[Bf-docboard-svn] bf-manual: [6957] trunk/blender_docs/manual: Transform: Correct Face Attributes

Aaron Carlisle carlisle.b3d at gmail.com
Wed Aug 12 03:47:45 CEST 2020


Revision: 6957
          https://developer.blender.org/rBM6957
Author:   Blendify
Date:     2020-08-12 03:47:44 +0200 (Wed, 12 Aug 2020)
Log Message:
-----------
Transform: Correct Face Attributes

rB6a689b5047b23bccd5e36ae9cbd74cc64f4427b3
rB4387aff99e01c412a360d412bf78d8bc913d4401

Modified Paths:
--------------
    trunk/blender_docs/manual/modeling/meshes/tools/tool_settings.rst
    trunk/blender_docs/manual/sculpt_paint/weight_paint/editing.rst
    trunk/blender_docs/manual/sculpt_paint/weight_paint/tool_settings/options.rst

Modified: trunk/blender_docs/manual/modeling/meshes/tools/tool_settings.rst
===================================================================
--- trunk/blender_docs/manual/modeling/meshes/tools/tool_settings.rst	2020-08-11 03:10:27 UTC (rev 6956)
+++ trunk/blender_docs/manual/modeling/meshes/tools/tool_settings.rst	2020-08-12 01:47:44 UTC (rev 6957)
@@ -13,6 +13,25 @@
    :Panel:     :menuselection:`Sidebar --> Tool tab --> Options panel`
 
 
+Transform
+---------
+
+.. _bpy.types.ToolSettings.use_transform_correct_face_attributes:
+
+Correct Face Attributes
+   Adjust geometry attributes like :doc:`UVs </modeling/meshes/uv/index>`
+   and :doc:`Vertex Colors </sculpt_paint/vertex_paint/index>` while transforming.
+
+.. _bpy.types.ToolSettings.use_transform_correct_keep_connected:
+
+Keep Connected
+   Merge attributes connected to the same vertex while using *Correct Face Attributes*.
+
+   .. tip::
+
+      Keeping UV's connected is useful for organic modeling, but bad for architectural modeling.
+
+
 .. _bpy.types.Mesh.use_mirror_x:
 .. _bpy.types.Mesh.use_mirror_y:
 .. _bpy.types.Mesh.use_mirror_z:
@@ -32,7 +51,6 @@
    it's easier and simpler to use the :doc:`Mirror Modifier </modeling/modifiers/generate/mirror>`.
 
 
-.. _modeling_meshes_editing_topology-mirror:
 .. _bpy.types.Mesh.use_mirror_topology:
 
 Topology Mirror

Modified: trunk/blender_docs/manual/sculpt_paint/weight_paint/editing.rst
===================================================================
--- trunk/blender_docs/manual/sculpt_paint/weight_paint/editing.rst	2020-08-11 03:10:27 UTC (rev 6956)
+++ trunk/blender_docs/manual/sculpt_paint/weight_paint/editing.rst	2020-08-12 01:47:44 UTC (rev 6957)
@@ -118,7 +118,7 @@
    Operate on all vertex groups, instead of the active one.
 Topology Mirror
    Mirror for meshes which are not 100% symmetric (approximate mirror).
-   See :ref:`here <modeling_meshes_editing_topology-mirror>` for more information.
+   See :ref:`here <bpy.types.Mesh.use_mirror_topology>` for more information.
 
 .. tip:: Mirror to Opposite Bone
 

Modified: trunk/blender_docs/manual/sculpt_paint/weight_paint/tool_settings/options.rst
===================================================================
--- trunk/blender_docs/manual/sculpt_paint/weight_paint/tool_settings/options.rst	2020-08-11 03:10:27 UTC (rev 6956)
+++ trunk/blender_docs/manual/sculpt_paint/weight_paint/tool_settings/options.rst	2020-08-12 01:47:44 UTC (rev 6957)
@@ -69,7 +69,7 @@
    The convention for armatures/bones apply here as well.
 Topology Mirror
    Use topology-based mirroring, for when both sides of a mesh have matching mirrored topology.
-   See :ref:`here <modeling_meshes_editing_topology-mirror>` for more information.
+   See :ref:`here <bpy.types.Mesh.use_mirror_topology>` for more information.
 
 
 .. seealso::




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