Asset Shelf: Add manual entry #104580
@ -136,7 +136,7 @@ Preserved Bone Properties
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Certain properties of the metarig bones are often copied to the generated rig control, deform and mechanism bones.
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The exact set depends on the sub-rig and the specific generated bone, and the sub-rig may override some properties
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even if it copies others of its subset, but there are certain common patterns:
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even when it preserves others from the same subset, but there are certain common patterns:
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Parenting Settings
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This subset consists of the parent ORG bone, Use Connect, Use Inherit Rotation, Use Local Location, and Inherit Scale.
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@ -144,7 +144,7 @@ Parenting Settings
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It is usually copied to deform bones, FK controls, and in other cases where the sub-rig doesn't have a reason
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to completely override them.
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Bendy Bone Settings (Edit Mode)
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Consist of the segment count, Mapping Mode, Ease In/Out, Roll In/Out, Curve In/Out and Scale In/Out.
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Consist of the segment count, Vertex Mapping Mode, Ease In/Out, Roll In/Out, Curve In/Out and Scale In/Out.
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The segment count is often overridden via a sub-rig option, but other settings are usually copied to deform
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bones as is.
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@ -305,3 +305,88 @@ If desired, it is possible to manually assign UI buttons to the internal ``ORG``
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.. tip::
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Blank rows appear much thinner in the final interface, since they don't have to contain editing buttons, and can be
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used as logical separators.
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Actions
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=======
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.. figure:: /images/addons_rigging_rigify_metarigs_actions-list-panel.png
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:align: right
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:width: 300px
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The :doc:`Action </animation/constraints/relationship/action>` constraint allows applying poses defined
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by an action to bones based on the transformation of another bone. This requires adding the constraint to every
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bone affected by the action, which is very tedious. For this reason, Rigify includes a system to do this
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automatically through the Actions panel.
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The panel defines a list of actions to be applied to the generated rig bones. Each action must be listed only once.
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The list entries show the name of the action, the trigger (a bone or a corrective action driven by two others), and
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a checkbox that can be used to temporarily disable applying this action to the rig. The icon at the start of the entry
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is changed from an action icon to a link icon to highlight corrective actions that depend on the active normal one,
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or normal actions used by the active corrective action.
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.. note::
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The Action constraints are added to the bones in such an order as to exactly reproduce the intended deformation,
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assuming the actions were created (posed and keyframed) in the order listed.
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Normal Actions
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--------------
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.. figure:: /images/addons_rigging_rigify_metarigs_actions-normal-panel.png
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:align: right
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:width: 300px
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Normal actions are applied based on the transformation of a specific control bone from the generated rig.
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They have the following properties:
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Control Bone
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Specifies the bone that drives the action.
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Symmetrical
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If the control bone has a suffix that specifies that it belongs to the left or right side, this option can
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be enabled to automatically apply symmetry.
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When enabled, left-side bones keyframed in the action will be controlled by the left-side control, and right-side
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bones by the right side control. Bones that don't have a a side suffix are assumed to belong to the center of the
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character. They are rigged with two Action constraints with influence 0.5 that are controlled by each of the
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control bones.
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Frame Start & End
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Specifies the frame range of the action that will be used by the created constraints.
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Target Space, Transform Channel
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Specifies the coordinate space and transformation channel of the target bone that should be used.
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Min, Max
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Specifies the range of the transformation channel values that is mapped to the specified action frame range.
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Default Frame
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Shows the frame within the action that maps to the neutral value (1 for scale and 0 otherwise)
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of the transformation channel, as computed from the specified range values.
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Corrective Actions
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------------------
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.. figure:: /images/addons_rigging_rigify_metarigs_actions-corrective-panel.png
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:align: right
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:width: 300px
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Corrective actions are applied based on the progress of two other actions from the list, and are used to improve
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the pose when they are used together.
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Frame Start & End
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Specifies the frame range of the action that will be used by the created constraints.
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Trigger A & B
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Specifies the two actions that control the correction. The interface rows contain buttons to show the settings
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for that action, or jump to it in the list.
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The progress of the corrective action from the start to the end frame is calculated as the product of the progress
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values of the two trigger actions. Thus, the start frame is applied when either of the triggers is at the start frame,
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and the end frame is used when both are at their end frame.
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Corrective actions must be below their triggers in the list, which is enforced via an implicit reorder even if violated.
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.. tip::
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Corrective actions behave in the most intuitive way when both triggers have the Default Frame equal to Start Frame.
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To create a corrective action in such case:
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* Create the two trigger actions, add them to the panel and generate the rig.
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* Pose your controls so that both trigger actions are fully activated to the end frame.
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* Pose and keyframe the necessary corrections in the end frame of the new action, while keying the start
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frame to the neutral values.
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* Add the newly created action to the end of the list in the panel and configure its settings.
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@ -255,26 +255,26 @@ Simple Tentacle
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The simplest type of rig for a finger or appendage in general is the
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:ref:`simple tentacle <rigify.rigs.limbs.simple_tentacle>` sub-rig. It has only basic FK controls and tweaks,
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with the only automation being the ability to copy the local rotation of a FK joint to the next one.
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with the only automation being the ability to copy certain axes of the local rotation of a FK control to the next one.
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Advanced Finger
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---------------
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.. figure:: /images/addons_rigging_rigify_rig-features_finger-controls.png
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For the case of fingers, there is a dedicated :ref:`finger <rigify.rigs.limbs.super_finger>` sub-rig type,
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For fingers specifically, Rigify has a dedicated :ref:`finger <rigify.rigs.limbs.super_finger>` sub-rig type,
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which provides:
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Master
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A master control, which can be used to rotate the finger as a whole, as well as to bend it via Y scaling.
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A master control (orange), which can be used to rotate the finger as a whole, as well as to bend it via Y scaling.
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FK Chain
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FK control chain (green) that can operate as semi-tweaks through allowing translation.
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FK control chain (green) that can also operate as semi-tweaks through allowing translation.
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IK Control :guilabel:`Optional`
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IK control for the tip.
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IK control for the tip (red).
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.. note::
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IK in this sub-rig is rudimentary and operates as an adjustment for FK. The intended way of use is to pose
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the finger in FK, and then use FK->IK snap and enable IK if it is necessary to pin the tip of the finger
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the finger in FK, and then enable IK after using IK->FK snap if it is necessary to pin the tip of the finger
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in place.
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The properties panel has the following features:
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@ -315,7 +315,7 @@ Stretch To Fit
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Manual Squash & Stretch
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This mode is almost the same, but the chain does not automatically scale to match the curve length.
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Instead, it tries to cover as much as possible of the curve given its manually scaled length.
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If the curve is too short, the chain will overhang it and straighten out, but this is not fully stable.
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If the curve is too short, the chain will overhang it and straighten out, but this can result in jitter.
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Direct Tip Control
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This mode is more similar to the behavior of IK limbs: the final bone of the chain is directly controlled by
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the tip IK control, while the other bones of the chain stretch and follow the curve to bridge the gap.
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@ -328,7 +328,7 @@ IK Start
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The IK control at the base of the tentacle, which can be used to control the base twist and sideways scale, and
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is one of the potential switchable parents for other IK controls.
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In the *Manual Squash & Stretch* mode it controls uniform scale of the tentacle.
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In the *Manual Squash & Stretch* mode it controls uniform scale of the tentacle in all directions.
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IK Start (Extra) :guilabel:`Optional`
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Extra start controls, optional and hidden by default. Switchable parents default to the *IK Start* control.
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The scale of the control may optionally affect the thickness of the chain via the radius of the curve point.
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@ -346,9 +346,10 @@ IK End
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In the *Direct Tip Control* mode also directly controls the last bone of the chain.
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IK End Twist :guilabel:`Optional`
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* *Stretch To Fit*: controls the twist of the tip of the tentacle, interpolated to nothing at the base.
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* *Manual Squash & Stretch*: also controls the scaling of the tip of the tentacle.
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* *Direct Tip Control*: does not exist.
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This control is visually attached to the last bone of the chain, and must use Euler rotation.
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* *Stretch To Fit*: it controls the twist of the tip of the tentacle, interpolated to nothing at the base.
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* *Manual Squash & Stretch*: it also controls the scaling of the tip of the tentacle.
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* *Direct Tip Control*: the control does not exist.
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FK Chain :guilabel:`Optional`
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If enabled, the rig has an alternative fully FK control chain.
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@ -369,12 +370,13 @@ Start/End Controls :guilabel:`Optional`
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to its 'hidden' position.
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End Twist Estimate :guilabel:`Optional`
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In the *Direct Tip Control* mode the twist at the end of the tentacle is deduced from the orientation of the
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tip control. However, for technical reasons, that is only possible within the 180 degrees range of neutral.
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In the *Direct Tip Control* mode the twist at the end of the tentacle is deduced from the free form orientation
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of the tip control, rather than using a separate twist control with constrained Euler rotation. However, for
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technical reasons, that can only give values within the 180 degrees range of neutral.
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A long tentacle can accept more twist than 180 degrees, so a workaround is necessary. This property allows
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specifying an approximate estimate of the twist value, and the rig then applies the automatic correction within
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180 degrees of this value.
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specifying an approximate estimate of the twist value (effectively shifting the neutral position), and the
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rig then applies the automatic correction within 180 degrees of this value.
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IK-FK, IK<->FK Snapping :guilabel:`Optional`
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If the FK controls are enabled, these provide standard IK-FK switching and snapping.
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@ -383,33 +385,166 @@ IK-FK, IK<->FK Snapping :guilabel:`Optional`
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manual tuning. For this reason, buttons for baking the snapping over a range of keyframes are not provided.
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Parent Switch
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Switches the parent of the active IK control.
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Switches the parent of the selected IK control.
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Spine, Head & Tail
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==================
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.. figure:: /images/addons_rigging_rigify_rig-features_spine-controls.png
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:align: right
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:width: 200px
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Spine
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-----
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The :ref:`spine <rigify.rigs.spines.basic_spine>` sub-rig provides a cube shaped torso control with
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switchable parent, and bent circle shaped hip and chest controls subordinate to it. For low level deformation
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tweak controls are provided.
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The torso control can optionally be accompanied with a custom pivot control. The rig can also optionally
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provide a full set of FK controls that are subordinate to the normal simplified ones, but above tweaks.
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The rig properties panel for the spine controls usually includes options for the head and/or tail as well.
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.. figure:: /images/addons_rigging_rigify_rig-features_head-controls.png
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:align: right
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:width: 200px
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Head
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====
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----
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The :ref:`head <rigify.rigs.spines.super_head>` sub-rig attaches to the end of the spine, and provides
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rotational controls for the head and neck, as well as tweaks for fine control of the neck.
