[Bf-docboard-svn] bf-manual: [8321] trunk/blender_docs/manual: some fixes

Tobias Heinke noreply at blender.org
Mon Aug 16 17:26:49 CEST 2021


Revision: 8321
          https://developer.blender.org/rBM8321
Author:   TobiasH
Date:     2021-08-16 17:26:49 +0200 (Mon, 16 Aug 2021)
Log Message:
-----------
some fixes

Modified Paths:
--------------
    trunk/blender_docs/manual/addons/import_export/scene_obj.rst
    trunk/blender_docs/manual/addons/rigging/rigify/bone_positioning.rst
    trunk/blender_docs/manual/addons/rigging/rigify/metarigs.rst
    trunk/blender_docs/manual/addons/rigging/rigify/rig_types/face.rst
    trunk/blender_docs/manual/addons/rigging/rigify/rig_types/faces.rst
    trunk/blender_docs/manual/addons/rigging/rigify/rig_types/skin.rst
    trunk/blender_docs/manual/editors/3dview/navigate/camera_view.rst
    trunk/blender_docs/manual/editors/clip/display/mask_display.rst
    trunk/blender_docs/manual/editors/graph_editor/fcurves/sidebar/modifiers.rst
    trunk/blender_docs/manual/editors/text_editor.rst
    trunk/blender_docs/manual/editors/video_sequencer/sequencer/display.rst
    trunk/blender_docs/manual/files/import_export/usd.rst
    trunk/blender_docs/manual/glossary/index.rst
    trunk/blender_docs/manual/grease_pencil/properties/layers.rst
    trunk/blender_docs/manual/interface/annotate_tool.rst
    trunk/blender_docs/manual/interface/window_system/areas.rst
    trunk/blender_docs/manual/modeling/geometry_nodes/point/point_separate.rst
    trunk/blender_docs/manual/modeling/meshes/editing/mesh/knife_project.rst
    trunk/blender_docs/manual/movie_clip/tracking/clip/sidebar/index.rst
    trunk/blender_docs/manual/render/eevee/render_settings/subsurface_scattering.rst
    trunk/blender_docs/manual/render/output/animation.rst
    trunk/blender_docs/manual/scene_layout/object/editing/transform/control/precision.rst
    trunk/blender_docs/manual/troubleshooting/3d_view.rst
    trunk/blender_docs/manual/video_editing/sequencer/editing.rst
    trunk/blender_docs/manual/video_editing/sequencer/strips/image.rst

Modified: trunk/blender_docs/manual/addons/import_export/scene_obj.rst
===================================================================
--- trunk/blender_docs/manual/addons/import_export/scene_obj.rst	2021-08-16 08:33:52 UTC (rev 8320)
+++ trunk/blender_docs/manual/addons/import_export/scene_obj.rst	2021-08-16 15:26:49 UTC (rev 8321)
@@ -79,10 +79,10 @@
 
 Split/Keep Vertex Order
    When importing an OBJ it's useful to split up the objects into Blender objects,
-   named according to the OBJ-file. However, this splitting loses the vertex order which
-   is needed when using OBJ-files as morph targets. It also loses any vertices that
-   are not connected to a face or edge
-   so this must be disabled if you want to keep the vertex order and loose vertices.
+   named according to the OBJ-file. However, this splitting loses the vertex order
+   which is needed when using OBJ-files as morph targets.It also loses any vertices
+   that are not connected to a face or edge so this must be disabled if you want to
+   keep the vertex order and loose vertices.
 Split by Object & Split by Group
    When importing an OBJ it's useful to split up the objects into Blender objects,
    named according to the OBJ-file. However, this splitting loses the vertex order which

Modified: trunk/blender_docs/manual/addons/rigging/rigify/bone_positioning.rst
===================================================================
--- trunk/blender_docs/manual/addons/rigging/rigify/bone_positioning.rst	2021-08-16 08:33:52 UTC (rev 8320)
+++ trunk/blender_docs/manual/addons/rigging/rigify/bone_positioning.rst	2021-08-16 15:26:49 UTC (rev 8321)
@@ -58,7 +58,7 @@
    While moving the face bones it is necessary to preserve merge points, i.e. whenever heads
    or tails of two or more bones overlap at the same point, they should still do so after
    repositioning. Tearing a merge point apart may result in multiple controls being created
-   instead of one, or even generation errors.
+   instead of one, or even the generation of errors.
 
