[Bf-docboard-svn] bf-manual: [7068] trunk/blender_docs/manual: Split object relations docs

Aaron Carlisle carlisle.b3d at gmail.com
Wed Sep 9 02:04:18 CEST 2020


Revision: 7068
          https://developer.blender.org/rBM7068
Author:   Blendify
Date:     2020-09-09 02:04:17 +0200 (Wed, 09 Sep 2020)
Log Message:
-----------
Split object relations docs

Modified Paths:
--------------
    trunk/blender_docs/manual/modeling/meshes/editing/mesh/normals.rst
    trunk/blender_docs/manual/modeling/modifiers/modify/data_transfer.rst
    trunk/blender_docs/manual/scene_layout/object/editing/index.rst
    trunk/blender_docs/manual/sculpt_paint/weight_paint/editing.rst

Added Paths:
-----------
    trunk/blender_docs/manual/scene_layout/object/editing/relations/
    trunk/blender_docs/manual/scene_layout/object/editing/relations/index.rst
    trunk/blender_docs/manual/scene_layout/object/editing/relations/make_single_user.rst
    trunk/blender_docs/manual/scene_layout/object/editing/relations/transfer_mesh_data.rst
    trunk/blender_docs/manual/scene_layout/object/editing/relations/transfer_mesh_data_layout.rst

Removed Paths:
-------------
    trunk/blender_docs/manual/scene_layout/object/editing/relations.rst

Modified: trunk/blender_docs/manual/modeling/meshes/editing/mesh/normals.rst
===================================================================
--- trunk/blender_docs/manual/modeling/meshes/editing/mesh/normals.rst	2020-09-08 22:47:06 UTC (rev 7067)
+++ trunk/blender_docs/manual/modeling/meshes/editing/mesh/normals.rst	2020-09-09 00:04:17 UTC (rev 7068)
@@ -14,8 +14,8 @@
    The :doc:`/modeling/modifiers/modify/weighted_normal` can be used to affect normals by various methods,
    including *Face Strength* (see below).
 
-   You can also copy normals from another mesh using Data Transfer
-   (:doc:`operator </scene_layout/object/editing/relations>`
+   You can also copy normals from another mesh using Mesh Data Transfer
+   (:doc:`operator </scene_layout/object/editing/relations/transfer_mesh_data>`
    or :doc:`modifier </modeling/modifiers/modify/data_transfer>`).
 
 

Modified: trunk/blender_docs/manual/modeling/modifiers/modify/data_transfer.rst
===================================================================
--- trunk/blender_docs/manual/modeling/modifiers/modify/data_transfer.rst	2020-09-08 22:47:06 UTC (rev 7067)
+++ trunk/blender_docs/manual/modeling/modifiers/modify/data_transfer.rst	2020-09-09 00:04:17 UTC (rev 7068)
@@ -19,7 +19,7 @@
 
 .. seealso::
 
-   :doc:`Data Transfer Operator </scene_layout/object/editing/relations>`
+   :doc:`Transfer Mesh Data Operator </scene_layout/object/editing/relations/transfer_mesh_data>`
 
 
 Options

Modified: trunk/blender_docs/manual/scene_layout/object/editing/index.rst
===================================================================
--- trunk/blender_docs/manual/scene_layout/object/editing/index.rst	2020-09-08 22:47:06 UTC (rev 7067)
+++ trunk/blender_docs/manual/scene_layout/object/editing/index.rst	2020-09-09 00:04:17 UTC (rev 7068)
@@ -16,7 +16,7 @@
    duplicate_linked.rst
    join.rst
    parent.rst
-   relations.rst
+   relations/index.rst
    make_links.rst
    shading.rst
    convert.rst

Added: trunk/blender_docs/manual/scene_layout/object/editing/relations/index.rst
===================================================================
--- trunk/blender_docs/manual/scene_layout/object/editing/relations/index.rst	                        (rev 0)
+++ trunk/blender_docs/manual/scene_layout/object/editing/relations/index.rst	2020-09-09 00:04:17 UTC (rev 7068)
@@ -0,0 +1,12 @@
+
+#############
+  Relations
+#############
+
+.. toctree::
+   :maxdepth: 2
+   :titlesonly:
+
+   make_single_user.rst
+   transfer_mesh_data.rst
+   transfer_mesh_data_layout.rst


Property changes on: trunk/blender_docs/manual/scene_layout/object/editing/relations/index.rst
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Added: svn:eol-style
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Added: trunk/blender_docs/manual/scene_layout/object/editing/relations/make_single_user.rst
===================================================================
--- trunk/blender_docs/manual/scene_layout/object/editing/relations/make_single_user.rst	                        (rev 0)
+++ trunk/blender_docs/manual/scene_layout/object/editing/relations/make_single_user.rst	2020-09-09 00:04:17 UTC (rev 7068)
@@ -0,0 +1,30 @@
+.. _bpy.ops.object.make_single_user:
+
+****************
+Make Single User
+****************
+
+.. admonition:: Reference
+   :class: refbox
+
+   :Mode:      Object Mode
+   :Menu:      :menuselection:`Object --> Relations --> Make Single User`
+
+Makes the selected or all object data-blocks single users, that is, not shared
+(linked) between other objects in the blend-file.
+
+Additionally, it can also make single-user copies of its dependencies,
+like meshes, curves, materials, animations...
+
+Type
+   These actions work on the selected objects, or on all the objects of the scene.
+
+   All, Selected Objects
+Data-blocks
+   Lets you, in addition to the menu predefined selection, choose the type of data-blocks individually.
+
+   Object, Object Data, Materials, Textures, Object Animation
+
+.. seealso::
+
+   :ref:`data-system-datablock-make-single-user`


