Update 3D Print Toolbox documentation #104761

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Aaron Carlisle merged 2 commits from usfreitas/blender-manual:3d-print-toolbox-update into main 2024-04-12 04:14:32 +02:00
38 changed files with 517 additions and 486 deletions
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@ -11,7 +11,12 @@
{% trans %}You can try one of the following things:{% endtrans %}</p>
<div class="search404 centered">
{% include "sidebar/search.html" %}
<form class="sidebar-search-container" method="get" action="{{ pathto('search') }}" role="search">
<input class="sidebar-search" placeholder="{{ _("Search") }}" name="q" aria-label="{{ _("Search" ) }}">
<input type="hidden" name="check_keywords" value="yes">
<input type="hidden" name="area" value="default">
</form>
<div id="searchbox"></div>
</div>
{%- endblock %}

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@ -58,6 +58,12 @@ hr.docutils {
transition: transform 0.25s ease-out;
}
@media (prefers-reduced-motion: reduce) {
.toctree-checkbox~label .icon svg {
transition-duration: 0s !important;
}
}
/* Add more visual weight to definition terms */
dl dt {
font-weight: bold !important

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@ -167,6 +167,7 @@ getNamed(v) {
return v;
}
dialogToggle(speed) {
speed = window.matchMedia("(prefers-reduced-motion: reduce)").matches ? 0 : speed;
const wasClose = !this.isOpen;
const that = this;
if(!this.isOpen) {

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@ -261,22 +261,6 @@ Reset Backdrop
Reset the position and scale of the backdrop.
Viewer Focus
------------
:guilabel:`Compositor`
.. reference::
:Shortcut: Double :kbd:`LMB`
Set the viewer's tile :ref:`center <bpy.types.CompositorNodeViewer.center>` to the mouse position.
This shortcut allows you to rapidly adjust and prioritize what portions of the backdrop get recalculated first.
By prioritizing a certain area, you can make adjustments to the composite
and see the results faster without having to wait for the whole image to render.
Add Attribute Node
------------------

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@ -476,6 +476,7 @@ Environment Variables
(other ``BLENDER_USER_*`` variables override when set).
:BLENDER_USER_CONFIG: Directory for user configuration files.
:BLENDER_USER_SCRIPTS: Directory for user scripts.
:BLENDER_USER_EXTENSIONS: Directory for user extensions.
:BLENDER_USER_DATAFILES: Directory for user data files (icons, translations, ..).
:BLENDER_SYSTEM_RESOURCES: Top level directory for system files.