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If the neck is three or more bones long, an additonal tweak-like translational
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neck bend control is provided (the widget looks like a circle with arrows).
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The properties panel contains the following options:
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Neck Follow :guilabel:`Slider`
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.. figure:: /images/addons_rigging_rigify_rig-features_head-properties.png
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:align: right
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:width: 200px
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This slider controls the rotations isolation for the neck bones.
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When set to 0 the neck will stay oriented as the Torso (the big box control).
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When set to 1 the neck will be oriented as the Chest (the big circle in the shoulder area).
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The neck will follow the orientation of the Torso when set to 0, and the Chest when set to 1.
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Head Follow :guilabel:`Slider`
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This slider controls the rotations isolation for the head.
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When set to 0 the head will stay oriented as the Torso (the big box control).
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When set to 1 the head will be oriented as the neck.
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.. figure:: /images/addons_rigging_rigify_rig-features_tail-controls.png
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:align: right
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:width: 200px
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This slider controls the rotations isolation for the head.
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The head will follow the orientation of the Torso when set to 0, and the Chest when set to 1.
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Tail
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----
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The :ref:`tail <rigify.rigs.spines.basic_tail>` sub-rig attaches to the start of the spine, and provides
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FK controls for the tail, as well as a master control that replicates its local rotation around certain axes
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to all individual bones.
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The properties panel contains the following options:
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Tail Follow :guilabel:`Slider`
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This slider controls the rotations isolation for the tail.
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The tail will follow the orientation of the Torso when set to 0, and the Hips when set to 1.
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Face
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====
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Mouth Lock :guilabel:`Slider`
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This slider controls the mouth opening.
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When set to 0 moving/rotating the jaw bone will result in mouth opening,
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when set to 1 the lips will stay sealed while the jaw is moving.
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.. note::
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This describes the new-style modular face produced by the Upgrade Face operator button.
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Eyes Following :guilabel:`Slider`
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This slider controls the eyelid automation.
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When set to 1 the eyelids and the lower eyebrow will follow
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the eye movement giving a realistic effect to the character,
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when set to 0 no automation will happen.
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Basic Concepts
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--------------
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Skin Bone Chains
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^^^^^^^^^^^^^^^^
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.. figure:: /images/addons_rigging_rigify_rig-features_face-chains.png
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:align: right
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:width: 300px
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The foundation of the Rigify face is a network of Bendy Bone :ref:`chains <rigify.rigs.skin.basic_chain>` with controls
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placed at every bone end. These controls affect all bones that meet at that specific point.
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When the controls are merely translated, the B-Bone chains retain the normal automatic bezier handle behavior.
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Local rotation and/or scaling of the controls are applied on top of that.
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In case of :ref:`certain chains <rigify.rigs.skin.stretchy_chain>`, the transformation of the end and/or middle
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controls is interpolated to other controls located between them. In such cases the controls often have different
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colors and/or shapes.
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Additionally, certain controls have :ref:`arbitrary constraints <rigify.rigs.skin.glue>` that partially copy
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transformation from nearby control points.
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Specialized Controllers
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^^^^^^^^^^^^^^^^^^^^^^^
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||||
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Certain areas of the face, like eyes or mouth, have additional specialized controllers that apply custom behavior
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on top of the chains and their controllers within the relevant area.
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||||
|
||||
Eyes
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||||
----
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_eye-controls.png
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||||
:align: right
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||||
:width: 300px
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||||
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The :ref:`eyes <rigify.rigs.face.skin_eye>` have the following controls in addition to the eyelid chains:
|
||||
|
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Master
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This large circular control can be used to transform the whole eye as one unit.
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Common Target
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||||
This large control enveloping all individual eye targets has a switchable parent and can
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||||
be used to specify the point that the eyes should look at.
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||||
Eye Target
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||||
These small circle controls within the common target control specify the point targeted by each
|
||||
individual eye. Their local scale can also be used to affect the iris or pupil of the eye,
|
||||
depending on how it was weight painted.
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||||
|
||||
The rig properties panel contains the following options:
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_eye-properties.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
Eyelids Follow :guilabel:`Slider`
|
||||
Controls how much the rotation of the eyeball affects the eyelids. Depending on the sub-rig generation
|
||||
options, this slider can be split to separately control the horizontal and vertical directions.
|
||||
|
||||
Eyelids Attached :guilabel:`Slider` :guilabel:`Optional`
|
||||
If enabled in the sub-rig generation options, this slider can be used to disable the mechanism that
|
||||
forces the eyelids to conform to the sphere of the eye.
|
||||
|
||||
Parent :guilabel:`Parent Switch`
|
||||
Selects the parent for the common target control.
|
||||
|
||||
Mouth
|
||||
-----
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_mouth-controls.png
|
||||
:align: right
|
||||
:width: 300px
|
||||
|
||||
The :ref:`mouth <rigify.rigs.face.skin_jaw>` has the following controls:
|
||||
|
||||
Jaw Master
|
||||
Controls rotation of the jaw, directly affecting the main jaw deform bone, as well
|
||||
as chains fully belonging to the jaw. Chains forming the lip loop(s) are adjusted to
|
||||
open the mouth as the jaw rotates or moves.
|
||||
Mouth Master
|
||||
This control uniformly transforms the lips without moving the jaw.
|
||||
|
||||
The rig properties panel contains the following options:
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_mouth-properties.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
Mouth Lock :guilabel:`Slider`
|
||||
This slider can be changed from 0 to 1 in order to suppress opening of the mouth
|
||||
when the jaw rotates or moves.
|
||||
|
@ -306,9 +306,6 @@ Debug Options
|
||||
``--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.
|
||||
|
||||
|
@ -29,6 +29,7 @@ the visibility of its collections, and its own 'hidden' property:
|
||||
- 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
|
||||
@ -50,10 +51,11 @@ There are a few limitations when it comes to bone collections & overrides:
|
||||
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
|
||||
Bone collections added via overrides are 'anchored' to the preceding
|
||||
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`.
|
||||
@ -80,6 +82,7 @@ After reloading `armature_shot_47.blend`, it will look like this:
|
||||
- *Face Controls*
|
||||
- *Face Detail Controls*
|
||||
|
||||
|
||||
.. _bpy.types.armature.layers:
|
||||
|
||||
Some history
|
||||
|
@ -1,37 +0,0 @@
|
||||
|
||||
*************
|
||||
Change Layers
|
||||
*************
|
||||
|
||||
.. _bpy.ops.armature.armature_layers:
|
||||
|
||||
Change Armature Layers
|
||||
======================
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: Edit Mode
|
||||
:Menu: :menuselection:`Armature --> Change Armature Layers`
|
||||
:Shortcut: :kbd:`Shift-M`
|
||||
|
||||
Each armature has 32 :ref:`Layers <bpy.types.Armature.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 tool 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.ops.armature.bone_layers:
|
||||
|
||||
Change Bone Layers
|
||||
==================
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: Edit Mode
|
||||
:Menu: :menuselection:`Armature --> Change Bone Layers`
|
||||
:Shortcut: :kbd:`M`
|
||||
|
||||
Todo.
|
@ -20,7 +20,6 @@
|
||||
switch_direction.rst
|
||||
symmetrize.rst
|
||||
naming.rst
|
||||
change_layers.rst
|
||||
parenting.rst
|
||||
properties.rst
|
||||
delete.rst
|
||||
|
@ -74,3 +74,32 @@ To disconnect and/or free bones, you can:
|
||||
If you just want to disconnect it from its parent, disable the *Connected* checkbox.
|
||||
|
||||
Note that relationships with non-selected children are never modified.
|
||||
|
||||
|
||||
Bone Collections
|
||||
================
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: Edit Mode, Pose Mode
|
||||
:Menu: :menuselection:`Armature --> Bone Collections`, :menuselection:`Pose --> Bone Collections`
|
||||
:Shortcut: :kbd:`Shift-M`
|
||||
|
||||
Manages the :ref:`bpy.types.BoneCollection` the bone is assigned to.
|
||||
|
||||
.. _bpy.ops.armature.collection_show_all:
|
||||
|
||||
Show All :kbd:`Ctrl-AccentGrave`
|
||||
Unhides any hidden bone collections.
|
||||
|
||||
Bone Collections List
|
||||
This list shows the :term:`bone collections <Bone Collection>`
|
||||
and can be used to manage which collections the bone is assigned to.
|
||||
|
||||
Press the eye icon to show or hide the entire bone collection.
|
||||
Press the - icon to remove the bone from that particular collection.
|
||||
Press the + icon to add the bone to that particular collection.
|
||||
|
||||
Assign to new Collection
|
||||
Assigns the selected bones to a new collection named "New Collection".
|
||||
This collection can be renamed in the :ref:`bpy.types.BoneCollection` panel of the Armature properties.
|
||||
|
@ -1,4 +1,3 @@
|
||||
.. _bpy.types.Bone.hide:
|
||||
.. _bpy.types.Bone.color:
|
||||
.. _bpy.types.EditBone.color:
|
||||
.. _bpy.types.PoseBone.color:
|
||||
@ -22,10 +21,14 @@ Viewport Display
|
||||
|
||||
Display panel lets you customize the look of your bones.
|
||||
|
||||
.. _bpy.types.Bone.hide:
|
||||
|
||||
Hide
|
||||
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>`.
|
||||
|
||||
.. _bpy.types.BoneColor.palette:
|
||||
|
||||
Bone Color
|
||||
Either a selection of the theme-dependent colors, or a custom color. This is
|
||||
the primary way to color a bone.
|
||||
@ -34,6 +37,11 @@ Bone Color
|
||||
Edit modes. If there are multiple armature Objects that share the same
|
||||
Armature data-block, all armatures will share this color.
|
||||
|
||||
.. _bpy.ops.armature.copy_bone_color_to_selected:
|
||||
|
||||
Copy Bone Color to Selected
|
||||
Copy the bone color of the :term`Active` bone to all selected bones.
|
||||
|
||||
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.
|
||||
@ -45,11 +53,15 @@ Pose Bone Color (only in Pose mode)
|
||||
multiple armature Objects that share the same Armature data-block, they each
|
||||
can have unique pose bone colors.
|
||||
|
||||
Copy Bone Color to Selected
|
||||
Copy the bone color of the :term`Active` bone to all selected bones.
|
||||
|
||||
|
||||
.. _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.
|
||||
@ -72,9 +84,6 @@ Active
|
||||
As soon as you alter one of the colors, it is switched to the *Custom Set* option.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
.. _bpy.types.PoseBone.custom_shape:
|
||||
|
||||
Custom Shape
|
||||
|
@ -17,23 +17,6 @@ Relations
|
||||
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:
|
||||
|
||||
Bone Collections
|
||||
================
|
||||
|
||||
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.
