[Bf-docboard-svn] bf-manual: [8788] branches/blender-3.0-release/blender_docs/manual: asset: wrap lines

Tobias Heinke noreply at blender.org
Mon Dec 20 10:44:15 CET 2021


Revision: 8788
          https://developer.blender.org/rBM8788
Author:   TobiasH
Date:     2021-12-20 10:44:14 +0100 (Mon, 20 Dec 2021)
Log Message:
-----------
asset: wrap lines

Modified Paths:
--------------
    branches/blender-3.0-release/blender_docs/manual/animation/armatures/posing/editing/pose_library.rst
    branches/blender-3.0-release/blender_docs/manual/editors/asset_browser.rst
    branches/blender-3.0-release/blender_docs/manual/editors/preferences/file_paths.rst
    branches/blender-3.0-release/blender_docs/manual/files/asset_libraries/catalogs.rst
    branches/blender-3.0-release/blender_docs/manual/files/asset_libraries/introduction.rst

Modified: branches/blender-3.0-release/blender_docs/manual/animation/armatures/posing/editing/pose_library.rst
===================================================================
--- branches/blender-3.0-release/blender_docs/manual/animation/armatures/posing/editing/pose_library.rst	2021-12-20 07:18:29 UTC (rev 8787)
+++ branches/blender-3.0-release/blender_docs/manual/animation/armatures/posing/editing/pose_library.rst	2021-12-20 09:44:14 UTC (rev 8788)
@@ -4,15 +4,13 @@
 Pose Library
 ************
 
-This section describes the Pose Library, which is based on the
-:doc:`/editors/asset_browser`. For an overview of the asset system, see the
-:doc:`/files/asset_libraries/index` section.
+This section describes the Pose Library, which is based on the :doc:`/editors/asset_browser`.
+For an overview of the asset system, see the :doc:`/files/asset_libraries/index` section.
 
 .. note::
 
    At the moment of writing, the pose library is meant to be used in Pose Mode.
-   In other words, it only works when posing an armature, and not for general
-   object animation.
+   In other words, it only works when posing an armature, and not for general object animation.
 
 
 What is a Pose Asset?
@@ -19,13 +17,13 @@
 =====================
 
 A *pose asset* is an Action that has been :ref:`marked as asset <asset-create>`,
-and that contains exactly **one frame of animation** data. Usually these are created
-via the Create Pose Asset button (see below), but any Action that is keyed on
-exactly one frame can be seen as pose asset.
+and that contains exactly **one frame of animation** data.
+Usually these are created via the Create Pose Asset button (see below),
+but any Action that is keyed on exactly one frame can be seen as pose asset.
 
-Each pose in the library is stored in its own Action data-block. This means that
-it can get its own name, its own preview image, and can be organised in
-:doc:`/files/asset_libraries/catalogs`.
+Each pose in the library is stored in its own Action data-block.
+This means that it can get its own name, its own preview image,
+and can be organised in :doc:`/files/asset_libraries/catalogs`.
 
 
 .. _bpy.ops.poselib.create_pose_asset:
@@ -33,9 +31,9 @@
 Creating a Pose Library
 =======================
 
-A *pose library file* is typically a blend-file that is dedicated to poses. It
-can link in a character, props, etc., which can then not only be used to create
-the poses, but also for :ref:`rendering previews <poselib-preview-images>`.
+A *pose library file* is typically a blend-file that is dedicated to poses.
+It can link in a character, props, etc., which can then not only be used to create the poses,
+but also for :ref:`rendering previews <poselib-preview-images>`.
 
 .. figure:: /images/asset_browser-pose_library_ellie.png
 
@@ -46,8 +44,8 @@
 -------------------------------
 
 To create a pose in the library from the Action Editor, **pose the character,
-select the relevant bones, and click the *Create Pose Asset* button**. This will
-create the new pose Action, which will contain keys for the current value of
+select the relevant bones, and click the *Create Pose Asset* button**.
+This will create the new pose Action, which will contain keys for the current value of
 each bone’s location, rotation, scale, and bendy-bone properties.
 
 .. figure:: /images/asset_browser-pose_library-create_from_action_editor.png
@@ -54,36 +52,35 @@
 
    To create a new pose asset, use the Create Pose Asset button in the Action editor.
 
-**The created Action is now assigned to the armature.** This makes it possible
-to inspect which bones are included and to tweak anything. In that respect, it’s
-an Action like any other, and you can add or remove keys as usual. Just make
-sure that the keys are all on the same frame, in order to keep this a “pose”
+**The created Action is now assigned to the armature.**
+This makes it possible to inspect which bones are included and to tweak anything.
+In that respect, it’s an Action like any other, and you can add or remove keys as usual.
+Just make sure that the keys are all on the same frame, in order to keep this a “pose”
 instead of an “animation snippet”; the latter isn’t supported at the moment.
 
