Rename Eevee to EEVEE #104561

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Aaron Carlisle merged 10 commits from persun/blender-manual:eevee-rename into blender-v4.0-release 2023-10-03 20:24:58 +02:00
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.. _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:
- If the bone itself is marked as 'hidden', it is invisible regardless of the
bone collections.
- A bone is visible when it is contained in any visible collection.
- 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.
.. _bone_collections_library_overrides:
Library Overrides
=================
Bone collections can be added using library overrides. For this to work, both
the armature Object and the Armature itself need to be overridden.
Limitations
-----------
There are a few limitations when it comes to bone collections & overrides:
- Only bone collections that are local to the current blend file can be edited.
- 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.
- 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.
How It Works
------------
Bone collections added via overrides are 'anchored' to the preceeding
collection, by name. Here is an example. The *italic* collections are defined on
the linked Armature in `armature.blend`. The **bold** ones are added by
overrides in `armature_shot_47.blend`.
- *FK Controls*
- *IK Controls*
- **Left Pinky** (anchored to "IK Controls")
- **Right Pinky** (anchored to "Left Pinky")
Now if the Armature in `armature.blend` gets updated with two more collections
it might look like this:
- *FK Controls*
- *IK Controls*
- *Face Controls*
- *Face Detail Controls*
After reloading `armature_shot_47.blend`, it will look like this:
- *FK Controls*
- *IK Controls*
- **Left Pinky** (still anchored to "IK Controls")
- **Right Pinky** (still anchored to "Left Pinky")
- *Face Controls*
- *Face Detail Controls*
Some history
============
Bone Collections were introduced in Blender 4.0, as a replacement for armature
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.

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:maxdepth: 2
introduction.rst
bone_collections.rst
structure.rst
tools/index.rst
selecting.rst

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@ -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.
.. _bpy.types.EditBone.bbone_mapping_mode:
Vertex Mapping
Controls how vertices are weighted to the individual segments of a B-Bone for deformations:
: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.
.. figure:: /images/animation_armatures_bones_properties_bendy-bones_vertex-mapping.png
:width: 300px
Straight vs Curved vertex mapping on a B-Bone with a strongly curved rest pose.
.. _bpy.types.EditBone.bbone_curveinx:
.. _bpy.types.EditBone.bbone_curveinz:

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.. _bpy.types.Bone.hide:
.. _bpy.types.Bone.color:
.. _bpy.types.EditBone.color:
.. _bpy.types.PoseBone.color:
****************
Viewport Display
@ -6,17 +9,70 @@ Viewport Display
.. reference::
:Mode: Object and Pose Mode
:Mode: Object, Pose, and Edit Mode
:Panel: :menuselection:`Bone --> Viewport Display`
.. figure:: /images/animation_armatures_bones_properties_display_custom-shape-field.png
.. figure:: /images/animation_armatures_bones_properties_display.png
Viewport Display panel.
Viewport Display panel in Object/Pose mode.
Display panel lets you customize the look of your bones taking the shape of another existing object.
.. figure:: /images/animation_armatures_bones_properties_display_editmode.png
Viewport Display panel in Edit mode.
Display panel lets you customize the look of your bones.
Hide
Hides the selected bone.
Hides the bone in the 3D Viewport. When this is unchecked, the bone's
visibility is determined by the visibility of its :ref:`bone collections <bpy.types.Bone.collections>`.
Bone Color
Either a selection of the theme-dependent colors, or a custom color. This is
the primary way to color a bone.
This color is stored on the bone itself, and thus is visible in both Pose and
Edit modes. If there are multiple armature Objects that share the same
Armature data-block, all armatures will share this color.
Pose Bone Color (only in Pose mode)
Either a selection of the theme-dependent colors, or a custom color. This is
a way to *override* the bone color on a per-armature object basis.
When this is set to 'Default', the regular Bone Color is shown (see above).
This color is stored on the :term:`Pose Bone`, and thus is specific to this
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.
.. _bpy.types.BoneColor:
.. _bpy.types.ThemeBoneColorSet:
Bone Colors
=============
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.
As soon as you alter one of the colors, it is switched to the *Custom Set* option.
.. _bpy.types.PoseBone.custom_shape:

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@ -1,4 +1,6 @@
.. _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.
.. _bpy.types.Bone.collections:
.. _bpy.types.EditBone.collections:
.. _bpy.types.PoseBone.collections:
.. _bpy.types.EditBone.layers:
Bone Collections
================
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.
Note that as with objects, bones can lay in several layers at once,
just use the usual :kbd:`Shift-LMB` clicks...
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.
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.
Group
Select bones in the same group.
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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@ -27,7 +27,7 @@ Open a default scene, then:
#. Make sure the cursor is in the world origin with :kbd:`Shift-C`.
#. Press :kbd:`Numpad1` to see the world in Front view.
#. Add a *Single Bone* (:menuselection:`Add --> Armature`).
#. 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

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@ -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.

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.. _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>`.

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@ -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.

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@ -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

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@ -7,6 +7,5 @@
:maxdepth: 2
introduction.rst
skeleton.rst
bone_collections.rst
display.rst
bone_groups.rst

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@ -5,11 +5,32 @@ Introduction
The *Armature* tab in Properties contains various panels gathering the armature settings.
.. TODO2.8
.. figure:: /images/animation_armatures_properties_introduction_properties-editor.png
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
============

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@ -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.

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@ -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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BIN
manual/images/modeling_geometry-nodes_tools.png (Stored with Git LFS) Normal file

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@ -15,6 +15,7 @@
attributes_reference.rst
fields.rst
instances.rst
tools.rst
Node Types

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@ -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.

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.. 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