Update 3D Print Toolbox documentation #104761
@ -11,7 +11,12 @@
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{% trans %}You can try one of the following things:{% endtrans %}</p>
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<div class="search404 centered">
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{% include "sidebar/search.html" %}
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<form class="sidebar-search-container" method="get" action="{{ pathto('search') }}" role="search">
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<input class="sidebar-search" placeholder="{{ _("Search") }}" name="q" aria-label="{{ _("Search" ) }}">
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<input type="hidden" name="check_keywords" value="yes">
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<input type="hidden" name="area" value="default">
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</form>
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<div id="searchbox"></div>
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</div>
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{%- endblock %}
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@ -58,6 +58,12 @@ hr.docutils {
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transition: transform 0.25s ease-out;
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}
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@media (prefers-reduced-motion: reduce) {
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.toctree-checkbox~label .icon svg {
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transition-duration: 0s !important;
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}
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}
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/* Add more visual weight to definition terms */
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dl dt {
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font-weight: bold !important
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|
@ -167,6 +167,7 @@ getNamed(v) {
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return v;
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}
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dialogToggle(speed) {
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speed = window.matchMedia("(prefers-reduced-motion: reduce)").matches ? 0 : speed;
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const wasClose = !this.isOpen;
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const that = this;
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if(!this.isOpen) {
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@ -261,22 +261,6 @@ Reset Backdrop
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Reset the position and scale of the backdrop.
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Viewer Focus
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------------
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:guilabel:`Compositor`
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.. reference::
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:Shortcut: Double :kbd:`LMB`
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Set the viewer's tile :ref:`center <bpy.types.CompositorNodeViewer.center>` to the mouse position.
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This shortcut allows you to rapidly adjust and prioritize what portions of the backdrop get recalculated first.
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By prioritizing a certain area, you can make adjustments to the composite
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and see the results faster without having to wait for the whole image to render.
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Add Attribute Node
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------------------
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@ -476,6 +476,7 @@ Environment Variables
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(other ``BLENDER_USER_*`` variables override when set).
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:BLENDER_USER_CONFIG: Directory for user configuration files.
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:BLENDER_USER_SCRIPTS: Directory for user scripts.
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:BLENDER_USER_EXTENSIONS: Directory for user extensions.
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:BLENDER_USER_DATAFILES: Directory for user data files (icons, translations, ..).
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:BLENDER_SYSTEM_RESOURCES: Top level directory for system files.
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@ -11,6 +11,8 @@ Viewport Display
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:Mode: Object, Pose, and Edit Mode
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:Panel: :menuselection:`Bone --> Viewport Display`
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This panel lets you customize the look of your bones.
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.. figure:: /images/animation_armatures_bones_properties_display.png
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Viewport Display panel in Object/Pose mode.
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@ -19,7 +21,8 @@ Viewport Display
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Viewport Display panel in Edit mode.
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Display panel lets you customize the look of your bones.
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General
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=======
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.. _bpy.types.Bone.hide:
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@ -28,60 +31,44 @@ Hide
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visibility is determined by the visibility of its :ref:`bone collections <bpy.types.Bone.collections>`.
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.. _bpy.types.BoneColor.palette:
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Bone Color
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Either a selection of the theme-dependent colors, or a custom color. This is
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the primary way to color a bone.
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This color is stored on the bone itself, and thus is visible in both Pose and
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Edit modes. If there are multiple armature Objects that share the same
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Armature data-block, all armatures will share this color.
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.. _bpy.ops.armature.copy_bone_color_to_selected:
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Copy Bone Color to Selected
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Copy the bone color of the :term`Active` bone to all selected bones.
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Pose Bone Color (only in Pose mode)
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Either a selection of the theme-dependent colors, or a custom color. This is
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a way to *override* the bone color on a per-armature object basis.
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When this is set to 'Default', the regular Bone Color is shown (see above).
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This color is stored on the :term:`Pose Bone`, and thus is specific to this
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particular armature object. It is only available in Pose mode. If there are
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multiple armature Objects that share the same Armature data-block, they each
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can have unique pose bone colors.
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Copy Bone Color to Selected
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Copy the bone color of the :term`Active` bone to all selected bones.
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.. _bpy.types.BoneColor:
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.. _bpy.types.ThemeBoneColorSet:
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Bone Colors
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===========
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Bones can be individually colored. For these colors to be visible, enable the
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:ref:`Bone Colors checkbox <bpy.types.Armature.show>` in the Armature display panel.
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Bones can be individually colored. You can either choose a color set from the predefined
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:ref:`theme <bpy.types.Theme>` list or define a custom one.
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.. figure:: /images/animation_armatures_bones_properties_display_custom_colors.png
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Viewport Display panel in Pose mode, showing the choices in color palettes as
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well as options for custom colors.
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When selecting *Custom Color Set*, you need to define three colors:
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Regular (for when the bone is not selected), Selected, and Active.
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The primary source of bone colors is the :ref:`Theme <bpy.types.Theme>`, which
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defines 20 bone color palettes. Each entry consists of three colors:
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You can temporarily disable all the color assignments by unchecking
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:ref:`Bone Colors <bpy.types.Armature.show>` in the armature's Viewport Display panel.
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Regular
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The color of unselected bones.
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Select
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The second color field is the outline color of selected bones.
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Active
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The third color field is the outline color of the active bone.
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Bone Color
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The bone's primary color, affecting both Edit Mode and Pose Mode.
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As soon as you alter one of the colors, it is switched to the *Custom Set* option.
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This color is stored on the armature data-block, so that if you have
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multiple armature objects that share this data-block, they will all use
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the same color.
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.. _bpy.ops.armature.copy_bone_color_to_selected:
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Copy Bone Color to Selected
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Copy the bone color of the :term:`Active` bone to all selected bones.
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Pose Bone Color :guilabel:`Pose Mode`
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Lets you optionally override the above *Bone Color* in Pose Mode
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(by setting it to something else than *Default Colors*).
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This color is stored on the :term:`Pose Bone`, meaning it can be different
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in every armature object -- even ones that reference the same data-block.
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Copy Bone Color to Selected
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Copy the bone color of the :term:`Active` bone to all selected bones.
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.. _bpy.types.PoseBone.custom_shape:
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@ -89,10 +76,15 @@ As soon as you alter one of the colors, it is switched to the *Custom Set* optio
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Custom Shape
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============
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Blender allows you to give to each bone of an armature a specific shape
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(in *Object Mode* and *Pose Mode*), using another object as "template".
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In order to be visible the *Shapes* checkbox has to be enabled
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(:menuselection:`Armature --> Viewport Display` panel).
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Apart from custom colors, bones can also have custom shapes (in *Object Mode*
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and *Pose Mode*), using another object as a "template."
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.. figure:: /images/animation_armatures_bones_properties_display_custom-shape-example.png
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A bone referencing a cone as its Custom Shape.
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You can temporarily disable these shapes by unchecking
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*Shapes* in the armature's Viewport Display panel.
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Custom Object
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Object that defines the custom shape of the selected bone.
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@ -101,52 +93,30 @@ Scale X, Y, Z
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Additional scaling factor to apply to the custom shape.
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Translation X, Y, Z
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Additional translation factor to apply to the custom shape.
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Additional translation to apply to the custom shape.
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Rotation X, Y, Z
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Additional rotation factor to apply to the custom shape.
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Additional rotation to apply to the custom shape.
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Override Transform
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Bone that defines the display transform of the custom shape.
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Scale to Bone Length
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Option not to use bones length, so that changes in Edit Mode don't resize the custom shape.
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Whether the custom shape should be scaled by a factor equal to the bone's length.
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.. _bpy.types.Bone.show_wire:
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Wireframe
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When enabled, bone is displayed in wireframe mode regardless of the viewport display mode.
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Useful for non-obstructive custom bone chains.
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Workflow
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--------
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To assign a custom shape to a bone, you have to:
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#. Switch to *Pose Mode* :kbd:`Ctrl-Tab`.
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#. Select the relevant bone by clicking on it.
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#. Go to the *Display* panel *Custom Shape* field and select the 3D object previously created in the scene;
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in this example we are using a cube and a cone. You can optionally set the *At* field to another bone.
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.. figure:: /images/animation_armatures_bones_properties_display_custom-shape-example.png
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The armature with shape assigned to bone. Note the origin of the Cone object.
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When enabled, the bone is displayed in wireframe mode regardless of the viewport's shading mode.
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.. note::
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- These shapes will never be rendered, like any bone, they are only visible in the 3D Viewport.
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- Even if any type of object seems to be accepted by the *Object* field (meshes, curves, even metas...),
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only meshes really work. All other types just make the bone invisible.
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- The origin of the shape object will be at the *root of the bone*
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(see the :doc:`bone page </animation/armatures/bones/index>` for root/tip).
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- The object properties of the shape are ignored
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(i.e. if you make a parallelepiped out of a cube by modifying its dimensions in *Object Mode*,
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you will still have a cube-shaped bone...).
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- The "along bone" axis is the Y one,
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and the shape object is always scaled so that one unit stretches along the whole bone length.
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- If you need to remove the custom shape of the bone,
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just right-click in the *Custom Shape* field and select *Reset to default value* in the pop-up menu.
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So to summarize all this, you should use meshes as shape objects,
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with their center at their lower -Y end, and an overall Y length of 1.0 unit.
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- Custom shapes will never be rendered. Like regular bones, they are only visible in the 3D Viewport.
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- The transforms of the template object are ignored. Moving, rotating, or scaling it will have no
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effect on its appearance in the armature.
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- The origin of each instanced shape object is at the :doc:`root </animation/armatures/bones/structure>`
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of the bone.
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- The rotation of each shape object is such that its Y axis lies along the direction of the bone.
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- For best results when *Scale to Bone Length* is enabled, make sure the template object is 1 unit
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in size along its Y axis. This will make it perfectly match the size of each bone.
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@ -14,9 +14,9 @@ Clicking the icon toggles all overlays in the 3D Viewport.
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The drop-down button displays a popover with more detailed settings,
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which are described below.
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Next to the Viewport Overlays popover could be a second popover.
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The availability of these options depend on the mode the 3D Viewport is in or what type of object is selected.
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These settings are described later on in this page.
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Depending on the current :doc:`object interaction mode </editors/3dview/modes>`,
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there may be a second button with yet more settings,
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which are also described here.
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General
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@ -34,12 +34,12 @@ Grid
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Show grid in orthographic side view.
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Floor
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Show the ground plane in perspective view.
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Axis
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Axes
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Show the X, Y and/or Z axis lines.
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Scale
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The distance between lines in the grid/floor.
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Subdivision
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Subdivisions
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The number of subdivisions between grid lines.
