[Bf-docboard-svn] bf-manual: [7432] trunk/blender_docs/manual: some fixes

Tobias Heinke noreply at blender.org
Sat Nov 28 00:05:04 CET 2020


Revision: 7432
          https://developer.blender.org/rBM7432
Author:   TobiasH
Date:     2020-11-28 00:05:04 +0100 (Sat, 28 Nov 2020)
Log Message:
-----------
some fixes

Modified Paths:
--------------
    trunk/blender_docs/manual/addons/rigging/rigify/rig_types/limbs.rst
    trunk/blender_docs/manual/advanced/command_line/launch/macos.rst
    trunk/blender_docs/manual/editors/preferences/experimental.rst
    trunk/blender_docs/manual/files/data_blocks.rst
    trunk/blender_docs/manual/grease_pencil/modes/draw/tools/cutter.rst
    trunk/blender_docs/manual/physics/fluid/type/domain/settings.rst
    trunk/blender_docs/manual/render/shader_nodes/input/attribute.rst

Modified: trunk/blender_docs/manual/addons/rigging/rigify/rig_types/limbs.rst
===================================================================
--- trunk/blender_docs/manual/addons/rigging/rigify/rig_types/limbs.rst	2020-11-27 19:17:51 UTC (rev 7431)
+++ trunk/blender_docs/manual/addons/rigging/rigify/rig_types/limbs.rst	2020-11-27 23:05:04 UTC (rev 7432)
@@ -16,7 +16,7 @@
 Automation Axis (X, Y, Z, None)
    Enables the automation on the selected axis. Multiple axis or none can be selected holding :kbd:`Shift-LMB`.
    When enabled the controls of the last bones will copy the rotations from the previous ones.
-   The option is exposed on the controls of the final rig as a Copy Rotation constraint and
+   The option is accessible in the controls of the final rig as a Copy Rotation constraint and
    can be disabled even after rig is generated, or at animation time.
 Assign Tweak Layers
    If enabled, allows placing the Tweak controls on different layers from the main controls.
@@ -52,7 +52,7 @@
 ``limbs.arm``
 =============
 
-Will create a full featured bendy and stretchy arm depending on the user defined options.
+Will create a full featured bendy and stretchy arm depending on the user-defined options.
 
 Requirement: A chain of three connected bones (upper_arm, forearm, hand).
 
@@ -67,7 +67,7 @@
    Defines the number of b-bone segments each tweak control will be split into.
 Custom IK Pivot
    Generates an extra control for the end of the IK limb that allows rotating it around an arbitrarily placed pivot.
-Assign Fk Layers
+Assign FK Layers
    If enabled, allows placing the FK chain on different layers from the IK bones.
 Assign Tweak Layers
    If enabled, allows placing the Tweak controls on different layers from the IK bones.
@@ -76,7 +76,7 @@
 ``limbs.leg``
 =============
 
-Will create a full featured bendy and stretchy leg depending on the user defined options.
+Will create a full featured bendy and stretchy leg depending on the user-defined options.
 
 Requirement: A chain of four connected bones (thigh, shin, foot, toe) with one unconnected
 child of the foot to be used as the heel pivot.
@@ -89,7 +89,7 @@
    Defines the number of b-bone segments each tweak control will be split into.
 Custom IK Pivot
    Generates an extra control for the end of the IK limb that allows rotating it around an arbitrarily placed pivot.
-Assign Fk Layers
+Assign FK Layers
    If enabled, allows placing the FK chain on different layers from the IK bones.
 Assign Tweak Layers
    If enabled, allows placing the Tweak controls on different layers from the IK bones.
@@ -98,7 +98,7 @@
 ``limbs.paw``
 =============
 
-Will create a full featured bendy and stretchy paw depending on the user defined options.
+Will create a full featured bendy and stretchy paw depending on the user-defined options.
 
 Requirement: A chain of four or five connected bones (thigh, shin, paw, *optional* digit, toe).
 
@@ -110,7 +110,7 @@
    Defines the number of b-bone segments each tweak control will be split into.
 Custom IK Pivot
    Generates an extra control for the end of the IK limb that allows rotating it around an arbitrarily placed pivot.
-Assign Fk Layers
+Assign FK Layers
    If enabled, allows placing the FK chain on different layers from the IK bones.
 Assign Tweak Layers
    If enabled, allows placing the Tweak controls on different layers from the IK bones.
@@ -123,20 +123,20 @@
 The additional IK limits the degree of change in the angle between shin and
 paw bones (2nd and 3rd) as the main IK control moves and rotates.
 
-For best results, the shin bone should not be parallel to either thigh or paw in
-rest pose, i.e. there should be some degree of bend in all joints of the paw.
+For best results, the shin bone should not be parallel to either thigh or paw in rest pose,
+i.e. there should be some degree of bend in all joints of the paw.
 
 Heel IK Influence
-   Influence of the extended IK. At 100% rotating the main IK control or digit bone would
+   Influence of the extended IK. At fully rotating the main IK control or digit bone would
    not affect the rotation of the paw bone, while lower values provide some blending.
 
 
 ``limbs.rear_paw``
-===================
+==================
 
-Derivative of ``limbs.paw`` with extended IK suitable for use in rear paws. The
-additional IK tries to maintain thigh and paw bones (1st and 3rd) in a nearly parallel
-orientation as the main IK control moves and rotates.
+Derivative of ``limbs.paw`` with extended IK suitable for use in rear paws.
+The additional IK tries to maintain thigh and paw bones (1st and 3rd) in a nearly parallel orientation
+as the main IK control moves and rotates.
 
 For best results, thigh and paw bones should start nearly parallel in the rest pose.
 