|
||||
|
||||
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>`.
|
||||
|
||||
|
||||
|
||||
Parenting
|
||||
=========
|
||||
@ -48,11 +31,6 @@ Parent
|
||||
Relative Parenting :guilabel:`Pose Mode Only`
|
||||
Changes how transformation of the bone is applied to its child Objects.
|
||||
|
||||
.. _bpy.types.PoseBone.bone_group:
|
||||
|
||||
Bone Group :guilabel:`Pose Mode Only`
|
||||
To assign a selected bone to a given bone group use the *Bone Group* data ID.
|
||||
|
||||
.. _bpy.types.EditBone.use_connect:
|
||||
|
||||
Connected
|
||||
@ -107,6 +85,12 @@ Inherit Rotation
|
||||
Inherit Scale
|
||||
Specifies which effects of parent scaling the bone inherits:
|
||||
|
||||
These inheriting behaviors propagate along the bones' hierarchy.
|
||||
So when you scale down a bone, all its descendants are by default scaled down accordingly.
|
||||
However, if you disable one bone's *Inherit Scale* or *Inherit Rotation*
|
||||
property in this "family", this will break the scaling propagation,
|
||||
i.e. this bone *and all its descendants* will no longer be affected when you scale one of its ancestors.
|
||||
|
||||
:Full:
|
||||
The bone inherits all effects of parent scaling and shear.
|
||||
:Fix Shear:
|
||||
@ -128,33 +112,24 @@ Inherit Scale
|
||||
|
||||
This choice replicates the behavior of the old Inherit Scale checkbox, and may be removed in a future release.
|
||||
|
||||
These inheriting behaviors propagate along the bones' hierarchy.
|
||||
So when you scale down a bone, all its descendants are by default scaled down accordingly.
|
||||
However, if you disable one bone's *Inherit Scale* or *Inherit Rotation*
|
||||
property in this "family", this will break the scaling propagation,
|
||||
i.e. this bone *and all its descendants* will no longer be affected when you scale one of its ancestors.
|
||||
|
||||
.. tip::
|
||||
|
||||
The various *Inherit Scale* options are provided as tools in avoiding shear that is caused
|
||||
by non-uniform scaling combined with parenting and rotation. There is no obvious best way
|
||||
to achieve that, so different options are useful for different situations.
|
||||
|
||||
None
|
||||
- **None** --
|
||||
Useful for gaining full control over the scaling of the child in order
|
||||
to e.g. manually overwrite it with constraints.
|
||||
|
||||
Average
|
||||
- **Average** --
|
||||
Useful to block squash and stretch propagation between sub-rigs, while
|
||||
allowing uniform changes in the size and volume to pass through.
|
||||
|
||||
Aligned
|
||||
- **Aligned** --
|
||||
Can be used within bone chains, e.g. tentacles, in order to propagate
|
||||
lengthwise scaling as lengthwise, and sideways as sideways, no matter
|
||||
how the tentacle bends. Similar to using *None* with
|
||||
:doc:`Copy Scale </animation/constraints/transform/copy_scale>` from parent.
|
||||
|
||||
Fix Shear
|
||||
- **Fix Shear** --
|
||||
May be useful at the base of an appendage in order to reallocate squash and stretch
|
||||
between axes based on the difference in rest pose orientations of the parent and child.
|
||||
It behaves closest to *Full* while suppressing shear.
|
||||
@ -216,3 +191,19 @@ which allows you to pose a whole chain just by moving its tip.
|
||||
|
||||
This feature is somewhat extended/completed by
|
||||
the :doc:`pose library </animation/armatures/posing/editing/pose_library>`.
|
||||
|
||||
|
||||
.. _bpy.types.Bone.collections:
|
||||
.. _bpy.types.EditBone.collections:
|
||||
.. _bpy.types.PoseBone.collections:
|
||||
|
||||
Bone Collections
|
||||
================
|
||||
|
||||
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.
|
||||
|
||||
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>`.
|
||||
|
@ -1,4 +1,3 @@
|
||||
.. _bpy.types.BoneGroups:
|
||||
.. _bpy.types.BoneCollection:
|
||||
|
||||
****************
|
||||
@ -11,7 +10,6 @@ Bone Collections
|
||||
Layers and Bone Groups. :ref:`Bone colors <bpy.types.Bone.color>` are now
|
||||
managed directly on the bone.
|
||||
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: Pose & Armature Edit Modes
|
||||
@ -30,6 +28,19 @@ allows the creation, deletion, and editing of Bone Collections.
|
||||
The Bone Properties panel gives a slightly different view on the bone's collections. See
|
||||
:doc:`Bone Relations </animation/armatures/bones/properties/relations>`.
|
||||
|
||||
|
||||
Specials
|
||||
========
|
||||
|
||||
.. _bpy.ops.armature.collection_solo_visibility:
|
||||
|
||||
Solo Visibility
|
||||
Hide all other bone collections except the active one.
|
||||
|
||||
Show All
|
||||
Unhides any hidden bone collections.
|
||||
|
||||
|
||||
Assign & Select
|
||||
===============
|
||||
|
||||
@ -63,6 +74,7 @@ Deselect
|
||||
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
|
||||
@ -71,7 +83,9 @@ 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
|
||||
.. _bpy.ops.armature.move_to_collection:
|
||||
|
||||
Move to Bone 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.
|
||||
@ -97,3 +111,10 @@ Bone Collections
|
||||
editable.
|
||||
|
||||
See :ref:`Library Overrides of Bone Collections <bone_collections_library_overrides>`.
|
||||
|
||||
|
||||
Custom Properties
|
||||
=================
|
||||
|
||||
Create and manage your own properties to store data in the Bone Collection's data-block.
|
||||
See the :ref:`Custom Properties <files-data_blocks-custom-properties>` page for more information.
|
||||
|
@ -128,3 +128,10 @@ Axis
|
||||
Position
|
||||
The position for the axes display on the bone.
|
||||
Increasing the value moves it closer to the tip; decreasing moves it closer to the root.
|
||||
|
||||
.. _bpy.types.Armature.relation_line_position:
|
||||
|
||||
Relations
|
||||
Whether the :ref:`Relationship Lines <bpy.types.View3DOverlay.show_relationship_lines>`
|
||||
overlay should be drawn from each parent's tail or head.
|
||||
The lines are always drawn towards the childrens' heads.
|
||||
|
@ -17,6 +17,8 @@ Pose
|
||||
:Mode: All Modes
|
||||
:Panel: :menuselection:`Armature --> Pose`
|
||||
|
||||
.. _bpy.types.Armature.pose_position:
|
||||
|
||||
Pose Position
|
||||
A radio button to switch between Pose Position and Rest Position.
|
||||
|
||||
|
@ -70,7 +70,7 @@ Rigging often involves using one or more of the following features:
|
||||
This allows mesh objects to have flexible joints and is often used for skeletal animation.
|
||||
:ref:`Constraints <constraints-index>`
|
||||
To control the kinds of motions that make sense and add functionality to the rig.
|
||||
:ref:`Object Modifiers <modifiers-index>`
|
||||
:doc:`Object Modifiers </modeling/modifiers/index>`
|
||||
Mesh deformation can be quite involved, there are multiple modifiers that help control this.
|
||||
:ref:`Shape Keys <animation-shape_keys-index>`
|
||||
To support different target shapes *(such as facial expressions)* to be controlled.
|
||||
|
@ -35,6 +35,7 @@ post-processing effect on the image.
|
||||
|
||||
filter.rst
|
||||
glare.rst
|
||||
kuwahara.rst
|
||||
pixelate.rst
|
||||
posterize.rst
|
||||
sun_beams.rst
|
||||
|
@ -9,8 +9,6 @@ Inpaint Node
|
||||
:align: right
|
||||
:alt: Inpaint Node.
|
||||
|
||||
:guilabel:`CPU Compositor Only`
|
||||
|
||||
The *Inpaint node* is used to extend borders of an image into transparent or masked regions.
|
||||
This can be useful to solve problems like "wire removal" and holes created during chroma keying.
|
||||
|
||||
|
149
manual/compositing/types/filter/kuwahara.rst
Normal file
149
manual/compositing/types/filter/kuwahara.rst
Normal file
@ -0,0 +1,149 @@
|
||||
.. index:: Compositor Nodes; Kuwahara
|
||||
.. _bpy.types.CompositorNodeKuwahara:
|
||||
|
||||
*************
|
||||
Kuwahara Node
|
||||
*************
|
||||
|
||||
.. figure:: /images/compositing_node-types_CompositorNodeKuwahara.webp
|
||||
:align: right
|
||||
:alt: Kuwahara Node.
|
||||
|
||||
The Kuwahara node implements the Kuwahara filter as well as its anisotropic
|
||||
variant. The Kuwahara filter is a smoothing filter that tries to preserve the
|
||||
edges in the image. The smoothing effect of the anisotropic variant is similar
|
||||
to brush strokes, so the node can be used to create stylized painting effects.
|
||||
|
||||
|
||||
Inputs
|
||||
======
|
||||
|
||||
Image
|
||||
Standard color input.
|
||||
|
||||
|
||||
Properties
|
||||
==========
|
||||
|
||||
Type
|
||||
:Classic: A simple smoothing method that averages the local square
|
||||
neighbourhood of the image while preserving edges. Produces blocky results
|
||||
due to the square neighbourhood and provides no tuning parameters, but is
|
||||
faster to compute.
|
||||
:Anisotropic: A complex smoothing method that averages the local
|
||||
neighbourhood of the image in the direction of the flow of the edges,
|
||||
thus preserving the edges in the output. Produces painterly-like results
|
||||
and provides multiple turning parameters, while being slower to compute.
|
||||
|
||||
Size
|
||||
Controls the size of the smoothing neighbourhood. Large values may introduce
|
||||
artifacts for highly detailed areas. For the anisotropic method, the larger
|
||||
the size, the slower the filter.
|
||||
|
||||
.. list-table::
|
||||
|
||||
* - .. figure:: /images/compositing_types_filter_kuwahara-node_original.webp
|
||||
|
||||
Original.
|
||||
|
||||
- .. figure:: /images/compositing_types_filter_kuwahara-node_size3.webp
|
||||
|
||||
Size: 3.
|
||||
|
||||
* - .. figure:: /images/compositing_types_filter_kuwahara-node_size6.webp
|
||||
|
||||
Size: 6.
|
||||
|
||||
- .. figure:: /images/compositing_types_filter_kuwahara-node_size9.webp
|
||||
|
||||
Size: 9.
|
||||
|
||||
Uniformity
|
||||
Controls the uniformity of the directions of the edges of the image. Non
|
||||
uniform directions are nearly never desirable, so this should typically be
|
||||
increased until the user notices the result is no longer changing in a
|
||||
significant way. Further increases would produces worst results and increase
|
||||
compute time.
