[Bf-docboard-svn] bf-manual: [6950] trunk/blender_docs/manual: UI: Use consistent layout for custom operator UI
Aaron Carlisle
carlisle.b3d at gmail.com
Sat Aug 8 06:02:00 CEST 2020
Revision: 6950
https://developer.blender.org/rBM6950
Author: Blendify
Date: 2020-08-08 06:01:59 +0200 (Sat, 08 Aug 2020)
Log Message:
-----------
UI: Use consistent layout for custom operator UI
rB17ebbdf1c17dab4872d2b3deea77a35524fe14b9
Modified Paths:
--------------
trunk/blender_docs/manual/files/import_export/alembic.rst
trunk/blender_docs/manual/files/import_export/collada.rst
trunk/blender_docs/manual/modeling/meshes/editing/edge/bevel.rst
Modified: trunk/blender_docs/manual/files/import_export/alembic.rst
===================================================================
--- trunk/blender_docs/manual/files/import_export/alembic.rst 2020-08-07 19:47:48 UTC (rev 6949)
+++ trunk/blender_docs/manual/files/import_export/alembic.rst 2020-08-08 04:01:59 UTC (rev 6950)
@@ -58,17 +58,18 @@
Scene Options
-------------
-Start Frame and End Frame
+Frame Start, End
Sets the frame range to export to Alembic. This defaults to the current scene frame range.
+
Sub-frame Sampling
These options control the sub-frame sampling of animations.
- Transform Samples
+ Samples Transform
Transform Samples sets the number of times per frame at which animated transformations
are sampled and written to Alembic.
- Geometry Samples
+ Geometry
Geometry Samples sets the same, but then for animated geometry.
- Shutter Open/Close
+ Shutter Open, Close
Shutter Open/Close define the interval [open, close] over which those samples are taken.
The valid range is -1 to 1, where -1 indicates the previous frame,
0 indicates the current frame, and 1 indicates the next frame.
@@ -78,18 +79,21 @@
Shutter Open at -0.25 and Shutter Close at 0.25.
This mimics a "180 degree" shutter, opening 90 degrees before the frame
and closing 90 degrees after the frame.
-Selected Objects Only
- When enabled, exports only the selected objects. When disabled, all objects are exported.
-Renderable Objects Only
- This is useful to, for example, avoid exporting custom bone shapes.
-Visible Objects Only
- Limits the export to scene collections that are currently visible.
+
Flatten Hierarchy
When disabled, parent/child relations between objects are exported too. Any parent object that
is not exported itself, but with children that *are* exported, is replaced by an empty.
When enabled, parent/child relations are not exported, and transformations are all written in world coordinates.
+Only
+ Selected Objects
+ When enabled, exports only the selected objects. When disabled, all objects are exported.
+ Renderable Objects
+ This is useful to, for example, avoid exporting custom bone shapes.
+ Visible Objects
+ Limits the export to scene collections that are currently visible.
+
Object Options
--------------
@@ -101,14 +105,17 @@
UVs
When enabled, UV maps are exported. Although the Alembic standard only supports a single UV
map, Blender exports all UV maps in a way that should be readable by other software.
+
Pack UV Islands
Generates an optimized UV layout with non-overlapping islands
that tries to efficiently fill the :term:`Texture Space`.
See the :ref:`pack islands operator <editors-uv-editing-layout-pack_islands>`
that works with the same principle for more information.
+
Normals
When enabled, an object's :term:`Normals <Normal>` are exported.
See `Custom Split Normals of Meshes`_ below for more information.
+
Vertex Colors
When enabled, exports vertex colors.
@@ -118,12 +125,15 @@
Face Sets
Exports the material names per face. The material data is not exported but only material names.
-Use Subdivision Schema
- Writes polygonal meshes using the "SubD" Alembic schema, rather than the "PolyMesh" schema.
- This tells the program opening the file to apply its form of a non-destructive subdivision.
-Apply Subdivision Surface
- Applies any :doc:`Subdivision Surface modifiers </modeling/modifiers/generate/subdivision_surface>`
- before writing to Alembic.
+
+Subdivisions
+ Apply
+ Applies any :doc:`Subdivision Surface modifiers </modeling/modifiers/generate/subdivision_surface>`
+ before writing to Alembic.
+ Use Schema
+ Writes polygonal meshes using the "SubD" Alembic schema, rather than the "PolyMesh" schema.
+ This tells the program opening the file to apply its form of a non-destructive subdivision.
+
Triangulate
Triangulates the mesh before writing to Alembic.
For more detail on the specific option see the
Modified: trunk/blender_docs/manual/files/import_export/collada.rst
===================================================================
--- trunk/blender_docs/manual/files/import_export/collada.rst 2020-08-07 19:47:48 UTC (rev 6949)
+++ trunk/blender_docs/manual/files/import_export/collada.rst 2020-08-08 04:01:59 UTC (rev 6950)
@@ -19,8 +19,7 @@
:align: right
-Operator Presets
-----------------
+.. rubric:: Operator Presets
There are two operator presets (see top of Operator panel) for Second Life (SL) users:
@@ -34,23 +33,13 @@
- Scale and Rotation must be applied before the export!
