[Bf-docboard-svn] bf-manual: [7381] trunk/blender_docs/manual: some fixes

Tobias Heinke noreply at blender.org
Mon Nov 16 21:13:20 CET 2020


Revision: 7381
          https://developer.blender.org/rBM7381
Author:   TobiasH
Date:     2020-11-16 21:13:20 +0100 (Mon, 16 Nov 2020)
Log Message:
-----------
some fixes

Modified Paths:
--------------
    trunk/blender_docs/manual/addons/interface/collection_manager.rst
    trunk/blender_docs/manual/addons/rigging/rigify/basics.rst
    trunk/blender_docs/manual/addons/rigging/rigify/bone_positioning.rst
    trunk/blender_docs/manual/advanced/app_templates.rst
    trunk/blender_docs/manual/advanced/appendices/index.rst
    trunk/blender_docs/manual/advanced/appendices/rotations.rst
    trunk/blender_docs/manual/animation/armatures/bones/properties/relations.rst
    trunk/blender_docs/manual/animation/constraints/relationship/action.rst
    trunk/blender_docs/manual/editors/3dview/navigate/align.rst
    trunk/blender_docs/manual/editors/outliner/usage.rst
    trunk/blender_docs/manual/editors/preferences/system.rst
    trunk/blender_docs/manual/editors/preferences/viewport.rst
    trunk/blender_docs/manual/editors/properties_editor.rst
    trunk/blender_docs/manual/files/linked_libraries/library_overrides.rst
    trunk/blender_docs/manual/grease_pencil/modes/object/trace_image.rst
    trunk/blender_docs/manual/modeling/modifiers/generate/volume_to_mesh.rst
    trunk/blender_docs/manual/render/cycles/render_settings/motion_blur.rst
    trunk/blender_docs/manual/render/cycles/render_settings/simplify.rst
    trunk/blender_docs/manual/render/lights/light_object.rst
    trunk/blender_docs/manual/render/shader_nodes/shader/principled.rst
    trunk/blender_docs/manual/scene_layout/collections/introduction.rst
    trunk/blender_docs/manual/scene_layout/object/properties/transforms.rst
    trunk/blender_docs/manual/troubleshooting/python.rst

Modified: trunk/blender_docs/manual/addons/interface/collection_manager.rst
===================================================================
--- trunk/blender_docs/manual/addons/interface/collection_manager.rst	2020-11-15 22:15:43 UTC (rev 7380)
+++ trunk/blender_docs/manual/addons/interface/collection_manager.rst	2020-11-16 20:13:20 UTC (rev 7381)
@@ -149,7 +149,9 @@
 
    .. note::
 
-      If the tree view is filtered when adding collections, new collections that do not fit the filter rules will be displayed until the filtering changes.
+      If the tree view is filtered when adding collections,
+      new collections that do not fit the filter rules will be displayed
+      until the filtering changes.
 
 Phantom Mode
    All visibility changes made in this mode will be discarded when it's disabled.
@@ -185,11 +187,12 @@
    - Select All QCD Objects. (Select all objects that belong to enabled QCD slots)
    - Discard QCD History. (Discards previous QCD slot states)
 
+
    .. rubric:: Hotkeys
 
    - :kbd:`LMB` -- Enable All QCD Slots.
    - :kbd:`Alt-LMB` -- Select All QCD Objects.
-   - :kbd:`LMB-Hold` -- Call menu with all Quick View Toggles.
+   - :kbd:`LMB` hold down -- Opens a menu with all Quick View Toggles.
 
 
 QCD Slots
@@ -245,9 +248,9 @@
 - :kbd:`Alt-0` - :kbd:`Alt-9` -- View slot 11-20 (0 is slot 20). Excludes all others.
 - :kbd:`Shift-0` - :kbd:`Shift-9` -- Add/remove slot 1-10 (0 is slot 10) to/from view.
 - :kbd:`Shift-Alt-0` - :kbd:`Shift-Alt-9` -- Add/remove slot 11-20 (0 is slot 20) to/from view.
-- :kbd:`Shift-+` -- Enable All QCD Slots.
-- :kbd:`Shift-Alt-+` -- Enable All QCD Slots Isolated.
-- :kbd:`Shift-Ctrl-+` -- Disable All Non QCD Slots.
+- :kbd:`Shift-=` -- Enable All QCD Slots.
+- :kbd:`Shift-Alt-=` -- Enable All QCD Slots Isolated.
+- :kbd:`Shift-Ctrl-=` -- Disable All Non QCD Slots.
 - :kbd:`Ctrl-Alt-=` -- Disable All Collections.
 - :kbd:`Alt-=` -- Select All QCD Objects.
 

