[Bf-docboard-svn] bf-manual: [8164] trunk/blender_docs/manual: some fixes
Tobias Heinke
noreply at blender.org
Wed Jun 23 23:38:06 CEST 2021
Revision: 8164
https://developer.blender.org/rBM8164
Author: TobiasH
Date: 2021-06-23 23:38:06 +0200 (Wed, 23 Jun 2021)
Log Message:
-----------
some fixes
remove doubled doc of options below
Modified Paths:
--------------
trunk/blender_docs/manual/about/contribute/build.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/structure.rst
trunk/blender_docs/manual/interface/controls/templates/data_block.rst
trunk/blender_docs/manual/modeling/geometry_nodes/curve/curve_reverse.rst
trunk/blender_docs/manual/modeling/geometry_nodes/curve/curve_to_points.rst
trunk/blender_docs/manual/modeling/geometry_nodes/geometry/raycast.rst
trunk/blender_docs/manual/modeling/geometry_nodes/geometry/separate_components.rst
Modified: trunk/blender_docs/manual/about/contribute/build.rst
===================================================================
--- trunk/blender_docs/manual/about/contribute/build.rst 2021-06-23 04:13:36 UTC (rev 8163)
+++ trunk/blender_docs/manual/about/contribute/build.rst 2021-06-23 21:38:06 UTC (rev 8164)
@@ -16,9 +16,9 @@
run the command without having to open the Command Prompt and typing commands.
This is the command you should use when building the docs,
-however, other commands are avaible by typing ``make help``.
+however, other commands are available by typing ``make help``.
This command will convert the RST-files into HTML pages
-and automaticlly open your default web browser to view the result.
+and automatically open your default web browser to view the result.
The command will continue to run and watch for changes made to the RST-files
and refresh the HTML pages as necessary.
Modified: trunk/blender_docs/manual/animation/armatures/bones/properties/bendy_bones.rst
===================================================================
--- trunk/blender_docs/manual/animation/armatures/bones/properties/bendy_bones.rst 2021-06-23 04:13:36 UTC (rev 8163)
+++ trunk/blender_docs/manual/animation/armatures/bones/properties/bendy_bones.rst 2021-06-23 21:38:06 UTC (rev 8164)
@@ -146,9 +146,8 @@
or introduce non-uniform spacing along the Y axis. Similar to *Roll* it is
interpolated per segment.
- Since all segments are still uniformly scaled in the Y direction to fit the
- actual length of the curve, only the ratio between *Scale In Y* and *Scale Out Y*
- actually matters.
+ Since all segments are still uniformly scaled in the Y direction to fit the 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:
@@ -156,15 +155,13 @@
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.
-
These values are proportional to the default length,
which of course automatically varies depending on bone length,
angle with the reference handle, and so on.
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.
+ so they get corresponding start values of 1 and 0 by default.
-
.. 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
@@ -228,10 +225,9 @@
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
interact with it, i.e. enabling *Y* and *Scale Easing* doesn't replace the *Ease* toggle.
+ These toggles are a more efficient replacement for up to eight trivial drivers passing segment scale data
+ from the handle bones into the B-Bone option properties.
- These toggles are a more efficient replacement for up to 8 trivial drivers feeding segment scale
- data from the handle bones into the B-Bone option properties.
-
.. tip:: Keying Set
The "BBone Shape" :doc:`Keying Set </animation/keyframes/keying_sets>` includes all Bendy Bones properties.
Modified: trunk/blender_docs/manual/animation/armatures/bones/properties/deform.rst
===================================================================
--- trunk/blender_docs/manual/animation/armatures/bones/properties/deform.rst 2021-06-23 04:13:36 UTC (rev 8163)
+++ trunk/blender_docs/manual/animation/armatures/bones/properties/deform.rst 2021-06-23 21:38:06 UTC (rev 8164)
@@ -62,7 +62,7 @@
.. figure:: /images/animation_armatures_bones_properties_deform_envelope-distance.png
- Single bone with various different envelope sizes.
+ Single bone with various envelope sizes.
.. _bpy.types.Bone.envelope_weight:
Modified: trunk/blender_docs/manual/animation/armatures/structure.rst
===================================================================
--- trunk/blender_docs/manual/animation/armatures/structure.rst 2021-06-23 04:13:36 UTC (rev 8163)
+++ trunk/blender_docs/manual/animation/armatures/structure.rst 2021-06-23 21:38:06 UTC (rev 8164)
@@ -49,10 +49,10 @@
(do not confuse them with similar names of bones' joints!).
Chains of bones are a particularly important topic in :doc:`posing </animation/armatures/posing/index>`
-(especially with the standard *forward kinematics* versus "automatic" *inverse kinematics* posing techniques).
+(especially with the standard *forward* kinematics versus "automatic" *inverse* kinematics posing techniques).
You create/edit them in *Edit Mode*, but except in case of connected bones,
their relationships have no effect on bone transformations in this mode
(i.e. transforming a parent bone will not affect its children).
The easiest way to manage bones relationships is to use
-the :ref:`Relations panel <bpy.types.EditBone.parent>` in the *Bone* tab.
+the :ref:`Relations panel <bpy.types.EditBone.parent>` in the Bone tab.
