[Bf-docboard-svn] bf-manual: [7238] trunk/blender_docs/manual: Cloth: Remove old caching paragraph

Aaron Carlisle noreply at blender.org
Wed Oct 14 01:38:55 CEST 2020


Revision: 7238
          https://developer.blender.org/rBM7238
Author:   Blendify
Date:     2020-10-14 01:38:55 +0200 (Wed, 14 Oct 2020)
Log Message:
-----------
Cloth: Remove old caching paragraph

This didnt provide much use and is outated.

Fixes T80570

Modified Paths:
--------------
    trunk/blender_docs/manual/physics/cloth/settings/cache.rst

Added Paths:
-----------
    trunk/blender_docs/manual/images/modeling_point-cloud_example.png

Added: trunk/blender_docs/manual/images/modeling_point-cloud_example.png
===================================================================
(Binary files differ)

Index: trunk/blender_docs/manual/images/modeling_point-cloud_example.png
===================================================================
--- trunk/blender_docs/manual/images/modeling_point-cloud_example.png	2020-10-13 23:22:14 UTC (rev 7237)
+++ trunk/blender_docs/manual/images/modeling_point-cloud_example.png	2020-10-13 23:38:55 UTC (rev 7238)

Property changes on: trunk/blender_docs/manual/images/modeling_point-cloud_example.png
___________________________________________________________________
Added: svn:mime-type
## -0,0 +1 ##
+application/octet-stream
\ No newline at end of property
Modified: trunk/blender_docs/manual/physics/cloth/settings/cache.rst
===================================================================
--- trunk/blender_docs/manual/physics/cloth/settings/cache.rst	2020-10-13 23:22:14 UTC (rev 7237)
+++ trunk/blender_docs/manual/physics/cloth/settings/cache.rst	2020-10-13 23:38:55 UTC (rev 7238)
@@ -8,6 +8,13 @@
 
    :Panel:     :menuselection:`Physics --> Cloth Cache`
 
+After you have set up the deflection mesh for the frame range you intend to run the simulation
+(including animating that mesh *via* armatures),
+you can now tell the cloth simulation to compute (and avoid) collisions.
+Select the cloth object and in the *Object* tab,
+*Physics* tab, set the *Start* and *End* settings for
+the simulation frames you wish to compute, and click the *Bake* button.
+
 Cache settings for cloth are the same as with other dynamic systems.
 See :doc:`Particle Cache </physics/particles/emitter/cache>` for details.
 
@@ -22,28 +29,15 @@
    A bake/cache is done for every subdivision level so please use
    the **equal** subdivision level for render and preview.
 
+.. note::
 
-Bake Collision
-==============
+   You cannot change *Start* or *End* without clearing the bake simulation.
+   When the simulation has finished, you will notice you have the option to free the bake,
+   edit the bake and re-bake
 
-After you have set up the deflection mesh for the frame range you intend to run the simulation
-(including animating that mesh *via* armatures),
-you can now tell the cloth simulation to compute (and avoid) collisions.
-Select the cloth object and in the *Object* tab,
-*Physics* tab, set the *Start* and *End* settings for
-the simulation frames you wish to compute, and click the *Bake* button.
 
-You cannot change *Start* or *End* without clearing the bake simulation.
-When the simulation has finished, you will notice you have the option to free the bake,
-edit the bake and re-bake:
-
-There are a few things you will probably notice right away. First,
-it will bake significantly slower than before,
-and it will probably clip through the box pretty badly as in the picture on the right.
-
-
 Editing the Cached Simulation
------------------------------
+=============================
 
 The cache contains the shape of the mesh at each frame. You can edit the cached simulation,
 after you have baked the simulation and pressed the *Bake Editing* button.
@@ -51,7 +45,7 @@
 There you can move your vertices using all of Blender's mesh shaping tools. When you exit,
 the shape of the mesh will be recorded for that frame of the animation.
 If you want Blender to resume the simulation using the new shape going forward,
-:kbd:`LMB` click *Rebake from next Frame* and play the animation.
+select *Rebake from next Frame* and play the animation.
 Blender will then pick up with that shape and resume the simulation.
 
 Edit the mesh to correct minor tears and



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