 .. figure:: /images/addons_rigging_rigify_bone-positioning_face-stretcher-bones.png
    :align: center

Modified: trunk/blender_docs/manual/addons/rigging/rigify/metarigs.rst
===================================================================
--- trunk/blender_docs/manual/addons/rigging/rigify/metarigs.rst	2021-08-16 08:33:52 UTC (rev 8320)
+++ trunk/blender_docs/manual/addons/rigging/rigify/metarigs.rst	2021-08-16 15:26:49 UTC (rev 8321)
@@ -110,13 +110,12 @@
 .. _bpy.types.RigifySelectionColors:
 .. _bpy.types.RigifyArmatureLayer:
 
-
 Custom Root Bone
 ^^^^^^^^^^^^^^^^
 
-If the meta-rig contains a bone called 'root', it is used as the root control bone instead of creating
-a new one. This allows changing the rest position of the root bone, assigning a custom widget, or adding
-custom properties to the bone.
+If the meta-rig contains a bone called "root", it is used as the root control bone instead of creating a new one.
+This allows changing the rest position of the root bone, assigning a custom widget,
+or adding custom properties to the bone.
 
 The custom root bone must use the :ref:`basic.raw_copy <rigify.rigs.basic.raw_copy>` sub-rig
 type, either explicitly or implicitly by not selecting any type.

Modified: trunk/blender_docs/manual/addons/rigging/rigify/rig_types/face.rst
===================================================================
--- trunk/blender_docs/manual/addons/rigging/rigify/rig_types/face.rst	2021-08-16 08:33:52 UTC (rev 8320)
+++ trunk/blender_docs/manual/addons/rigging/rigify/rig_types/face.rst	2021-08-16 15:26:49 UTC (rev 8321)
@@ -27,15 +27,15 @@
 Implements a skin system :ref:`parent controller <rigify.rigs.skin.skin_parents>` that manages
 two skin chains for the top and bottom eyelids in addition to generating the eye rotation mechanism.
 
-The rig must have two child skin chains with names tagged with `.T` and `.B` symmetry
+The rig must have two child skin chains with names tagged with ``.T`` and ``.B`` symmetry
 to mark the top and bottom eyelid, which are connected at their ends forming eye corners.
 The chains are rigged to follow the surface of the eye and twist to its normal.
 
-In addition, it creates target controls for aiming the eye, including a master control shared by all
-eyes under the same parent rig, and the eyelids are rigged to follow the movement of the eyeball with
-adjustable influence.
+In addition, it creates target controls for aiming the eye, including a master control shared by
+all eyes under the same parent rig. The eyelids are rigged to follow the movement of the eyeball
+with adjustable influence.
 
-Eyeball And Iris Deforms
+Eyeball and Iris Deforms
    Generates deform bones for the eyeball and the iris, the latter copying XZ scale from
    the eye target control. The iris is located at the tail of the ORG bone.
 Eyelid Detach Option
@@ -55,12 +55,12 @@
 Implements a skin system :ref:`parent controller <rigify.rigs.skin.skin_parents>` that manages
 one or more loops of mouth skin chains in response to the movement of jaw and mouth controls.
 
-The rig must have one or more child chain loops, each formed by 4 skin chains tagged
-with `.T`/`.B` `.L`/`.R` symmetrical names.
+The rig must have one or more child chain loops, each formed by four skin chains tagged
+with ``.T``/``.B`` and ``.L``/``.R`` symmetrical names.
 
 The lip loops are sorted into layers based on the distance from corners to the common
-center and rigged with blended influence of the jaw and the master mouth control. Other
-child rigs simply become children of the jaw.
+center and rigged with blended influence of the jaw and the master mouth control.
+Other child rigs become children of the jaw.
 
 Bottom Lip Influence
    Specifies the influence of the jaw on the inner bottom lip with mouth lock disabled.