-Export Data Options
--------------------
+Main
+----
-Apply Modifiers
- All active modifiers will be applied in a non-destructive way.
- That is, the modifiers will be applied to copies of the meshes.
- Thus you no longer need to apply your modifiers before exporting.
- That is now done automatically in the background.
-
- .. hint::
-
- Some modifiers provide a preview mode and a render mode with different mesh settings.
- The module now support both modes when applying the modifiers.
-
Selection Only
When *Selection Only* is enabled, then only the selected objects will be exported.
Otherwise the entire scene is exported with all visible and all invisible objects.
+
Include Children
When this option is enabled then all children of the selected objects
will also be exported regardless of their selection state.
@@ -74,14 +63,18 @@
So now you can export your meshes with the current shape key configuration baked in.
+Global Orientation
+^^^^^^^^^^^^^^^^^^
+
+Todo.
+
+
Texture Options
----------------
+^^^^^^^^^^^^^^^
Only Selected UV Map
When your mesh contains multiple UV layers, then Blender exports all layers by default.
This option allows you to only export the active (selected) UV layer.
-Include Textures
- Blender supports two ways to add textures to your objects.
Copy
When you export images either material based image textures,
then the exporter creates absolute file references in the export file.
@@ -90,8 +83,43 @@
place the copies besides the export file. In that case the file references are made relative.
+Geom
+----
+
+Export Data Options
+^^^^^^^^^^^^^^^^^^^
+
+Triangulate
+ The mesh can be triangulated on-the-fly. The triangulation is based on the same function
+ which is used in the *Triangulate Faces* tool for triangulating the current selection of faces.
+ For full control over the triangulation you can do this manually before exporting.
+ However this option allows to do the triangulation only for the exported data.
+ The mesh itself is not affected.
+
+Apply Modifiers
+ All active modifiers will be applied in a non-destructive way.
+ That is, the modifiers will be applied to copies of the meshes.
+
+ .. hint::
+
+ Some modifiers provide a preview mode and a render mode with different mesh settings.
+ The module now support both modes when applying the modifiers.
+
+Transform
+ Collada supports two types of transformation matrix specifications.
+ Either as ``<Matrix>`` or as a set of transformation decompositions (for move, rotate and scale).
+ Note that the exporter will not strictly follow this option setting,
+ but will rather take it as a hint to use the option if ever possible.
+ This is so because some of the exported data types have specific rules
+ about how the transformation matrix has to be exported.
+ This is ongoing development and a less ambiguous method may be provided in the future.
+
+
+Arm
+---
+
Armature Options
-----------------
+^^^^^^^^^^^^^^^^
Deform Bones Only
When this option is enabled, then the exporter strips all non-deforming bones
@@ -99,6 +127,7 @@
which are not actually part of the character skeleton. For example you can now export
the Avastar rig with this option enabled. The resulting exported rig is compatible to Second Life.
But please note the restrictions further below.
+
Export to SL/OpenSim
This option is very special. In fact some issues with bone orientation are calculated
differently when this option is enabled. This is only relevant for rigged meshes.
@@ -109,34 +138,29 @@
For static meshes it just does nothing at all.
+Anim
+----
+
+Extra
+-----
+
Collada Options
----------------
+^^^^^^^^^^^^^^^
-Triangulate
- The mesh can be triangulated on-the-fly. The triangulation is based on the same function
- which is used in the *Triangulate Faces* tool for triangulating the current selection of faces.
- For full control over the triangulation you can do this manually before exporting.
- However this option allows to do the triangulation only for the exported data.
- The mesh itself is not affected.
Use Object Instances
In Blender you can reuse the same mesh for multiple objects.
This is named "object instantiation". When you enable this option,
then Blender will propagate object instantiation to the Collada file.
+
Use Blender Profile
Collada can be extended with tool specific data (profiles) Blender has its own (not official) profile
that allows to export rig information into the Collada file, that can later be used to reconstruct
the rig should it ever be necessary to import a dae file back into Blender.
-Transformation Type
- Collada supports two types of transformation matrix specifications.
- Either as ``<Matrix>`` or as a set of transformation decompositions (for move, rotate and scale).
- Note that the exporter will not strictly follow this option setting,
- but will rather take it as a hint to use the option if ever possible.
- This is so because some of the exported data types have specific rules
- about how the transformation matrix has to be exported.
- This is ongoing development and a less ambiguous method may be provided in the future.
+
Sort by Object Name
The export order of data is bound to internal object order and it can not be influenced in a reliable way.
This option ensures that the Geometry nodes and the Object nodes are both exported in alphabetical order.
+
Keep Bind Info
When a rig is imported to Blender, then the rig's bind pose will be used as Blender's rest pose.
So all Matrix information of the original rest pose is lost.
@@ -160,9 +184,17 @@
@@ Diff output truncated at 10240 characters. @@
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