Asset Shelf: Add manual entry #104580

Merged
Aaron Carlisle merged 5 commits from ChrisLend/blender-manual:asset_shelf into blender-v4.0-release 2023-10-26 23:06:10 +02:00
114 changed files with 1320 additions and 460 deletions
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@ -136,7 +136,7 @@ Preserved Bone Properties
Certain properties of the metarig bones are often copied to the generated rig control, deform and mechanism bones.
The exact set depends on the sub-rig and the specific generated bone, and the sub-rig may override some properties
even if it copies others of its subset, but there are certain common patterns:
even when it preserves others from the same subset, but there are certain common patterns:
Parenting Settings
This subset consists of the parent ORG bone, Use Connect, Use Inherit Rotation, Use Local Location, and Inherit Scale.
@ -144,7 +144,7 @@ Parenting Settings
It is usually copied to deform bones, FK controls, and in other cases where the sub-rig doesn't have a reason
to completely override them.
Bendy Bone Settings (Edit Mode)
Consist of the segment count, Mapping Mode, Ease In/Out, Roll In/Out, Curve In/Out and Scale In/Out.
Consist of the segment count, Vertex Mapping Mode, Ease In/Out, Roll In/Out, Curve In/Out and Scale In/Out.
The segment count is often overridden via a sub-rig option, but other settings are usually copied to deform
bones as is.
@ -305,3 +305,88 @@ If desired, it is possible to manually assign UI buttons to the internal ``ORG``
.. tip::
Blank rows appear much thinner in the final interface, since they don't have to contain editing buttons, and can be
used as logical separators.
Actions
=======
.. figure:: /images/addons_rigging_rigify_metarigs_actions-list-panel.png
:align: right
:width: 300px
The :doc:`Action </animation/constraints/relationship/action>` constraint allows applying poses defined
by an action to bones based on the transformation of another bone. This requires adding the constraint to every
bone affected by the action, which is very tedious. For this reason, Rigify includes a system to do this
automatically through the Actions panel.
The panel defines a list of actions to be applied to the generated rig bones. Each action must be listed only once.
The list entries show the name of the action, the trigger (a bone or a corrective action driven by two others), and
a checkbox that can be used to temporarily disable applying this action to the rig. The icon at the start of the entry
is changed from an action icon to a link icon to highlight corrective actions that depend on the active normal one,
or normal actions used by the active corrective action.
.. note::
The Action constraints are added to the bones in such an order as to exactly reproduce the intended deformation,
assuming the actions were created (posed and keyframed) in the order listed.
Normal Actions
--------------
.. figure:: /images/addons_rigging_rigify_metarigs_actions-normal-panel.png
:align: right
:width: 300px
Normal actions are applied based on the transformation of a specific control bone from the generated rig.
They have the following properties:
Control Bone
Specifies the bone that drives the action.
Symmetrical
If the control bone has a suffix that specifies that it belongs to the left or right side, this option can
be enabled to automatically apply symmetry.
When enabled, left-side bones keyframed in the action will be controlled by the left-side control, and right-side
bones by the right side control. Bones that don't have a a side suffix are assumed to belong to the center of the
character. They are rigged with two Action constraints with influence 0.5 that are controlled by each of the
control bones.
Frame Start & End
Specifies the frame range of the action that will be used by the created constraints.
Target Space, Transform Channel
Specifies the coordinate space and transformation channel of the target bone that should be used.
Min, Max
Specifies the range of the transformation channel values that is mapped to the specified action frame range.
Default Frame
Shows the frame within the action that maps to the neutral value (1 for scale and 0 otherwise)
of the transformation channel, as computed from the specified range values.
Corrective Actions
------------------
.. figure:: /images/addons_rigging_rigify_metarigs_actions-corrective-panel.png
:align: right
:width: 300px
Corrective actions are applied based on the progress of two other actions from the list, and are used to improve
the pose when they are used together.
Frame Start & End
Specifies the frame range of the action that will be used by the created constraints.
Trigger A & B
Specifies the two actions that control the correction. The interface rows contain buttons to show the settings
for that action, or jump to it in the list.
The progress of the corrective action from the start to the end frame is calculated as the product of the progress
values of the two trigger actions. Thus, the start frame is applied when either of the triggers is at the start frame,
and the end frame is used when both are at their end frame.
Corrective actions must be below their triggers in the list, which is enforced via an implicit reorder even if violated.
.. tip::
Corrective actions behave in the most intuitive way when both triggers have the Default Frame equal to Start Frame.