|
||||
|
||||
Sharpness
|
||||
Controls the sharpness of the edges of the image.
|
||||
|
||||
.. list-table::
|
||||
|
||||
* - .. figure:: /images/compositing_types_filter_kuwahara-node_original.webp
|
||||
|
||||
Original.
|
||||
|
||||
- .. figure:: /images/compositing_types_filter_kuwahara-node_sharpness0.webp
|
||||
|
||||
Sharpness: 0.
|
||||
|
||||
* - .. figure:: /images/compositing_types_filter_kuwahara-node_sharpness05.webp
|
||||
|
||||
Sharpness: 0.5.
|
||||
|
||||
- .. figure:: /images/compositing_types_filter_kuwahara-node_sharpness1.webp
|
||||
|
||||
Sharpness: 1.
|
||||
|
||||
Eccentricity
|
||||
Controls how thin and directional the filter is. Low eccentricity corresponds
|
||||
to circular omnidirectional features while high eccentricity corresponds to
|
||||
thin directional features.
|
||||
|
||||
.. list-table::
|
||||
|
||||
* - .. figure:: /images/compositing_types_filter_kuwahara-node_original.webp
|
||||
|
||||
Original.
|
||||
|
||||
- .. figure:: /images/compositing_types_filter_kuwahara-node_eccentricity0.webp
|
||||
|
||||
Eccentricity: 0.
|
||||
|
||||
* - .. figure:: /images/compositing_types_filter_kuwahara-node_eccentricity1.webp
|
||||
|
||||
Eccentricity: 1.
|
||||
|
||||
- .. figure:: /images/compositing_types_filter_kuwahara-node_eccentricity2.webp
|
||||
|
||||
Eccentricity: 2.
|
||||
|
||||
|
||||
Outputs
|
||||
=======
|
||||
|
||||
Image
|
||||
Standard color output.
|
||||
|
||||
|
||||
Notes
|
||||
=====
|
||||
|
||||
Iterations
|
||||
The filter can be applied multiple times by chaining the node multiple times.
|
||||
This chaining can produce more flat filtering.
|
||||
|
||||
.. list-table::
|
||||
|
||||
* - .. figure:: /images/compositing_types_filter_kuwahara-node_original.webp
|
||||
|
||||
Original.
|
||||
|
||||
- .. figure:: /images/compositing_types_filter_kuwahara-node_iterations1.webp
|
||||
|
||||
Iterations: 1.
|
||||
|
||||
* - .. figure:: /images/compositing_types_filter_kuwahara-node_iterations2.webp
|
||||
|
||||
Iterations: 2.
|
||||
|
||||
- .. figure:: /images/compositing_types_filter_kuwahara-node_iterations3.webp
|
||||
|
||||
Iterations: 3.
|
||||
|
||||
Performance
|
||||
The filter can be expensive to compute for high size input and high resolution
|
||||
images. To improve performance, consider scaling down the image, applying the
|
||||
filter, then scaling it up again. This can work well because the filter
|
||||
already attenuates low frequency details.
|
@ -9,8 +9,6 @@ Double Edge Mask Node
|
||||
:align: right
|
||||
:alt: Double Edge Mask Node.
|
||||
|
||||
:guilabel:`CPU Compositor Only`
|
||||
|
||||
The *Double Edge Mask* node creates a gradient between two masks.
|
||||
|
||||
|
||||
|
@ -29,7 +29,7 @@ Filter
|
||||
|
||||
:Nearest: No interpolation, uses nearest neighboring pixel.
|
||||
:Bilinear: Simple interpolation between adjacent pixels.
|
||||
:Bicubic: Highest quality interpolation. :guilabel:`CPU Compositor Only`
|
||||
:Bicubic: Highest quality interpolation.
|
||||
|
||||
|
||||
Outputs
|
||||
|
@ -37,7 +37,7 @@ Filter
|
||||
|
||||
:Nearest: No interpolation, uses nearest neighboring pixel.
|
||||
:Bilinear: Simple interpolation between adjacent pixels.
|
||||
:Bicubic: Highest quality interpolation. :guilabel:`CPU Compositor Only`
|
||||
:Bicubic: Highest quality interpolation.
|
||||
|
||||
|
||||
Outputs
|
||||
|
@ -104,7 +104,8 @@ Operation
|
||||
:Ceil: Rounds the input value up to the nearest integer.
|
||||
:Truncate: Outputs the integer part of the *value*.
|
||||
:Fraction: Returns the fractional part of the *value*.
|
||||
:Modulo: Outputs the remainder once the first value is divided by the second value.
|
||||
:Truncated Modulo: Outputs the remainder once the first value is divided by the second value.
|
||||
:Floored Modulo: Returns the positive remainder of a division operation.
|
||||
:Wrap:
|
||||
Outputs a value between *Min* and *Max* based on the absolute difference between
|
||||
the input value and the nearest integer multiple of *Max* less than the value.
|
||||
|
@ -95,6 +95,9 @@ Extras
|
||||
|
||||
Light Colors
|
||||
Shades the outline of light objects to the color the light produces.
|
||||
|
||||
.. _bpy.types.View3DOverlay.show_relationship_lines:
|
||||
|
||||
Relationship Lines
|
||||
Show dashed lines indicating parent or constraint relationships.
|
||||
Outline Selected
|
||||
@ -108,6 +111,13 @@ Origin
|
||||
Origin (All)
|
||||
Show the origins of all objects.
|
||||
|
||||
.. _bpy.types.View3DOverlay.bone_wire_alpha:
|
||||
|
||||
Bone Wireframe Opacity
|
||||
The maximum opacity used for bones drawn in the *Wireframe*
|
||||
:doc:`shading mode </editors/3dview/display/shading>` (or in *Solid* shading mode with X-Ray active).
|
||||
This is helpful when it is necessary to reduce clutter and focus on the mesh rather than bones.
|
||||
|
||||
|
||||
Geometry
|
||||
--------
|
||||
@ -358,12 +368,6 @@ Fade Geometry
|
||||
The opacity can be controlled with the slider.
|
||||
Only available in Pose Mode.
|
||||
|
||||
Bone Wireframe Opacity
|
||||
The maximum opacity used for bones drawn in the *Wireframe*
|
||||
:doc:`shading mode </editors/3dview/display/shading>`
|
||||
(or in *Solid* shading mode with X-Ray active).
|
||||
This is helpful when it is necessary to reduce clutter and focus on the mesh rather than bones.
|
||||
|
||||
|
||||
.. _3dview-overlay-grease-pencil:
|
||||
|
||||
|
@ -174,7 +174,7 @@ The use of pose assets is different, and is described in :doc:`/animation/armatu
|
||||
There are several things that can happen when an asset is used,
|
||||
depending on the following configuration of the Asset Browser:
|
||||
|
||||
.. _bpy.types.FileAssetSelectParams.import_type:
|
||||
.. _bpy.types.FileAssetSelectParams.import_method:
|
||||
|
||||
Import Method
|
||||
Determines how data is managed when an asset is imported.
|
||||
|
@ -128,7 +128,7 @@ Display Settings
|
||||
.. _bpy.types.FileSelectParams.display_size:
|
||||
|
||||
Display Size
|
||||
The size of the thumbnails, or the width of the columns.
|
||||
The size of the thumbnails.
|
||||
|
||||
.. _bpy.types.FileSelectParams.recursion_level:
|
||||
|
||||
@ -260,7 +260,7 @@ Contains recently accessed folders.
|
||||
|
||||
.. _bpy.ops.file.reset_recent:
|
||||
|
||||
Clicking the down arrow button to the right reveals the button to fully clear this list.
|
||||
Clicking the down arrow button to the right reveals *Clear Recent Items* to fully clear this list.
|
||||
|
||||
You can control how many folders appear in this list with the *Recent Files* number field
|
||||
of the :ref:`Save & Load <prefs-save-load>` tab in the Preferences.
|
||||
|
@ -21,6 +21,15 @@ Interface
|
||||
Header
|
||||
------
|
||||
|
||||
.. _bpy.types.SpaceNodeEditor.geometry_nodes_type:
|
||||
|
||||
Geometry Nodes Type
|
||||
Geometry Nodes can have multiple contexts depending on the intended function of the node group.
|
||||
Changing the context adjusts the user interface to best fit the needs of the selected context.
|
||||
|
||||
:Modifier: Used to create node groups that will be used by the :doc:`/modeling/modifiers/generate/geometry_nodes`.
|
||||
:Tool: Used to create node groups that will be used to create :doc:`/modeling/geometry_nodes/tools`.
|
||||
|
||||
View
|
||||
Standard view menu.
|
||||
Select
|
||||
@ -49,6 +58,7 @@ Snapping
|
||||
Overlays
|
||||
See :ref:`Overlays <bpy.types.SpaceNodeOverlay.show_overlays>`.
|
||||
|
||||
|
||||
Toolbar
|
||||
-------
|
||||
|
||||
@ -59,6 +69,7 @@ Annotate
|
||||
Links Cut
|
||||
See :ref:`Cut Links <bpy.ops.node.links_cut>`.
|
||||
|
||||
|
||||
Sidebar
|
||||
-------
|
||||
|
||||
@ -67,11 +78,13 @@ Node
|
||||
|
||||
This tab gives access to the active node's properties.
|
||||
|
||||
|
||||
Tool
|
||||
^^^^
|
||||
|
||||
This tab gives access to the active tool's settings.
|
||||
|
||||
|
||||
View
|
||||
^^^^
|
||||
|
||||
@ -88,3 +101,56 @@ This tab allows you to edit the current node group's inputs and outputs.
|
||||
In the :doc:`Geometry Node Modifier </modeling/modifiers/generate/geometry_nodes>`,
|
||||
you can specify values for the root node group's inputs, as well as select destination
|
||||
:doc:`/modeling/geometry_nodes/attributes_reference` for its outputs.
|
||||
|
||||
|
||||
Properties
|
||||
""""""""""
|
||||
|
||||
.. _bpy.types.GeometryNodeTree.is_modifier:
|
||||
|
||||
Modifier
|
||||
The node group is used as a :doc:`/modeling/modifiers/generate/geometry_nodes`.
|
||||
|
||||
.. _bpy.types.GeometryNodeTree.is_tool:
|
||||
|
||||
Tool
|
||||
The node group is used as a :doc:`/modeling/geometry_nodes/tools`.
|
||||
|
||||
|
||||
Tool Context
|
||||
============
|
||||
|
||||
These popover menus are displayed in the header when the tool context is enabled.
|
||||
These properties determine where the tool is available in the user interface.
