[Bf-docboard-svn] bf-manual: [7844] trunk/blender_docs/manual: some fixes

Tobias Heinke noreply at blender.org
Wed Mar 17 23:11:08 CET 2021


Revision: 7844
          https://developer.blender.org/rBM7844
Author:   TobiasH
Date:     2021-03-17 23:11:08 +0100 (Wed, 17 Mar 2021)
Log Message:
-----------
some fixes

Modified Paths:
--------------
    trunk/blender_docs/manual/addons/import_export/mesh_atomic.rst
    trunk/blender_docs/manual/animation/armatures/bones/structure.rst
    trunk/blender_docs/manual/animation/keyframes/editing.rst
    trunk/blender_docs/manual/compositing/types/matte/cryptomatte.rst
    trunk/blender_docs/manual/compositing/types/matte/cryptomatte_legacy.rst
    trunk/blender_docs/manual/editors/preferences/save_load.rst
    trunk/blender_docs/manual/editors/spreadsheet.rst
    trunk/blender_docs/manual/files/linked_libraries/library_overrides.rst
    trunk/blender_docs/manual/modeling/geometry_nodes/attribute/attribute_combine_xyz.rst
    trunk/blender_docs/manual/modeling/geometry_nodes/attribute/attribute_convert.rst
    trunk/blender_docs/manual/modeling/geometry_nodes/attribute/attribute_proximity.rst
    trunk/blender_docs/manual/modeling/geometry_nodes/attribute/attribute_remove.rst
    trunk/blender_docs/manual/modeling/geometry_nodes/attribute/attribute_separate_xyz.rst
    trunk/blender_docs/manual/modeling/geometry_nodes/input/is_viewport.rst
    trunk/blender_docs/manual/modeling/geometry_nodes/input/string.rst
    trunk/blender_docs/manual/modeling/geometry_nodes/mesh/subdivide.rst
    trunk/blender_docs/manual/modeling/geometry_nodes/mesh/subdivision_surface.rst
    trunk/blender_docs/manual/modeling/geometry_nodes/point/point_distribute.rst
    trunk/blender_docs/manual/modeling/metas/properties.rst
    trunk/blender_docs/manual/modeling/modifiers/generate/booleans.rst
    trunk/blender_docs/manual/movie_clip/tracking/clip/selecting.rst
    trunk/blender_docs/manual/physics/particles/mode.rst
    trunk/blender_docs/manual/render/eevee/limitations.rst
    trunk/blender_docs/manual/render/eevee/materials/nodes_support.rst
    trunk/blender_docs/manual/render/eevee/render_settings/depth_of_field.rst
    trunk/blender_docs/manual/render/shader_nodes/converter/clamp.rst
    trunk/blender_docs/manual/render/shader_nodes/osl.rst
    trunk/blender_docs/manual/scene_layout/object/editing/transform/control/axis_locking.rst

Modified: trunk/blender_docs/manual/addons/import_export/mesh_atomic.rst
===================================================================
--- trunk/blender_docs/manual/addons/import_export/mesh_atomic.rst	2021-03-17 19:04:48 UTC (rev 7843)
+++ trunk/blender_docs/manual/addons/import_export/mesh_atomic.rst	2021-03-17 22:11:08 UTC (rev 7844)
@@ -86,7 +86,7 @@
 Balls/Atoms
 -----------
 
-Type of
+Type Of
    Choose either *NURBS*, *Mesh* or *Metaballs* for the atoms.
    For option *Mesh* the *Azimuth* and *Zenith* values can be chosen.
    Metaballs can lead to some fancy effects: for instance,

Modified: trunk/blender_docs/manual/animation/armatures/bones/structure.rst
===================================================================
--- trunk/blender_docs/manual/animation/armatures/bones/structure.rst	2021-03-17 19:04:48 UTC (rev 7843)
+++ trunk/blender_docs/manual/animation/armatures/bones/structure.rst	2021-03-17 22:11:08 UTC (rev 7844)
@@ -24,7 +24,7 @@
 
 Roll
 ====
- 
+
 Activating the :ref:`Axes <bpy.types.Armature.show_axes>`
 checkbox will show local axes for each bone's tip. The Y axis is always aligned along the bone,
 oriented from root to tip, this is the "roll" axis of the bones.

Modified: trunk/blender_docs/manual/animation/keyframes/editing.rst
===================================================================
--- trunk/blender_docs/manual/animation/keyframes/editing.rst	2021-03-17 19:04:48 UTC (rev 7843)
+++ trunk/blender_docs/manual/animation/keyframes/editing.rst	2021-03-17 22:11:08 UTC (rev 7844)
@@ -84,13 +84,13 @@
 
 This example shows you how to animate a cube's location, rotation, and scale.
 