Property changes on: trunk/blender_docs/manual/scene_layout/object/editing/relations/make_single_user.rst
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Added: svn:eol-style
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+native
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Added: trunk/blender_docs/manual/scene_layout/object/editing/relations/transfer_mesh_data.rst
===================================================================
--- trunk/blender_docs/manual/scene_layout/object/editing/relations/transfer_mesh_data.rst	                        (rev 0)
+++ trunk/blender_docs/manual/scene_layout/object/editing/relations/transfer_mesh_data.rst	2020-09-09 00:04:17 UTC (rev 7068)
@@ -0,0 +1,172 @@
+.. _bpy.ops.object.data_transfer:
+
+******************
+Transfer Mesh Data
+******************
+
+.. admonition:: Reference
+   :class: refbox
+
+   :Mode:      Object Mode
+   :Menu:      :menuselection:`Object --> Relations --> Transfer Mesh Data`
+
+The *Data Transfer* tool transfers several types of data from one mesh to another.
+Data types include vertex groups, UV maps, vertex colors, custom normals...
+
+Transfer works by generating a mapping between source mesh's items (vertices, edges, etc.)
+and destination ones, either on a one-to-one basis, or mapping several source items
+to a single destination one by interpolated mapping.
+
+Transfers data layer(s) from active to selected meshes.
+
+Freeze Operator
+   Prevent changes to settings to re-run the operator.
+   This is useful if you are editing several settings at once with heavy geometry.
+Data Type
+   Which data to transfer.
+
+   .. figure:: /images/scene-layout_object_editing_relations_menu.png
+
+      Data types.
+
+Create Data
+   Add data layers on destination meshes if needed.
+Vertex Mapping
+   Method used to map source vertices to destination ones.
+   Because the options change depending on the *Data Type*
+   options are explained in `Vertex Mapping`_ below.
+
+
+Vertex Mapping
+==============
+
+Topology
+--------
+
+The simplest option, expects both meshes to have identical number of items, and match them by order (indices).
+Useful e.g. between meshes that were identical copies, and got deformed differently.
+
+
+One-To-One Mappings
+-------------------
+
+Those always select only one source item for each destination one, often based on shortest distance.
+
+Vertices
+   Nearest Vertex
+      Uses source's nearest vertex.
+
+   Nearest Edge Vertex
+      Uses source's nearest vertex of source's nearest edge.
+
+   Nearest Face Vertex
+      Uses source's nearest vertex of source's nearest face.
+
+Edges
+   Nearest Vertices
+      Uses source's edge which vertices are nearest from destination edge's vertices.
+
+   Nearest Edge
+      Uses source's nearest edge (using edge's midpoints).
+   Nearest Face Edge
+      Uses source's nearest edge of source's nearest face (using edge's midpoints).
+Face Corners
+   A face corner is not a real item by itself, it's some kind of split vertex attached to a specific face.
+   Hence both vertex (location) and face (normal, ...) aspects are used to match them together.
+
+   Nearest Corner and Best Matching Normal
+      Uses source's corner having the most similar *split* normal with destination one,
+      from those sharing the nearest source's vertex.
+   Nearest Corner and Best Matching Face Normal
+      Uses source's corner having the most similar *face* normal with destination one,
+      from those sharing the nearest source's vertex.
+   Nearest Corner of Nearest Face
+      Uses source's nearest corner of source's nearest face.
+Faces
+   Nearest Face
+      Uses source's nearest face.
+   Best Normal-Matching:
+      Uses source's face which normal is most similar with destination one.
+
+
+Interpolated Mappings
+---------------------
+
+Those use several source items for each destination one, interpolating their data during the transfer.
+
+Vertices
+   Nearest Edge Interpolated
+      Uses nearest point on nearest source's edge, interpolates data from both source edge's vertices.
+   Nearest Face Interpolated
+      Uses nearest point on nearest source's face, interpolates data from all that source face's vertices.
+   Projected Face Interpolated
+      Uses point of face on source hit by projection of destination vertex along its own normal,
+      interpolates data from all that source face's vertices.
+Edges
+   Projected Edge Interpolated
+      This is a sampling process. Several rays are cast from along the destination's edge
+      (interpolating both edge's vertex normals), and if enough of them hit a source's edge,
+      all hit source edges' data are interpolated into destination one.
+Face Corners
+   A face corner is not a real item by itself, it's some kind of split vertex attached to a specific face.
+   Hence both vertex (location) and face (normal, ...) aspects are used to match them together.
+
+   Nearest Face Interpolated
+      Uses nearest point of nearest source's face, interpolates data from all that source face's corners.
+   Projected Face Interpolated
+      Uses point of face on source hit by projection of destination corner along its own normal,
+      interpolates data from all that source face's corners.
+Faces
+   Projected Face Interpolated
+      This is a sampling process. Several rays are cast from the whole destination's face (along its own normal),
+      and if enough of them hit a source's face, all hit source faces' data are interpolated into destination one.
+
+
+Further Options
+===============
+
+Auto Transform
+   Automatically computes the transformation to get the best possible match between source and destination meshes.
+
+   This allows to match and transfer data between two meshes with similar shape,
+   but transformed differently. Note that you'll get best results with exact copies of the same mesh.
+   Otherwise, you'll likely get better results
+   if you "visually" make them match in 3D space (and use *Object Transform*) instead.
+Object Transform
+   Evaluate source and destination meshes in global space.
+Only Neighbor Geometry
+   Source elements must be closer than given distance from destination one.
+
+   Max Distance
+      Maximum allowed distance between source and destination element (for non-topology mappings).
+
+Ray Radius

@@ Diff output truncated at 10240 characters. @@



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