[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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