[Bf-docboard-svn] bf-manual: [6901] trunk/blender_docs/manual/animation/armatures/bones/editing/naming.rst: Armatures: Edits to bone naming
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Thu Jul 16 03:28:18 CEST 2020
Revision: 6901
https://developer.blender.org/rBM6901
Author: Blendify
Date: 2020-07-16 03:28:18 +0200 (Thu, 16 Jul 2020)
Log Message:
-----------
Armatures: Edits to bone naming
Modified Paths:
--------------
trunk/blender_docs/manual/animation/armatures/bones/editing/naming.rst
Modified: trunk/blender_docs/manual/animation/armatures/bones/editing/naming.rst
===================================================================
--- trunk/blender_docs/manual/animation/armatures/bones/editing/naming.rst 2020-07-15 22:51:56 UTC (rev 6900)
+++ trunk/blender_docs/manual/animation/armatures/bones/editing/naming.rst 2020-07-16 01:28:18 UTC (rev 6901)
@@ -7,13 +7,10 @@
.. admonition:: Reference
:class: refbox
- :Mode: Edit Mode
- :Panel: :menuselection:`Sidebar region --> Item`,
- :menuselection:`Bones tab --> Bones panel`
+ :Mode: All Modes
+ :Panel: :menuselection:`Properties --> Bone Properties`
-You can rename your bones, either using the *name* field of the *Item*
-panel in the 3D Views, for the active bone,
-or using the *name* field in each bone of the *Bones* tab in *Edit Mode*.
+You can rename your bones, either using the *Name* field in the *Bones Properties* or through the outliner.
It is also possible to rename by double-clicking bones in the Outliner.
Blender also provides you some tools that take advantage of bones named in a left/right
@@ -38,9 +35,10 @@
An example of left/right bone naming in a simple rig.
-#. First you should give your bones meaningful base-names, like "leg", "arm", "finger", "back", "foot", etc.
-#. If you have a bone that has a copy on the other side (a pair), like an arm,
- give it one of the following separators:
+#. First you should give your bones meaningful base-names,
+ like "leg", "arm", "finger", "back", "foot", etc.
+#. If you have a bone that has a copy on the other side (a pair),
+ like an arm, give it one of the following separators:
- Left/right separators can be either the second position
"L\ **_**\ calfbone" or last-but-one "calfbone\ **.**\R".
@@ -63,28 +61,12 @@
#. Before Blender handles an armature for mirroring or flipping,
it first removes the number extension, e.g. ".001".
-#. You can copy a bone named "bla.L" and flip it over using :menuselection:`Armature --> Names --> Flip Names`.
+#. You can copy a bone named "bla.L" and flip it over using :ref:`bpy.ops.armature.flip_names`.
Blender will name the copy "bla.L.001" and flipping the name will give you "bla.R".
-Flip Name
-=========
+.. _bpy.ops.armature.autoside_names:
-.. admonition:: Reference
- :class: refbox
-
- :Mode: Edit Mode
- :Menu: :menuselection:`Armature --> Names --> Flip Name`
-
-You can flip left/right markers (see above) in selected bone names,
-using :menuselection:`Armature --> Names --> Flip Name`.
-This can be useful if you have constructed half of a symmetrical rig
-(marked for a left or right side) and duplicated and mirrored it,
-and want to update the names for the new side.
-Blender will swap text in bone names according to the above naming conventions,
-and remove number extensions if possible.
-
-
AutoName
========
@@ -112,3 +94,22 @@
Will add the ".Top" suffix to all bones with a *positive* Z coordinate root,
and the ".Bot" suffix to all bones with a *negative* Z coordinate root.
The same as with *AutoName Left-Right* goes for 0.0 Z coordinate bones...
+
+
+.. _bpy.ops.armature.flip_names:
+
+Flip Names
+==========
+
+.. admonition:: Reference
+ :class: refbox
+
+ :Mode: Edit Mode
+ :Menu: :menuselection:`Armature --> Names --> Flip Names`
+
+You can flip left/right markers (see above) in selected bone names.
+This can be useful if you have constructed half of a symmetrical rig
+(marked for a left or right side) and duplicated and mirrored it,
+and want to update the names for the new side.
+Blender will swap text in bone names according to the above naming conventions,
+and remove number extensions if possible.
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