|
||||
|
||||
|
||||
Types
|
||||
-----
|
||||
|
||||
The :doc:`/scene_layout/object/types` the tool supports.
|
||||
|
||||
.. _bpy.types.GeometryNodeTree.is_type_mesh:
|
||||
|
||||
Mesh
|
||||
The node tree supports :doc:`Mesh Objects </modeling/meshes/index>`.
|
||||
|
||||
.. _bpy.types.GeometryNodeTree.is_type_curve:
|
||||
|
||||
Curves
|
||||
The node tree supports :doc:`Curve Objects </modeling/curves/index>`.
|
||||
|
||||
|
||||
Modes
|
||||
-----
|
||||
|
||||
The :doc:`/editors/3dview/modes` the tool supports.
|
||||
|
||||
.. _bpy.types.GeometryNodeTree.is_mode_edit:
|
||||
|
||||
Edit Mode
|
||||
The node group is used in edit mode.
|
||||
|
||||
.. _bpy.types.GeometryNodeTree.is_mode_sculpt:
|
||||
|
||||
Sculpt Mode
|
||||
The node group is used in :doc:`Sculpt Mode </sculpt_paint/sculpting/index>`.
|
||||
|
@ -57,10 +57,10 @@ Instance Empty Size
|
||||
|
||||
.. _prefs-editing-duplicate-data:
|
||||
|
||||
Duplicate Data
|
||||
--------------
|
||||
Copy on Duplicate
|
||||
-----------------
|
||||
|
||||
The *Duplicate Data* checkboxes define what data is copied with a duplicated object and
|
||||
The checkboxes define what data is copied with a duplicated object and
|
||||
what data remains linked. Any boxes that are checked will have their data copied along with
|
||||
the duplication of the object. Any boxes that are not checked will instead have their data linked
|
||||
from the source object that was duplicated.
|
||||
@ -71,7 +71,7 @@ and each mesh will behave independently of the duplicate.
|
||||
If you leave the mesh box unchecked then when you change the mesh of one object,
|
||||
the change will be mirrored in the duplicate object.
|
||||
|
||||
The same rules apply to each of the checkboxes in the *Duplicate Data* list.
|
||||
The same rules apply to each of the checkboxes in the data-block list.
|
||||
|
||||
|
||||
3D Cursor
|
||||
@ -142,6 +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.
|
||||
|
||||
Auto-offset Margin
|
||||
Margin to use for :ref:`offsetting nodes <editors-nodes-usage-auto-offset>`.
|
||||
|
||||
|
@ -35,6 +35,71 @@ Temporary Files
|
||||
(see :ref:`temp-dir` for details).
|
||||
|
||||
|
||||
Render
|
||||
------
|
||||
|
||||
Render Output
|
||||
Where rendered images/videos are saved.
|
||||
Render Cache
|
||||
The location where cached render images are stored.
|
||||
|
||||
|
||||
Asset Libraries
|
||||
===============
|
||||
|
||||
Name and on-drive directory paths of asset libraries.
|
||||
To make Blender aware of an asset library, add it to this list.
|
||||
The name is for your reference only, and will appear in asset library selectors.
|
||||
The path should point to the location of the asset library.
|
||||
|
||||
.. figure:: /images/asset_browser-asset_library_preferences.png
|
||||
|
||||
Name and Location of asset libraries in the Preferences.
|
||||
|
||||
To create a new asset library, just create an empty directory and add it to the :ref:`ui-list-view`.
|
||||
Any asset from any blend-file contained in that directory
|
||||
(or subdirectories thereof) will appear in the :doc:`/editors/asset_browser`.
|
||||
|
||||
Import Method
|
||||
Determines how data is managed when an asset is imported,
|
||||
unless overridden by the :ref:`Asset Browser <bpy.types.FileAssetSelectParams.import_method>`.
|
||||
|
||||
:Link:
|
||||
*Same as* :menuselection:`File --> Link...`
|
||||
|
||||
The asset will be linked to the current blend-file, and thus be read-only.
|
||||
Later changes to the asset file will be reflected in all files that link it in.
|
||||
:Append:
|
||||
*Same as* :menuselection:`File --> Append...`
|
||||
|
||||
All of the asset and all its dependencies will be appended to the current file.
|
||||
Dragging a material into the scene three times will result in three independent copies.
|
||||
Dragging an object into the scene three times will also result in three independent copies.
|
||||
|
||||
"Dependencies" in this case means everything the asset refers to.
|
||||
For an object, this can be its mesh and materials, but also other objects
|
||||
used by modifiers, constraints, or drivers.
|
||||
|
||||
Since the file now has its own copy of the asset, later changes to
|
||||
the asset file will not be reflected in the file it's appended to.
|
||||
:Append (Reuse Data):
|
||||
*Specific to the Asset Browser*.
|
||||
|
||||
The first time an asset is used, it will be appended, including its dependencies,
|
||||
just like described previously. However, Blender will keep track of where it originated,
|
||||
and the next time the asset is used, as much data as possible will be reused.
|
||||
Dragging a material into the scene three times will only load it once,
|
||||
and just assign the same material three times.
|
||||
Dragging an object into the scene three times will create three copies of the object,
|
||||
but all copies will share their mesh data, materials, etc.
|
||||
|
||||
Since the file now has its own copy of the asset, later changes to
|
||||
the asset file will not be reflected in the file it's appended to.
|
||||
|
||||
Relative Path
|
||||
Use relative path when linking assets from this asset library.
|
||||
|
||||
|
||||
.. _bpy.ops.preferences.script_directory_add:
|
||||
.. _bpy.ops.preferences.script_directory_remove:
|
||||
|
||||
@ -68,15 +133,6 @@ The following subdirectories will be used when present:
|
||||
You have to restart Blender for all changes to the users scripts to take effect.
|
||||
|
||||
|
||||
Render
|
||||
======
|
||||
|
||||
Render Output
|
||||
Where rendered images/videos are saved.
|
||||
Render Cache
|
||||
The location where cached render images are stored.
|
||||
|
||||
|
||||
Applications
|
||||
============
|
||||
|
||||
@ -127,62 +183,6 @@ I18n Branches
|
||||
The path to the ``/branches`` directory of your local SVN translation copy, to allow translating from the UI.
|
||||
|
||||
|
||||
Asset Libraries
|
||||
===============
|
||||
|
||||
Name and on-drive directory paths of asset libraries.
|
||||
To make Blender aware of an asset library, add it to this list.
|
||||
The name is for your reference only, and will appear in asset library selectors.
|
||||
The path should point to the location of the asset library.
|
||||
|
||||
.. figure:: /images/asset_browser-asset_library_preferences.png
|
||||
|
||||
Name and Location of asset libraries in the Preferences.
|
||||
|
||||
To create a new asset library, just create an empty directory and add it to the :ref:`ui-list-view`.
|
||||
Any asset from any blend-file contained in that directory
|
||||
(or subdirectories thereof) will appear in the :doc:`/editors/asset_browser`.
|
||||
|
||||
Import Method
|
||||
Determines how data is managed when an asset is imported,
|
||||
unless overridden by the :ref:`Asset Browser <bpy.types.FileAssetSelectParams.import_type>`.
|
||||
|
||||
:Link:
|
||||
*Same as* :menuselection:`File --> Link...`
|
||||
|
||||
The asset will be linked to the current blend-file, and thus be read-only.
|
||||
Later changes to the asset file will be reflected in all files that link it in.
|
||||
:Append:
|
||||
*Same as* :menuselection:`File --> Append...`
|
||||
|
||||
All of the asset and all its dependencies will be appended to the current file.
|
||||
Dragging a material into the scene three times will result in three independent copies.
|
||||
Dragging an object into the scene three times will also result in three independent copies.
|
||||
|
||||
"Dependencies" in this case means everything the asset refers to.
|
||||
For an object, this can be its mesh and materials, but also other objects
|
||||
used by modifiers, constraints, or drivers.
|
||||
|
||||
Since the file now has its own copy of the asset, later changes to
|
||||
the asset file will not be reflected in the file it's appended to.
|
||||
:Append (Reuse Data):
|
||||
*Specific to the Asset Browser*.
|
||||
|
||||
The first time an asset is used, it will be appended, including its dependencies,
|
||||
just like described previously. However, Blender will keep track of where it originated,
|
||||
and the next time the asset is used, as much data as possible will be reused.
|
||||
Dragging a material into the scene three times will only load it once,
|
||||
and just assign the same material three times.
|
||||
Dragging an object into the scene three times will create three copies of the object,
|
||||
but all copies will share their mesh data, materials, etc.
|
||||
|
||||
Since the file now has its own copy of the asset, later changes to
|
||||
the asset file will not be reflected in the file it's appended to.
|
||||
|
||||
Relative Path
|
||||
Use relative path when linking assets from this asset library.
|
||||
|
||||
|
||||
Known Limitations
|
||||
=================
|
||||
|
||||
|
@ -49,10 +49,13 @@ Emulate 3 Button Mouse
|
||||
Some touchpads support three-finger tap for middle mouse button,
|
||||
which may be an alternative to using this option.
|
||||
|
||||
Modifier *(unsupported on Microsoft Windows)*
|
||||
:kbd:`Alt`
|
||||
Modifier
|
||||
The modifier key to press to emulate the middle mouse keybindings.
|
||||
This option is unsupported on Microsoft Windows.
|
||||
|
||||
:Alt:
|
||||
Use the :kbd:`Alt` key to emulate the middle mouse button.
|
||||
:kbd:`OSKey`
|
||||
:OSKey:
|
||||
Use the :kbd:`OSKey` to emulate the middle mouse button.
|
||||
|
||||
This has the advantage that it doesn't conflict with existing :kbd:`Alt-MMB` shortcuts,
|
||||
@ -78,6 +81,8 @@ Release Confirms
|
||||
Dragging :kbd:`LMB` on an object will move it.
|
||||
To confirm this (and other) transform, an :kbd:`LMB` is necessary by default.
|
||||
When this option is activated, the release of :kbd:`LMB` acts as confirmation of the transform.
|
||||
Double Click Speed
|
||||
The time in milliseconds to trigger a double click.
|
||||
Mouse Drag Threshold
|
||||
The number of pixels that a User Interface element has to be moved before it is recognized by Blender,
|
||||
values below this will be detected as click events.
|
||||
|
@ -60,6 +60,13 @@ Tooltips
|
||||
Python Tooltips
|
||||
Displays a property's Python information below the tooltip.
|
||||
|
||||
.. _prefs-interface-search-order:
|
||||
|
||||
Search
|
||||
Sort by Most Recent
|
||||
Show most recently selected items at the top of search results,
|
||||
otherwise search results are sorted alphabetically.
