[Bf-docboard-svn] bf-manual: [6925] trunk/blender_docs/manual: use term 'Vertex' instead of 'Vert'

Aaron Carlisle carlisle.b3d at gmail.com
Mon Jul 27 02:26:27 CEST 2020


Revision: 6925
          https://developer.blender.org/rBM6925
Author:   Blendify
Date:     2020-07-27 02:26:27 +0200 (Mon, 27 Jul 2020)
Log Message:
-----------
use term 'Vertex' instead of 'Vert'

rB8f658ec27c4fa51f9be8181eda063969fb14af84

Modified Paths:
--------------
    trunk/blender_docs/manual/addons/import_export/mesh_atomic.rst
    trunk/blender_docs/manual/modeling/meshes/properties/vertex_groups/assigning_vertex_group.rst
    trunk/blender_docs/manual/modeling/modifiers/generate/build.rst
    trunk/blender_docs/manual/scene_layout/object/properties/instancing/verts.rst

Modified: trunk/blender_docs/manual/addons/import_export/mesh_atomic.rst
===================================================================
--- trunk/blender_docs/manual/addons/import_export/mesh_atomic.rst	2020-07-26 23:59:23 UTC (rev 6924)
+++ trunk/blender_docs/manual/addons/import_export/mesh_atomic.rst	2020-07-27 00:26:27 UTC (rev 6925)
@@ -119,9 +119,9 @@
    Option *Color* means that the stick is divided into two parts,
    showing the colors of the respective two atoms which it connects.
 
-   Instancing Verts
-      The sticks of one element are put into one instancing verts structure and the sticks appear as cylinders.
-      The instancing verts structure makes the displaying and loading of many sticks relatively fast
+   Instancing Vertices
+      The sticks of one element are put into one instancing vertices structure and the sticks appear as cylinders.
+      The instancing vertices structure makes the displaying and loading of many sticks relatively fast
       (`Separate Atoms`_ for more info). Options *Unit* is the length of a unit (a small cylinder):
       several of such units are put together forming actually the stick (cylinder).
       The longer the unit length is the less is the number of such units and
@@ -232,7 +232,7 @@
 By using the Outliner, one can apply these operators on only a selection of sticks
 (e.g. only the sticks of the hydrogen atoms). Note that changes only apply
 if the sticks are individual objects, e.g. single cylinders or if the sticks are described
-in instancing verts structures.
+in instancing vertices structures.
 
 
 Change Atom Shape
@@ -256,7 +256,7 @@
 Replace
    After all, push the *Replace* button. The shape and/or material of all
    selected atoms are then changed. This option works for objects and
-   instancing verts object structures.
+   instancing vertices object structures.
 
 Default
    If you want to have the default values (NURBS spheres and specific element
@@ -267,8 +267,8 @@
 --------------
 
 When structures are imported via the PDB or XYZ importer, the atoms are put
-into a so-called instancing verts structure, somewhat into 'groups' of elements
-(e.g. all hydrogen atoms form one instancing verts structure). In the Edit Mode of Blender,
+into a so-called instancing vertices structure, somewhat into 'groups' of elements
+(e.g. all hydrogen atoms form one instancing vertices structure). In the Edit Mode of Blender,
 single atoms can be deleted or displaced by modifying the position of the vertices.
 However, they are always a part of the structure and are not independent objects.
 Sometimes one would like to mark a single atom or replace an atom by something different:
@@ -285,12 +285,12 @@
 the atoms are then single, new objects, which can be manipulated in any way.
 They appear in the Outliner and carry the suffix ``_sep``.
 
-.. hint:: Converting All Atoms of an Instancing Verts Structure to Real Independent Objects
+.. hint:: Converting All Atoms of an Instancing Vertices Structure to Real Independent Objects
 
    Do the following: Select the whole atomic structure
    with the mouse then use :ref:`bpy.ops.object.duplicates_make_real`.
    With this you produce real independent objects!
-   In the Outliner delete the remaining instancing verts structures,
+   In the Outliner delete the remaining instancing vertices structures,
    named like "Carbon", "Hydrogen", etc.
 
 

Modified: trunk/blender_docs/manual/modeling/meshes/properties/vertex_groups/assigning_vertex_group.rst
===================================================================
--- trunk/blender_docs/manual/modeling/meshes/properties/vertex_groups/assigning_vertex_group.rst	2020-07-26 23:59:23 UTC (rev 6924)
+++ trunk/blender_docs/manual/modeling/meshes/properties/vertex_groups/assigning_vertex_group.rst	2020-07-27 00:26:27 UTC (rev 6925)
@@ -177,4 +177,5 @@
 You can find ungrouped vertices as follows:
 
 - Press :kbd:`Alt-A` to deselect all vertices.
-- In the header of the 3D Viewport, navigate to :menuselection:`Select --> Select All by Trait --> Ungrouped Verts`.
+- In the header of the 3D Viewport, navigate to
+  :menuselection:`Select --> Select All by Trait --> Ungrouped Vertices`.