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Text Info
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|
@ -1,25 +1,29 @@
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.. _bpy.types.SequencerToolSettings.pivot_point:
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.. |pivot-icon| image:: /images/editors_3dview_controls_pivot-point_menu.png
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***********
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Pivot Point
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***********
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The Pivot Point is primarily used in operations such as rotate and scale.
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It defines the point around which the strip image will be rotated or scaled.
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Using pop up menu in the header of the Sequencer preview, you can change the location of the pivot point.
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.. reference::
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The *Pivot Point* is also extensively used in the 3D Viewport.
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:Header: |pivot-icon| :menuselection:`Pivot Point`
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:Shortcut: :kbd:`Period`
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The Pivot Point is the point around which images are rotated and scaled.
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It's indicated by the position of the selected tool's gizmo.
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.. seealso::
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The :doc:`/editors/3dview/controls/pivot_point/index` of the 3D Viewport
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Bounding Box Center
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The bounding box is a rectangular box that is wrapped as tightly as possible around the selection.
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Use the center of the rectangle that's wrapped as tightly as possible around the selected
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images' origin points.
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Median Point
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The median point is the points that is closest to all the origins of the selected strips.
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You can think of it as the midpoint of the area that is covered with the selected strips.
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Use the averaged-out position of the selected images' origin points.
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2D Cursor
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Sometimes you want to rotate a strip around a specific point in the preview.
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Therefore, you can set the 2D Cursor and change the pivot point accordingly.
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Use the location of the :ref:`2D Cursor <editors_sequencer_preview_2d-cursor>`,
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for when you want to specify the pivot point by hand.
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Individual Origins
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If multiple strips are selected, you may want to rotate or scale these strip around
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there own origins instead of for example the median point of all selected strips.
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For example, if you have three portrait strip's of faces,
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you probably want each face to be rotated around its individual origin.
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Rotate/scale each image around its own origin, rather than rotating/scaling
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all of them around the same single point like the other options do.
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|
@ -4,59 +4,56 @@
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Display Mode
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************
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The display mode affects how the image of the current frame is represented in the preview region.
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There are several modes available, each having a specific purpose.
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Using this pop-over, you can choose between displaying the preview image
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or a scope that visualizes its color distribution.
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Image Preview
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=============
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The Image Preview mode shows you what the resulting video will look like when saved.
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This is the main working mode for adding strips and moving them around,
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cutting, grouping (making meta) and splicing them through special effects.
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Previews what the final video will look like,
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and lets you change the image layout using various
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:doc:`tools </editors/video_sequencer/preview/toolbar>`.
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Luma Waveform
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||||
=============
|
||||
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For the selected channel, brightness, or luminosity, is mapped with this display.
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This scope visualizes the luminosity (brightness) distribution of the image,
|
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letting you see at a glance if there's enough contrast and if any areas are
|
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under- or overexposed.
|
||||
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A luma waveform allows you to judge the quality of the luminance distribution across the video signal,
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you can view a luma waveform instead of the usual output display on every control monitor.
|
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The scope works by plotting a curve for each scanline in the current video frame.
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Another way of saying this is that each pixel column in the luma waveform
|
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is a brightness histogram of the corresponding pixel column in the frame.
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Specifically:
|
||||
|
||||
The display plots for every scanline the luminance value. The lines are all drawn on top of each other.
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The points get brighter if the lines cross (which is very likely with several hundred scanlines).
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You will understand the picture most easily if you plug an oscilloscope to
|
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the Luma-video-output of your television set. It will basically look the same.
|
||||
- The horizontal position of a pixel in the waveform refers to a pixel column in the frame.
|
||||
- The vertical position of a pixel in the waveform refers to a brightness value,
|
||||
going from 0 at the bottom to 1 at the top.
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||||
- The brightness of a pixel in the waveform indicates how many pixels in the above frame column
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||||
have the above brightness. If no pixels in the frame column have this brightness, the
|
||||
waveform pixel is black. If at least three pixels in the frame column have this brightness,
|
||||
the waveform pixel is white.
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||||
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||||
In this mode, the vertical axis represents the luminosity: 0 at the bottom, 1 at the top;
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||||
the horizontal axis is a mapping from the horizontal axis of the frame.
|
||||
There are as many curves as scanlines in the frame:
|
||||
each one of these curves represents the luminosity of the pixels of one line.
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||||
Moreover, the color of a pixel in this mode represents the number of pixels from the matching column of
|
||||
the frame sharing the same luminosity, i.e. the number of curves that cross at this point
|
||||
(black/transparent, for no pixel, white/opaque for at least three pixels).
|
||||
When this scope is selected, you have the following option in
|
||||
:menuselection:`Sidebar --> View --> View Settings`:
|
||||
|
||||
Separate Colors
|
||||
Separates RGB channels into separate graphs.
|
||||
Show three waveforms -- for the red, green, and blue color channels -- instead of just one
|
||||
for the overall image brightness.
|
||||
|
||||
This mode is good for:
|
||||
|
||||
- If the waveform does not fill the whole picture you might want to play with the Brightness/Contrast modifier
|
||||
until it fills the whole picture (contrast autostretch).
|
||||
- With the more advanced Curves or Color Balance modifiers, you can be more precise.
|
||||
- You can judge if you want to dump the whole thing since it is
|
||||
completely distorted and clips at the top or the bottom.
|
||||
The examples below show two images and their corresponding luma waveforms.
|
||||
|
||||
.. list-table::
|
||||
|
||||
* - .. figure:: /images/video-editing_preview_display-mode_luma-waveform-example-1.png
|
||||
|
||||
The various horizontal lines in the Luma waveform
|
||||
The various horizontal lines in the luma waveform
|
||||
match the uniform-colored lines of the picture. Note that the 'gray 20%'
|
||||
one-pixel width line (inside the yellow strip) is represented in the Luma waveform by a gray line.
|
||||
The two lines drawing an "X" are from the two linear tone shades (white --> black and black --> white).
|
||||
Finally, the broken line matches the complex tone shade at the bottom of the picture.
|
||||
The two lines drawing an "X" are from the two monochrome gradients.
|
||||
Finally, the broken line matches the colored gradient at the bottom.
|
||||
|
||||
- .. figure:: /images/video-editing_preview_display-mode_luma-waveform-example-2.png
|
||||
|
||||
@ -64,68 +61,36 @@ This mode is good for:
|
||||
a luma around 40% for the sea, and a luma of 10-20% for the mountains,
|
||||
growing around 40% for the sunny part.
|
||||
|
||||
.. note::
|
||||
|
||||
The pictures (first green frame, at the top) are only 50px high,
|
||||
to limit the number of curves displayed in the *Luma waveform*.
|
||||
|
||||
Use this display to check for appropriate contrast and luminosity across all frames in the channel.
|
||||
When spots in the film that should have even illumination do not,
|
||||
it looks like a flashbulb went off or an extra light was suddenly turned on. This can happen
|
||||
if two strips were rendered or shot under different lighting conditions but are supposed to be contiguous.
|
||||
|
||||
|
||||
Chroma Vectorscope
|
||||
==================
|
||||
|
||||
Use this mode to judge the quality of the color-distribution and saturation, you can also view a U/V scatter-plot.
|
||||
This scope visualizes the color distribution of the image. Each point has:
|
||||
|
||||
The picture is converted to YUV-format. The U and V values represent the angle of the color.
|
||||
For pixel of the picture, one point is plotted in the display at the U and V value position.
|
||||
If several pixels happen to have the same UV value the pixel in the plot gets brighter.
|
||||
|
||||
To help you understand what color is meant, a hexagram marking the extreme positions
|
||||
(red, magenta, blue, cyan, green, yellow) is shown and a red cross to mark the origin.
|
||||
|
||||
In other words, for the selected channel, this display shows the color space of the image inside a hexagon.
|
||||
Each point of the hexagon is a primary color: red, magenta, blue, cyan, green, and yellow.
|
||||
Black is at the center, and overall saturation is scaled as dots closer to the outside.
|
||||
The example shown below as the second image has a lot of red (50% saturation)
|
||||
and small amount of blue, with no green.
|
||||
|
||||
Always: remember to activate an additional control monitor of the end result.
|
||||
Color calibration is a matter of taste and depends on what you want.
|
||||
|
||||
Use this display to check for too much color saturation.
|
||||
While over-saturated images look great for op-art and computer displays,
|
||||
they might not when shown on the big screen TV.
|
||||
|
||||
This mode is good for:
|
||||
|
||||
- If your picture looks very moody or desaturated you might want to take a look at the U/V plot.
|
||||
You will most likely see all pixels building a crowd at the origin.
|
||||
If you add saturation using the *Saturation* slider in the Filter panel or any modifiers that change color,
|
||||
you can see in the U/V plot if you distort the color.
|
||||
- If you do color-matching on a by hand basis you can match the angle you see of different channels monitors.
|
||||
- An angle indicating its hue.
|
||||
- A distance-from-center indicating its saturation.
|
||||
- A brightness indicating how many pixels in the video frame have the
|
||||
above hue and saturation.
|
||||
|
||||
.. list-table::
|
||||
|
||||
* - .. figure:: /images/video-editing_preview_display-mode_example.jpg
|
||||
|
||||
Example image.
|
||||
Example image.
|
||||
|
||||
- .. figure:: /images/video-editing_preview_display-mode_vectorscope.png
|
||||
|
||||
Example of a Chroma Vectorscope Preview.
|
||||
Corresponding Chroma Vectorscope.
|
||||
|
||||
|
||||
Histogram
|
||||
=========
|
||||
|
||||
This mode displays a graph showing the distribution of color information in the pixels of
|
||||
the currently displayed image. The X axis represents values of pixel, from 0 to 1,
|
||||
while the Y axis represents the number of pixels in that tonal range. A predominantly dark
|
||||
image would have most of its information toward the left side of the graph.
|
||||
Shows three overlapping graphs, one for each color channel. Within each graph:
|
||||
|
||||
- The X axis corresponds to color intensity, going from 0 on the left (black)
|
||||
to 1 on the right (fully red/green/blue).
|
||||
- The Y axis corresponds to number of pixels.
|
||||
|
||||
Use this mode to balance out the tonal range in an image.
|
||||
A well-balanced image should have nice and smooth distribution of color values.
|
||||
@ -136,4 +101,4 @@ A well-balanced image should have nice and smooth distribution of color values.
|
||||
|
||||
.. figure:: /images/video-editing_preview_display-mode_histogram.png
|
||||
|
||||
Example of Histogram Preview.
|
||||
Corresponding Histogram.
|
||||
|
@ -1,15 +1,17 @@
|
||||
.. |gizmo-icon| image:: /images/editors_3dview_display_gizmo_header.png
|
||||
.. _bpy.types.SpaceSequenceEditor.show_gizmo:
|
||||
|
||||
******
|
||||
Gizmos
|
||||
******
|
||||
|
||||
Which gizmos that are displayed in the preview region can be changed via the Gizmos popover.