-True to its name, the *Create Pose Asset* button automatically marks the Action
-as Asset. Not only does this make it available in the pose library, it will also
-act as a *fake user* to ensure the Action isn’t lost after you unassign it from
-the armature.
+True to its name, the *Create Pose Asset* button automatically marks the Action as Asset.
+Not only does this make it available in the pose library, it will also act as a *fake user*
+to ensure the Action isn’t lost after you unassign it from the armature.
 
 The *Create Pose Asset* button is also available in the *3D View side panel*.
-This button acts almost the same as the one in the Action Editor, except for one
-thing: it will not assign the newly created Action. Doing so would be invisible,
-as the pose doesn’t change and the name of the current Action is not shown in
-the viewport. The pose asset can still be renamed in the Asset Browser. There
-you can also click the *Assign Action* button to explicitly assign the selected
-pose asset as the armature’s active Action.
+This button acts almost the same as the one in the Action Editor, except for one thing:
+it will not assign the newly created Action. Doing so would be invisible,
+as the pose doesn’t change and the name of the current Action is not shown in the viewport.
+The pose asset can still be renamed in the Asset Browser.
+There you can also click the *Assign Action* button to explicitly assign
+the selected pose asset as the armature’s active Action.
 
 .. note::
 
    The **Create Pose Asset** button creates a new Action. To make sure that this
-   is actually visible in the user interface, so that you know that something
-   happened, it tries to make sure that the Asset Browser shows the newly
-   created pose asset. Because of this, it **requires that there is an Asset
-   Browser visible, and that it's set to show the Current File asset library**.
+   is actually visible in the user interface, so that you know that something happened,
+   it tries to make sure that the Asset Browser shows the newly created pose asset.
+   Because of this, it **requires that there is an Asset Browser visible,
+   and that it's set to show the Current File asset library**.
 
-   This is especially relevant to pose assets, compared to other assets. You
-   cannot mark an object as asset multiple times, but you can create ten pose
-   assets from the same character pose.
+   This is especially relevant to pose assets, compared to other assets.
+   You cannot mark an object as asset multiple times, but you can create ten pose assets
+   from the same character pose.
 
 
 .. _bpy.ops.poselib.restore_previous_action:
@@ -92,19 +89,18 @@
 -------------------------------------
 
 Animators eat and breathe time, so there is a fair chance that you already have
-some poses lined up on the timeline. Creating a pose asset from existing
-animation is pretty much the same as described above, with a few subtle
-differences:
+some poses lined up on the timeline. Creating a pose asset from existing animation
+is pretty much the same as described above, with a few subtle differences:
 
 - Go to the frame with the pose you want to turn into an asset.
-- Select the relevant bones and click the **Create Pose Asset button** in the
-  Action Editor.
-- This creates an Action as before, but this time **it also includes any bone
-  property that was keyed on the current frame**. In other words: any bone
-  property (regular and custom) that’s displayed in yellow in the user interface
-  will be included in the pose asset. This makes it possible to also include
-  properties that control IK/FK switching, for example. As with the pose, the
-  current value is copied into the pose asset, and not the keyed value.
+- Select the relevant bones and click the **Create Pose Asset button** in the Action Editor.
+- This creates an Action as before, but this time
+  **it also includes any bone property that was keyed on the current frame**.
+  In other words: any bone property (regular and custom) that’s displayed in
+  yellow in the user interface will be included in the pose asset.
+  This makes it possible to also include properties that control IK/FK switching,
+  for example. As with the pose, the current value is copied into the pose asset,
+  and not the keyed value.
 - Blender remembers which action was previously assigned to the armature.
 - The new pose Action is assigned to the armature so you can give it a name and
   inspect/adjust its contents.
@@ -129,33 +125,30 @@
 - Choose an already existing pose asset, and open its context menu (right-click
   or press W, depending on your configuration). Click the **Open Blend File** option.
 - A new Blender process will start, and automatically open the asset library
-  file that contains the chosen pose. By the way, this works for all assets, not
-  just poses!
-- In the Asset Browser, click the **Paste As New Asset button**. This will load that
-  temporary file, and load all the assets it can find in there. In our case, it
-  will only find a single pose, but future versions of Blender may extend this
-  for other asset types. This is why the button is named so generically — it is
-  not pose-specific.
-- Give the pose a name, and click on the “refresh” button in the preview image
-  panel to render a new preview if you want.
+  file that contains the chosen pose. By the way, this works for all assets, not just poses!
+- In the Asset Browser, click the **Paste As New Asset button**. This will load that temporary file,
+  and load all the assets it can find in there. In our case, it will only find a single pose,
+  but future versions of Blender may extend this for other asset types.
+  This is why the button is named so generically — it is not pose-specific.
+- Give the pose a name, and click on the “refresh” button in the preview image panel
+  to render a new preview if you want.
 - **Save the file and quit Blender**.
-- The original Blender is still running in the background and notices that the
-  new Blender has quit. It **automatically refreshes the asset browser** to show the
-  newly added pose.

@@ Diff output truncated at 10240 characters. @@


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