[Bf-docboard-svn] bf-manual: [8006] trunk/blender_docs/manual/modeling/meshes: Grammar fix in Mesh introduction and structure page
Pratik Borhade
noreply at blender.org
Fri May 7 08:45:34 CEST 2021
Revision: 8006
https://developer.blender.org/rBM8006
Author: PratikPB2123
Date: 2021-05-07 08:45:34 +0200 (Fri, 07 May 2021)
Log Message:
-----------
Grammar fix in Mesh introduction and structure page
Modified Paths:
--------------
trunk/blender_docs/manual/modeling/meshes/introduction.rst
trunk/blender_docs/manual/modeling/meshes/structure.rst
Modified: trunk/blender_docs/manual/modeling/meshes/introduction.rst
===================================================================
--- trunk/blender_docs/manual/modeling/meshes/introduction.rst 2021-05-05 18:50:53 UTC (rev 8005)
+++ trunk/blender_docs/manual/modeling/meshes/introduction.rst 2021-05-07 06:45:34 UTC (rev 8006)
@@ -13,7 +13,7 @@
The 3D Viewport has three principal modes that allow for the creation,
editing and manipulation of the mesh models.
-Each of the three modes have a variety of tools. Some tools may be found in one or more of the modes.
+Each of the three modes has a variety of tools. Some tools may be found in one or more of the modes.
Modes that used for modeling:
Modified: trunk/blender_docs/manual/modeling/meshes/structure.rst
===================================================================
--- trunk/blender_docs/manual/modeling/meshes/structure.rst 2021-05-05 18:50:53 UTC (rev 8005)
+++ trunk/blender_docs/manual/modeling/meshes/structure.rst 2021-05-07 06:45:34 UTC (rev 8006)
@@ -19,7 +19,7 @@
The most elementary part of a mesh is the vertex (vertices plural) which is a single point or position in 3D space.
Vertices are represented in the 3D Viewport in Edit Mode as small dots.
-The vertices of and object are stored as an array of coordinates.
+The vertices of an object are stored as an array of coordinates.
.. tip::
@@ -247,7 +247,7 @@
Take Fig. :ref:`fig-mesh-topo-loop` in organic modeling as an example: the edge loops follow
the natural contours and deformation lines of the skin and the underlying muscles and
-are more dense in areas that deform more when the character moves, for example at the shoulders or knees.
+are denser in areas that deform more when the character moves, for example at the shoulders or knees.
Further details on working with edge loops can be found in
:ref:`Edge Loop Selection <bpy.ops.mesh.loop_multi_select>`.
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