|
||||
There is a toggle to hide all gizmos by clicking the toggle next to the popover.
|
||||
.. reference::
|
||||
|
||||
:Header: |gizmo-icon| :menuselection:`Gizmos`
|
||||
|
||||
Viewport Gizmos
|
||||
===============
|
||||
Clicking the icon toggles all gizmos in the Video Sequencer.
|
||||
The drop-down button displays a popover with more detailed settings,
|
||||
which are described below.
|
||||
|
||||
.. _bpy.types.SpaceSequenceEditor.show_gizmo_navigate:
|
||||
|
||||
|
@ -1,35 +1,45 @@
|
||||
.. _bpy.types.SequencerPreviewOverlay:
|
||||
.. |overlays-icon| image:: /images/editors_3dview_display_overlays.png
|
||||
|
||||
********
|
||||
Overlays
|
||||
********
|
||||
|
||||
Overlays are information that is displayed on top of the preview region.
|
||||
There is a toggle to show or hide all overlays for the preview region.
|
||||
.. reference::
|
||||
|
||||
:Header: |overlays-icon| :menuselection:`Overlays`
|
||||
|
||||
.. rubric:: Preview Overlays
|
||||
Clicking the icon toggles all overlays in the Video Sequencer.
|
||||
The drop-down button displays a popover with more detailed settings,
|
||||
which are described below.
|
||||
|
||||
Image Outline
|
||||
Shows an outline around the selected images.
|
||||
|
||||
.. _bpy.types.SequencerPreviewOverlay.show_cursor:
|
||||
|
||||
2D Cursor
|
||||
Shows the :ref:`editors_sequencer_preview_2d-cursor` in the image preview region.
|
||||
Shows the :ref:`editors_sequencer_preview_2d-cursor`.
|
||||
|
||||
Frame Overlay
|
||||
Displays the :ref:`Frame Overlay <bpy.types.SequenceEditor.show_overlay>`,
|
||||
to compare the current frame to a reference frame.
|
||||
Shows the :ref:`Frame Overlay <bpy.types.SequenceEditor.show_overlay>`
|
||||
for comparing the current frame to a reference frame.
|
||||
|
||||
.. _bpy.types.SequencerPreviewOverlay.show_safe_areas:
|
||||
|
||||
Safe Areas
|
||||
Display an overlay on the preview, marking where the title safe regions are.
|
||||
Shows guides indicating the video area where content can be seen across all screens.
|
||||
|
||||
.. seealso::
|
||||
|
||||
:ref:`Camera Safe Areas <bpy.types.DisplaySafeAreas>`.
|
||||
|
||||
.. _bpy.types.SequencerPreviewOverlay.show_metadata:
|
||||
|
||||
Metadata
|
||||
Display :ref:`Image Metadata <editors_vse_preview_sidebar-metadata>` in the preview area.
|
||||
Shows :ref:`file metadata <editors_vse_preview_sidebar-metadata>`.
|
||||
|
||||
.. _bpy.types.SequencerPreviewOverlay.show_annotation:
|
||||
|
||||
Annotations
|
||||
Displays :doc:`Annotations </interface/annotate_tool>` in the preview region.
|
||||
Shows :doc:`Annotations </interface/annotate_tool>`.
|
||||
|
@ -5,7 +5,7 @@ Header
|
||||
|
||||
.. figure:: /images/video-editing_preview_introduction_header.png
|
||||
|
||||
Sequencer Display header.
|
||||
Header in Preview mode.
|
||||
|
||||
|
||||
.. _bpy.types.SpaceSequenceEditor.show:
|
||||
@ -23,32 +23,29 @@ Tool Settings
|
||||
----------
|
||||
|
||||
Preview During Transform
|
||||
Show a preview of the start or end frame while transforming a strip's start/end handles.
|
||||
When enabled, previews the strip's new first/last frame while dragging its left/right handle.
|
||||
|
||||
----------
|
||||
|
||||
Refresh All
|
||||
To force Blender to re-read in files, and to force a re-render of the 3D Viewport,
|
||||
click the *Refresh Sequencer* button.
|
||||
Blender will update and synchronize all cached images and compute the current frame.
|
||||
|
||||
Certain operations, like moving an object in the 3D Viewport, may not force the *Sequencer*
|
||||
to call for a refresh of the rendered image (since the movement may not affect the rendered image).
|
||||
If an image or video, used as a strip, is changed by some application outside of Blender,
|
||||
Blender has no real way of being notified from your operating system.
|
||||
Reloads external files and refreshes the current frame preview.
|
||||
This is useful when you modified an external file or made a change in a scene that Blender
|
||||
didn't detect.
|
||||
|
||||
----------
|
||||
|
||||
Frame Selected
|
||||
Zoom and position the bounding box of the selected image into the center of the preview.
|
||||
Pan and zoom the view to focus on the selected image.
|
||||
Fit Preview in Window :kbd:`Home`
|
||||
Resize the preview so that it fits in the area.
|
||||
Pan and zoom the view so that the entire video is visible.
|
||||
This enables *Zoom to Fit*.
|
||||
Zoom to Border :kbd:`Shift-B`
|
||||
Click and drag to draw a rectangle and zoom to this rectangle.
|
||||
Click and drag a rectangle to zoom to it.
|
||||
Fractional Zoom
|
||||
Resize the preview in steps from 1:8 to 8:1.
|
||||
Zoom to Fit
|
||||
Automatically zoom preview image to make it fully fit the region.
|
||||
As long as this option is enabled, the preview will automatically zoom to keep the
|
||||
video size synchronized with the editor size.
|
||||
|
||||
----------
|
||||
|
||||
@ -58,9 +55,18 @@ Proxy
|
||||
----------
|
||||
|
||||
Sequence Render Image
|
||||
Render the image at the current frame.
|
||||
Show the current frame preview as a Render Result where you can save it as an image file.
|
||||
Sequence Render Animation
|
||||
Render timeline from Preview Start to Preview End Frame to a Video file or series of images.
|
||||
Save previews of the frames in the scene range (or the preview range, if active) to a video file
|
||||
or a series of image files. See the :doc:`/render/output/properties/output` panel for details.
|
||||
|
||||
.. note::
|
||||
*Sequence Render Image* and *Sequence Render Animation* don't render the final video by default --
|
||||
specifically, they don't render Scene Strips, instead using the preview's
|
||||
:doc:`shading mode </editors/3dview/display/shading>` (which is initially Solid).
|
||||
|
||||
To output a video where the Scene Strips are rendered, use the *Render* menu in the top-bar,
|
||||
or change :menuselection:`Sidebar --> View --> Scene Strip Display --> Shading` to *Rendered*.
|
||||
|
||||
----------
|
||||
|
||||
@ -74,15 +80,51 @@ Export Subtitles
|
||||
----------
|
||||
|
||||
Toggle Sequencer/Preview :kbd:`Ctrl-Tab`
|
||||
Switch the editor display type between Sequencer and Preview.
|
||||
Switch the editor mode between *Sequencer* and *Preview*.
|
||||
|
||||
----------
|
||||
|
||||
Area
|
||||
Area controls, see the :doc:`user interface </interface/window_system/areas>`
|
||||
Area controls. See the :doc:`user interface </interface/window_system/areas>`
|
||||
documentation for more information.
|
||||
|
||||
|
||||
Select Menu
|
||||
===========
|
||||
|
||||
See :doc:`/video_editing/edit/montage/selecting`.
|
||||
|
||||
Strip Menu
|
||||
==========
|
||||
|
||||
See :doc:`/video_editing/edit/montage/editing`.
|
||||
|
||||
Image Menu
|
||||
==========
|
||||
|
||||
Clear
|
||||
Resets the position, rotation, or scale of the selected images.
|
||||
Apply
|
||||
Scale to Fit
|
||||
Resizes the selected images so that they're as large as possible while still
|
||||
fitting completely inside the video. They don't get cropped, and their aspect ratio
|
||||
stays the same.
|
||||
|
||||
Scale to Fill
|
||||
Resizes the selected images to that they fill the entire video space.
|
||||
They may get cropped, but their aspect ratio stays the same.
|
||||
|
||||
Stretch to Fill
|
||||
Resizes the selected images to match the video dimensions.
|
||||
They don't get cropped, but their aspect ratio may change.
|
||||
|
||||
|
||||
Pivot Point
|
||||
===========
|
||||
|
||||
See :doc:`/editors/video_sequencer/preview/controls/pivot_point`.
|
||||
|
||||
|
||||
Display Mode
|
||||
============
|
||||
|
||||
@ -93,12 +135,17 @@ Display Channels
|
||||
================
|
||||
|
||||
Color & Alpha
|
||||
Display preview image with transparency over checkerboard pattern.
|
||||
Display the preview image with transparency over a checkerboard pattern.
|
||||
Color
|
||||
Ignore transparency of preview image (fully transparent areas will be black).
|
||||
Ignore the transparency of the preview image (fully transparent areas will be black).
|
||||
|
||||
|
||||
Gizmos
|
||||
======
|
||||
|
||||
See :doc:`/editors/video_sequencer/preview/display/gizmos`.
|
||||
|
||||
Overlays
|
||||
========
|
||||
|
||||
See :doc:`Preview Overlays </editors/video_sequencer/preview/display/overlays>`.
|
||||
See :doc:`/editors/video_sequencer/preview/display/overlays`.
|
||||
|
@ -3,35 +3,15 @@
|
||||
Introduction
|
||||
************
|
||||
|
||||
The Video Sequencer preview is used to display the rendering result from the Video Sequencer's timeline.
|
||||
This can be further configured to display the output from a certain channel, overlay, or image analyzer (scope).
|
||||
|
||||
You can adjust the view by zooming in with :kbd:`NumpadPlus` and zoom out with :kbd:`NumpadMinus`.
|
||||
Pressing :kbd:`Home` at anytime resets the zoom to maximize the size of the preview within the editor's area.
|
||||
The Preview mode shows how the final edited video will look like. It also offers tools for
|
||||
moving, rotating, and scaling images, as well as scopes for analyzing color distribution.
|
||||
|
||||
.. figure:: /images/editors_vse_type.svg
|
||||
:alt: Preview window
|
||||
:alt: Preview mode
|
||||
|
||||
Figure 1: Preview window of Video Sequencer.
|
||||
Preview mode of the Video Sequencer.
|
||||
|
||||
The Preview contains two regions (see figure 1), the Header is shown
|
||||
in a yellow outline with the *Preview* (red outline) underneath.
|
||||
This Preview has no fixed dimensions; you can zoom in or move indefinitely.
|
||||
However, in figure 1 you see a checkered area (green outline).
|
||||
This preview has the aspect ratio of the Project Dimensions; e.g. 1920 x 1080 pixels in figure 1.
|
||||
But, because the source strip could be scaled or a different resolution,
|
||||
the yellow outline shows the area that the source strip occupies.