To create a corrective action in such case:
* Create the two trigger actions, add them to the panel and generate the rig.
* Pose your controls so that both trigger actions are fully activated to the end frame.
* Pose and keyframe the necessary corrections in the end frame of the new action, while keying the start
frame to the neutral values.
* 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
The simplest type of rig for a finger or appendage in general is the
:ref:`simple tentacle <rigify.rigs.limbs.simple_tentacle>` sub-rig. It has only basic FK controls and tweaks,
with the only automation being the ability to copy the local rotation of a FK joint to the next one.
with the only automation being the ability to copy certain axes of the local rotation of a FK control to the next one.
Advanced Finger
---------------
.. figure:: /images/addons_rigging_rigify_rig-features_finger-controls.png
For the case of fingers, there is a dedicated :ref:`finger <rigify.rigs.limbs.super_finger>` sub-rig type,
For fingers specifically, Rigify has a dedicated :ref:`finger <rigify.rigs.limbs.super_finger>` sub-rig type,
which provides:
Master
A master control, which can be used to rotate the finger as a whole, as well as to bend it via Y scaling.
A master control (orange), which can be used to rotate the finger as a whole, as well as to bend it via Y scaling.
FK Chain
FK control chain (green) that can operate as semi-tweaks through allowing translation.
FK control chain (green) that can also operate as semi-tweaks through allowing translation.
IK Control :guilabel:`Optional`
IK control for the tip.
IK control for the tip (red).
.. note::
.. note::
IK in this sub-rig is rudimentary and operates as an adjustment for FK. The intended way of use is to pose
the finger in FK, and then use FK->IK snap and enable IK if it is necessary to pin the tip of the finger
the finger in FK, and then enable IK after using IK->FK snap if it is necessary to pin the tip of the finger
in place.
The properties panel has the following features:
@ -315,7 +315,7 @@ Stretch To Fit
Manual Squash & Stretch
This mode is almost the same, but the chain does not automatically scale to match the curve length.
Instead, it tries to cover as much as possible of the curve given its manually scaled length.
If the curve is too short, the chain will overhang it and straighten out, but this is not fully stable.
If the curve is too short, the chain will overhang it and straighten out, but this can result in jitter.
Direct Tip Control
This mode is more similar to the behavior of IK limbs: the final bone of the chain is directly controlled by
the tip IK control, while the other bones of the chain stretch and follow the curve to bridge the gap.
@ -328,7 +328,7 @@ IK Start
The IK control at the base of the tentacle, which can be used to control the base twist and sideways scale, and
is one of the potential switchable parents for other IK controls.
In the *Manual Squash & Stretch* mode it controls uniform scale of the tentacle.
In the *Manual Squash & Stretch* mode it controls uniform scale of the tentacle in all directions.
IK Start (Extra) :guilabel:`Optional`
Extra start controls, optional and hidden by default. Switchable parents default to the *IK Start* control.
The scale of the control may optionally affect the thickness of the chain via the radius of the curve point.
@ -346,9 +346,10 @@ IK End
In the *Direct Tip Control* mode also directly controls the last bone of the chain.
IK End Twist :guilabel:`Optional`
* *Stretch To Fit*: controls the twist of the tip of the tentacle, interpolated to nothing at the base.
* *Manual Squash & Stretch*: also controls the scaling of the tip of the tentacle.
* *Direct Tip Control*: does not exist.
This control is visually attached to the last bone of the chain, and must use Euler rotation.
* *Stretch To Fit*: it controls the twist of the tip of the tentacle, interpolated to nothing at the base.
* *Manual Squash & Stretch*: it also controls the scaling of the tip of the tentacle.
* *Direct Tip Control*: the control does not exist.
FK Chain :guilabel:`Optional`
If enabled, the rig has an alternative fully FK control chain.
@ -369,12 +370,13 @@ Start/End Controls :guilabel:`Optional`
to its 'hidden' position.
End Twist Estimate :guilabel:`Optional`
In the *Direct Tip Control* mode the twist at the end of the tentacle is deduced from the orientation of the
tip control. However, for technical reasons, that is only possible within the 180 degrees range of neutral.
In the *Direct Tip Control* mode the twist at the end of the tentacle is deduced from the free form orientation
of the tip control, rather than using a separate twist control with constrained Euler rotation. However, for
technical reasons, that can only give values within the 180 degrees range of neutral.
A long tentacle can accept more twist than 180 degrees, so a workaround is necessary. This property allows
specifying an approximate estimate of the twist value, and the rig then applies the automatic correction within
180 degrees of this value.
specifying an approximate estimate of the twist value (effectively shifting the neutral position), and the
rig then applies the automatic correction within 180 degrees of this value.
IK-FK, IK<->FK Snapping :guilabel:`Optional`
