[Bf-docboard-svn] bf-manual: [8149] trunk/blender_docs/manual/animation: Cleanup: Bone Properties

Aaron Carlisle noreply at blender.org
Sat Jun 19 03:33:26 CEST 2021


Revision: 8149
          https://developer.blender.org/rBM8149
Author:   Blendify
Date:     2021-06-19 03:33:25 +0200 (Sat, 19 Jun 2021)
Log Message:
-----------
Cleanup: Bone Properties

* Match Layout
* Match Blender UI
* Add rna references

Modified Paths:
--------------
    trunk/blender_docs/manual/animation/armatures/bones/editing/properties.rst
    trunk/blender_docs/manual/animation/armatures/bones/properties/bendy_bones.rst
    trunk/blender_docs/manual/animation/armatures/bones/properties/deform.rst
    trunk/blender_docs/manual/animation/armatures/bones/properties/relations.rst
    trunk/blender_docs/manual/animation/armatures/bones/properties/transform.rst
    trunk/blender_docs/manual/animation/armatures/posing/editing/introduction.rst
    trunk/blender_docs/manual/animation/armatures/properties/bone_groups.rst
    trunk/blender_docs/manual/animation/armatures/structure.rst
    trunk/blender_docs/manual/animation/constraints/relationship/action.rst
    trunk/blender_docs/manual/animation/constraints/transform/copy_transforms.rst

Modified: trunk/blender_docs/manual/animation/armatures/bones/editing/properties.rst
===================================================================
--- trunk/blender_docs/manual/animation/armatures/bones/editing/properties.rst	2021-06-18 16:37:25 UTC (rev 8148)
+++ trunk/blender_docs/manual/animation/armatures/bones/editing/properties.rst	2021-06-19 01:33:25 UTC (rev 8149)
@@ -32,7 +32,7 @@
    This will be detailed in the :doc:`skinning part </animation/armatures/skinning/index>`.
 Inherit Rotation
    The bone automatically rotates together with its parent in *Pose Mode*. For more details,
-   see the :ref:`relations page <bone-relations-parenting>`.
+   see the :ref:`relations page <bpy.types.EditBone.parent>`.
 Lock
    (also :kbd:`Shift-W` :menuselection:`--> (Locked, ...)`)
    This will prevent all editing of the bone in *Edit Mode*;

Modified: trunk/blender_docs/manual/animation/armatures/bones/properties/bendy_bones.rst
===================================================================
--- trunk/blender_docs/manual/animation/armatures/bones/properties/bendy_bones.rst	2021-06-18 16:37:25 UTC (rev 8148)
+++ trunk/blender_docs/manual/animation/armatures/bones/properties/bendy_bones.rst	2021-06-19 01:33:25 UTC (rev 8149)
@@ -104,43 +104,44 @@
 
    Bendy Bones panel.
 
+.. _bpy.types.EditBone.bbone_segments:
+
 Segments
---------
+   The number of segments, which the given bone is subdivided into.
+   Segments are small, rigid linked child bones that interpolate between the root and the tip.
+   The higher this setting, the smoother "bends" the bone, but the heavier the pose calculations.
 
-The *Segments* number field allows you to set the number of segments, which the given bone is subdivided into.
-Segments are small, rigid linked child bones that interpolate between the root and the tip.
-The higher this setting, the smoother "bends" the bone, but the heavier the pose calculations.
+.. _bpy.types.EditBone.bbone_x:
+.. _bpy.types.EditBone.bbone_z:
 
-Display Size
-------------
+Display Size X, Z
+   Controls the visible thickness of the bone segments when the armature is rendered in the *B-Bones* mode.
 
-Controls the visible thickness of the bone segments when the armature is rendered in the *B-Bones* mode.
+.. _bpy.types.EditBone.bbone_curveinx:
+.. _bpy.types.EditBone.bbone_curveinz:
 
+Curve In/Out X, Y, Z
+   Applies offsets to the curve handle positions on the plane perpendicular to the bone's primary (Y) axis.
+   As a result, the handle moves per axis (XZ) further from its original location, causing the curve to bend.
 
