[Bf-docboard-svn] bf-manual: [8789] branches/blender-3.0-release/blender_docs/manual: asset: caps, spelling

Tobias Heinke noreply at blender.org
Mon Dec 20 17:11:50 CET 2021


Revision: 8789
          https://developer.blender.org/rBM8789
Author:   TobiasH
Date:     2021-12-20 17:11:50 +0100 (Mon, 20 Dec 2021)
Log Message:
-----------
asset: caps, spelling

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 09:44:14 UTC (rev 8788)
+++ branches/blender-3.0-release/blender_docs/manual/animation/armatures/posing/editing/pose_library.rst	2021-12-20 16:11:50 UTC (rev 8789)
@@ -4,7 +4,7 @@
 Pose Library
 ************
 
-This section describes the Pose Library, which is based on the :doc:`/editors/asset_browser`.
+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::
@@ -16,14 +16,14 @@
 What is a Pose Asset?
 =====================
 
-A *pose asset* is an Action that has been :ref:`marked as asset <asset-create>`,
+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.
+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.
+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`.
+and can be organized in :doc:`/files/asset_libraries/catalogs`.
 
 
 .. _bpy.ops.poselib.create_pose_asset:
@@ -44,9 +44,9 @@
 -------------------------------
 
 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**.
+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.
+each bone's location, rotation, scale, and Bendy Bone properties.
 
 .. figure:: /images/asset_browser-pose_library-create_from_action_editor.png
 
@@ -54,21 +54,21 @@
 
 **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.
+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.
+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*.
+The *Create Pose Asset* button is also available in the 3D Viewport sidebar.
 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.
+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.
+the selected pose asset as the armature's active Action.
 
 .. note::
 
@@ -96,17 +96,17 @@
 - 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
+  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.
+- Blender saves 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.
 - Click the *Restore Previous Action* button (back arrow icon) that appeared
   next to the Create Pose Asset button. This **reassigns the previous Action**,
-  so that you’re back at the animation you had before.
+  so that you're back at the animation you had before.
 
 
 .. _bpy.ops.poselib.copy_as_asset:
@@ -115,26 +115,25 @@
 ----------------------------------------
 
 As described in :ref:`asset-libraries-design-limitations`, Blender only writes
-data to the currently open blend file. To copy a pose from some other file into
+data to the currently open blend-file. To copy a pose from some other file into
 a pose library file, see the following steps:
 
 - Pose the character and select the relevant bones.
 - Click the **Copy Pose as Asset button**, which is available in the Action Editor
-  as well as the 3D Viewport side panel. This will create the pose asset
+  as well as the 3D Viewport Sidebar. This will create the pose asset
   (including its thumbnail) and store it in a temporary file somewhere.
-- 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.
+- Choose an existing pose asset, and open its context menu. 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,
+- 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
+  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.
+  It **automatically refreshes the Asset Browser** to show the newly added pose.
 
 
 Automatically Assigned Catalog
@@ -141,20 +140,20 @@
 ------------------------------
 
 When you create a pose asset, Blender may automatically assign it to an asset catalog.
-This only works if there is an asset browser visible;
+This only works if there is an Asset Browser visible;
 Blender then assigns the pose asset to its active asset catalog.
-If there are multiple asset browsers open, it performs the following steps:
+If there are multiple Asset Browsers open, it performs the following steps:
 
-- If the current window has one asset browser, it uses that one.
-- If the current window has multiple asset browsers, it uses the biggest one.
+- If the current window has one Asset Browser, it uses that one.
+- If the current window has multiple Asset Browsers, it uses the biggest one.
 - Otherwise Blender goes over the other windows (if there are any), and do a similar search.
-  The first window it sees that has an asset browser wins.
+  The first window it sees that has an Asset Browser wins.
 
 
 .. _poselib-preview-images:
 
 Controlling the Look of Preview Images
----------------------------------------
+--------------------------------------
 
 The pose library preview images are rendered with the active :ref:`Scene camera <bpy.types.Scene.camera>`.
 This approach was preferred over rendering a specific 3D Viewport for two main reasons:
@@ -167,7 +166,7 @@
 Switch the scene to use that as render engine, and you'll see various options to influence the look.
 Select a pose asset and press the Generate Preview button to re-render the preview image with the current settings.
 
-You can also animate settings such as matcap rendering, light positions, and intensities, etc.
+You can also animate settings such as MatCap rendering, light positions, and intensities, etc.
 Use this to your advantage!
 
 
@@ -192,7 +191,7 @@
 Using the Pose Library
 ======================
 
-The Pose Library can be used to pose a character in a few different ways.
+The pose library can be used to pose a character in a few different ways.
 In short, you can fully apply a pose or blend it into the character's current pose interactively.
 How exactly these operations work depends on where you use them.
 This section will explain the use from both the Asset Browser and the 3D Viewport.
@@ -201,20 +200,20 @@
 Use from the Asset Browser
 --------------------------
 
-The Pose Library can be used directly from the Asset Browser.
-The **Pose Library panels will appear** when the active object is an Armature
-and in pose mode. The :doc:`catalog system </files/asset_libraries/catalogs>`
+The pose library can be used directly from the Asset Browser.
+The **Pose Library panels will appear** when the active object is an armature
+and in Pose Mode. The :doc:`catalog system </files/asset_libraries/catalogs>`

@@ Diff output truncated at 10240 characters. @@


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