-#. First, in the *Timeline*, or other animation editors, set the frame to 1.
-#. With the *Cube* selected in *Object Mode*, press :kbd:`I` in the 3D Viewport.
-#. From the *Insert Keyframe Menu* select *LocRotScale*.
-   This will record the location, rotation, and scale, for the *Cube* on frame 1.
+#. First, in the Timeline, or other animation editors, set the frame to 1.
+#. With the cube selected in Object Mode, press :kbd:`I` in the 3D Viewport.
+   From the *Insert Keyframe* menu select *LocRotScale*.
+   This will record the location, rotation, and scale, for the cube on frame 1.
 #. Set the frame to 100.
 #. Use Move :kbd:`G`, Rotate :kbd:`R`, Scale :kbd:`S`, to transform the cube.
-#. Press :kbd:`I` in the 3D Viewport. From the *Insert Keyframe Menu*, select *LocRotScale*.
+#. Press :kbd:`I` in the 3D Viewport. From the *Insert Keyframe* menu, select *LocRotScale*.
 
 To test the animation, press :kbd:`Spacebar` to play.
 

Modified: trunk/blender_docs/manual/compositing/types/matte/cryptomatte.rst
===================================================================
--- trunk/blender_docs/manual/compositing/types/matte/cryptomatte.rst	2021-03-17 19:04:48 UTC (rev 7843)
+++ trunk/blender_docs/manual/compositing/types/matte/cryptomatte.rst	2021-03-17 22:11:08 UTC (rev 7844)
@@ -27,7 +27,7 @@
 ==========
 
 Source
-   The source of the cryptomatte data.
+   The source of the Cryptomatte data.
 
    Render
       Use Cryptomatte data that are stored as part of the render.
@@ -58,7 +58,7 @@
 Image
    A colored output of the input image with the matte applied to only include selected layers.
 Matte
-   A black-and-white alpha mask of the all the selected crypto layers.
+   A black-and-white alpha mask of all the selected crypto layers.
 Pick
    A colored representation of the Cryptomatte pass which can be used as a higher contrast
    image for color picking.
@@ -68,16 +68,16 @@
 =====
 
 #. Enable Cryptomatte Object render pass in the Passes panel, and render.
-#. In the compositing nodes, create a Cryptomatte node and select the cryptomatte
-   layer.
+#. In the compositing nodes, create a Cryptomatte node and select the Cryptomatte layer.
 #. Attach a Viewer node to the combined pass of the render layers.
-#. Use the Cryptomatte Add/Remove button to sample objects from the compositor backdrop.
+#. Use the Cryptomatte Add/Remove button to sample objects from the Compositor backdrop.
 #. Use the Matte output of the Cryptomatte node to get the alpha mask.
 
-The image/uv editor, node backdrop or movie clip editor can be used to pick a cryptomatte sample.
-They don't need to show any cryptomatte layer. The node will use the sample image coordinate to
-sample in the cryptomatte layer that is selected in the node.
+The Image editor, UV editor, node backdrop or Movie Clip editor can be used to pick a Cryptomatte sample.
+They don't need to show any Cryptomatte layer. The node will use the sample image coordinate to
+sample in the Cryptomatte layer that is selected in the node.
 
+
 Example
 =======
 
@@ -91,5 +91,5 @@
 Limitations
 ===========
 
-* Cryptomatte sidecars are not supported.
-* Cryptomatte node cannot be used in node groups.
\ No newline at end of file
+- Cryptomatte sidecars (metadata files) are not supported.
+- Cryptomatte node cannot be used in node groups.

Modified: trunk/blender_docs/manual/compositing/types/matte/cryptomatte_legacy.rst
===================================================================
--- trunk/blender_docs/manual/compositing/types/matte/cryptomatte_legacy.rst	2021-03-17 19:04:48 UTC (rev 7843)
+++ trunk/blender_docs/manual/compositing/types/matte/cryptomatte_legacy.rst	2021-03-17 22:11:08 UTC (rev 7844)
@@ -15,12 +15,12 @@
 Unlike the Material and Object Index passes, the objects to isolate are selected in compositing,
 and mattes will be anti-aliased and take into account effects like motion blur and transparency.
 
+.. important::
 
-.. note::
+   The Cryptomatte Legacy node is deprecated and replaced by
+   :doc:`Cryptomatte Node </compositing/types/matte/cryptomatte>`.
+   The legacy node will be removed in a future Blender release.
 
