[Bf-docboard-svn] bf-manual: [8709] branches/blender-3.0-release/blender_docs/manual: some fixes

Tobias Heinke noreply at blender.org
Sun Nov 28 06:10:09 CET 2021


Revision: 8709
          https://developer.blender.org/rBM8709
Author:   TobiasH
Date:     2021-11-28 06:10:09 +0100 (Sun, 28 Nov 2021)
Log Message:
-----------
some fixes
asset browser use Sidebar for right region. Not good to have a different name just in a single editor.
US English
still too informal, reference style

Modified Paths:
--------------
    branches/blender-3.0-release/blender_docs/manual/addons/interface/collection_manager.rst
    branches/blender-3.0-release/blender_docs/manual/addons/object/greasepencil_tools.rst
    branches/blender-3.0-release/blender_docs/manual/animation/armatures/posing/editing/pose_library.rst
    branches/blender-3.0-release/blender_docs/manual/animation/armatures/properties/pose_library.rst
    branches/blender-3.0-release/blender_docs/manual/animation/markers.rst
    branches/blender-3.0-release/blender_docs/manual/compositing/types/color/index.rst
    branches/blender-3.0-release/blender_docs/manual/editors/asset_browser.rst
    branches/blender-3.0-release/blender_docs/manual/editors/preferences/file_paths.rst
    branches/blender-3.0-release/blender_docs/manual/editors/preferences/save_load.rst
    branches/blender-3.0-release/blender_docs/manual/editors/preferences/system.rst
    branches/blender-3.0-release/blender_docs/manual/editors/video_sequencer/sequencer/display.rst
    branches/blender-3.0-release/blender_docs/manual/files/asset_libraries/catalogs.rst
    branches/blender-3.0-release/blender_docs/manual/files/asset_libraries/introduction.rst
    branches/blender-3.0-release/blender_docs/manual/files/linked_libraries/library_proxies.rst
    branches/blender-3.0-release/blender_docs/manual/glossary/index.rst
    branches/blender-3.0-release/blender_docs/manual/grease_pencil/modifiers/generate/dash.rst
    branches/blender-3.0-release/blender_docs/manual/grease_pencil/modifiers/generate/length.rst
    branches/blender-3.0-release/blender_docs/manual/interface/window_system/regions.rst
    branches/blender-3.0-release/blender_docs/manual/render/cycles/gpu_rendering.rst
    branches/blender-3.0-release/blender_docs/manual/render/cycles/render_settings/sampling.rst
    branches/blender-3.0-release/blender_docs/manual/scene_layout/object/editing/asset.rst

Property Changed:
----------------
    branches/blender-3.0-release/blender_docs/manual/grease_pencil/modifiers/generate/length.rst

Modified: branches/blender-3.0-release/blender_docs/manual/addons/interface/collection_manager.rst
===================================================================
--- branches/blender-3.0-release/blender_docs/manual/addons/interface/collection_manager.rst	2021-11-27 04:05:33 UTC (rev 8708)
+++ branches/blender-3.0-release/blender_docs/manual/addons/interface/collection_manager.rst	2021-11-28 05:10:09 UTC (rev 8709)
@@ -177,7 +177,6 @@
 
          See the section in the Scene Collection for more details.
 
-
    Send Objects to Collection (multiple icons)
       - :kbd:`LMB` -- Move selected object(s) to collection.
       - :kbd:`Shift-LMB` -- Add/Remove selected object(s) to/from collection.
@@ -266,9 +265,8 @@
    - Select All QCD Objects. (Select all objects that belong to enabled QCD slots)
    - Discard QCD History. (Discards previous QCD slot states)
 
+   Hotkeys:
 
-   .. rubric:: Hotkeys
-
    - :kbd:`LMB` -- Enable All QCD Slots.
    - :kbd:`Alt-LMB` -- Select All QCD Objects.
    - :kbd:`LMB` hold down -- Opens a menu with all Quick View Toggles.
@@ -287,9 +285,8 @@
    - ``circle icon`` -- one or more objects in this slot are selected.
    - ``dot icon`` -- the active object is in this slot.
 