|
||||
As you can see, the source video has a different resolution than
|
||||
the project and letterboxes are added at the top and bottom of the image.
|
||||
You can pan around the view with :kbd:`MMB` and zoom with :kbd:`Wheel` or :kbd:`NumpadPlus`/
|
||||
:kbd:`NumpadMinus`. Alternatively, you can use the gizmos.
|
||||
|
||||
In contrast to the :doc:`Sequencer View </editors/video_sequencer/sequencer/index>` example,
|
||||
both the Toolbar and Sidebar are expanded in figure 1.
|
||||
The gizmos however are unique for the Preview.
|
||||
|
||||
|
||||
Gizmos
|
||||
======
|
||||
|
||||
You can use gizmos to move and scale the image in the Video Sequencer preview region.
|
||||
|
||||
See :doc:`/editors/video_sequencer/preview/display/gizmos` to manage the visibility of gizmos.
|
||||
Pressing :kbd:`Home` resets the view, maximizing the size of the preview within the editor's area.
|
||||
|
@ -3,20 +3,16 @@
|
||||
Sidebar
|
||||
*******
|
||||
|
||||
The sidebar of the Preview can be toggled with the menu:
|
||||
:menuselection:`View --> Sidebar` or with the shortcut :kbd:`N`.
|
||||
The Sidebar can be toggled with the menu item :menuselection:`View --> Sidebar`
|
||||
or with the shortcut :kbd:`N`.
|
||||
|
||||
:ref:`fig-editors_vse_preview_sidebar-overview` shows the sidebar of the Preview,
|
||||
but also the sidebar of the sequencer. In the Preview sidebar,
|
||||
the View tab is active and all panels are expanded.
|
||||
Safe Areas are enabled and an Annotation is added.
|
||||
The image below shows two Video Sequencers, one in Preview mode and one in Sequencer mode,
|
||||
both with their Sidebar open.
|
||||
|
||||
.. _fig-editors_vse_preview_sidebar-overview:
|
||||
.. figure:: /images/editors_vse_preview_sidebar-overview.svg
|
||||
:alt: Sidebar overview
|
||||
|
||||
Video Sequence Editor with two sidebars: Preview and Sequencer.
|
||||
|
||||
|
||||
Tool
|
||||
====
|
||||
@ -27,8 +23,18 @@ Tool
|
||||
:View Type: Preview
|
||||
:Panel: :menuselection:`Sidebar --> Tool tab`
|
||||
|
||||
Displays information about the active :doc:`tool </editors/video_sequencer/preview/toolbar>`.
|
||||
Settings for the active :doc:`tool </editors/video_sequencer/preview/toolbar>`.
|
||||
|
||||
Drag
|
||||
What to do when dragging :kbd:`LMB` on a place other than the tool's gizmo.
|
||||
|
||||
Active Tool
|
||||
Perform the same action as when dragging the gizmo.
|
||||
Tweak
|
||||
Move the image under the mouse cursor.
|
||||
Select Box
|
||||
Drag a selection rectangle and select all the images that are partially
|
||||
or completely inside it.
|
||||
|
||||
View
|
||||
====
|
||||
@ -45,19 +51,23 @@ View Settings
|
||||
.. _bpy.types.SpaceSequenceEditor.proxy_render_size:
|
||||
|
||||
Proxy Render Size
|
||||
Size to display proxies at in the preview region.
|
||||
Using a smaller preview size will increase speed.
|
||||
Controls the preview resolution. Lower values have worse detail but better performance.
|
||||
|
||||
:No Display: Disables the preview.
|
||||
:Scene Size: Matches proxy size to the final render :ref:`resolution <bpy.types.RenderSettings.resolution_y>`.
|
||||
:25%, 50%, 75%, 100%: Proxies are sized to be the selected percent of the original input.
|
||||
:No Display: Disable the preview entirely.
|
||||
:Scene Size: Preview at the full resolution without using proxies.
|
||||
:25%, 50%, 75%, 100%: Preview at a downscaled resolution, optionally using proxies (see below).
|
||||
Even selecting 100% can give a performance benefit due to the reduced image quality
|
||||
and corresponding smaller file size.
|
||||
|
||||
.. _bpy.types.SpaceSequenceEditor.use_proxies:
|
||||
|
||||
Use Proxies
|
||||
Use optimized files for faster scrubbing when available.
|
||||
Proxies limit the visual accuracy of the preview by reducing
|
||||
the preview resolution and using compressed copies of the input.
|
||||
Enable the use of :doc:`proxies </editors/video_sequencer/sequencer/sidebar/proxy>`,
|
||||
which are copies of original footage stored at a lower resolution and/or quality
|
||||
for better preview performance.
|
||||
|
||||
Proxies can be configured in the *Proxy* tab of the Sidebar, which is however
|
||||
only visible in the *Sequencer* and *Sequencer & Preview* modes.
|
||||
|
||||
.. _bpy.types.SequenceEditor.use_prefetch:
|
||||
|
||||
@ -69,18 +79,14 @@ Prefetch Frames
|
||||
.. _bpy.types.SpaceSequenceEditor.display_channel:
|
||||
|
||||
Channel
|
||||
Selects the channel to show in the preview.
|
||||
|
||||
Channel 0 is the compositing result of all strips.
|
||||
Channel 1 is the current frame's image from the strip in channel 1 only
|
||||
(channel 1 is at the bottom of the stack). The display of these modes is either the composite
|
||||
(channel 0) or the frame from the strip (channels 1 through n).
|
||||
Setting this to 0 shows all :doc:`channels </editors/video_sequencer/sequencer/channels>`.
|
||||
Setting it to something higher will only show the channels up to and including that number.
|
||||
|
||||
.. _bpy.types.SpaceSequenceEditor.show_overexposed:
|
||||
|
||||
Show Overexposed
|
||||
Shows overexposed (bright white) areas using a zebra pattern.
|
||||
The threshold can be adjust with the slider.
|
||||
Hilight overexposed (bright white) areas using a zebra pattern.
|
||||
The threshold can be adjusted with the slider.
|
||||
|
||||
|
||||
.. _editors_sequencer_preview_2d-cursor:
|
||||
@ -94,20 +100,20 @@ Show Overexposed
|
||||
:View Type: Preview
|
||||
:Panel: :menuselection:`Sidebar --> View tab --> 2D Cursor`
|
||||
|
||||
The 2D cursor is the white-red circle with a cross-hair that is shown in the main region.
|
||||
It can be used by setting the :ref:`Pivot Point <bpy.types.SequencerToolSettings.pivot_point>`
|
||||
to *2D Cursor* to transform all strips in relation to the location of the 2D cursor.
|
||||
|
||||
The visibility of the 2D cursor can be controlled with the
|
||||
:ref:`2D Cursor <bpy.types.SequencerPreviewOverlay.show_cursor>` overlay option.
|
||||
The 2D Cursor is the white-red circle with a crosshair that is shown in the preview region
|
||||
(provided that the :ref:`2D Cursor overlay <bpy.types.SequencerPreviewOverlay.show_cursor>`
|
||||
is enabled). It can be used as a :ref:`Pivot Point <bpy.types.SequencerToolSettings.pivot_point>`
|
||||
for rotating and scaling images.
|
||||
|
||||
.. _bpy.types.SpaceSequenceEditor.cursor_location:
|
||||
|
||||
Location X, Y
|
||||
The location of the 2D cursor relative to the center of the main region.
|
||||
The edge of the image will be 0.5 away, so (0.5, 0.5) will be the top right corner.
|
||||
The location of the 2D Cursor relative to the center of the video.
|
||||
The edges are 0.5 away, so (0.5, 0.5) is the top right corner.
|
||||
|
||||
The 2D cursor's location can also be set with Cursor tool or by :kbd:`Shift-RMB`.
|
||||
The 2D Cursor's location can also be set with the
|
||||
:doc:`Cursor tool </editors/video_sequencer/preview/toolbar>`
|
||||
or by dragging with :kbd:`Shift-RMB`.
|
||||
|
||||
|
||||
.. _bpy.types.SequenceEditor.show_overlay:
|
||||
@ -121,39 +127,38 @@ Frame Overlay
|
||||
:View Type: Preview
|
||||
:Panel: :menuselection:`Sidebar --> View tab --> Frame Overlay`
|
||||
|
||||
Option to enable the overlay.
|
||||
It can be used for comparing the current frame to a reference frame.
|
||||
The Frame Overlay lets you display a reference frame for comparing to the current frame.
|
||||
|
||||
.. _bpy.ops.sequencer.view_ghost_border:
|
||||
|
||||
Set Overlay Region
|
||||
Selects the rectangular bounds for the overlay region.
|
||||
This area can be defined by pressing :kbd:`O` key over the preview.
|
||||
Lets you drag a rectangle to define the bounds of the overlay.
|
||||
Instead of clicking this button, you can also press :kbd:`O` while hovering over the preview.
|
||||
|
||||
.. _bpy.types.SequenceEditor.overlay_frame:
|
||||
|
||||
Frame Offset
|
||||
The slider controls the offset of the reference frame relative to current frame.
|
||||
The time offset between the reference frame and the current frame, in frames.
|
||||
|
||||
.. _bpy.types.SpaceSequenceEditor.overlay_frame_type:
|
||||
|
||||
Overlay Type
|
||||
It describes the way the reference frame should be displayed.
|
||||
How the reference frame should be displayed.
|
||||
|
||||
:Rectangle: Which means the rectangle area of reference frame will be displayed on top of current frame.
|
||||
:Reference: Only the reference frame is displayed in the preview region.
|
||||
:Current: Only the current frame is displayed in the preview region.
|
||||
:Rectangle: Display part of the reference frame (defined by the *Overlay Region*) on top of the current frame.
|
||||
:Reference: Display only the reference frame.
|
||||
:Current: Display only the current frame.
|
||||
|
||||
.. tip::
|
||||
|
||||
It is possible to have several Sequence Editors opened and they can use different overlay types.
|
||||
So it is possible to have current and reference frames displayed in different editor spaces.
|
||||
Each Video Sequencer editor can have its own *Overlay Type*.
|
||||
This means you can open two of them for showing the current frame and the reference frame next to each other.
|
||||
|
||||
.. _bpy.types.SequenceEditor.use_overlay_frame_lock:
|
||||
|
||||
Overlay Lock
|
||||
It's still possible to lock the reference frame to its current position.
|
||||
|
||||
Keep displaying the same reference frame, even when moving to a different time point.
|
||||
This works by automatically adjusting the *Frame Offset*.
|
||||
|
||||
Safe Areas
|
||||
----------
|
||||
@ -164,8 +169,7 @@ Safe Areas
|
||||
:View Type: Preview
|
||||
:Panel: :menuselection:`Sidebar --> View tab --> Safe Areas`
|
||||
|
||||
Shows guides used to position elements to ensure that
|
||||
the most important parts of the video can be seen across all screens.