-    The Cryptomatte Legacy node is deprecated and replaced by
-    :doc:`Crytomatte Node</compositing/types/matte/cryptomatte>`.
-    The legacy node will be removed in a future Blender release.
 
 Inputs
 ======

Modified: trunk/blender_docs/manual/editors/preferences/save_load.rst
===================================================================
--- trunk/blender_docs/manual/editors/preferences/save_load.rst	2021-03-17 19:04:48 UTC (rev 7843)
+++ trunk/blender_docs/manual/editors/preferences/save_load.rst	2021-03-17 22:11:08 UTC (rev 7844)
@@ -21,14 +21,14 @@
       are created on demand. To save these previews into your blend-file,
       enable this option (at the cost of increasing the size of your blend-file).
 
-Default to
+Default To
    Relative Paths
       Default value for :ref:`Relative Paths <files-blend-relative_paths>` when loading external files
-      such as images, sounds, and linked libraries. Ignored if a path is already set.
+      such as images, sounds, and linked libraries. It will be ignored if a path is already set.
    Compress File
-      Default value for :ref:`Compress file <files-blend-compress>` when saving blend files.
+      Default value for :ref:`Compress file <files-blend-compress>` when saving blend-files.
    Load UI
-      Default value for :ref:`Load UI <file-load-ui>` when loading blend files.
+      Default value for :ref:`Load UI <file-load-ui>` when loading blend-files.
 
 Text Files
    Tabs as Spaces

Modified: trunk/blender_docs/manual/editors/spreadsheet.rst
===================================================================
--- trunk/blender_docs/manual/editors/spreadsheet.rst	2021-03-17 19:04:48 UTC (rev 7843)
+++ trunk/blender_docs/manual/editors/spreadsheet.rst	2021-03-17 22:11:08 UTC (rev 7844)
@@ -10,6 +10,7 @@
 
 The Spreadsheet editor is used to debug geometry attributes.
 
+
 Header
 ======
 
@@ -19,7 +20,7 @@
    Mesh
       Mesh component containing point, corner, polygon and edge data.
    Point Cloud
-      Point cloud component containg only point data.
+      Point cloud component containing only point data.
 
 Attribute Domain
    Attribute domain to display.
@@ -38,9 +39,10 @@
    When an object is pinned, its data remains visible, even if another object becomes active.
 
 Selected Only
-   This option is only available if the object is in edit mode.
+   This option is only available if the object is in Edit Mode.
    When checked, only data for the selected mesh elements is shown.
 
+
 Main Region
 ===========
 
@@ -47,6 +49,7 @@
 The main view allows you to view the actual spreadsheet.
 Row indices and column names remain visible when scrolling down or to the side.
 
+
 Status Bar
 ==========
 

Modified: trunk/blender_docs/manual/files/linked_libraries/library_overrides.rst
===================================================================
--- trunk/blender_docs/manual/files/linked_libraries/library_overrides.rst	2021-03-17 19:04:48 UTC (rev 7843)
+++ trunk/blender_docs/manual/files/linked_libraries/library_overrides.rst	2021-03-17 22:11:08 UTC (rev 7844)
@@ -17,7 +17,8 @@
 
 Library overrides supports:
 
-- Multiple independent overrides of a same linked data (e.g. having the same character multiple times in the same scene).
+- Multiple independent overrides of a same linked data
+  (e.g. having the same character multiple times in the same scene).
 - Adding new modifiers and constraints, anywhere in the stack.
 - Recursively chaining overrides (i.e. link and override overrides from another library file, etc.).
 
@@ -93,15 +94,12 @@
 
 Essentially, an override is edited the same way as a regular local data-block.
 You can use operators on them, edit their properties from various editors, etc.
-
 There are some limitations however, most notably Edit Mode is not allowed for overrides.
-
 In most cases, as soon as you edit a property, you can see that it's overridden by its teal blue
 outline/background.
 
 You can also animate overrides, animated properties just replace/supersede overrides then.
 Note that you cannot override-edit an existing animation, you'll have to create a new action.
-
 You can manually define or remove an override from the context menu of the relevant property.
 
 
@@ -117,7 +115,7 @@
    :Property:  :menuselection:`Context Menu --> Define Overrides`
                :menuselection:`Context Menu --> Define Override`
 
-Mark a property to be overridden in the local blend file. For array properties
+Mark a property to be overridden in the local blend-file. For array properties
 all elements will be overridden.
 
 
@@ -130,7 +128,7 @@
    :Mode:      Object Mode

@@ Diff output truncated at 10240 characters. @@


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