[Bf-docboard-svn] bf-manual: [8085] trunk/blender_docs/manual: some fixes
Tobias Heinke
noreply at blender.org
Tue May 25 05:05:13 CEST 2021
Revision: 8085
https://developer.blender.org/rBM8085
Author: TobiasH
Date: 2021-05-25 05:05:12 +0200 (Tue, 25 May 2021)
Log Message:
-----------
some fixes
Modified Paths:
--------------
trunk/blender_docs/manual/editors/timeline.rst
trunk/blender_docs/manual/modeling/geometry_nodes/curve/curve_to_mesh.rst
trunk/blender_docs/manual/modeling/geometry_nodes/geometry/join_geometry.rst
trunk/blender_docs/manual/modeling/geometry_nodes/material/assign.rst
trunk/blender_docs/manual/modeling/geometry_nodes/material/index.rst
trunk/blender_docs/manual/render/shader_nodes/vector/vector_rotate.rst
Modified: trunk/blender_docs/manual/editors/timeline.rst
===================================================================
--- trunk/blender_docs/manual/editors/timeline.rst 2021-05-25 01:36:59 UTC (rev 8084)
+++ trunk/blender_docs/manual/editors/timeline.rst 2021-05-25 03:05:12 UTC (rev 8085)
@@ -218,7 +218,7 @@
- If a key insertion is attempted outside of the main time range of the cycle,
it is remapped back inside the range.
- - When overwriting one of the end keys, the other one is updated appropriately.
+ - When overwriting one of the end keys, the other one is updated accordingly.
.. Move to some content to animation?
Modified: trunk/blender_docs/manual/modeling/geometry_nodes/curve/curve_to_mesh.rst
===================================================================
--- trunk/blender_docs/manual/modeling/geometry_nodes/curve/curve_to_mesh.rst 2021-05-25 01:36:59 UTC (rev 8084)
+++ trunk/blender_docs/manual/modeling/geometry_nodes/curve/curve_to_mesh.rst 2021-05-25 03:05:12 UTC (rev 8085)
@@ -1,45 +1,47 @@
-.. index:: Geometry Nodes; Curve to Mesh
-.. _bpy.types.GeometryNodeCurveToMesh:
-
-*************
-Curve to Mesh
-*************
-
-.. figure:: /images/modeling_geometry-nodes_curve_curve-to-mesh_node.png
- :align: center
-
- The Curve to Mesh node.
-
-The Curve to Mesh node converts all splines of a curve to a mesh.
-Optionally, a profile curve can be provided to give the curve a custom shape.
-
-.. tip::
-
- The output mesh has :ref:`auto smooth <auto-smooth>` set and :ref:`sharp edges <modeling_meshes_normals_sharp_edge>`
- from the profile curve tagged automatically. If any splines in the profile curve are Bezier splines and any of the
- control points use *Free* or *Vector* handles, the corresponding edges will be shaded sharp.
-
-
-Inputs
-======
-
-Curve
- Standard geometry input.
- All non-curve components are ignored.
-
-Profile Curve
- If a profile curve is provided, it will be extruded along all splines.
- Otherwise the generated mesh will just be a chain of edges.
-
-
-Properties
-==========
-
-This node has no properties.
-
-
-Outputs
-=======
-
-Mesh
- Standard geometry output.
+.. index:: Geometry Nodes; Curve to Mesh
+.. _bpy.types.GeometryNodeCurveToMesh:
+
+*************
+Curve to Mesh
+*************
+
+.. figure:: /images/modeling_geometry-nodes_curve_curve-to-mesh_node.png
+ :align: center
+
+ The Curve to Mesh node.
+
+The Curve to Mesh node converts all splines of a curve to a mesh.
+Optionally, a profile curve can be provided to give the curve a custom shape.
+
+.. tip::
+
+ The output mesh has :ref:`auto smooth <auto-smooth>` set
+ and :ref:`sharp edges <modeling_meshes_normals_sharp_edge>` from
+ the profile curve tagged automatically. If any splines in the profile curve
+ are Bézier splines and any of the control points use *Free* or *Vector* handles,
+ the corresponding edges will be shaded sharp.