|
||||
Shows guides indicating the video area where content can be seen across all screens.
|
||||
|
||||
.. seealso::
|
||||
|
||||
@ -181,21 +185,21 @@ Scene Strip Display
|
||||
:View Type: Preview
|
||||
:Panel: :menuselection:`Sidebar --> View tab --> Scene Strip Display`
|
||||
|
||||
It allows you to control how the images of :doc:`Scene Strips </video_editing/edit/montage/strips/scene>`
|
||||
Controls how :doc:`Scene Strips </video_editing/edit/montage/strips/scene>`
|
||||
are displayed in the preview.
|
||||
|
||||
.. _bpy.types.RenderSettings.sequencer_gl_preview:
|
||||
|
||||
Shading
|
||||
Method for rendering the viewport.
|
||||
See the 3D Viewport's :ref:`view3d-viewport-shading` options.
|
||||
The :ref:`shading mode <view3d-viewport-shading>` to use.
|
||||
|
||||
.. _bpy.types.RenderSettings.use_sequencer_override_scene_strip:
|
||||
|
||||
Override Scene Settings
|
||||
Use the :doc:`Workbench render settings </render/workbench/index>` from the sequencer scene,
|
||||
*not* the Workbench render settings from the source scene.
|
||||
This option is only available, if *Solid* shading is activate.
|
||||
Use the :doc:`Workbench render settings </render/workbench/index>` from the
|
||||
current scene rather than the scenes referenced by the strips.
|
||||
Only available for the *Wireframe* and *Solid* shading modes.
|
||||
|
||||
|
||||
|
||||
Annotations
|
||||
@ -207,7 +211,7 @@ Annotations
|
||||
:View Type: Preview
|
||||
:Panel: :menuselection:`Sidebar --> View tab --> Annotations`
|
||||
|
||||
Allows you to use :doc:`Annotations </interface/annotate_tool>` in the Sequencer.
|
||||
For managing the :doc:`Annotations </interface/annotate_tool>` in the Sequencer.
|
||||
|
||||
|
||||
.. _editors_vse_preview_sidebar-metadata:
|
||||
@ -221,27 +225,25 @@ Metadata
|
||||
:View Type: Preview
|
||||
:Panel: :menuselection:`Sidebar --> Metadata tab`
|
||||
|
||||
Lists information that has been encoded in the currently displayed movie or image strip;
|
||||
note that this is the strip under the playhead, *not* the active (selected) strip.
|
||||
Note, this metadata is readonly and cannot be edited in Blender.
|
||||
Metadata can include the filename, the date created, the camera model etc.
|
||||
The metadata from saved from a Blender render is also displayed in the appropriate fields (camera, time, etc...;
|
||||
see :doc:`Rendered Output </render/output/properties/metadata>` for a full list.
|
||||
Some other graphic program also store some metadata, however,
|
||||
only the text stored in the header field "Comments" can be read
|
||||
Lists information that has been encoded in the currently visible movie or image file
|
||||
(*not* the file referenced by the selected strip). This can include the filename,
|
||||
the creation date, the camera model etc. This also works for images produced by Blender;
|
||||
see :doc:`Render Output </render/output/properties/metadata>` for the metadata
|
||||
that can be included in this case.
|
||||
|
||||
Some of this metadata can also be made visible in the Preview with the
|
||||
:ref:`Metadata <bpy.types.SequencerPreviewOverlay.show_metadata>` overlay.
|
||||
Other graphics programs may also store metadata,
|
||||
but only the text in the header field "Comments" can be read.
|
||||
|
||||
Some of this metadata can also be made visible in the preview with the
|
||||
:ref:`Metadata overlay <bpy.types.SequencerPreviewOverlay.show_metadata>`.
|
||||
|
||||
.. tip::
|
||||
|
||||
To edit a files metadata you can use an external program such as exiftool.
|
||||
For example, the command to change the "Comments" field is::
|
||||
The metadata can't be edited from Blender. Instead, you can use an external program such as exiftool.
|
||||
For example, the command to change the "Comments" field is:
|
||||
|
||||
exiftool --comments="My new comment" name-of-file.png
|
||||
``exiftool --comments="My new comment" name-of-file.png``
|
||||
|
||||
.. note::
|
||||
|
||||
The metadata will only be displayed for the image/ movie strip and not from strips processed by any effect strip.
|
||||
For example, adding an effect strip (eg. Glow) will hide the metadata from view.
|
||||
Of course, the metadata isn't removed from the file. Hiding the effect strip will display it again.
|
||||
Metadata is only displayed for images/movies that don't have an effect applied.
|
||||
|
@ -4,130 +4,135 @@
|
||||
###########
|
||||
|
||||
Tweak :kbd:`W`
|
||||
Perform a multiple actions; first of it can be select images and by consequence their associated strip.
|
||||
Second it can move strips using the same principles as the :ref:`Move tool <tool-sequencer-preview-move>`.
|
||||
Using the shortcut :kbd:`W`, will cycle between this tool and other sub-tools described below.
|
||||
Lets you select images by clicking, and move them by dragging.
|
||||
Press :kbd:`W` to cycle between this tool and *Select Box*.
|
||||
|
||||
:ref:`Select Box <tool-select-box>` :kbd:`B`
|
||||
Selects images within a rectangular box drawn in the Preview area.
|
||||
|
||||
To use the tool, :kbd:`LMB` and drag within the preview area to draw a rectangle,
|
||||
releasing the mouse confirms the selection.
|
||||
|
||||
You can also just :kbd:`LMB` to preform a normal single item selection.
|
||||
:ref:`Select Box <tool-select-box>`
|
||||
Lets you select one image by clicking, or multiple images by dragging a rectangle.
|
||||
|
||||
Cursor
|
||||
Changes the location of the :ref:`editors_sequencer_preview_2d-cursor`.
|
||||
Lets you move the :ref:`editors_sequencer_preview_2d-cursor` by clicking or dragging with :kbd:`LMB`.
|
||||
|
||||
While dragging, you can press :kbd:`X` or :kbd:`Y` to constrain movement to an axis.
|
||||
|
||||
To use the tool, :kbd:`LMB` within the preview area to move the cursor to that position.
|
||||
You can also click and drag to interactively position the cursor.
|
||||
If you need extra precision, you can hold :kbd:`Shift` to move the cursor more
|
||||
slowly than the mouse, or type a number to move it by an exact amount.
|
||||
|
||||
The movement of the cursor can be constrained along the global/local X or Y axis by pressing :kbd:`X` or :kbd:`Y`,
|
||||
pressing the hotkeys will cycle between global/local orientations and disabling constraints.
|
||||
The header shows how far the cursor has traveled, including the distance along each axis.
|
||||
|
||||
Instead of this tool, you can also drag the mouse while holding :kbd:`Shift-RMB`
|
||||
(works with all tools) or adjust the 2D Cursor Location in :menuselection:`Sidebar --> View`.
|
||||
|
||||
Holding :kbd:`Shift` will move the cursor in smaller increments for more precision.
|
||||
You may also type in an exact amount to move for absolute precision.
|
||||
|
||||
While the operation is running a message will display in the header indicating
|
||||
the distance in pixels the cursor has moved in each of the cardinal directions.
|
||||
The third number, between parenthesis, is the Euclidean distance the cursor has moved.
|
||||
.. note::
|
||||
By default, the 2D Cursor is only shown while dragging it. To make it permanently
|
||||
visible, enable the *2D Cursor* :doc:`overlay </editors/video_sequencer/preview/display/overlays>`.
|
||||
|
||||
.. _tool-sequencer-preview-move:
|
||||
|
||||
Move :kbd:`G`
|
||||
Changes the location of the selected image by adjusting the strip's
|
||||
:ref:`Position <bpy.types.SequenceTransform.offset>` properties.
|
||||
Lets you move the selected images by dragging with :kbd:`LMB`.
|
||||
Alternatively, you can press :kbd:`G`, move the mouse, and finally click :kbd:`LMB` to confirm
|
||||
(or :kbd:`RMB` to cancel).
|
||||
|
||||
To use the tool, :kbd:`LMB` on the image and drag it to the desired position.
|
||||
If :ref:`Active Tools <bpy.types.SpaceSequenceEditor.show_gizmo_tool>`
|
||||
is enabled, you can also move the image by dragging the gizmo.
|
||||
If the :ref:`Active Tools <bpy.types.SpaceSequenceEditor.show_gizmo_tool>`
|
||||
gizmo is enabled, you can drag one of the colored arrows to only move along that one axis.
|
||||
You can also press :kbd:`X` or :kbd:`Y` while moving: press once to constrain to the
|
||||
corresponding global axis, a second time to constrain to the local axis,
|
||||
and a third time to remove the constraint again. Yet another way is to hold
|
||||
:kbd:`MMB` and move the mouse horizontally or vertically.
|
||||
|
||||
The movement of the image can be constrained along the global/local X or Y axis by pressing :kbd:`X` or :kbd:`Y`,
|
||||
pressing the hotkeys will cycle between global/local orientations and disabling constraints.
|
||||
If you need more precision, you can do one of the following while moving:
|
||||
|
||||
Holding :kbd:`Shift` will move the image in smaller increments for more precision.
|
||||
You may also type in an exact amount to move for absolute precision.
|
||||
- Hold :kbd:`Shift` to move more slowly.
|
||||
- Type a number to move by an exact amount.
|
||||
- Use the arrow keys.
|
||||
|
||||
While the operation is running a message will display in the header indicating
|
||||
the distance in pixels the image has moved in each of the cardinal directions.
|
||||
The third number, between parenthesis, is the Euclidean distance the image has moved.
|
||||
The header shows how far the image has moved, including the offset along each axis.
|
||||
|
||||
Instead of using this tool, you can also adjust the :ref:`Position <bpy.types.SequenceTransform.offset>`
|
||||
in the Sidebar's *Strip* tab (only available in the *Sequencer* and *Sequencer & Preview* modes).
|
||||
|
||||
Rotate :kbd:`R`
|
||||
Moves the selected image's in a circle about the :ref:`Pivot Point <bpy.types.SequencerToolSettings.pivot_point>`
|
||||
by adjusting the strip's :ref:`Rotation <bpy.types.SequenceTransform.rotation>` property.
|
||||
By default, the image will rotate around its median but this can be changed by changing the Pivot Point.
|
||||
Lets you rotate the selected images by holding :kbd:`LMB` and moving the mouse in a circle.
|
||||
Alternatively, you can press :kbd:`R`, move the mouse, and finally click :kbd:`LMB` to confirm
|
||||
(or :kbd:`RMB` to cancel).
|
||||
|
||||
To use the tool, :kbd:`LMB` on the image and drag it (in a circle) to the desired position.
|
||||
The further away the mouse cursor is from the Pivot point, the slower the rotation movement is.