Modified: trunk/blender_docs/manual/addons/rigging/rigify/rig_types/faces.rst
===================================================================
--- trunk/blender_docs/manual/addons/rigging/rigify/rig_types/faces.rst	2021-08-16 08:33:52 UTC (rev 8320)
+++ trunk/blender_docs/manual/addons/rigging/rigify/rig_types/faces.rst	2021-08-16 15:26:49 UTC (rev 8321)
@@ -12,4 +12,5 @@
 child of the master bone that has the Rigify-type *face* property set.
 
 .. note::
+
    This rig type is being deprecated in favor of a new modular face rigging system.

Modified: trunk/blender_docs/manual/addons/rigging/rigify/rig_types/skin.rst
===================================================================
--- trunk/blender_docs/manual/addons/rigging/rigify/rig_types/skin.rst	2021-08-16 08:33:52 UTC (rev 8320)
+++ trunk/blender_docs/manual/addons/rigging/rigify/rig_types/skin.rst	2021-08-16 15:26:49 UTC (rev 8321)
@@ -1,63 +1,65 @@
+.. todo: make permanent 'new', development
 
 ****
 Skin
 ****
 
-These rigs implement a flexible system for rigging skin using multiple interacting
-B-Bone chains. This is developed as the base for a new modular Rigify face rig.
+These rigs implement a flexible system for rigging skin using multiple interacting B-Bone chains.
+This is developed as the base for a new modular Rigify face rig.
 These are the main ideas of the system:
 
 Generic B-Bone Chain
-   One core idea of the system is that most of the deformation should be implemented using a standard
-   powerful B-Bone chain rig, which supports advanced behavior via interacting with other rig components.
-   This is in contrast to having multiple domain-specific rigs that each generate their own deform chains.
+   One core idea of the system is that most of the deformation should be implemented
+   using a standard powerful B-Bone chain rig. These chains support advanced behavior by
+   interacting with other rig components. This is in contrast to having multiple domain-specific rigs
+   that each generate their own deform chains.
 
    The implementation provides two versions of the chain rig: `skin.basic_chain`_ merely
    attaches B-Bones to the controls with no automation added to the controls themselves.
-   The `skin.stretchy_chain`_ rig in addition interpolates motion of the end (and an optional
-   middle) controls to the other controls of the chain.
+   The `skin.stretchy_chain`_ rig in addition interpolates motion of the end (and an optional middle)
+   controls to the other controls of the chain.
 
 Automatic Control Merging
    The deformation part of the system consists of chains of one or more B-Bones connecting
-   control points (nodes). Whenever controls for two chains would completely overlap, they
-   are automatically merged.
+   control points (nodes). Whenever controls for two chains would completely overlap,
+   they are automatically merged.
 
-   For each merged control, one of the chains is selected as the owner, based on heuristic
-   factors like parent depth from root, presense of `.T`/`.B` `.L`/`.R` symmetry markers,
-   and even alphabetical order as the last resort. This can be overridden by an explicit
-   priority setting in cases when it guesses wrong.
+   For each merged control, one of the chains is selected as the owner, based on heuristic factors
+   like parent depth from root, presence of ``.T``/``.B`` ``.L``/``.R`` symmetry markers,
+   and even alphabetical order as the last resort. This can be overridden by an explicit priority setting
+   in cases when it guesses wrong.
 
    The owner and its parents determine additional automation that is placed on the control.
-   As a special case, if a control is merged with its `.T`/`.B` `.L`/`.R` symmetry
-   counterparts (detected purely by naming), the automation from all of the symmetry
-   siblings of the owner is averaged.
+   As a special case, if a control is merged with its ``.T``/``.B`` ``.L``/``.R`` symmetry counterparts
+   (detected purely by naming), the automation from all of the symmetry siblings
+   of the owner is averaged.
 
 .. _rigify.rigs.skin.skin_parents:
 
 Parent Controllers
-   Rather than simply using the parent metarig (ORG) bone as parent for controls and chain mechanisms,
-   the new system includes an API for parent rigs to explicitly provide parent bones and generate control
+   Rather than simply using the parent meta-rig ORG bone as parent for controls and chain mechanisms,
+   the new system includes an interface for parent rigs. It explicitly provide parent bones and generate control

@@ Diff output truncated at 10240 characters. @@


More information about the Bf-docboard-svn mailing list