Modified: trunk/blender_docs/manual/addons/rigging/rigify/basics.rst
===================================================================
--- trunk/blender_docs/manual/addons/rigging/rigify/basics.rst	2020-11-15 22:15:43 UTC (rev 7380)
+++ trunk/blender_docs/manual/addons/rigging/rigify/basics.rst	2020-11-16 20:13:20 UTC (rev 7381)
@@ -203,11 +203,11 @@
 Library Linking
 ===============
 
-When linking a rig into another file, you generally want to create a collection that includes the 
-generated rig and the character mesh, with another nested and hidden collection for the "WGT-" objects. 
-You do not need to include the meta-rig. You then link in the collection, and either run Make Proxy 
-and select the rig object, or run Make Library Override.
+When linking a rig into another file, you generally want to create a collection that includes the
+generated rig and the character mesh, with another nested and hidden collection for the "WGT-" objects.
+You do not need to include the meta-rig. You then link in the collection, and either run *Make Proxy*
+and select the rig object, or run *Make Library Override*.
 
-The ``rig_ui.py`` text data-block responsible for the rig UI will be automatically linked along with 
+The ``rig_ui.py`` text data-block responsible for the rig UI will be automatically linked along with
 the rig, you don't need to link it separately. However, the script will not run until you run it
-manually from the text editor or save and restart Blender.
\ No newline at end of file
+manually from the Text editor or save and restart Blender.

Modified: trunk/blender_docs/manual/addons/rigging/rigify/bone_positioning.rst
===================================================================
--- trunk/blender_docs/manual/addons/rigging/rigify/bone_positioning.rst	2020-11-15 22:15:43 UTC (rev 7380)
+++ trunk/blender_docs/manual/addons/rigging/rigify/bone_positioning.rst	2020-11-16 20:13:20 UTC (rev 7381)
@@ -121,7 +121,7 @@
 
 .. tip:: Bone Roll
 
-   Finger axis alignment can be easily be made consistent by selecting all the finger bones 
+   Finger axis alignment can be easily be made consistent by selecting all the finger bones
    and recalculating the bone rolls :menuselection:`Recalculate Roll --> Global -Z Axis`.
 
    Thumb may require more tweaking depending on your character's mesh topology,
@@ -128,8 +128,8 @@
    usually :menuselection:`Recalculate Roll --> Global +Y Axis` is a good starting point.
 
    Once your bone rolls are consistent, try generating the rig and scaling the finger master controls.
-   This should cause the fingers to curl. If they are rotating on the wrong axis, change the 
-   Bend Rotation Axis parameter on the first finger's parameters under Rigify Type.
+   This should cause the fingers to curl. If they are rotating on the wrong axis,
+   change the Bend Rotation Axis parameter on the first finger's parameters under Rigify Type.
 
 When the fingers are in place proceed placing the palm bones.
 

Modified: trunk/blender_docs/manual/advanced/app_templates.rst
===================================================================
--- trunk/blender_docs/manual/advanced/app_templates.rst	2020-11-15 22:15:43 UTC (rev 7380)
+++ trunk/blender_docs/manual/advanced/app_templates.rst	2020-11-16 20:13:20 UTC (rev 7381)
@@ -141,7 +141,7 @@
 ================
 
 While app templates can use Python scripts,
-they simply have access to the same API's available for add-ons and any other scripts.
+they simply have access to the same APIs available for add-ons and any other scripts.
 
