[Bf-docboard-svn] bf-manual: [7274] trunk/blender_docs/manual/physics/rigid_body: minor corrections

Val Acar noreply at blender.org
Fri Oct 23 03:12:24 CEST 2020


Revision: 7274
          https://developer.blender.org/rBM7274
Author:   valacar
Date:     2020-10-23 03:12:24 +0200 (Fri, 23 Oct 2020)
Log Message:
-----------
minor corrections

Modified Paths:
--------------
    trunk/blender_docs/manual/physics/rigid_body/constraints/introduction.rst
    trunk/blender_docs/manual/physics/rigid_body/introduction.rst
    trunk/blender_docs/manual/physics/rigid_body/properties/collisions.rst
    trunk/blender_docs/manual/physics/rigid_body/properties/dynamics.rst
    trunk/blender_docs/manual/physics/rigid_body/properties/settings.rst

Modified: trunk/blender_docs/manual/physics/rigid_body/constraints/introduction.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/constraints/introduction.rst	2020-10-22 23:03:43 UTC (rev 7273)
+++ trunk/blender_docs/manual/physics/rigid_body/constraints/introduction.rst	2020-10-23 01:12:24 UTC (rev 7274)
@@ -36,7 +36,7 @@
 This constraint is dependent on the object location and rotation on which it was created.
 This way, there are no empty object created for the constraint.
 The role of the empty object is put on this object.
-The constrained object can be then set as *Passive* type for better driving the constrain.
+The constrained object can be then be set as a *Passive* type for better driving of the constraint.
 
 Additional parameters appear in the *Rigid Body Constraint* panel of the *Physics* tab in the Properties
 for the selected empty object or the one of the two constrained objects with the created constraint.
@@ -73,7 +73,7 @@
 .. _bpy.types.RigidBodyConstraint.breaking_threshold:
 
 Threshold
-   Impulse strength that needs to be reached before constraint breaks.
+   Impulse strength that needs to be reached before the constraint breaks.
 
 
 .. _bpy.types.RigidBodyConstraint.use_limit:
@@ -104,7 +104,7 @@
 Override Iterations
 -------------------
 
-Allows to make constraints stronger (more iterations) or weaker (less iterations)
+Allows making constraints stronger (more iterations) or weaker (less iterations)
 than specified in the rigid body world.
 
 Iterations

Modified: trunk/blender_docs/manual/physics/rigid_body/introduction.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/introduction.rst	2020-10-22 23:03:43 UTC (rev 7273)
+++ trunk/blender_docs/manual/physics/rigid_body/introduction.rst	2020-10-23 01:12:24 UTC (rev 7274)
@@ -22,10 +22,10 @@
    :Menu:      :menuselection:`Object --> Rigid Body`
 
 Only mesh objects can be part of a rigid body simulation.
-To create rigid bodies, either click on *Rigid Body* button in the *Physics* tab of
+To create rigid bodies, either click on the *Rigid Body* button in the *Physics* tab of
 the Properties or use *Add Active*/*Add Passive* in the :menuselection:`Object --> Rigid Body` menu.
 
-There are two types of rigid body: active and passive. *Active* bodies are dynamically simulated, while *passive*
+There are two types of rigid bodies: active and passive. *Active* bodies are dynamically simulated, while *passive*
 bodies remain static. Both types can be driven by the animation system when using the *Animated* option.
 
 During the simulation,

Modified: trunk/blender_docs/manual/physics/rigid_body/properties/collisions.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/properties/collisions.rst	2020-10-22 23:03:43 UTC (rev 7273)
+++ trunk/blender_docs/manual/physics/rigid_body/properties/collisions.rst	2020-10-23 01:12:24 UTC (rev 7274)
@@ -42,13 +42,13 @@
       This points up the Z axis.
       The height is taken from the Z axis, while the radius is the larger of the X or Y axes.
    Convex Hull
-      A mesh-like surface encompassing (e.g. shrink-wrap over) all vertices (best results with fewer vertices).
-      A convex approximation of the object, has a good performance and stability.
+      A mesh-like surface encompassing (e.g. shrink-wrapped over) all vertices (best results with fewer vertices).
+      A convex approximation of the object, which has good performance and stability.
    Mesh
       :term:`Mesh` consisting of triangles only, allowing for more detailed interactions than convex hulls.
-      Allows to simulate concave objects, but is rather slow and unstable.
+      Allows simulating concave objects, but is rather slow and unstable.
    Compound Parent
-      Takes the collision shapes from the objects :doc:`children </scene_layout/object/editing/parent>`
+      Takes the collision shapes from the object's :doc:`children </scene_layout/object/editing/parent>`
       and combines them. This makes it possible to create concave shapes from primitive shapes.
       This usually results in a faster simulation than the *Mesh* collision shape
       while also being generally more stable.
@@ -100,7 +100,7 @@
 - Passive Triangle Mesh: Can be set to 0 most of the time.
 
 Margin
-   Threshold of distance near surface where collisions are still considered (best results when non-zero).
+   Threshold of distance near the surface where collisions are still considered (best results when non-zero).
 
 
 Collections

Modified: trunk/blender_docs/manual/physics/rigid_body/properties/dynamics.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/properties/dynamics.rst	2020-10-22 23:03:43 UTC (rev 7273)
+++ trunk/blender_docs/manual/physics/rigid_body/properties/dynamics.rst	2020-10-23 01:12:24 UTC (rev 7274)
@@ -26,13 +26,13 @@
 Deactivation
 ============
 
-Enable deactivation of resting rigid bodies. Allows object to be deactivated during the simulation
+Enable deactivation of resting rigid bodies. Allows the object to be deactivated during the simulation
 (improves the performance and stability, but can cause glitches).
 
 Start Deactivated
    The rigid body starts deactivated. It will be activated when in proximity of
-   moving active rigid body objects. The proximity check uses the objects
-   bounding box to determine if a moving object is close enough activate it.
+   moving active rigid body objects. The proximity check uses the object's
+   bounding box to determine if a moving object is close enough to activate it.
 
 Linear Velocity
    Specifies the linear deactivation velocity below which the rigid body

Modified: trunk/blender_docs/manual/physics/rigid_body/properties/settings.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/properties/settings.rst	2020-10-22 23:03:43 UTC (rev 7273)
+++ trunk/blender_docs/manual/physics/rigid_body/properties/settings.rst	2020-10-23 01:12:24 UTC (rev 7274)
@@ -15,7 +15,7 @@
 
 Mass
    Specifies how heavy the object is and "weights" irrespective of gravity.
-   There are predefined mass preset available with *Calculate Mass*
+   There are predefined mass presets available with *Calculate Mass*
    in the :menuselection:`Object --> Rigid Body` menu.
 
    Calculate Mass
@@ -24,11 +24,11 @@
 
       .. note::
 
-         Also you can have *Custom* mass material type,
+         You can also have a *Custom* mass material type,
          which is achieved by setting a custom density value (kg/m\ :sup:`3`).
 
 Dynamic
-   Enables/disables rigid body simulation for object.
+   Enables/disables rigid body simulation for the object.
 
 Animated
-   Allows the rigid body additionally to be controlled by the animation system.
+   Allows the rigid body to additionally be controlled by the animation system.



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