for :term:`Posing`, :term:`Keyframing`, :term:`Weight Painting`,
|
||||
:term:`Constraining <Constraint>` and :term:`Parenting` the :term:`Bones <Bone>` of an :term:`Armature`.
|
||||
|
||||
Posing
|
||||
Moving, Rotating and Scaling the :term:`Bones <Bone>` of an :term:`Armature`
|
||||
to achieve an aesthetically pleasing pose for a character.
|
||||
Moving, Rotating and Scaling the :term:`Pose Bones <Pose Bone>` of an
|
||||
:term:`Armature` to achieve an aesthetically pleasing pose for a
|
||||
character.
|
||||
|
||||
Premultiplied Alpha
|
||||
See :term:`Alpha Channel`.
|
||||
|
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manual/images/animation_armatures_bones_properties_bendy-bones_options.png
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manual/images/animation_armatures_properties_bonecollections_panel.png
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@ -15,6 +15,7 @@
|
||||
attributes_reference.rst
|
||||
fields.rst
|
||||
instances.rst
|
||||
tools.rst
|
||||
|
||||
|
||||
Node Types
|
||||
|
@ -26,3 +26,6 @@ Geometry nodes can modify different types of geometry:
|
||||
|
||||
The interface of the modifier is described in the
|
||||
:doc:`Modifier </modeling/modifiers/generate/geometry_nodes>` page.
|
||||
|
||||
To expand Blender with node-group operators see the description in the
|
||||
:doc:`Operators </modeling/geometry_nodes/operators>` page.
|
||||
|
71
manual/modeling/geometry_nodes/tools.rst
Normal file
71
manual/modeling/geometry_nodes/tools.rst
Normal file
@ -0,0 +1,71 @@
|
||||
.. index:: Geometry Nodes; Tools
|
||||
.. _bpy.types.GeometryNode:
|
||||
|
||||
################
|
||||
Node-based Tools
|
||||
################
|
||||
|
||||
Geometry Nodes can be used to expand the core functionality of Blender via node group defined tools.
|
||||
They can be shared as any regular node group assets.
|
||||
|
||||
.. figure:: /images/modeling_geometry-nodes_tools.png
|
||||
:align: center
|
||||
|
||||
Node group tools integrated in the Selection menu.
|
||||
|
||||
Tool Context
|
||||
============
|
||||
|
||||
The way to create Node-based tools is by switching the Geometry Nodes editor context to `Tool`.
|
||||
|
||||
New node groups created there will be enabled as Tool by default, although users still need to set
|
||||
them as Assets if they want to share them.
|
||||
|
||||
.. note::
|
||||
|
||||
The :doc:`Inspection </modeling/geometry_nodes/inspection>` features are not supported on this context: Viewer Node and Socket Inspection.
|
||||
|
||||
Asset
|
||||
=====
|
||||
|
||||
For a node group to be shared as a tool, it has to be an :doc:`Asset </editors/asset_browser>` first. The asset catalog is used
|
||||
to determine on which menus the node group will show, similar to the regular node group assets.
|
||||
|
||||
The asset options need to be set on the :doc:`Asset Browser </editors/asset_browser>`.
|
||||
|
||||
The catalog is used to determined in which menu the tool is available. Assets that have no catalog assigned to them, or local tools
|
||||
are exposed in the Unassigned menu.
|
||||
|
||||
Tool Settings
|
||||
=============
|
||||
|
||||
The node group inputs will be exposed as in the :doc:`Adjust Last Operation </interface/undo_redo>` panel.
|
||||
|
||||
Supported Modes and Data-Types
|
||||
==============================
|
||||
|
||||
Tools are only possible for Edit and Sculpting mode, for Mesh and Curve objects.
|
||||
|
||||
Tool-specific Nodes
|
||||
===================
|
||||
|
||||
The following nodes are only supported in the tool context:
|
||||
|
||||
- 3D Cursor
|
||||
- Face Set
|
||||
- Selection
|
||||
- Set Face Set
|
||||
- Set Selection
|
||||
|
||||
.. note::
|
||||
|
||||
The :doc:`Self Object </modeling/geometry_nodes/input/scene/self_object>` node returns the Active object
|
||||
when inside a Tool node group.
|
||||
|
||||
Non-supported Nodes
|
||||
===================
|
||||
|
||||
These nodes are only supported in the modifier context:
|
||||
|
||||
- Simulation Zone
|
||||
- Viewer Node
|
Loading…
Reference in New Issue
Block a user