|
||||
|
||||
|
||||
Editors
|
||||
=======
|
||||
|
@ -10,7 +10,7 @@ Introduction
|
||||
.. reference::
|
||||
|
||||
:Menu: :menuselection:`Edit --> Preferences...`
|
||||
:Shortcut: :kbd:`F4`, :kbd:`P`
|
||||
:Shortcut: :kbd:`Ctrl-Comma`
|
||||
|
||||
This chapter explains how to change Blender's default configuration with the *Preferences* editor.
|
||||
|
||||
|
@ -17,6 +17,36 @@ Save
|
||||
Asks for confirmation before closing or opening a new blend-file
|
||||
if the current file has unsaved changes.
|
||||
|
||||
.. _prefs-save_load-backups:
|
||||
|
||||
Save Versions
|
||||
Number of versions created (for backup) when saving newer versions of a file.
|
||||
|
||||
This option keeps saved versions of your file in the same directory,
|
||||
using extensions: ``.blend1``, ``.blend2``, etc.,
|
||||
with the number increasing to the number of versions you specify.
|
||||
|
||||
Older files will be named with a higher number.
|
||||
E.g. with the default setting of 2, you will have three versions of your file:
|
||||
|
||||
- ``*.blend`` -- last saved.
|
||||
- ``*.blend1`` -- second last saved.
|
||||
- ``*.blend2`` -- third last saved.
|
||||
|
||||
Recent Files
|
||||
Number of files displayed in :menuselection:`File --> Open Recent`.
|
||||
|
||||
.. _prefs-auto-save:
|
||||
|
||||
Auto Save
|
||||
Enables :doc:`Auto Save </troubleshooting/recover>`.
|
||||
Tells Blender to *automatically* save a backup copy of your work-in-progress files to the :ref:`temp-dir`.
|
||||
|
||||
Timer (Minutes)
|
||||
This specifies the number of minutes to wait between each :doc:`Auto Save </troubleshooting/recover>`.
|
||||
The default value of the Blender installation is 2 minutes.
|
||||
The minimum is 1, and the Maximum is 60 (save every hour).
|
||||
|
||||
File Preview Types
|
||||
Select how blend-file preview are generated.
|
||||
These previews are used both in the :doc:`File Browser </editors/file_browser>`
|
||||
@ -43,39 +73,6 @@ Text Files
|
||||
Entering :kbd:`Tab` in the Text Editor adds the appropriate number of spaces
|
||||
instead of using characters.
|
||||
|
||||
.. _prefs-save_load-backups:
|
||||
|
||||
Save Versions
|
||||
Number of versions created (for backup) when saving newer versions of a file.
|
||||
|
||||
This option keeps saved versions of your file in the same directory,
|
||||
using extensions: ``.blend1``, ``.blend2``, etc.,
|
||||
with the number increasing to the number of versions you specify.
|
||||
|
||||
Older files will be named with a higher number.
|
||||
E.g. with the default setting of 2, you will have three versions of your file:
|
||||
|
||||
:``*.blend``: last saved.
|
||||
:``*.blend1``: second last saved.
|
||||
:``*.blend2``: third last saved.
|
||||
|
||||
Recent Files
|
||||
Number of files displayed in :menuselection:`File --> Open Recent`.
|
||||
|
||||
|
||||
.. _prefs-auto-save:
|
||||
|
||||
Auto Save
|
||||
---------
|
||||
|
||||
Enables :doc:`Auto Save </troubleshooting/recover>`.
|
||||
Tells Blender to *automatically* save a backup copy of your work-in-progress files to the :ref:`temp-dir`.
|
||||
|
||||
Timer
|
||||
This specifies the number of minutes to wait between each :doc:`Auto Save </troubleshooting/recover>`.
|
||||
The default value of the Blender installation is 2 minutes.
|
||||
The minimum is 1, and the Maximum is 60 (save every hour).
|
||||
|
||||
|
||||
.. _bpy.ops.preferences.autoexec:
|
||||
.. _prefs-auto-execution:
|
||||
|
@ -17,9 +17,11 @@ Text Info Overlay
|
||||
View Name
|
||||
Display the name and type of the current view in the top left corner of the 3D Viewport.
|
||||
For example: "User Perspective" or "Top Orthographic".
|
||||
|
||||
Playback Frame Rate (FPS)
|
||||
Show the frames per second screen refresh rate while an animation is played back.
|
||||
It appears in the top left of the 3D Viewport, displaying red if the frame rate set cannot be reached.
|
||||
|
||||
Frame Rate Samples
|
||||
Calculate the FPS displayed in the viewport based on an average of the current and previously displayed frames.
|
||||
A value of zero uses the number of frames in 1.0 second.
|
||||
@ -37,7 +39,7 @@ Gizmo Size
|
||||
HDRI Preview Size
|
||||
Diameter of the HDRI sphere overlay.
|
||||
|
||||
3D Viewport Axis
|
||||
3D Viewport Axes
|
||||
:Interactive Navigation:
|
||||
Display the axis as an interactive gizmo.
|
||||
Click sets the viewport to display along this axis and dragging orbits the view.
|
||||
@ -52,7 +54,8 @@ HDRI Preview Size
|
||||
Size
|
||||
Diameter of the *3D Viewport Axis* widget.
|
||||
|
||||
Fresnel Edit Mode
|
||||
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.
|
||||
|
||||
|
@ -203,11 +203,11 @@ White Balance Modifier
|
||||
Use it to adjust the white balance by choosing the color that should be white.
|
||||
|
||||
|
||||
.. index:: Video Sequencer Modifiers; Equalizer Modifier
|
||||
.. index:: Video Sequencer Modifiers; Sound Equalizer Modifier
|
||||
.. _bpy.types.SoundEqualizerModifier:
|
||||
|
||||
Equalizer Modifier
|
||||
------------------
|
||||
Sound Equalizer Modifier
|
||||
------------------------
|
||||
|
||||
This modifier can be used to emphasize or supress sound frequencies.
|
||||
This modifier can be used to emphasize or suppress sound frequencies.
|
||||
The range is limited to 35Hz - 20kHz and +/-35dB
|
||||
|
@ -75,22 +75,14 @@ The same links can also be found in the :ref:`splash`.
|
||||
|
||||
:doc:`Manual </index>`
|
||||
This is a link to the Official Blender Manual (which you are now reading).
|
||||
`Release Notes <https://wiki.blender.org/wiki/Reference/Release_Notes/>`__
|
||||
Link to the release notes for the current Blender version.
|
||||
`Tutorials <https://www.blender.org/support/tutorials>`__
|
||||
Multiple tutorials to help you learn to use Blender.
|
||||
`Support <https://www.blender.org/support>`__
|
||||
Links to various sites, providing both community and professional support.
|
||||
|
||||
----
|
||||
|
||||
`User Communities <https://www.blender.org/community/>`__
|
||||
Lists of many different community sites and support venues.
|
||||
`Developer Community <https://devtalk.blender.org>`__
|
||||
Blender's developer forum.
|
||||
|
||||
----
|
||||
|
||||
`Python API Reference <https://docs.blender.org/api/current/>`__
|
||||
Python application programming interface (API)
|
||||
|
||||
----
|
||||
|
||||
|
BIN
manual/images/addons_rigging_rigify_metarigs_actions-corrective-panel.png
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manual/images/addons_rigging_rigify_rig-features_tail-controls.png
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manual/images/compositing_types_filter_kuwahara-node_sharpness0.webp
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manual/images/compositing_types_filter_kuwahara-node_sharpness05.webp
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manual/images/compositing_types_filter_kuwahara-node_sharpness1.webp
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manual/images/compositing_types_filter_kuwahara-node_size3.webp
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manual/images/compositing_types_filter_kuwahara-node_size6.webp
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manual/images/compositing_types_filter_kuwahara-node_size9.webp
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manual/images/compositing_types_filter_kuwahara-node_size9.webp
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manual/images/render_shader-nodes_shader_principled-alpha.webp
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manual/images/render_shader-nodes_shader_principled-base-color.webp
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manual/images/render_shader-nodes_shader_principled-coat-ior.webp
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manual/images/render_shader-nodes_shader_principled-coat-roughness.webp
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manual/images/render_shader-nodes_shader_principled-coat-weight.webp
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manual/images/render_shader-nodes_shader_principled-emission-color.webp
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manual/images/render_shader-nodes_shader_principled-emission-strength.webp
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manual/images/render_shader-nodes_shader_principled-ior.webp
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manual/images/render_shader-nodes_shader_principled-metallic.webp
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manual/images/render_shader-nodes_shader_principled-roughness.webp
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manual/images/render_shader-nodes_shader_principled-sheen-weight.webp
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manual/images/render_shader-nodes_shader_principled-specular-anisotropic-rotation.webp
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manual/images/render_shader-nodes_shader_principled-specular-anisotropic.webp
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manual/images/render_shader-nodes_shader_principled-specular-ior-level.webp
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manual/images/render_shader-nodes_shader_principled-specular-tint.webp
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manual/images/render_shader-nodes_shader_principled-subsurface-anisotropy.webp
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manual/images/render_shader-nodes_shader_principled-subsurface-ior.webp
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manual/images/render_shader-nodes_shader_principled-subsurface-radius.webp
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manual/images/render_shader-nodes_shader_principled-subsurface-scale.webp
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manual/images/render_shader-nodes_shader_principled-subsurface-scale.webp
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manual/images/render_shader-nodes_shader_principled-subsurface-weight.webp
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manual/images/render_shader-nodes_shader_principled-transmission-weight.webp
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@ -33,19 +33,25 @@ Scrolling is done by moving the mouse above or below this triangle.
|
||||
|
||||
|
||||
.. _bpy.types.UIPopupMenu:
|
||||
.. _ui-header-menu:
|
||||
|
||||
Header Menus
|
||||
============
|
||||
Popup Menus
|
||||
===========
|
||||
|
||||
.. figure:: /images/interface_controls_buttons_menus_menu-button.png
|
||||
:align: right
|
||||
|
||||
Image menu in the Header of the Image editor.
|
||||
|
||||
Most :ref:`headers <ui-region-header>` exhibit a set of menus, located at the start of the header.
|
||||
Header menus are used to configure the editor and access operators.
|
||||
All menu entries show the relevant shortcut keys, if any.
|
||||
Popup menus list :doc:`/interface/operators` which can be executed by selecting with :kbd:`LMB`
|
||||
or using the generated shortcut indicated by the underlined character of the operator name.
|
||||
All menu entries show any relevant shortcut keys, which can be executed without opening the menu.
|
||||
|
||||
.. _bpy.ops.wm.search_single_menu:
|
||||
|
||||
All popup menus can be searched by pressing :kbd:`Spacebar` and typing the name of the operator in the menu.
|
||||
If a popup menu has "Search" as one of the items, the menu can be searched without having to press :kbd:`Spacebar` first.