|
||||
You can also use the Arrow-keys to move the handle very precisely.
|
||||
If :ref:`Active Tools <bpy.types.SpaceSequenceEditor.show_gizmo_tool>`
|
||||
is enabled, you can also rotate the image by dragging the gizmo.
|
||||
Images are rotated around the :ref:`Pivot Point <bpy.types.SequencerToolSettings.pivot_point>`,
|
||||
so if it's off-center, the images will not just rotate but also move around it.
|
||||
|
||||
Holding :kbd:`Shift` will rotate the image in smaller increments for more precision.
|
||||
You may also type in an exact amount to move for absolute precision.
|
||||
If you need more precision, you can do one of the following while rotating:
|
||||
|
||||
While the operation is running a message will display in the header indicating
|
||||
the amount of rotation in the scene's rotation unit.
|
||||
- Hold :kbd:`Shift` to rotate more slowly.
|
||||
- Hold :kbd:`Ctrl` to rotate in increments of 5 degrees.
|
||||
- Type a number to rotate by an exact amount.
|
||||
- Use the arrow keys.
|
||||
|
||||
The header shows how much the image has rotated.
|
||||
|
||||
Instead of using this tool, you can also adjust the :ref:`Rotation <bpy.types.SequenceTransform.rotation>`
|
||||
in the Sidebar's *Strip* tab (only available in the *Sequencer* and *Sequencer & Preview* modes).
|
||||
|
||||
Scale :kbd:`S`
|
||||
Changes the size of the image by adjusting the strip's
|
||||
:ref:`Scale <bpy.types.SequenceTransform.scale>` properties.
|
||||
The scaling use the :ref:`Pivot Point <bpy.types.SequencerToolSettings.pivot_point>` as reference.
|
||||
So, for example, if the Pivot Point is set to *2D Cursor*,
|
||||
scaling down a strip will also move the strip in the direction of the 2D cursor.
|
||||
Lets you resize the selected images by dragging with :kbd:`LMB`.
|
||||
Alternatively, you can press :kbd:`S`, move the mouse, and finally click :kbd:`LMB` to confirm
|
||||
(or :kbd:`RMB` to cancel).
|
||||
|
||||
To use the tool, :kbd:`LMB` on the image and drag it to the desired size.
|
||||
The further away the mouse cursor is initially from the Pivot point, the more precise the scaling is.
|
||||
You can also use the Arrow-keys to adjust the scale very precisely.
|
||||
If :ref:`Active Tools <bpy.types.SpaceSequenceEditor.show_gizmo_tool>`
|
||||
is enabled, you can also scale the image by dragging the gizmo.
|
||||
If the :ref:`Active Tools <bpy.types.SpaceSequenceEditor.show_gizmo_tool>`
|
||||
gizmo is enabled, you can drag one of the colored lines to only scale along that one axis.
|
||||
You can also press :kbd:`X` or :kbd:`Y` while scaling: press once to constrain to the
|
||||
corresponding global axis, a second time to constrain to the local axis,
|
||||
and a third time to remove the constraint again. Yet another way is to hold
|
||||
:kbd:`MMB` and move the mouse horizontally or vertically.
|
||||
|
||||
The scale of the image can be constrained along the global/local X or Y axis by pressing :kbd:`X` or :kbd:`Y`,
|
||||
pressing the hotkeys will cycle between global/local orientations and disabling constraints.
|
||||
Images are scaled around the :ref:`Pivot Point <bpy.types.SequencerToolSettings.pivot_point>`,
|
||||
so if it's off-center and you scale down, the images will not just become smaller
|
||||
but also move towards it.
|
||||
|
||||
Holding :kbd:`Shift` will scale the image in smaller increments for more precision.
|
||||
You may also type in an exact amount to scale for absolute precision.
|
||||
If you need more precision, you can do one of the following while scaling:
|
||||
|
||||
The amount of scaling is relative meaning a scale value of 0.4 will scale the image to 40% of its size.
|
||||
- Hold :kbd:`Shift` to scale more slowly.
|
||||
- Hold :kbd:`Ctrl` to scale in increments of 10%.
|
||||
- Type a number to scale by an exact factor (e.g. ``.5`` to make it half the size).
|
||||
- Use the arrow keys.
|
||||
|
||||
While the operation is running a message will display in the header indicating
|
||||
the amount the image has been scaled in each of the cardinal directions.
|
||||
The header shows the current scale factor.
|
||||
|
||||
Instead of using this tool, you can also adjust the :ref:`Scale <bpy.types.SequenceTransform.scale>`
|
||||
in the Sidebar's *Strip* tab (only available in the *Sequencer* and *Sequencer & Preview* modes).
|
||||
|
||||
Transform
|
||||
Supports any combination of the moving, rotating, scaling at the same time.
|
||||
In the figure below, the Transform tool is enabled and strip 3 selected.
|
||||
Lets you move, rotate, and scale images all using one tool.
|
||||
|
||||
.. figure:: /images/editors_vse_preview_toolbar_transform.png
|
||||
|
||||
The Transform tool
|
||||
|
||||
With the four squares at the corners of the strip, you can scale the strip.
|
||||
The circle on top is for rotating and the crosshair in the middle is for moving the strip.
|
||||
It works as follows:
|
||||
|
||||
- Drag the cross in the center to move the image.
|
||||
- Drag the dot on the protruding line to rotate.
|
||||
- Drag one of the corners to scale equally along both axes.
|
||||
- Drag one of the sides to scale along just one axis.
|
||||
|
||||
Sample
|
||||
Used to sample a pixel's color from the preview.
|
||||
Lets you sample a pixel's color by holding :kbd:`LMB`. The editor will show the following information
|
||||
about it on the bottom:
|
||||
|
||||
To use the Sample tool, :kbd:`LMB` anywhere in the preview.
|
||||
Information about the pixel under the mouse cursor is shown in an overlay at the bottom of the editor.
|
||||
|
||||
In the order of appearance, the following information is shown:
|
||||
|
||||
- The X and Y coordinates of the clicked pixel. Remember that the left bottom corner is location (0, 0).
|
||||
- The values for the red, green, and blue component as from the color picker.
|
||||
- The alpha value of the pixel.
|
||||
- The color-managed values of the red, green, and blue component (the color as you see in the preview).
|
||||
- The hue, saturation, value, and luminance equivalent values of the color-managed values.
|
||||
- The X and Y coordinates, in pixels relative to the top left corner.
|
||||
- The red, green, blue, and alpha components of the pixel, as decimal values between 0 and 1.
|
||||
- The red, green, and blue components of the pixel with :doc:`/render/color_management` applied.
|
||||
- The hue, saturation, value, and luminance components of the pixel with Color Management applied.
|
||||
|
||||
.. figure:: /images/editors_vse_preview_sample-tool.png
|
||||
|
||||
Sample tool example.
|
||||
|
||||
:ref:`Annotate <tool-annotate-freehand>`
|
||||
Draw free-hand annotation.
|
||||
Draw free-hand annotations.
|
||||
|
||||
:ref:`Annotate Line <tool-annotate-line>`
|
||||
Draw straight line annotation.
|
||||
Draw a straight line annotation.
|
||||
:ref:`Annotate Polygon <tool-annotate-polygon>`
|
||||
Draw a polygon annotation.
|
||||
:ref:`Annotate Eraser <tool-annotate-eraser>`
|
||||
Erase previous drawn annotations.
|
||||
Erase previously drawn annotations.
|
||||
|
@ -17,7 +17,7 @@ Header
|
||||
View Menu
|
||||
---------
|
||||
|
||||
As usual, the View menu controls the editor's view settings.
|
||||
The View menu controls the editor's view settings.
|
||||
|
||||
Toolbar :kbd:`T`
|
||||
Show or hide the :ref:`Toolbar <ui-region-toolbar>`.
|
||||
@ -41,8 +41,7 @@ Preview as Backdrop
|
||||
.. _bpy.ops.sequencer.refresh_all:
|
||||
|
||||
Refresh All :kbd:`Ctrl-E`
|
||||
Reloads external files, re-renders the 3D Viewport, and refreshes the current frame preview.
|
||||
|
||||
Reloads external files and refreshes the current frame preview.
|
||||
This is useful when you modified an external file or made a change in a scene that Blender
|
||||
didn't detect.
|
||||
|
||||
@ -70,9 +69,10 @@ Show Markers
|
||||
Show Seconds :kbd:`Ctrl-T`
|
||||
Shows seconds instead of frames on the time axis.
|
||||
Sync Visible Range
|
||||
It synchronizes the horizontal panning and scale of the current editor
|
||||
with the other editors (Graph, Dope Sheet, NLA, and Sequencer) when this option is set.
|
||||
That way you always have these editors showing the same section of frames.
|
||||
Synchronizes the horizontal panning and scale of the editor
|
||||
with other time-based editors (Graph, Dope Sheet, NLA, and Sequencer)
|
||||
that also have this option is set.
|
||||
That way, they always show the same section of time.
|
||||
|
||||
----------
|
||||
|
||||
@ -157,8 +157,8 @@ Area
|
||||
documentation for more information.
|
||||
|
||||
|
||||
Markers Menu
|
||||
------------
|
||||
Marker Menu
|
||||
-----------
|
||||
|
||||
:doc:`Markers </animation/markers>` are used to denote frames with key points or significant events
|
||||
within an animation. Like with most animation editors, markers are shown at the bottom of the editor.
|
||||
@ -188,7 +188,7 @@ Use these shortcuts to adjust the view:
|
||||
Playhead
|
||||
--------
|
||||
|
||||
The Playhead is the blue vertical line with the current frame number at the top. It can be moved
|
||||
The Playhead is the blue vertical line with the current time at the top. It can be moved
|
||||
in the following ways:
|
||||
|
||||
* Jump or scrub: click or drag :kbd:`LMB` in the scrubbing area at the top of the timeline.
|
||||
|
@ -20,4 +20,5 @@ Reasons for this include:
|
||||
- You can't maximize the preview on another screen.
|
||||
|
||||
One way of getting two separate editors is to simply open the default
|
||||
*Video Editing* workspace.
|
||||
*Video Editing* :doc:`workspace </interface/window_system/workspaces>`.
|
||||
(You may need to click the "+" icon to the right of the tabs to find it.)
|
||||
|
@ -104,10 +104,10 @@ Subcommand: ``install``
|
||||
usage::
|
||||
|
||||
blender --command extension install [-h] [-s] [-e] [--no-prefs]
|
||||
packages
|
||||
PACKAGES
|
||||
|
||||
positional arguments:
|
||||
:packages: The packages to operate on (separated by ``,`` without spaces).
|
||||
:PACKAGES: The packages to operate on (separated by ``,`` without spaces).