+
+
+Inputs
+======
+
+Curve
+ Standard geometry input.
+ All non-curve components are ignored.
+
+Profile Curve
+ If a profile curve is provided, it will be extruded along all splines.
+ Otherwise the generated mesh will just be a chain of edges.
+
+
+Properties
+==========
+
+This node has no properties.
+
+
+Outputs
+=======
+
+Mesh
+ Standard geometry output.
Modified: trunk/blender_docs/manual/modeling/geometry_nodes/geometry/join_geometry.rst
===================================================================
--- trunk/blender_docs/manual/modeling/geometry_nodes/geometry/join_geometry.rst 2021-05-25 01:36:59 UTC (rev 8084)
+++ trunk/blender_docs/manual/modeling/geometry_nodes/geometry/join_geometry.rst 2021-05-25 03:05:12 UTC (rev 8085)
@@ -23,15 +23,17 @@
When multiple mesh inputs contain different materials, the material slots from each mesh geometry
are merged so that the output mesh will contain all the input materials.
+
Attributes
==========
-When merging attributes from multiple input geometries, the highest complexity data type is chosen
-for the output attribute. In other words, if a `weight` attribute has a boolean type on one geometry
-input and a vector data type on another geometry, the `weight` attribute on the output geometry will
-have a vector data type. The same heuristic is used for attribute domains-- the domain with the most
-information will be used for the output.
+When merging attributes from multiple geometry inputs, the highest complexity data type is chosen
+for the output attribute. In other words, if a ``weight`` attribute has a Boolean type on one geometry input
+and a vector data type on another geometry, the ``weight`` attribute on the output geometry will have
+a vector data type. The same heuristic is used for attribute domains, the domain with the most information
+will be used for the output.
+
Inputs
======
Modified: trunk/blender_docs/manual/modeling/geometry_nodes/material/assign.rst
===================================================================
--- trunk/blender_docs/manual/modeling/geometry_nodes/material/assign.rst 2021-05-25 01:36:59 UTC (rev 8084)
+++ trunk/blender_docs/manual/modeling/geometry_nodes/material/assign.rst 2021-05-25 03:05:12 UTC (rev 8085)
@@ -15,7 +15,7 @@
.. note::
- Currently this node only adjusts mesh data.
+ Currently this node only adjusts mesh data.
Inputs
@@ -29,7 +29,7 @@
Selection
The name of an attribute to use to determine which parts of the geometry to assign the material to.
- The attribute will be implicitly converted to a boolean data type if it isn't a boolean already.
+ The attribute will be implicitly converted to a Boolean data type if it isn't a Boolean already.
On meshes, the attribute will be used on the face domain.
Modified: trunk/blender_docs/manual/modeling/geometry_nodes/material/index.rst
===================================================================
--- trunk/blender_docs/manual/modeling/geometry_nodes/material/index.rst 2021-05-25 01:36:59 UTC (rev 8084)
+++ trunk/blender_docs/manual/modeling/geometry_nodes/material/index.rst 2021-05-25 03:05:12 UTC (rev 8085)
@@ -1,7 +1,7 @@
-##############
-Material Nodes
-##############
+##################
+ Material Nodes
+##################
.. toctree::
:maxdepth: 1
Modified: trunk/blender_docs/manual/render/shader_nodes/vector/vector_rotate.rst
===================================================================
--- trunk/blender_docs/manual/render/shader_nodes/vector/vector_rotate.rst 2021-05-25 01:36:59 UTC (rev 8084)
+++ trunk/blender_docs/manual/render/shader_nodes/vector/vector_rotate.rst 2021-05-25 03:05:12 UTC (rev 8085)
@@ -40,8 +40,8 @@
Rotates the vector around any arbitrary axis defined by the *Axis* input vector.
The amount of rotation is defined by the *Angle* input.
:Euler:
- Rotates the vector about the *Center* with the *Rotation*
- input vector to control the amount of rotation on each axis.
+ Rotates the vector about the *Center* with the *Rotation* input vector to control
+ the amount of rotation on each axis.
Invert
Inverts the rotation angle.
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