+   Assigned Slot Hotkeys:
 
-   .. rubric:: Assigned Slot Hotkeys
-
    - :kbd:`LMB` -- View single slot excluding all others.
    - :kbd:`Shift-LMB` -- Add/remove slot to/from view.
    - :kbd:`Ctrl-LMB` -- Move selected objects to slot.
@@ -297,9 +294,8 @@
    - :kbd:`Alt-LMB` -- Replace selection with objects in this slot.
    - :kbd:`Shift-Alt-LMB` -- Add/remove slot objects to/from the selection.
 
+   Unassigned Slot Hotkeys:
 
-   .. rubric:: Unassigned Slot Hotkeys
-
    - :kbd:`LMB` -- Create the slot.
    - :kbd:`Shift-LMB` -- Create the slot and isolate it, excluding all others from view.
    - :kbd:`Ctrl-LMB` -- Create the slot and move the selected objects to it.

Modified: branches/blender-3.0-release/blender_docs/manual/addons/object/greasepencil_tools.rst
===================================================================
--- branches/blender-3.0-release/blender_docs/manual/addons/object/greasepencil_tools.rst	2021-11-27 04:05:33 UTC (rev 8708)
+++ branches/blender-3.0-release/blender_docs/manual/addons/object/greasepencil_tools.rst	2021-11-28 05:10:09 UTC (rev 8709)
@@ -73,7 +73,8 @@
 
 .. note::
 
-   This feature will be removed once the  :doc:`Blender Asset Browser </editors/asset_browser>`  has support for brushes.
+   This feature will be removed once the :doc:`Blender Asset Browser </editors/asset_browser>`
+   has support for brushes.
 
 .. reference::
 

Modified: branches/blender-3.0-release/blender_docs/manual/animation/armatures/posing/editing/pose_library.rst
===================================================================
--- branches/blender-3.0-release/blender_docs/manual/animation/armatures/posing/editing/pose_library.rst	2021-11-27 04:05:33 UTC (rev 8708)
+++ branches/blender-3.0-release/blender_docs/manual/animation/armatures/posing/editing/pose_library.rst	2021-11-28 05:10:09 UTC (rev 8709)
@@ -4,9 +4,8 @@
 Pose Library
 ************
 
-This section describes the Pose Library, which is based on the
-:doc:`/editors/asset_browser`. For an overview of the asset system, see the
-:doc:`/files/asset_libraries/index` section.
+This section describes the pose library, which is based on the :doc:`/editors/asset_browser`.
+For an overview of the asset system, see the :doc:`/files/asset_libraries/index` section.
 
 .. note::
 
@@ -15,16 +14,16 @@
    object animation.
 
 
-What is a Pose Asset?
-=====================
+Pose Assets
+==========
 
-A *pose asset* is an Action that has been :ref:`marked as asset <asset-create>`,
-and that contains exactly **one frame of animation** data. Usually these are created
-via the Create Pose Asset button (see below), but any Action that is keyed on
+A pose asset is an action that has been :ref:`marked as asset <asset-create>`,
+and that contains a single frame of animation data. Usually these are created
+via the *Create Pose Asset* button (see below), but any action that is keyed on
 exactly one frame can be seen as pose asset.
 
-Each pose in the library is stored in its own Action data-block. This means that
-it can get its own name, its own preview image, and can be organised in
+Each pose in the library is stored in its own action data-block. This means that
+it can get its own name, its own preview image, and can be organized in
 :doc:`/files/asset_libraries/catalogs`.
 
 
@@ -33,8 +32,8 @@
 Creating a Pose Library
 =======================
 
-A *pose library file* is typically a blend-file that is dedicated to poses. It
-can link in a character, props, etc., which can then not only be used to create
+A pose library file is typically a blend-file that is dedicated to poses.
+It can link in a character, props, etc., which can then not only be used to create
 the poses, but also for :ref:`rendering previews <poselib-preview-images>`.
 
 .. figure:: /images/asset_browser-pose_library_ellie.png
@@ -45,44 +44,43 @@
 Pose Creation via Action Editor
 -------------------------------
 
-To create a pose in the library from the Action Editor, **pose the character,
-select the relevant bones, and click the *Create Pose Asset* button**. This will
-create the new pose Action, which will contain keys for the current value of
-each bone’s location, rotation, scale, and bendy-bone properties.
+To create a pose in the library from the Action Editor, pose the character,
+select the relevant bones, and click the *Create Pose Asset* button.
+This will create the new pose action, which will contain keys for the current value of
+each bone's location, rotation, scale, and bendy bone properties.
 