Modified: trunk/blender_docs/manual/interface/controls/templates/data_block.rst
===================================================================
--- trunk/blender_docs/manual/interface/controls/templates/data_block.rst 2021-06-23 04:13:36 UTC (rev 8163)
+++ trunk/blender_docs/manual/interface/controls/templates/data_block.rst 2021-06-23 21:38:06 UTC (rev 8164)
@@ -92,7 +92,7 @@
The icon on the left specifies the accepted data-block type.
Name
The text field functions as a search field by matching elements in the list.
- Press :kbd:`Enter` to auto-complete names up to the level a match is found.
+ Press :kbd:`Tab` to auto-complete names up to the level a match is found.
If more than one match exists, you have to continue typing.
If you type an invalid name, the value will remain unchanged.
List
Modified: trunk/blender_docs/manual/modeling/geometry_nodes/curve/curve_reverse.rst
===================================================================
--- trunk/blender_docs/manual/modeling/geometry_nodes/curve/curve_reverse.rst 2021-06-23 04:13:36 UTC (rev 8163)
+++ trunk/blender_docs/manual/modeling/geometry_nodes/curve/curve_reverse.rst 2021-06-23 21:38:06 UTC (rev 8164)
@@ -12,7 +12,6 @@
The *Curve Reverse* node swaps the start and end of splines.
The shape of the splines is not changed.
-An optional spline selection can be used to reverse only some of the splines.
Inputs
Modified: trunk/blender_docs/manual/modeling/geometry_nodes/curve/curve_to_points.rst
===================================================================
--- trunk/blender_docs/manual/modeling/geometry_nodes/curve/curve_to_points.rst 2021-06-23 04:13:36 UTC (rev 8163)
+++ trunk/blender_docs/manual/modeling/geometry_nodes/curve/curve_to_points.rst 2021-06-23 21:38:06 UTC (rev 8164)
@@ -1,52 +1,53 @@
-.. index:: Geometry Nodes; Curve to Point
-.. _bpy.types.GeometryNodeCurveToPoints:
-
-***************
-Curve to Points
-***************
-
-.. figure:: /images/modeling_geometry-nodes_curve_curve-to-points_node.png
- :align: center
-
- The Curve to Points node.
-
-The *Curve to Points* node samples points on all splines of a curve.
-The generated points have a ``tangent``, ``normal`` and ``rotation`` attribute that can be used for instancing.
-
-.. note::
- The radius of the generated points the radius of the curve divided by 10.
-
-
-Inputs
-======
-
-Geometry
- Standard geometry input.
-
-Count
- Number of points to sample on each spline.
-
-Length
- Approximate distance between the sampled points on each spline.
-
-
-Properties
-==========
-
-Mode
- :Evaluated:
- Output the points that make up the visible curve.
- This takes the built-in ``resolution`` attribute into account.
- It is the fastest method but in most cases the points will not have equal distance.
- :Count:
- Sample the given amount of points on each spline. The points will have equal distance along the spline.
- :Length:
- Calculate the number of samples by splitting each spline into segments with the specified length.
- The length will be rounded down so that a whole number of samples will fit in each input spline.
-
-
-Outputs
-=======
-
-Geometry
- Standard geometry output.
+.. index:: Geometry Nodes; Curve to Point
+.. _bpy.types.GeometryNodeCurveToPoints:
+
+***************
+Curve to Points
+***************
+
+.. figure:: /images/modeling_geometry-nodes_curve_curve-to-points_node.png
+ :align: center
+
+ The Curve to Points node.
+
+The *Curve to Points* node samples points on all splines of a curve.
+The generated points have a ``tangent``, ``normal`` and ``rotation`` attribute that can be used for instancing.
+
+.. note::
+
+ The radius of the generated points the radius of the curve divided by 10.
+
+
+Inputs
+======
+
+Geometry
+ Standard geometry input.
+
+Count
+ Number of points to sample on each spline.
+
+Length
+ Approximate distance between the sampled points on each spline.
+
+
+Properties
+==========
+
+Mode
+ :Evaluated:
+ Output the points that make up the visible curve.
+ This takes the built-in ``resolution`` attribute into account.
+ It is the fastest method but in most cases the points will not have an equal distance.
+ :Count:
+ Sample the given amount of points on each spline. The points will have an equal distance along the spline.
+ :Length:
+ Calculate the number of samples by splitting each spline into segments with the specified length.
+ The length will be rounded down so that a whole number of samples will fit in each input spline.
+
+
+Outputs
+=======
+
+Geometry
+ Standard geometry output.
Modified: trunk/blender_docs/manual/modeling/geometry_nodes/geometry/raycast.rst
===================================================================
--- trunk/blender_docs/manual/modeling/geometry_nodes/geometry/raycast.rst 2021-06-23 04:13:36 UTC (rev 8163)
+++ trunk/blender_docs/manual/modeling/geometry_nodes/geometry/raycast.rst 2021-06-23 21:38:06 UTC (rev 8164)
@@ -11,18 +11,11 @@
Raycast node.
The *Raycast* node intersects rays from one geometry onto another.
@@ Diff output truncated at 10240 characters. @@
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