|
||||
|
||||
options:
|
||||
-h, --help show this help message and exit
|
||||
@ -125,12 +125,12 @@ Subcommand: ``install-file``
|
||||
usage::
|
||||
|
||||
blender --command extension install-file [-h] -r REPO [-e] [--no-prefs]
|
||||
file
|
||||
FILE
|
||||
|
||||
Install a package file into a local repository.
|
||||
|
||||
positional arguments:
|
||||
:file: The packages file.
|
||||
:FILE: The packages file.
|
||||
|
||||
options:
|
||||
-h, --help show this help message and exit
|
||||
@ -147,12 +147,12 @@ Subcommand: ``remove``
|
||||
|
||||
usage::
|
||||
|
||||
blender --command extension remove [-h] [--no-prefs] packages
|
||||
blender --command extension remove [-h] [--no-prefs] PACKAGES
|
||||
|
||||
Disable & remove package(s).
|
||||
|
||||
positional arguments:
|
||||
:packages: The packages to operate on (separated by ``,`` without spaces).
|
||||
:PACKAGES: The packages to operate on (separated by ``,`` without spaces).
|
||||
|
||||
options:
|
||||
-h, --help show this help message and exit
|
||||
@ -189,13 +189,13 @@ usage::
|
||||
blender --command extension repo-add [-h] [--name NAME]
|
||||
[--directory DIRECTORY]
|
||||
[--url URL] [--cache BOOLEAN]
|
||||
[--no-prefs]
|
||||
id
|
||||
[--clear-all] [--no-prefs]
|
||||
ID
|
||||
|
||||
Add a new local or remote repository.
|
||||
|
||||
positional arguments:
|
||||
:id: The repository identifier.
|
||||
:ID: The repository identifier.
|
||||
|
||||
options:
|
||||
-h, --help show this help message and exit
|
||||
@ -208,6 +208,7 @@ options:
|
||||
as it is not connected to an external repository,
|
||||
where packages may be installed by file or managed manually.
|
||||
--cache BOOLEAN Use package cache (default=1).
|
||||
--clear-all Clear all repositories before adding, simplifies test setup.
|
||||
--no-prefs Treat the user-preferences as read-only,
|
||||
preventing updates for operations that would otherwise modify them.
|
||||
This means removing extensions or repositories for example, wont update the user-preferences.
|
||||
@ -219,12 +220,12 @@ Subcommand: ``repo-remove``
|
||||
|
||||
usage::
|
||||
|
||||
blender --command extension repo-remove [-h] [--no-prefs] id
|
||||
blender --command extension repo-remove [-h] [--no-prefs] ID
|
||||
|
||||
Remove a repository.
|
||||
|
||||
positional arguments:
|
||||
:id: The repository identifier.
|
||||
:ID: The repository identifier.
|
||||
|
||||
options:
|
||||
-h, --help show this help message and exit
|
||||
@ -266,14 +267,18 @@ Subcommand: ``validate``
|
||||
|
||||
usage::
|
||||
|
||||
blender --command extension validate [-h] [--source-dir SOURCE_DIR]
|
||||
blender --command extension validate [-h] [SOURCE_PATH]
|
||||
|
||||
Validate the package meta-data in the current directory.
|
||||
|
||||
positional arguments:
|
||||
:SOURCE_PATH: The package source path (either directory containing package files or the package archive).
|
||||
This path must containing a ``blender_manifest.toml`` manifest.
|
||||
|
||||
The current directory ``.`` is default.
|
||||
|
||||
options:
|
||||
-h, --help show this help message and exit
|
||||
--source-dir SOURCE_DIR
|
||||
The package source directory containing a ``blender_manifest.toml`` manifest.
|
||||
-h, --help show this help message and exit
|
||||
|
||||
.. _command-line-args-extension-server-generate:
|
||||
|
||||
|
@ -161,6 +161,12 @@ To validate the manifest without building the package:
|
||||
|
||||
blender --command extension validate
|
||||
|
||||
You may also validate a package without having to extract it first.
|
||||
|
||||
.. code:: bash
|
||||
|
||||
blender --command extension validate add-on-package.zip
|
||||
|
||||
See :ref:`validate <command-line-args-extension-validate>` docs.
|
||||
|
||||
.. seealso::
|
||||
|
@ -64,9 +64,11 @@ Follow the steps for your platform.
|
||||
by following the upgrade steps described in the sections below.
|
||||
|
||||
|
||||
Installation Guides
|
||||
===================
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:caption: Installation Guides
|
||||
|
||||
linux.rst
|
||||
macos.rst
|
||||
|
File diff suppressed because one or more lines are too long
Before Width: | Height: | Size: 474 KiB After Width: | Height: | Size: 474 KiB |
BIN
manual/images/render_freestyle_parameter-editor_line-set_panel.png
(Stored with Git LFS)
BIN
manual/images/render_freestyle_parameter-editor_line-set_panel.png
(Stored with Git LFS)
Binary file not shown.
BIN
manual/images/video-editing_preview_introduction_header.png
(Stored with Git LFS)
BIN
manual/images/video-editing_preview_introduction_header.png
(Stored with Git LFS)
Binary file not shown.
@ -79,7 +79,7 @@ While dragging, you can additionally hold :kbd:`Spacebar` to move the rectangle
|
||||
.. figure:: /images/interface_selecting_border-select2.png
|
||||
:width: 200px
|
||||
|
||||
Selecting.
|
||||
Selecting vertices.
|
||||
|
||||
- .. _fig-mesh-select-basics-complete:
|
||||
|
||||
@ -130,7 +130,7 @@ of the :doc:`Properties editor </editors/properties_editor>`).
|
||||
- .. figure:: /images/interface_selecting_circle-select2.png
|
||||
:width: 320px
|
||||
|
||||
Selecting.
|
||||
Selecting vertices.
|
||||
|
||||
- .. figure:: /images/interface_selecting_circle-select3.png
|
||||
:width: 320px
|
||||
@ -171,7 +171,7 @@ While dragging, you can additionally hold :kbd:`Spacebar` to move the shape arou
|
||||
- .. figure:: /images/interface_selecting_lasso-select2.png
|
||||
:width: 200px
|
||||
|
||||
Selecting.
|
||||
Selecting vertices.
|
||||
|
||||
- .. figure:: /images/interface_selecting_lasso-select3.png
|
||||
:width: 200px
|
||||
|
@ -1,3 +1,4 @@
|
||||
.. _bpy.types.VertexGroups:
|
||||
|
||||
#################
|
||||
Vertex Groups
|
||||
|
@ -22,6 +22,7 @@ Vertex groups are maintained within the *Object Data* Properties, in the *Vertex
|
||||
.. _bpy.ops.object.vertex_group_remove_from:
|
||||
.. _bpy.ops.object.vertex_group_remove:
|
||||
.. _bpy.ops.object.vertex_group_move:
|
||||
.. _bpy.types.VertexGroups.active_index:
|
||||
|
||||
Active Vertex Group
|
||||
A :ref:`List view <ui-list-view>`.
|
||||
|
@ -26,6 +26,8 @@ It is available in Edit Mode and in Weight Paint Mode
|
||||
(when Vertex Selection masking is enabled as well).
|
||||
|
||||
|
||||
.. _bpy.types.ToolSettings.vertex_group_subset:
|
||||
|
||||
Vertex Group Categories
|
||||
=======================
|
||||
|
||||
@ -33,28 +35,21 @@ Actually we do not have any strict categories of vertex groups in Blender.
|
||||
Technically they all behave the same way.
|
||||
However, we can identify two implicit categories of vertex groups:
|
||||
|
||||
:Deform Groups:
|
||||
These vertex groups are sometimes also named 'weight groups' or 'weight maps'.
|
||||
They are used for defining the weight tables of armature bones.
|
||||
All deform groups of an object are strictly related to each other via their weight values.
|
||||
|
||||
Deform Groups
|
||||
-------------
|
||||
|
||||
These vertex groups are sometimes also named 'weight groups' or 'weight maps'.
|
||||
They are used for defining the weight tables of armature bones.
|
||||
All deform groups of an object are strictly related to each other via their weight values.
|
||||
|
||||
Strictly speaking, the sum of all deform weights for any vertex of a mesh should be exactly 1.0.
|
||||
In Blender this constraint is a bit relaxed (see below).
|
||||
Nevertheless, deform groups should always be seen as related to each other.
|
||||
Hence, we have provided a filter that allows restricting the Vertex Weight panel to
|
||||
display only the deform bones of an object.
|
||||
|
||||
|
||||
Other Groups
|
||||
------------
|
||||
|
||||
All other usages of vertex groups are summarized into the *Other* category.
|
||||
These vertex groups can be found within Shape keys, Modifiers, etc.
|
||||
There is really no good name for this category,
|
||||
so we kept it simple and named it *Other*.
|
||||
Strictly speaking, the sum of all deform weights for any vertex of a mesh should be exactly 1.0.
|
||||
In Blender this constraint is a bit relaxed (see below).
|
||||
Nevertheless, deform groups should always be seen as related to each other.
|
||||
Hence, we have provided a filter that allows restricting the Vertex Weight panel to
|
||||
display only the deform bones of an object.
|
||||
:Other Groups:
|
||||
All other usages of vertex groups are summarized into the *Other* category.
|
||||
These vertex groups can be found within Shape keys, Modifiers, etc.
|
||||
There is really no good name for this category,
|
||||
so we kept it simple and named it *Other*.
|
||||
|
||||
|
||||
Weight Table
|
||||
@ -100,11 +95,6 @@ Select the *Viewport Overlays* popover from the header of the 3D Viewport.
|
||||
And there enable the *Vertex Group Weights* option.
|
||||
Now you can see the weights of the active vertex group displayed on the mesh surface.
|
||||
|
||||
.. figure:: /images/modeling_meshes_properties_vertex-groups_vertex-weights_edit-mode.png
|
||||
:width: 260px
|
||||
|
||||
Weights in Edit Mode.
|
||||
|
||||
|
||||
Edit Weights in Edit Mode
|
||||
-------------------------
|
||||
@ -113,10 +103,10 @@ It is now very easy to work with vertex groups in Edit Mode.
|
||||
All edit options of the mesh are available and
|
||||
you have direct visual control over how your weights change when you edit the weight values.
|
||||
|
||||
.. figure:: /images/modeling_meshes_properties_vertex-groups_vertex-weights_editor-weight.png
|
||||
.. figure:: /images/modeling_meshes_properties_vertex-groups_vertex-weights_edit-mode.png
|
||||
:width: 260px
|
||||
|
||||
Change Weight value.
|
||||
Weights in Edit Mode.
|
||||
|
||||
|
||||
Change a Weight
|
||||
@ -127,33 +117,42 @@ or you can change the weight by :kbd:`LMB` and while holding down the mouse butt
|
||||
drag right or left to increase/decrease the weight value. You also can use the right/left
|
||||
arrows displayed around the weight value to change the weight in steps.