 .. figure:: /images/asset_browser-pose_library-create_from_action_editor.png
 
    To create a new pose asset, use the Create Pose Asset button in the Action editor.
 
-**The created Action is now assigned to the armature.** This makes it possible
-to inspect which bones are included and to tweak anything. In that respect, it’s
-an Action like any other, and you can add or remove keys as usual. Just make
-sure that the keys are all on the same frame, in order to keep this a “pose”
-instead of an “animation snippet”; the latter isn’t supported at the moment.
+The created action is now assigned to the armature. This makes it possible
+to inspect which bones are included and to tweak anything. In that respect,
+it's an action like any other, and you can add or remove keys as usual.
+Just make sure that the keys are all on the same frame, in order to keep this a "pose"
+instead of an "animation snippet"; the latter isn't supported at the moment.
 
-True to its name, the *Create Pose Asset* button automatically marks the Action
-as Asset. Not only does this make it available in the pose library, it will also
-act as a *fake user* to ensure the Action isn’t lost after you unassign it from
-the armature.
+True to its name, the *Create Pose Asset* button marks the action as an asset.
+Not only does this make it available in the pose library, it will also
+act as a fake user to ensure the action isn't lost after you unassign it from the armature.
 
-The *Create Pose Asset* button is also available in the *3D View side panel*.
-This button acts almost the same as the one in the Action Editor, except for one
-thing: it will not assign the newly created Action. Doing so would be invisible,
-as the pose doesn’t change and the name of the current Action is not shown in
-the viewport. The pose asset can still be renamed in the Asset Browser. There
-you can also click the *Assign Action* button to explicitly assign the selected
-pose asset as the armature’s active Action.
+The *Create Pose Asset* button is also available in the 3D Viewport Sidebar
+This button acts almost the same as the one in the Action Editor, except for one thing:
+it will not assign the newly created action. Doing so would be invisible, as the pose
+doesn't change and the name of the current action is not shown in the viewport.
+The pose asset can still be renamed in the Asset Browser. There you can also click
+the *Assign Action* button to explicitly assign the selected pose asset as
+the armature's active action.
 
 .. note::
 
-   The **Create Pose Asset** button creates a new Action. To make sure that this
-   is actually visible in the user interface, so that you know that something
-   happened, it tries to make sure that the Asset Browser shows the newly
-   created pose asset. Because of this, it **requires that there is an Asset
-   Browser visible, and that it's set to show the Current File asset library**.
+   The *Create Pose Asset* button creates a new action. To make sure that this
+   is actually visible in the user interface, so that you know that something happened,
+   it tries to make sure that the Asset Browser shows the newly created pose asset.
+   Because of this, it requires that there is an Asset Browser visible,
+   and that it's set to show the Current File asset library.
 
-   This is especially relevant to pose assets, compared to other assets. You
-   cannot mark an object as asset multiple times, but you can create ten pose
+   This is especially relevant to pose assets, compared to other assets.
+   You cannot mark an object as asset multiple times, but you can create ten pose
    assets from the same character pose.
 
 
@@ -92,25 +90,23 @@
 -------------------------------------
 
 Animators eat and breathe time, so there is a fair chance that you already have
-some poses lined up on the timeline. Creating a pose asset from existing
-animation is pretty much the same as described above, with a few subtle
-differences:
+some poses lined up on the timeline. Creating a pose asset from existing animation
+is pretty much the same as described above, with a few subtle differences:
 
 - Go to the frame with the pose you want to turn into an asset.
-- Select the relevant bones and click the **Create Pose Asset button** in the
-  Action Editor.
-- This creates an Action as before, but this time **it also includes any bone
-  property that was keyed on the current frame**. In other words: any bone
-  property (regular and custom) that’s displayed in yellow in the user interface
-  will be included in the pose asset. This makes it possible to also include

@@ Diff output truncated at 10240 characters. @@


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