[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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