[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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