-Curve XZ Offsets
-----------------
+.. _bpy.types.EditBone.bbone_rollin:
+.. _bpy.types.EditBone.bbone_rollout:
 
-Applies offsets to the curve handle positions on the plane perpendicular to the bone's primary (Y) axis.
-As a result, the handle moves per axis (XZ) further from its original location, causing the curve to bend.
-
-
-Roll
-----
-
 Roll In, Out
    The roll value (or twisting around the main Y axis of the bone) is interpolated per segment,
    between the start and end roll values.
    It is applied as a rotational offset on top of the rotation defined by the handle bones.
 
+.. _bpy.types.EditBone.use_endroll_as_inroll:
+
 Inherit End Roll
    If enabled, the *Roll Out* value of the *Start Handle* bone (connected parent by default)
    will be implicitly added to the *Roll In* setting of the current bone.
 
+.. _bpy.types.EditBone.bbone_scalein:
+.. _bpy.types.EditBone.bbone_scaleout:
 
-Scale
------
-
-Scale In X/Y/Z, Scale Out X/Y/Z
+Scale In/Out X, Y, Z
    Scaling factors that adjust the thickness of each segment for the X and Z axes,
    or introduce non-uniform spacing along the Y axis. Similar to *Roll* it is
    interpolated per segment.
@@ -149,10 +150,9 @@
    actual length of the curve, only the ratio between *Scale In Y* and *Scale Out Y*
    actually matters.
 
+.. _bpy.types.EditBone.bbone_easein:
+.. _bpy.types.EditBone.bbone_easeout:
 
-Easing
-------
-
 Ease In, Out
    The *Ease In/Out* number fields, change the "length" of the :ref:`"auto" <curve-handle-type-auto>` Bézier handle
    to control the "root handle" and "tip handle" of the bone, respectively.
@@ -164,45 +164,54 @@
    Although easing is a scale-like value, the Edit Mode and Pose Mode versions of the values are added,
    so they are correspondingly initialized to 1 and 0 by default.
 
-Scale Easing
-   If enabled, the final easing values are implicitly multiplied by the corresponding *Scale Y* values.
 
-.. list-table:: Ease In/Out settings example, with a materialized Bézier curve.
+   .. list-table:: Ease In/Out settings example, with a materialized Bézier curve.
 
-   * - .. figure:: /images/animation_armatures_bones_properties_bendy-bones_curve-in-out-1.png
-          :width: 320px
+      * - .. figure:: /images/animation_armatures_bones_properties_bendy-bones_curve-in-out-1.png
+             :width: 320px
 
-          Bone.004 with default In and Out (1.0).
+             Bone.004 with default In and Out (1.0).
 
-     - .. figure:: /images/animation_armatures_bones_properties_bendy-bones_curve-in-out-2.png
-          :width: 320px
+        - .. figure:: /images/animation_armatures_bones_properties_bendy-bones_curve-in-out-2.png
+             :width: 320px
 
-          Bone.004 with In at 2.0, and Out at 0.0.
+             Bone.004 with In at 2.0, and Out at 0.0.
 
+.. _bpy.types.EditBone.use_scale_easing:
 
+Scale Easing
+   If enabled, the final easing values are implicitly multiplied by the corresponding *Scale Y* values.
+
+
 Custom Handles
 --------------
 
 B-Bones can use custom bones as their reference bone handles, instead of only using the connected parent/child bones.
 
-Start, End Handle Type
+.. _bpy.types.EditBone.bbone_handle_type_start:
+.. _bpy.types.EditBone.bbone_handle_type_end:
+
+Start/End Handle
    Specifies the type of the handle from the following choices:
 
-   Automatic
+   :Automatic:
       The connected parent (or first connected child) of the bone is chosen as the handle.
       Calculations are done according to the *Absolute* handle type below.
-   Absolute
+   :Absolute:
       The Bézier handle is controlled by the **position** of the head (tail)
       of the handle bone relative to the head (tail) of the current bone.
       Note that for this to work, there must be a non-zero distance between these bones.
       If the handle is also a B-Bone, additional processing is applied to further
       smooth the transition, assuming that the bones in effect form a chain.
-   Relative
+   :Relative:
       The Bézier handle is controlled by the **offset** of the head (tail) of the handle bone from its rest pose.
       The use of this type is not recommended due to numerical stability issues near zero offset.
-   Tangent
+   :Tangent:
       The Bézier handle is controlled by the **orientation** of the handle bone, independent of its location.
 