|
||||
|
||||
All popup menus of an editor can be searched using the :ref:`bpy.ops.wm.search_menu` feature.
|
||||
|
||||
|
||||
Collapsing Menus
|
||||
|
@ -1,4 +1,3 @@
|
||||
.. _bpy.ops.wm.search:
|
||||
|
||||
******
|
||||
Search
|
||||
@ -52,3 +51,8 @@ within Blender, even if they are not exposed in a menu.
|
||||
This is useful for Python developers for testing purposes.
|
||||
Blender might also include a few advanced operators that are not
|
||||
exposed in a menu and can only be accessed via this search menu.
|
||||
|
||||
.. seealso::
|
||||
|
||||
The :ref:`User Preferences <prefs-interface-search-order>`
|
||||
has an option to change how the search results are scored.
|
||||
|
@ -6,7 +6,7 @@ Operators
|
||||
Operators execute an action the moment they're activated,
|
||||
which makes them different from tools (which require some sort of input).
|
||||
Operators can be started from :ref:`ui-operator-buttons`,
|
||||
:ref:`ui-header-menu`, or :ref:`bpy.ops.wm.search_menu`.
|
||||
:ref:`bpy.types.UIPopupMenu`, or :ref:`bpy.ops.wm.search_menu`.
|
||||
Examples of operators include adding a new object,
|
||||
deleting it, or setting its shading to smooth.
|
||||
|
||||
|
@ -40,7 +40,7 @@ Header
|
||||
|
||||
A header is a small horizontal strip, which sits either at the top or bottom of an area.
|
||||
All editors have a header acting as a container for menus and commonly used tools.
|
||||
:ref:`Menus <ui-header-menu>` and buttons will change with the editor type and
|
||||
:ref:`Menus <bpy.types.UIPopupMenu>` and buttons will change with the editor type and
|
||||
the selected object and mode.
|
||||
|
||||
.. figure:: /images/editors_3dview_introduction_3d-view-header-object-mode.png
|
||||
@ -62,7 +62,7 @@ Show Header
|
||||
Show Tool Settings
|
||||
Toggles the visibility of the `Tool Settings`_.
|
||||
Show Menus
|
||||
Toggles whether the :ref:`Menus <ui-header-menu>` are collapsed or not.
|
||||
Toggles whether the :ref:`Menus <bpy.types.UIPopupMenu>` are collapsed or not.
|
||||
Flip to Bottom/Top
|
||||
Toggles whether the header or Tool Settings appear on the top or bottom of the editor.
|
||||
Vertical/Horizontal Split
|
||||
|
@ -196,7 +196,9 @@ Quit :kbd:`Ctrl-Q`
|
||||
Edit Menu
|
||||
---------
|
||||
|
||||
Undo/Redo/History
|
||||
Undo, Redo, Undo History
|
||||
See :doc:`/interface/undo_redo`.
|
||||
Adjust Last Operation, Repeat Last, Repeat History
|
||||
See :doc:`/interface/undo_redo`.
|
||||
Menu Search
|
||||
Find a menu based on its name.
|
||||
@ -224,8 +226,8 @@ Lock Object Modes
|
||||
You may want to disable *Lock Object Modes* for example when weighting rigged objects
|
||||
or sculpting/painting where you intentionally want to switch between objects in different modes.
|
||||
|
||||
Preferences
|
||||
Open the Preferences window.
|
||||
Preferences :kbd:`Ctrl-Comma`
|
||||
Open the :doc:`Preferences window </editors/preferences/index>`.
|
||||
|
||||
|
||||
.. _topbar-render:
|
||||
@ -303,7 +305,7 @@ Save Screenshot (Editor)
|
||||
Help Menu
|
||||
---------
|
||||
|
||||
See :doc:`/getting_started/help`.
|
||||
See :ref:`help-menu`.
|
||||
|
||||
|
||||
Workspaces
|
||||
|
@ -42,6 +42,14 @@ In the Node Editor the inputs can be renamed, shuffled and removed.
|
||||
This is also the place where sub-steps can be defined for a simulation.
|
||||
|
||||
|
||||
Inputs
|
||||
------
|
||||
|
||||
Skip
|
||||
Forward the output of the simulation input node directly
|
||||
to the output node and ignore the nodes in the simulation zone.
|
||||
|
||||
|
||||
Baking
|
||||
======
|
||||
|
||||
|
@ -1,5 +1,5 @@
|
||||
.. index:: Geometry Nodes; Tools
|
||||
.. _bpy.types.GeometryNode:
|
||||
.. _bpy.types.GeometryNodeTree:
|
||||
|
||||
****************
|
||||
Node-Based Tools
|
||||
@ -17,27 +17,29 @@ They can be shared as any regular node group assets.
|
||||
Tool Context
|
||||
============
|
||||
|
||||
The way to create Node-based tools is by switching the Geometry Nodes editor context to `Tool`.
|
||||
The way to create Node-based tools is by switching the Geometry Nodes editor
|
||||
:ref:`context <bpy.types.SpaceNodeEditor.geometry_nodes_type>` 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.
|
||||
New node groups created in the tool context will be enabled as
|
||||
:ref:`Tool <bpy.types.GeometryNodeTree.is_tool>` by default,
|
||||
although users still need to set them as Assets if they want to share them (see below).
|
||||
|
||||
.. note::
|
||||
|
||||
The :doc:`Inspection </modeling/geometry_nodes/inspection>` features are not supported on this context: Viewer Node and Socket Inspection.
|
||||
The :doc:`Inspection </modeling/geometry_nodes/inspection>`
|
||||
features are not supported in the *Tool* 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.
|
||||
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.
|
||||
If the catalog name matches an existing menu, the tool will be added to the end of it.
|
||||
Assets that have no catalog assigned to them, or local tools are exposed in the "Unassigned" menu.
|
||||
|
||||
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
|
||||
=============
|
||||
@ -48,7 +50,11 @@ The node group inputs will be exposed as in the :doc:`Adjust Last Operation </in
|
||||
Supported Modes and Data-Types
|
||||
==============================
|
||||
|
||||
Tools are only possible for Edit and Sculpting mode, for Mesh and Curve objects.
|
||||
Node groups must specify which mode and object types they support.
|
||||
This helps to determine where the tool is available in the user interface.
|
||||
These properties can be configured in popover menus in the :doc:`/editors/geometry_node`.
|
||||
|
||||
Currently, only Edit and Sculpting mode, for Mesh and Curve objects are supported.
|
||||
|
||||
|
||||
Tool-specific Nodes
|
||||
@ -64,8 +70,8 @@ The following nodes are only supported in the tool context:
|
||||
|
||||
.. note::
|
||||
|
||||
The :doc:`Self Object </modeling/geometry_nodes/input/scene/self_object>` node returns the Active object
|
||||
when inside a Tool node group.
|
||||
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
|
||||
@ -73,5 +79,5 @@ Non-supported Nodes
|
||||
|
||||
These nodes are only supported in the modifier context:
|
||||
|
||||
- Simulation Zone
|
||||
- Viewer Node
|
||||
- :doc:`/modeling/geometry_nodes/simulation/simulation_zone`
|
||||
- :doc:`/modeling/geometry_nodes/output/viewer`
|
||||
|
25
manual/modeling/modifiers/deform/index.rst
Normal file
25
manual/modeling/modifiers/deform/index.rst
Normal file
@ -0,0 +1,25 @@
|
||||
|
||||
##########
|
||||
Deform
|
||||
##########
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
|
||||
armature.rst
|
||||
cast.rst
|
||||
curve.rst
|
||||
displace.rst
|
||||
hooks.rst
|
||||
laplacian_deform.rst
|
||||
lattice.rst
|
||||
mesh_deform.rst
|
||||
shrinkwrap.rst
|
||||
simple_deform.rst
|
||||
smooth.rst
|
||||
corrective_smooth.rst
|
||||
laplacian_smooth.rst
|
||||
surface_deform.rst
|
||||
volume_displace.rst
|
||||
warp.rst
|
||||
wave.rst
|
28
manual/modeling/modifiers/generate/index.rst
Normal file
28
manual/modeling/modifiers/generate/index.rst
Normal file
@ -0,0 +1,28 @@
|
||||
|
||||
############
|
||||
Generate
|
||||
############
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
|
||||
array.rst
|
||||
bevel.rst
|
||||
booleans.rst
|
||||
build.rst
|
||||
decimate.rst
|
||||
edge_split.rst
|
||||
geometry_nodes.rst
|
||||
mask.rst
|
||||
mesh_to_volume.rst
|
||||
mirror.rst
|
||||
multiresolution.rst
|
||||
remesh.rst
|
||||
screw.rst
|
||||
skin.rst
|
||||
solidify.rst
|
||||
subdivision_surface.rst
|
||||
triangulate.rst
|
||||
volume_to_mesh.rst
|
||||
weld.rst
|
||||
wireframe.rst
|
@ -1,4 +1,3 @@
|
||||
.. _modifiers-index:
|
||||
.. _bpy.types.Modifier:
|
||||
|
||||
#############
|
||||
@ -12,89 +11,13 @@
|
||||
common_options.rst
|
||||
|
||||
|
||||
Modify
|
||||
======
|
||||
Built-In Modifiers
|
||||
==================
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:maxdepth: 2
|
||||
|
||||
modify/data_transfer.rst
|
||||
modify/mesh_cache.rst
|
||||
modify/mesh_sequence_cache.rst
|
||||
modify/normal_edit.rst
|
||||
modify/uv_project.rst
|
||||
modify/uv_warp.rst
|
||||
modify/weight_edit.rst
|
||||
modify/weight_mix.rst
|
||||
modify/weight_proximity.rst
|
||||
modify/weighted_normal.rst
|
||||
|
||||
|
||||
Generate
|
||||
========
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
|
||||
generate/array.rst
|
||||
generate/bevel.rst
|
||||
generate/booleans.rst
|
||||
generate/build.rst
|
||||
generate/decimate.rst
|
||||
generate/edge_split.rst
|
||||
generate/geometry_nodes.rst
|
||||
generate/mask.rst
|
||||
generate/mesh_to_volume.rst
|
||||
generate/mirror.rst
|
||||
generate/multiresolution.rst
|
||||
generate/remesh.rst
|
||||
generate/screw.rst
|
||||
generate/skin.rst
|
||||
generate/solidify.rst
|
||||
generate/subdivision_surface.rst
|
||||
generate/triangulate.rst
|
||||
generate/volume_to_mesh.rst
|
||||
generate/weld.rst
|
||||
generate/wireframe.rst
|
||||
|
||||
|
||||
Deform
|
||||
======
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
|
||||
deform/armature.rst
|
||||
deform/cast.rst
|
||||
deform/curve.rst
|
||||
deform/displace.rst
|
||||
deform/hooks.rst
|
||||
deform/laplacian_deform.rst
|
||||
deform/lattice.rst
|
||||
deform/mesh_deform.rst
|
||||
deform/shrinkwrap.rst
|
||||
deform/simple_deform.rst
|
||||
deform/smooth.rst
|
||||
deform/corrective_smooth.rst
|
||||
deform/laplacian_smooth.rst
|
||||
deform/surface_deform.rst
|
||||
deform/volume_displace.rst
|
||||
deform/warp.rst
|
||||
deform/wave.rst
|
||||
|
||||
|
||||
Physics
|
||||
=======
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
|
||||
physics/cloth.rst
|
||||
physics/collision.rst
|
||||
physics/dynamic_paint.rst
|
||||
physics/explode.rst
|
||||
physics/fluid.rst
|
||||
physics/ocean.rst
|
||||
physics/particle_instance.rst
|
||||
physics/particle_system.rst
|
||||
physics/soft_body.rst
|
||||
modify/index.rst
|
||||
generate/index.rst
|
||||
deform/index.rst
|
||||
physics/index.rst
|
||||
|
@ -13,30 +13,52 @@ They work by changing how an object is displayed and rendered, but not the geome
|
||||
You can add several modifiers to a single object to form `The Modifier Stack`_
|
||||
and *Apply* a modifier if you wish to make its changes permanent.