Modified: trunk/blender_docs/manual/modeling/modifiers/generate/build.rst
===================================================================
--- trunk/blender_docs/manual/modeling/modifiers/generate/build.rst	2020-07-26 23:59:23 UTC (rev 6924)
+++ trunk/blender_docs/manual/modeling/modifiers/generate/build.rst	2020-07-27 00:26:27 UTC (rev 6925)
@@ -46,7 +46,7 @@
 The Build modifier is often useful when needing a way to get a large number of items to progressively appear,
 without resorting to animating the visibility of each one by one.
 Examples of this include a mesh containing vertices only,
-which is used as an :doc:`Instance Verts emitter </scene_layout/object/properties/instancing/verts>`,
+which is used as an :doc:`Instancing Vertex emitter </scene_layout/object/properties/instancing/verts>`,
 and has the Build modifier on it. Such a setup is a workaround/technique for being able to
 art-direct some semi-random layout of a collection of objects (i.e. leaves/balls forming a carpet of sorts)
 when doing so with particles is not desirable

Modified: trunk/blender_docs/manual/scene_layout/object/properties/instancing/verts.rst
===================================================================
--- trunk/blender_docs/manual/scene_layout/object/properties/instancing/verts.rst	2020-07-26 23:59:23 UTC (rev 6924)
+++ trunk/blender_docs/manual/scene_layout/object/properties/instancing/verts.rst	2020-07-27 00:26:27 UTC (rev 6925)
@@ -1,7 +1,7 @@
 
-*****
-Verts
-*****
+********
+Vertices
+********
 
 .. admonition:: Reference
    :class: refbox
@@ -9,7 +9,7 @@
    :Mode:      Object Mode
    :Panel:     :menuselection:`Properties --> Object Properties --> Instancing`
 
-*Instance Verts* allows you to replicate child objects
+*Instance Vertices* allows you to replicate child objects
 at the location of every vertex of the parent object.
 
 .. note::
@@ -23,7 +23,7 @@
    To change the axis of direction of the instanced objects,
    select the child object and change the :ref:`Tracking Axis <bpy.types.Object.track_axis>`.
 
-There are actually two approaches to modeling using instanced Verts.
+There are actually two approaches to modeling using instanced vertices.
 They can be used as an arranging tool,
 allowing to model geometrical arrangements of objects (e.g. the columns of a Greek temple,
 the trees in a garden, an army of robot soldiers, the desks in a classroom).
@@ -42,8 +42,8 @@
 Usage
 =====
 
-Instanced Verts as an Arranging Tool
-------------------------------------
+Instanced Vertices as an Arranging Tool
+---------------------------------------
 
 All you need is a base object (e.g. the *tree* or the *column*)
 and a pattern mesh with its vertices following the pattern you have in mind. In this section,
@@ -61,7 +61,7 @@
      - .. figure:: /images/scene-layout_object_properties_instancing_verts_monkey-after.png
           :width: 320px
 
-          Instanced monkeys on Verts.
+          Instanced monkeys on Vertices.
 
 First, in *Object Mode*, select the base object
 and :kbd:`Shift-LMB` to add the circle to the selection (order is very important here),
@@ -69,7 +69,7 @@
 to parent the base object to the circle.
 Now, the circle is the parent of the monkey; if you move the circle, the monkey will follow it.
 
-With only the circle selected, enable *Instancing Verts*;
+With only the circle selected, enable *Instancing Vertices*;
 a monkey head should be placed at every vertex of the circle.
 
 The original monkey head at the center and the parent mesh are still shown in the 3D Viewport but
@@ -133,10 +133,10 @@
    where you can also resize the displayed normals as necessary.
 
 
-Instanced Verts as a Modeling Tool
-----------------------------------
+Instanced Vertices as a Modeling Tool
+-------------------------------------
 
-Very interesting models can be made using *Instancing Verts* and a standard primitive.
+Very interesting models can be made using *Instancing Vertices* and a standard primitive.
 In this example, a simple tentacle was made by extruding a cube a couple of times.
 The tentacle object was then parented to an icosphere.
 With *Align to Vertex Normal* enabled for the parent mesh (the icosphere),




More information about the Bf-docboard-svn mailing list