+.. _bpy.types.EditBone.bbone_custom_handle_start:
+.. _bpy.types.EditBone.bbone_custom_handle_end:
+
 Custom Handle
    For types other than *Automatic*, a bone to use as handle has to be manually selected.
    Switching to a custom handle type without selecting a bone can be used to effectively disable the handle.
@@ -210,6 +219,11 @@
    It is valid for two bones to refer to each other as handles -- this correlation is applied
    in connected chains with *Automatic* handles.
 
+.. _bpy.types.EditBone.bbone_handle_use_scale_start:
+.. _bpy.types.EditBone.bbone_handle_use_scale_end:
+.. _bpy.types.EditBone.bbone_handle_use_ease_start:
+.. _bpy.types.EditBone.bbone_handle_use_ease_end:
+
 Scale X/Y/Z/Ease
    If enabled, the final Scale and/or Ease values are multiplied by the corresponding local scale
    channels of the handle bone. This step is applied independently of *Scale Easing* and doesn't
@@ -220,12 +234,8 @@
 
 .. tip:: Keying Set
 
-   The "BBone Shape" Keying Set includes all Bendy Bones properties.
+   The "BBone Shape" :doc:`Keying Set </animation/keyframes/keying_sets>` includes all Bendy Bones properties.
 
-
-Example
--------
-
 .. figure:: /images/animation_armatures_bones_properties_bendy-bones_settings-demo.png
 
    Visualization of the Bendy Bones properties.

Modified: trunk/blender_docs/manual/animation/armatures/bones/properties/deform.rst
===================================================================
--- trunk/blender_docs/manual/animation/armatures/bones/properties/deform.rst	2021-06-18 16:37:25 UTC (rev 8148)
+++ trunk/blender_docs/manual/animation/armatures/bones/properties/deform.rst	2021-06-19 01:33:25 UTC (rev 8149)
@@ -1,3 +1,4 @@
+.. _bpy.types.Bone.use_deform:
 
 ******
 Deform
@@ -52,6 +53,8 @@
 
    The :doc:`editing pages </animation/armatures/bones/editing/transform>` for how to edit these properties.
 
+.. _bpy.types.Bone.envelope_distance:
+
 Envelope Distance
    The Distance defines a volume which is the range within the bone
    has an influence on vertices of the deformed object.
@@ -61,6 +64,8 @@
 
       Single bone with various different envelope sizes.
 
+.. _bpy.types.Bone.envelope_weight:
+
 Envelope Weight
    A bone property, that controls the global influence of the bone over the deformed object,
    when using the envelopes method.
@@ -70,7 +75,20 @@
    have more influence on the result than one with a low weight...
    Note that when set to 0.0, it has the same effect as disabling the *Deform* option.
 
-Radius
+.. _bpy.types.Bone.use_envelope_multiply:
+
+Envelope Multiply
+   This option controls how the two deforming methods interact, when they are both enabled.
+   By default, when they are both active, all vertices belonging to at least one vertex group are only deformed
+   through the vertex groups method. The other "orphan" vertices being handled by the envelopes one.
+   When you enable this option, the "deformation influence" that this bone would have on a vertex
+   (based from its envelope settings) is multiplied with this vertex's weight in the corresponding vertex group.
+   In other words, the vertex groups method is further "weighted" by the envelopes method.
+
+.. _bpy.types.Bone.head_radius:
+.. _bpy.types.Bone.tail_radius:
+
+Radius Head, Tail
    Set the radius for the head and the tail of envelope bones.
    Inside this volume, the geometry if fully affected by the bone.
 
@@ -79,11 +97,3 @@
       Three Armature Bones all using Envelope Weight.
 

@@ Diff output truncated at 10240 characters. @@


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