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@ -11,6 +11,8 @@ Viewport Display
:Mode: Object, Pose, and Edit Mode
:Panel: :menuselection:`Bone --> Viewport Display`
This panel lets you customize the look of your bones.
.. figure:: /images/animation_armatures_bones_properties_display.png
Viewport Display panel in Object/Pose mode.
@ -19,7 +21,8 @@ Viewport Display
Viewport Display panel in Edit mode.
Display panel lets you customize the look of your bones.
General
=======
.. _bpy.types.Bone.hide:
@ -28,60 +31,44 @@ Hide
visibility is determined by the visibility of its :ref:`bone collections <bpy.types.Bone.collections>`.
.. _bpy.types.BoneColor.palette:
Bone Color
Either a selection of the theme-dependent colors, or a custom color. This is
the primary way to color a bone.
This color is stored on the bone itself, and thus is visible in both Pose and
Edit modes. If there are multiple armature Objects that share the same
Armature data-block, all armatures will share this color.
.. _bpy.ops.armature.copy_bone_color_to_selected:
Copy Bone Color to Selected
Copy the bone color of the :term`Active` bone to all selected bones.
Pose Bone Color (only in Pose mode)
Either a selection of the theme-dependent colors, or a custom color. This is
a way to *override* the bone color on a per-armature object basis.
When this is set to 'Default', the regular Bone Color is shown (see above).
This color is stored on the :term:`Pose Bone`, and thus is specific to this
particular armature object. It is only available in Pose mode. If there are
multiple armature Objects that share the same Armature data-block, they each
can have unique pose bone colors.
Copy Bone Color to Selected
Copy the bone color of the :term`Active` bone to all selected bones.
.. _bpy.types.BoneColor:
.. _bpy.types.ThemeBoneColorSet:
Bone Colors
===========
Bones can be individually colored. For these colors to be visible, enable the
:ref:`Bone Colors checkbox <bpy.types.Armature.show>` in the Armature display panel.
Bones can be individually colored. You can either choose a color set from the predefined
:ref:`theme <bpy.types.Theme>` list or define a custom one.
.. figure:: /images/animation_armatures_bones_properties_display_custom_colors.png
Viewport Display panel in Pose mode, showing the choices in color palettes as
well as options for custom colors.
When selecting *Custom Color Set*, you need to define three colors:
Regular (for when the bone is not selected), Selected, and Active.
The primary source of bone colors is the :ref:`Theme <bpy.types.Theme>`, which
defines 20 bone color palettes. Each entry consists of three colors:
You can temporarily disable all the color assignments by unchecking
:ref:`Bone Colors <bpy.types.Armature.show>` in the armature's Viewport Display panel.
Regular
The color of unselected bones.
Select
The second color field is the outline color of selected bones.
Active
The third color field is the outline color of the active bone.
Bone Color
The bone's primary color, affecting both Edit Mode and Pose Mode.
As soon as you alter one of the colors, it is switched to the *Custom Set* option.
This color is stored on the armature data-block, so that if you have
multiple armature objects that share this data-block, they will all use
the same color.
.. _bpy.ops.armature.copy_bone_color_to_selected:
Copy Bone Color to Selected
Copy the bone color of the :term:`Active` bone to all selected bones.
Pose Bone Color :guilabel:`Pose Mode`
Lets you optionally override the above *Bone Color* in Pose Mode
(by setting it to something else than *Default Colors*).
This color is stored on the :term:`Pose Bone`, meaning it can be different
in every armature object -- even ones that reference the same data-block.
Copy Bone Color to Selected
Copy the bone color of the :term:`Active` bone to all selected bones.
.. _bpy.types.PoseBone.custom_shape:
@ -89,10 +76,15 @@ As soon as you alter one of the colors, it is switched to the *Custom Set* optio
Custom Shape
============
Blender allows you to give to each bone of an armature a specific shape
(in *Object Mode* and *Pose Mode*), using another object as "template".
In order to be visible the *Shapes* checkbox has to be enabled
(:menuselection:`Armature --> Viewport Display` panel).
Apart from custom colors, bones can also have custom shapes (in *Object Mode*
and *Pose Mode*), using another object as a "template."
.. figure:: /images/animation_armatures_bones_properties_display_custom-shape-example.png
A bone referencing a cone as its Custom Shape.
You can temporarily disable these shapes by unchecking
*Shapes* in the armature's Viewport Display panel.
Custom Object
Object that defines the custom shape of the selected bone.
@ -101,52 +93,30 @@ Scale X, Y, Z
Additional scaling factor to apply to the custom shape.
Translation X, Y, Z
Additional translation factor to apply to the custom shape.
Additional translation to apply to the custom shape.
Rotation X, Y, Z
Additional rotation factor to apply to the custom shape.
Additional rotation to apply to the custom shape.
Override Transform
Bone that defines the display transform of the custom shape.
Scale to Bone Length
Option not to use bones length, so that changes in Edit Mode don't resize the custom shape.
Whether the custom shape should be scaled by a factor equal to the bone's length.
.. _bpy.types.Bone.show_wire:
Wireframe
When enabled, bone is displayed in wireframe mode regardless of the viewport display mode.
Useful for non-obstructive custom bone chains.
Workflow
--------
To assign a custom shape to a bone, you have to:
#. Switch to *Pose Mode* :kbd:`Ctrl-Tab`.
#. Select the relevant bone by clicking on it.
#. Go to the *Display* panel *Custom Shape* field and select the 3D object previously created in the scene;
in this example we are using a cube and a cone. You can optionally set the *At* field to another bone.
.. figure:: /images/animation_armatures_bones_properties_display_custom-shape-example.png
The armature with shape assigned to bone. Note the origin of the Cone object.
When enabled, the bone is displayed in wireframe mode regardless of the viewport's shading mode.
.. note::
- These shapes will never be rendered, like any bone, they are only visible in the 3D Viewport.
- Even if any type of object seems to be accepted by the *Object* field (meshes, curves, even metas...),
only meshes really work. All other types just make the bone invisible.
- The origin of the shape object will be at the *root of the bone*
(see the :doc:`bone page </animation/armatures/bones/index>` for root/tip).
- The object properties of the shape are ignored
(i.e. if you make a parallelepiped out of a cube by modifying its dimensions in *Object Mode*,
you will still have a cube-shaped bone...).
- The "along bone" axis is the Y one,
and the shape object is always scaled so that one unit stretches along the whole bone length.
- If you need to remove the custom shape of the bone,
just right-click in the *Custom Shape* field and select *Reset to default value* in the pop-up menu.
So to summarize all this, you should use meshes as shape objects,
with their center at their lower -Y end, and an overall Y length of 1.0 unit.
- Custom shapes will never be rendered. Like regular bones, they are only visible in the 3D Viewport.
- The transforms of the template object are ignored. Moving, rotating, or scaling it will have no
effect on its appearance in the armature.
- The origin of each instanced shape object is at the :doc:`root </animation/armatures/bones/structure>`
of the bone.
- The rotation of each shape object is such that its Y axis lies along the direction of the bone.
- For best results when *Scale to Bone Length* is enabled, make sure the template object is 1 unit
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.
The drop-down button displays a popover with more detailed settings,
which are described below.
Next to the Viewport Overlays popover could be a second popover.
The availability of these options depend on the mode the 3D Viewport is in or what type of object is selected.
These settings are described later on in this page.
Depending on the current :doc:`object interaction mode </editors/3dview/modes>`,
there may be a second button with yet more settings,
which are also described here.
General
@ -34,12 +34,12 @@ Grid
Show grid in orthographic side view.
Floor
Show the ground plane in perspective view.
Axis
Axes
Show the X, Y and/or Z axis lines.
Scale
The distance between lines in the grid/floor.
Subdivision
Subdivisions
The number of subdivisions between grid lines.
Text Info