|
||||
|
||||
.. figure:: /images/modeling_meshes_properties_vertex-groups_vertex-weights_editor-paste.png
|
||||
.. figure:: /images/modeling_meshes_properties_vertex-groups_vertex-weights_editor-weight.png
|
||||
:width: 260px
|
||||
|
||||
Paste weights.
|
||||
Change Weight value.
|
||||
|
||||
|
||||
.. _bpy.ops.object.vertex_weight_paste:
|
||||
|
||||
Pasting
|
||||
-------
|
||||
|
||||
:kbd:`LMB` the Paste button allows you to forward a single weight of the active vertex to all selected vertices.
|
||||
But note that weights are only pasted to vertices which already have a weight value in the affected vertex group.
|
||||
|
||||
.. figure:: /images/modeling_meshes_properties_vertex-groups_vertex-weights_editor-delete.png
|
||||
.. figure:: /images/modeling_meshes_properties_vertex-groups_vertex-weights_editor-paste.png
|
||||
:width: 260px
|
||||
|
||||
Delete weights.
|
||||
Paste weights.
|
||||
|
||||
|
||||
.. _bpy.ops.object.vertex_weight_delete:
|
||||
|
||||
Deleting
|
||||
--------
|
||||
|
||||
:kbd:`LMB` the Delete button will instantly remove the weight from the active vertex.
|
||||
Thus the entire row disappears when you click on the delete icon.
|
||||
|
||||
.. figure:: /images/modeling_meshes_properties_vertex-groups_vertex-weights_editor-delete.png
|
||||
:width: 260px
|
||||
|
||||
Tools
|
||||
=====
|
||||
Delete weights.
|
||||
|
||||
|
||||
Operators
|
||||
=========
|
||||
|
||||
.. figure:: /images/modeling_meshes_properties_vertex-groups_vertex-weights_editor-functions.png
|
||||
:width: 260px
|
||||
@ -164,6 +163,9 @@ Normalize
|
||||
Normalizes the weights of the active vertex.
|
||||
That is all weights of the active vertex are recalculated
|
||||
such that their relative weight is maintained and the weight sum is 1.0.
|
||||
|
||||
.. _bpy.ops.object.vertex_weight_copy:
|
||||
|
||||
Copy
|
||||
Copies all weights defined for the active vertex to all selected vertices.
|
||||
Thus all previously defined weights are overwritten.
|
||||
|
@ -8,6 +8,7 @@ Spin
|
||||
.. reference::
|
||||
|
||||
:Mode: Edit Mode
|
||||
:Menu: :menuselection:`Mesh --> Extrude --> Spin`
|
||||
:Tool: :menuselection:`Toolbar --> Spin`
|
||||
|
||||
The *Spin* tool extrudes (or duplicates it if the selection is manifold) the selected elements,
|
||||
|
@ -127,4 +127,5 @@ to generate weights used by the :doc:`Displace </modeling/modifiers/deform/displ
|
||||
|
||||
.. peertube:: 5c73d2a3-d624-4c66-9adf-a9345690b843
|
||||
|
||||
`The blend-file <https://archive.blender.org/wiki/2015/index.php/File:ManModifiersWeightVGroupEx.blend>`__, TEST_2 scene.
|
||||
`The blend-file <https://archive.blender.org/wiki/2015/index.php/File:ManModifiersWeightVGroupEx.blend>`__,
|
||||
TEST_2 scene.
|
||||
|
@ -128,4 +128,5 @@ the :doc:`Wave </modeling/modifiers/deform/wave>` modifier.
|
||||
|
||||
.. peertube:: 40378a39-cd90-404a-89bf-64ee9a39310a
|
||||
|
||||
`The blend-file <https://archive.blender.org/wiki/2015/index.php/File:ManModifiersWeightVGroupEx.blend>`__, TEST_4 scene.
|
||||
`The blend-file <https://archive.blender.org/wiki/2015/index.php/File:ManModifiersWeightVGroupEx.blend>`__,
|
||||
TEST_4 scene.
|
||||
|
@ -106,4 +106,5 @@ a :doc:`Wave </modeling/modifiers/deform/wave>` modifier with a modified vertex
|
||||
|
||||
.. peertube:: 579d7bd1-3f25-4441-ad7e-2d52667845c1
|
||||
|
||||
`The blend-file <https://archive.blender.org/wiki/2015/index.php/File:ManModifiersWeightVGroupEx.blend>`__, TEST_1 scene.
|
||||
`The blend-file <https://archive.blender.org/wiki/2015/index.php/File:ManModifiersWeightVGroupEx.blend>`__,
|
||||
TEST_1 scene.
|
||||
|
@ -29,7 +29,8 @@ such as Japanese big brush, cartoon, blueprint, and thickness-with-depth.
|
||||
- .. figure:: /images/render_freestyle_introduction_example-2.png
|
||||
|
||||
By mato.sus304. CC BY-SA.
|
||||
(`File:Mato_sus304_cut02.zip <https://archive.blender.org/wiki/2015/index.php/File:Mato_sus304_cut02.zip>`__)
|
||||
(`File:Mato_sus304_cut02.zip
|
||||
<https://archive.blender.org/wiki/2015/index.php/File:Mato_sus304_cut02.zip>`__)
|
||||
|
||||
* - .. figure:: /images/render_freestyle_introduction_example-3.png
|
||||
|
||||
|
@ -46,9 +46,8 @@ Type
|
||||
Proof of concept of visible and hidden edges by LightBWK
|
||||
(`blend-file <https://archive.blender.org/wiki/2015/index.php/File:HiddenCreaseEdgeMark.zip>`__).
|
||||
|
||||
:QI Range:
|
||||
QI stands for *Quantitative Invisibility*. Lines occluded by
|
||||
a number of surfaces in the given range are rendered.
|
||||
:Quantitative Invisibility:
|
||||
Lines occluded by a number of surfaces in the given range are rendered.
|
||||
|
||||
.. _bpy.types.FreestyleLineSet.qi_start:
|
||||
.. _bpy.types.FreestyleLineSet.qi_end:
|
||||
@ -111,7 +110,7 @@ Type
|
||||
|
||||
.. _bpy.types.FreestyleLineSet.select_edge_mark:
|
||||
|
||||
Edge Marks
|
||||
Edge Mark
|
||||
Renders marked edges. See `Edge Marks`_ for details.
|
||||
|
||||
.. _bpy.types.FreestyleLineSet.select_contour:
|
||||
|
@ -22,4 +22,5 @@ Angle Min, Max
|
||||
:width: 50%
|
||||
|
||||
Crease Angle modifier example by T.K.
|
||||
(`blend-file <https://archive.blender.org/wiki/2015/index.php/File:Render_freestyle_modifier_crease_angle.blend>`__).
|
||||
(`blend-file
|
||||
<https://archive.blender.org/wiki/2015/index.php/File:Render_freestyle_modifier_crease_angle.blend>`__).
|
||||
|
@ -31,4 +31,5 @@ Curvature Min, Max
|
||||
:width: 50%
|
||||
|
||||
Curvature 3D modifier demo by T.K.
|
||||
(`blend-file <https://archive.blender.org/wiki/2015/index.php/File:Render_freestyle_modifier_curvature_3d.blend>`__).
|
||||
(`blend-file
|
||||
<https://archive.blender.org/wiki/2015/index.php/File:Render_freestyle_modifier_curvature_3d.blend>`__).
|
||||
|
@ -125,7 +125,8 @@ so that the gradient line color specified in the active line style is applied al
|
||||
.. figure:: /images/render_freestyle_parameter-editor_line-style_texture_uv-along-stroke-example.png
|
||||
|
||||
Example of Line Style Nodes
|
||||
(`blend-file <https://archive.blender.org/wiki/2015/index.php/File:Blender_272_textured_strokes_in_cycles.blend>`__).
|
||||
(`blend-file
|
||||
<https://archive.blender.org/wiki/2015/index.php/File:Blender_272_textured_strokes_in_cycles.blend>`__).
|
||||
|
||||
It is noted that the texture image ``FS_floral_brush.png``
|
||||
shown in the screen capture is an example of Freestyle brush images with tips.
|
||||
|
@ -33,7 +33,8 @@ a new face set instead.
|
||||
.. note::
|
||||
|
||||
It is not recommended to use this tool on a mesh above 100k
|
||||
vertices when using *Difference* or *Union* as the Trim Mode.
|
||||
vertices when using *Difference* or *Union* as the Trim Mode
|
||||
with the *Exact* Solver.
|
||||
This tool is using a Boolean operation so it might take a long time to process.
|
||||
For higher resolution meshes it is recommended to instead use the
|
||||
:doc:`Line Project </sculpt_paint/sculpting/tools/line_project>` tool or the *Fair Positions*
|
||||
@ -43,6 +44,17 @@ a new face set instead.
|
||||
Tool Settings
|
||||
=============
|
||||
|
||||
Solver
|
||||
Algorithm used to calculate the Boolean intersections.
|
||||
|
||||
:Fast:
|
||||
Uses a mathematically simple solver which offers the best performance;
|
||||
however, this solver lacks support for overlapping geometry.
|
||||
:Exact:
|
||||
Uses a mathematically complex solver which offers the best results and has full
|
||||
support for overlapping geometry; however, this solver is much slower than the
|
||||
*Fast Solver*.
|
||||
|
||||
Trim Mode
|
||||
Geometry can be either added or removed by choosing one of these modes.
|
||||
|
||||
|
@ -33,7 +33,8 @@ a new face set instead.
|
||||
.. note::
|
||||
|
||||
It is not recommended to use this tool on a mesh above 100k vertices when using *Difference*
|
||||
or *Union* as the Trim Mode. This tool is using a Boolean operation so it might take a long time to process.
|
||||
or *Union* as the Trim Mode with the *Exact* Solver.
|
||||
This tool is using a Boolean operation so it might take a long time to process.
|
||||
For higher resolution meshes it is recommended to instead use the
|
||||
:doc:`Line Project </sculpt_paint/sculpting/tools/line_project>` tool or the *Fair Positions*
|
||||
mode of the :doc:`Edit Face Set </sculpt_paint/sculpting/tools/edit_face_set>` tool to trim geometry.
|
||||
@ -42,6 +43,17 @@ a new face set instead.
|
||||
Tool Settings
|
||||
=============
|
||||
|
||||
Solver
|
||||
Algorithm used to calculate the Boolean intersections.
|
||||
|
||||
:Fast:
|
||||
Uses a mathematically simple solver which offers the best performance;
|
||||
however, this solver lacks support for overlapping geometry.
|
||||
:Exact:
|
||||
Uses a mathematically complex solver which offers the best results and has full
|
||||
support for overlapping geometry; however, this solver is much slower than the
|
||||
*Fast Solver*.
|
||||
|
||||
Trim Mode
|
||||
Geometry can be either added or removed by choosing one of these modes.
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user