If the FK controls are enabled, these provide standard IK-FK switching and snapping.
@ -383,33 +385,166 @@ IK-FK, IK<->FK Snapping :guilabel:`Optional`
manual tuning. For this reason, buttons for baking the snapping over a range of keyframes are not provided.
Parent Switch
Switches the parent of the active IK control.
Switches the parent of the selected IK control.
Spine, Head & Tail
==================
.. figure:: /images/addons_rigging_rigify_rig-features_spine-controls.png
:align: right
:width: 200px
Spine
-----
The :ref:`spine <rigify.rigs.spines.basic_spine>` sub-rig provides a cube shaped torso control with
switchable parent, and bent circle shaped hip and chest controls subordinate to it. For low level deformation
tweak controls are provided.
The torso control can optionally be accompanied with a custom pivot control. The rig can also optionally
provide a full set of FK controls that are subordinate to the normal simplified ones, but above tweaks.
The rig properties panel for the spine controls usually includes options for the head and/or tail as well.
.. figure:: /images/addons_rigging_rigify_rig-features_head-controls.png
:align: right
:width: 200px
Head
====
----
The :ref:`head <rigify.rigs.spines.super_head>` sub-rig attaches to the end of the spine, and provides
rotational controls for the head and neck, as well as tweaks for fine control of the neck.
If the neck is three or more bones long, an additonal tweak-like translational
neck bend control is provided (the widget looks like a circle with arrows).
The properties panel contains the following options:
Neck Follow :guilabel:`Slider`
.. figure:: /images/addons_rigging_rigify_rig-features_head-properties.png
:align: right
:width: 200px
This slider controls the rotations isolation for the neck bones.
When set to 0 the neck will stay oriented as the Torso (the big box control).
When set to 1 the neck will be oriented as the Chest (the big circle in the shoulder area).
The neck will follow the orientation of the Torso when set to 0, and the Chest when set to 1.
Head Follow :guilabel:`Slider`
This slider controls the rotations isolation for the head.
When set to 0 the head will stay oriented as the Torso (the big box control).
When set to 1 the head will be oriented as the neck.
.. figure:: /images/addons_rigging_rigify_rig-features_tail-controls.png
:align: right
:width: 200px
This slider controls the rotations isolation for the head.
The head will follow the orientation of the Torso when set to 0, and the Chest when set to 1.
Tail
----
The :ref:`tail <rigify.rigs.spines.basic_tail>` sub-rig attaches to the start of the spine, and provides
FK controls for the tail, as well as a master control that replicates its local rotation around certain axes
to all individual bones.
The properties panel contains the following options:
Tail Follow :guilabel:`Slider`
This slider controls the rotations isolation for the tail.
The tail will follow the orientation of the Torso when set to 0, and the Hips when set to 1.
Face
====
Mouth Lock :guilabel:`Slider`
This slider controls the mouth opening.
When set to 0 moving/rotating the jaw bone will result in mouth opening,
when set to 1 the lips will stay sealed while the jaw is moving.
.. note::
This describes the new-style modular face produced by the Upgrade Face operator button.
Eyes Following :guilabel:`Slider`
This slider controls the eyelid automation.
When set to 1 the eyelids and the lower eyebrow will follow
the eye movement giving a realistic effect to the character,
when set to 0 no automation will happen.
Basic Concepts
--------------
Skin Bone Chains
^^^^^^^^^^^^^^^^
.. figure:: /images/addons_rigging_rigify_rig-features_face-chains.png
:align: right
:width: 300px
The foundation of the Rigify face is a network of Bendy Bone :ref:`chains <rigify.rigs.skin.basic_chain>` with controls
placed at every bone end. These controls affect all bones that meet at that specific point.
When the controls are merely translated, the B-Bone chains retain the normal automatic bezier handle behavior.
Local rotation and/or scaling of the controls are applied on top of that.
In case of :ref:`certain chains <rigify.rigs.skin.stretchy_chain>`, the transformation of the end and/or middle
controls is interpolated to other controls located between them. In such cases the controls often have different
colors and/or shapes.
Additionally, certain controls have :ref:`arbitrary constraints <rigify.rigs.skin.glue>` that partially copy
transformation from nearby control points.
Specialized Controllers
^^^^^^^^^^^^^^^^^^^^^^^
Certain areas of the face, like eyes or mouth, have additional specialized controllers that apply custom behavior
on top of the chains and their controllers within the relevant area.
Eyes
----
.. figure:: /images/addons_rigging_rigify_rig-features_eye-controls.png
:align: right
:width: 300px
The :ref:`eyes <rigify.rigs.face.skin_eye>` have the following controls in addition to the eyelid chains:
Master
This large circular control can be used to transform the whole eye as one unit.
Common Target
This large control enveloping all individual eye targets has a switchable parent and can
be used to specify the point that the eyes should look at.
Eye Target
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.
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.