Modified: trunk/blender_docs/manual/advanced/command_line/launch/macos.rst
===================================================================
--- trunk/blender_docs/manual/advanced/command_line/launch/macos.rst	2020-11-27 19:17:51 UTC (rev 7431)
+++ trunk/blender_docs/manual/advanced/command_line/launch/macos.rst	2020-11-27 23:05:04 UTC (rev 7432)
@@ -18,7 +18,7 @@
 
 For that you can run the following procedure:
 
-#. Open up Terminal.
+#. Open up a Terminal.
 #. Run the following command: ``sudo nano /etc/paths``.
 #. Enter your password, when prompted.
 #. Go to the bottom of the file, and enter ``/Applications/Blender.app/Contents/MacOS``.

Modified: trunk/blender_docs/manual/editors/preferences/experimental.rst
===================================================================
--- trunk/blender_docs/manual/editors/preferences/experimental.rst	2020-11-27 19:17:51 UTC (rev 7431)
+++ trunk/blender_docs/manual/editors/preferences/experimental.rst	2020-11-27 23:05:04 UTC (rev 7432)
@@ -15,4 +15,4 @@
 =========
 
 Cycles Debug
-   Show the Cycles' rendering :doc:`Debug Panel </render/cycles/render_settings/debug>`.
+   Show the Cycles rendering :doc:`Debug Panel </render/cycles/render_settings/debug>`.

Modified: trunk/blender_docs/manual/files/data_blocks.rst
===================================================================
--- trunk/blender_docs/manual/files/data_blocks.rst	2020-11-27 19:17:51 UTC (rev 7431)
+++ trunk/blender_docs/manual/files/data_blocks.rst	2020-11-27 23:05:04 UTC (rev 7432)
@@ -353,11 +353,10 @@
 
    Custom Properties panel.
 
-Custom properties are a way to store your own data in Blender's data-blocks.
-It can be used for rigging (where bones and objects can have custom properties driving other properties),
-and Python scripts, where it's common to define new settings not available in Blender.
-It is also possible to access custom properties from materials via the
-:doc:`Attribute Node </render/shader_nodes/input/attribute>`.
+Custom properties are a way to store your own data in Blender's data-blocks. It can be used for rigging
+(where bones and objects can have custom properties driving other properties), and Python scripts,
+where it's common to define new settings not available in Blender. It is also possible to access
+custom properties from materials via the :doc:`Attribute Node </render/shader_nodes/input/attribute>`.
 
 Only certain data supports custom properties:
 

Modified: trunk/blender_docs/manual/grease_pencil/modes/draw/tools/cutter.rst
===================================================================
--- trunk/blender_docs/manual/grease_pencil/modes/draw/tools/cutter.rst	2020-11-27 19:17:51 UTC (rev 7431)
+++ trunk/blender_docs/manual/grease_pencil/modes/draw/tools/cutter.rst	2020-11-27 23:05:04 UTC (rev 7432)
@@ -17,7 +17,7 @@
 =====
 
 Draw a dotted line around the strokes you want to be cut.
-After releasing the pointer all the points on the selected strokes
+After releasing the mouse button all the points on the selected strokes
 will be deleted until another intersecting stroke is found.
 
 .. list-table::

Modified: trunk/blender_docs/manual/physics/fluid/type/domain/settings.rst
===================================================================
--- trunk/blender_docs/manual/physics/fluid/type/domain/settings.rst	2020-11-27 19:17:51 UTC (rev 7431)
+++ trunk/blender_docs/manual/physics/fluid/type/domain/settings.rst	2020-11-27 23:05:04 UTC (rev 7432)
@@ -103,7 +103,7 @@
 
 Empty Space :guilabel:`Gas Only`
    Voxels with values under this value are considered empty space.
-   More empty space optimizes rendering. With OpenVDB caching it also reduces cache sizes. 
+   More empty space optimizes rendering. With OpenVDB caching it also reduces cache sizes.
 
 .. _bpy.types.FluidDomainSettings.delete_in_obstacle:
 

Modified: trunk/blender_docs/manual/render/shader_nodes/input/attribute.rst
===================================================================
--- trunk/blender_docs/manual/render/shader_nodes/input/attribute.rst	2020-11-27 19:17:51 UTC (rev 7431)
+++ trunk/blender_docs/manual/render/shader_nodes/input/attribute.rst	2020-11-27 23:05:04 UTC (rev 7432)
@@ -27,11 +27,11 @@
 Type
    Specifies the type of the attribute.
 
-   Geometry (default)
+   Geometry
       The attribute is associated with the geometry of the object, and its value varies from vertex
       to vertex, or within the volume of the object.
 
-      Most geometry attributes are more easily available through the various input nodes, except for these:
+      Most geometry attributes are directly accessible through the various input nodes, except for these:
 
       Vertex Color Layers
          These can be retrieved this by their names.
@@ -61,10 +61,10 @@
 
    Object
       The attribute name specifies a :ref:`custom property <files-data_blocks-custom-properties>` name,
-      or a RNA path to a built-in property (like the Single Property :ref:`driver variables <drivers-variables>`).
+      or an RNA path to a built-in property (like the single property :ref:`driver variables <drivers-variables>`).
 
       The values of attributes of this type are defined once per object. The name or path is looked
-      up first in the object datablock, followed by the mesh datablock if not found. Custom properties
+      up first in the object data-block, followed by the mesh datablock if not found. Custom properties
       have priority over built-in ones.
 
       The property value must be an integer, float, or a vector of 1 to 4 floats; properties of other types
@@ -71,14 +71,15 @@

@@ Diff output truncated at 10240 characters. @@


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