 As noted above, you may optionally have an ``__init__.py`` in your app template.
 This has the following advantages:

Modified: trunk/blender_docs/manual/advanced/appendices/index.rst
===================================================================
--- trunk/blender_docs/manual/advanced/appendices/index.rst	2020-11-15 22:15:43 UTC (rev 7380)
+++ trunk/blender_docs/manual/advanced/appendices/index.rst	2020-11-16 20:13:20 UTC (rev 7381)
@@ -1,12 +1,12 @@
 
-############
- Appendices
-############
+##############
+  Appendices
+##############
 
-This chapter covers far more detailed explanations about some Blender tools (which may not be required for typical usage).
+This chapter covers far more detailed explanations about some Blender tools
+(which may not be required for typical usage).
 
 .. toctree::
    :maxdepth: 1
 
    rotations.rst
-

Modified: trunk/blender_docs/manual/advanced/appendices/rotations.rst
===================================================================
--- trunk/blender_docs/manual/advanced/appendices/rotations.rst	2020-11-15 22:15:43 UTC (rev 7380)
+++ trunk/blender_docs/manual/advanced/appendices/rotations.rst	2020-11-16 20:13:20 UTC (rev 7381)
@@ -9,33 +9,36 @@
 In all of these modes, positive angle values mean counter clockwise rotation direction,
 while negative values define clockwise rotation.
 
-Though you can rotate elements using the global or local transform orientations, these axes are not suitable
-to define rotations, as the effect of each of them cannot be isolated from the other two.
+Though you can rotate elements using the global or local transform orientations,
+these axes are not suitable to define rotations, as the effect of each of
+them cannot be isolated from the other two.
 
-Take, for instance, any 3 values for X, Y and Z rotation. Perform each one of these using global or local axes.
+Take, for instance, any three values for X, Y and Z rotation. Perform each one of these using global or local axes.
 Depending on the order in which you perform these, you will end up with different final orientations.
 So proper rotation coordinate systems are needed.
 
-Euler modes
+
+Euler Modes
 ===========
 
 The axes system used for performing Euler rotations is the so called Euler gimbal.
-A gimbal is a particular set of 3 axes.
+A gimbal is a particular set of three axes.
 The special thing about this is that the axes have a hierarchical relationship between them:
 one of the axes is at the top of the hierarchy, and has one of the other two axes as its immediate child;
 at the same time, this child axis is the parent of the remaining axis, the one at the very bottom of the hierarchy.
 
-Which axis is on top, which one in the middle and which at the bottom, depends on the particular Euler gimbal:
-there are 6 types of them, as there are 6 possible combinations: XYZ, XZY, YXZ, YZX, ZXY and ZYX Euler rotation modes.
-These modes are named using the letters of the axes in order, starting from the axis at the bottom of the hierarchy,
-and finishing with the one on top.
+Which axis is on top, which one in the middle and which at the bottom,
+depends on the particular Euler gimbal: there are six types of them, as there
+are six possible combinations: XYZ, XZY, YXZ, YZX, ZXY and ZYX Euler rotation modes.
+These modes are named using the letters of the axes in order, starting from
+the axis at the bottom of the hierarchy, and finishing with the one on top.
 
 The main problem of these systems comes when they lose their relative perpendicularity.
-And this happens when the axis in the middle rotates, causing the axis at the bottom to rotate with it.
-It keeps getting worse when this bottom axis approaches 90° (or equivalent angles).
-In that case, it will remain aligned with the axis on top of the hierarchy.
-In that very moment we have just lost one axis of rotation.
-This can cause very weird interpolations when animating. This particular loss of axis is known as the **gimbal lock**.
+And this happens when the axis in the middle rotates, causing the axis at the bottom to
+rotate with it. It keeps getting worse when this bottom axis approaches 90° (or equivalent angles).
+In that case, it will remain aligned with the axis on top of the hierarchy. In that moment
+we have just lost one axis of rotation. This can cause discontinuous interpolations when animating.
+This particular loss of axis is known as the "gimbal lock".
 
 .. hint::
 
@@ -43,23 +46,27 @@
    and setting it to *Gimbal* (from the gizmos button in the header).
    At the same time, rotation mode should be set to any of the Euler modes for the active object.
 
-   Now you can perform a rotation around the axis in the middle (e.g. in *XYZ Euler* mode that's the Y axis),
-   and see how easy it is to end up having a gimbal with just two axes.

@@ Diff output truncated at 10240 characters. @@


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