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@ -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.

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@ -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

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@ -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.

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@ -20,7 +20,6 @@
switch_direction.rst
symmetrize.rst
naming.rst
change_layers.rst
parenting.rst
properties.rst
delete.rst

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@ -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.

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@ -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

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@ -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:
@ -128,38 +112,29 @@ 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::
.. 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.
.. list-table:: Examples of transforming parented/connected bones with Inherit Rotation disabled.
.. list-table:: Examples of transforming parented/connected bones with Inherit Rotation disabled.
* - .. figure:: /images/animation_armatures_bones_properties_relations_inherit-rot-disabled.png
@ -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>`.

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@ -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.

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@ -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.

View File

@ -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.

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@ -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.

View File

@ -35,6 +35,7 @@ post-processing effect on the image.
filter.rst
glare.rst
kuwahara.rst
pixelate.rst
posterize.rst
sun_beams.rst

View File

@ -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.

View 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.

View File

@ -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.

View File

@ -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

View File

@ -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

View File

@ -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.

View File

@ -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:

View File

@ -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.

View File

@ -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.

View File

@ -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>`.

View File

@ -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
@ -142,7 +142,8 @@ 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
Auto-offset Margin
Margin to use for :ref:`offsetting nodes <editors-nodes-usage-auto-offset>`.

View File

@ -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
=================

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@ -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.

View File

@ -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
=======

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@ -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.

View File

@ -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:

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@ -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)
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.

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@ -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

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@ -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)
----

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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

View File

@ -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.

View File

@ -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.

View File

@ -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

View File

@ -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

View File

@ -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
======

View File

@ -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`

View 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

View 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

View File

@ -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

View File

@ -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):

View 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

View 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

View File

@ -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.

View File

@ -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

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