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@ -1,25 +1,29 @@
.. _bpy.types.SequencerToolSettings.pivot_point:
.. |pivot-icon| image:: /images/editors_3dview_controls_pivot-point_menu.png
***********
Pivot Point
***********
The Pivot Point is primarily used in operations such as rotate and scale.
It defines the point around which the strip image will be rotated or scaled.
Using pop up menu in the header of the Sequencer preview, you can change the location of the pivot point.
.. reference::
The *Pivot Point* is also extensively used in the 3D Viewport.
:Header: |pivot-icon| :menuselection:`Pivot Point`
:Shortcut: :kbd:`Period`
The Pivot Point is the point around which images are rotated and scaled.
It's indicated by the position of the selected tool's gizmo.
.. seealso::
The :doc:`/editors/3dview/controls/pivot_point/index` of the 3D Viewport
Bounding Box Center
The bounding box is a rectangular box that is wrapped as tightly as possible around the selection.
Use the center of the rectangle that's wrapped as tightly as possible around the selected
images' origin points.
Median Point
The median point is the points that is closest to all the origins of the selected strips.
You can think of it as the midpoint of the area that is covered with the selected strips.
Use the averaged-out position of the selected images' origin points.
2D Cursor
Sometimes you want to rotate a strip around a specific point in the preview.
Therefore, you can set the 2D Cursor and change the pivot point accordingly.
Use the location of the :ref:`2D Cursor <editors_sequencer_preview_2d-cursor>`,
for when you want to specify the pivot point by hand.
Individual Origins
If multiple strips are selected, you may want to rotate or scale these strip around
there own origins instead of for example the median point of all selected strips.
For example, if you have three portrait strip's of faces,
you probably want each face to be rotated around its individual origin.
Rotate/scale each image around its own origin, rather than rotating/scaling
all of them around the same single point like the other options do.

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@ -4,59 +4,56 @@
Display Mode
************
The display mode affects how the image of the current frame is represented in the preview region.
There are several modes available, each having a specific purpose.
Using this pop-over, you can choose between displaying the preview image
or a scope that visualizes its color distribution.
Image Preview
=============
The Image Preview mode shows you what the resulting video will look like when saved.
This is the main working mode for adding strips and moving them around,
cutting, grouping (making meta) and splicing them through special effects.
Previews what the final video will look like,
and lets you change the image layout using various
:doc:`tools </editors/video_sequencer/preview/toolbar>`.
Luma Waveform
=============
For the selected channel, brightness, or luminosity, is mapped with this display.
This scope visualizes the luminosity (brightness) distribution of the image,
letting you see at a glance if there's enough contrast and if any areas are
under- or overexposed.
A luma waveform allows you to judge the quality of the luminance distribution across the video signal,
you can view a luma waveform instead of the usual output display on every control monitor.
The scope works by plotting a curve for each scanline in the current video frame.
Another way of saying this is that each pixel column in the luma waveform
is a brightness histogram of the corresponding pixel column in the frame.
Specifically:
The display plots for every scanline the luminance value. The lines are all drawn on top of each other.
The points get brighter if the lines cross (which is very likely with several hundred scanlines).
You will understand the picture most easily if you plug an oscilloscope to
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.
- The brightness of a pixel in the waveform indicates how many pixels in the above frame column
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.
In this mode, the vertical axis represents the luminosity: 0 at the bottom, 1 at the top;
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.
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.

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@ -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:

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@ -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>`.

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@ -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`.

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@ -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.

View File

@ -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.

View File

@ -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.

View File

@ -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.

View File

@ -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.)

View File

@ -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:

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@ -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::

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@ -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

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@ -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

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@ -1,3 +1,4 @@
.. _bpy.types.VertexGroups:
#################
Vertex Groups

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@ -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>`.

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@ -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.

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@ -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,

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@ -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.

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@ -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.

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@ -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.

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@ -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

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@ -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:

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@ -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>`__).

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@ -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>`__).

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@ -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.

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@ -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.

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@ -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.