|
||||
|
||||
.. figure:: /images/modeling_modifiers_introduction_menu.png
|
||||
.. _bpy.ops.object.modifier_add:
|
||||
|
||||
Modifiers menu.
|
||||
|
||||
They can be added to the active object using the *Add Modifier* drop-down menu at the top of their properties tab.
|
||||
They can be added to the active object using the *Add Modifier* operator
|
||||
at the top of Modifiers tab in the :doc:`/editors/properties_editor` or using :kbd:`Shift-A` in the same tab.
|
||||
New modifiers are always added at the bottom of the :ref:`stack <modifier-stack>` (i.e. will be applied last).
|
||||
|
||||
There are four categories of modifiers:
|
||||
There are many built-in modifiers but Blender also allows users
|
||||
to make their own modifiers through :doc:`/modeling/geometry_nodes/index`.
|
||||
|
||||
Modify
|
||||
These are tools similar to the *Deform* ones (see below),
|
||||
|
||||
Categories
|
||||
==========
|
||||
|
||||
There are four categories of built-in modifiers:
|
||||
|
||||
Edit
|
||||
Similar to the *Deform* modifiers (see below),
|
||||
however, they usually do not directly affect the geometry of the object,
|
||||
but some other data, such as vertex groups.
|
||||
Generate
|
||||
These are constructive/destructive tools that will affect the whole :term:`Topology` of the mesh.
|
||||
Constructive/destructive modifiers that will affect the whole :term:`Topology` of the mesh.
|
||||
They can change the general appearance of the object, or add new geometry to it...
|
||||
Deform
|
||||
Unlike *Generate* ones above, these only change the shape of an object, without altering its topology.
|
||||
Unlike *Generate* ones above, these modifiers only change the shape of an object, without altering its topology.
|
||||
Simulate
|
||||
Those represent :doc:`physics simulations </physics/index>`. In most cases, they are automatically added to
|
||||
Represent :doc:`physics simulations </physics/index>`. In most cases, they are automatically added to
|
||||
the modifiers stack whenever a *Particle System* or *Physics* simulation is enabled. Their only role is to define
|
||||
the position in the modifier stack from which is taken the base data for the simulation they represent.
|
||||
As such, they typically have no attributes, and are controlled by settings exposed in
|
||||
separate sections of the :doc:`Properties </editors/properties_editor>`.
|
||||
As such, they typically have no properties, and are controlled by settings exposed in
|
||||
separate sections of the :doc:`/editors/properties_editor`.
|
||||
|
||||
You will also notice a category called "Hair",
|
||||
this category comes from a bundled :term:`Asset Library` that is distributed with Blender.
|
||||
See :doc:`/modeling/geometry_nodes/hair/index` for more information.
|
||||
|
||||
Users can make their own categories by making geometry node groups :term:`assets <Asset>`
|
||||
and assigning them to a :term:`Asset Catalog`. This catalog name will be the category name.
|
||||
If a user creates a catalog with the same name as one of the built-in categories
|
||||
the node group will be added to the bottom of the corresponding menu.
|
||||
|
||||
Node Groups that are non-assets or that do not belong to a category will be available in the "Unassigned" sub-menu.
|
||||
|
||||
.. note::
|
||||
|
||||
Geometry Node Groups must have the :ref:`Modifier <bpy.types.GeometryNodeTree.is_modifier>`
|
||||
property enabled for the node group to show up in the Add Modifier menu.
|
||||
|
||||
|
||||
.. _bpy.types.Modifier.show:
|
||||
@ -44,6 +66,8 @@ Simulate
|
||||
Interface
|
||||
=========
|
||||
|
||||
Each modifier's interface shares the same basic components, see Fig. :ref:`fig-modifiers-panel-layout`.
|
||||
|
||||
.. _fig-modifiers-panel-layout:
|
||||
|
||||
.. figure:: /images/modeling_modifiers_introduction_panel-layout.png
|
||||
@ -51,8 +75,6 @@ Interface
|
||||
|
||||
Panel layout (Subdivision Surface as an example).
|
||||
|
||||
Each modifier's interface shares the same basic components, see Fig. :ref:`fig-modifiers-panel-layout`.
|
||||
|
||||
At the top is the panel header.
|
||||
The icons each represent different settings for the modifier (left to right):
|
||||
|
||||
|
18
manual/modeling/modifiers/modify/index.rst
Normal file
18
manual/modeling/modifiers/modify/index.rst
Normal file
@ -0,0 +1,18 @@
|
||||
|
||||
########
|
||||
Edit
|
||||
########
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
|
||||
data_transfer.rst
|
||||
mesh_cache.rst
|
||||
mesh_sequence_cache.rst
|
||||
normal_edit.rst
|
||||
uv_project.rst
|
||||
uv_warp.rst
|
||||
weight_edit.rst
|
||||
weight_mix.rst
|
||||
weight_proximity.rst
|
||||
weighted_normal.rst
|
17
manual/modeling/modifiers/physics/index.rst
Normal file
17
manual/modeling/modifiers/physics/index.rst
Normal file
@ -0,0 +1,17 @@
|
||||
|
||||
###########
|
||||
Physics
|
||||
###########
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
|
||||
cloth.rst
|
||||
collision.rst
|
||||
dynamic_paint.rst
|
||||
explode.rst
|
||||
fluid.rst
|
||||
ocean.rst
|
||||
particle_instance.rst
|
||||
particle_system.rst
|
||||
soft_body.rst
|
@ -114,14 +114,19 @@ this behavior can be set in the :ref:`Output Color Management Properties <render
|
||||
.. _bpy.types.ColorManagedDisplaySettings.display_device:
|
||||
|
||||
Display Device
|
||||
The device that the image is being viewed on.
|
||||
The color space for the display that Blender is being viewed on.
|
||||
|
||||
Most computer monitors are configured for the sRGB color space,
|
||||
and so when working on a computer usually this option should just be left to the default.
|
||||
It would typically be changed when viewing the image on another display device connected to the computer,
|
||||
or when writing out image files intended to be displayed on another device.
|
||||
Most displays are sRGB by default with some newer displays having the option to use Rec. 2020.
|
||||
These displays have a wider color gamut and can display high dynamic range content.
|
||||
If you have an Apple display you probably will want to use Display P3.
|
||||
|
||||
It is important to check your OS and display setting to make sure
|
||||
they all match the display in use to view the most accurate image.
|
||||
|
||||
:sRGB: Used by most displays.
|
||||
:Display P3: Used by most Apple devices.
|
||||
:Rec. 1886: Used by many older TVs.
|
||||
:Rec. 2020: Used for newer wide gamut HDR displays.
|
||||
|
||||
.. _bpy.types.ColorManagedViewSettings.view_transform:
|
||||
|
||||
@ -132,14 +137,48 @@ View Transform
|
||||
Does no extra conversion besides the conversion for the display device. Often used for
|
||||
non-photorealistic results or video editing where a specific look is already baked into
|
||||
the input video.
|
||||
:AgX:
|
||||
A tone mapping transform that improves on *Filmic*, giving more photorealistic results.
|
||||
AgX offers 16.5 stops of dynamic range and unsaturates highly
|
||||
exposed colors to mimic film's natural response to light.
|
||||
:Filmic:
|
||||
For photorealistic results and better handling of high dynamic range colors.
|
||||
The contrast can be adjusted by changing the *Look* option for the Filmic view transform.
|
||||
A tone mapping transform designed to handle high dynamic range colors.
|
||||
Filmic is deprecated and is superseded by AgX which improves handling of saturated colors.
|
||||
:Filmic Log:
|
||||
Converts to Filmic log color space. This can be used for export to color grading applications,
|
||||
or to inspect the image by flattening out very dark and light areas.
|
||||
:False Color:
|
||||
Shows a heat map of image intensities, to visualize the dynamic range.
|
||||
Shows a heat map of image intensities, to visualize the dynamic range, and help properly expose an image.
|
||||
|
||||
Below is a table that represents how normalized linear color data is represented with False Color.
|
||||
|
||||
.. list-table::
|
||||
:header-rows: 1
|
||||
|
||||
* - Luminance Value
|
||||
- Color
|
||||
* - Low Clip
|
||||
- Black
|
||||
* - 0.0001% to 0.05%
|
||||
- Blue
|
||||
* - 0.05% to 0.5%
|
||||
- Blue-Cyan
|
||||
* - 0.5% to 5%
|
||||
- Cyan
|
||||
* - 5% to 16%
|
||||
- Green-Cyan
|
||||
* - 16% to 22%
|
||||
- Grey
|
||||
* - 22% to 35%
|
||||
- Green-Yellow
|
||||
* - 35% to 55%
|
||||
- Yellow
|
||||
* - 55% to 80%
|
||||
- Orange
|
||||
* - 80% to 97%
|
||||
- Red
|
||||
* - High Clip
|
||||
- White
|
||||
:Raw:
|
||||
Intended for inspecting the image but not for final export.
|
||||
Raw gives the image without any color space conversion.
|
||||
|
@ -233,7 +233,6 @@ Sample Offset
|
||||
then combine the images with `bpy.ops.cycles.merge_images`
|
||||
|
||||
Scrambling Distance
|
||||
|
||||
.. _bpy.types.CyclesRenderSettings.adaptive_scrambling_distance:
|
||||
|
||||
Automatic
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user