[Bf-docboard-svn] bf-manual: [8712] branches/blender-3.0-release/blender_docs/manual: Revert asset library changes of r8709

Sybren A. Stüvel noreply at blender.org
Tue Nov 30 15:27:05 CET 2021


Revision: 8712
          https://developer.blender.org/rBM8712
Author:   sybren
Date:     2021-11-30 15:27:05 +0100 (Tue, 30 Nov 2021)
Log Message:
-----------
Revert asset library changes of r8709

r8709 changed way too many things at once, from line
rewrapping, via correcting some mistakes, to actually
changing the content of the manual. This should not have
happened in one single commit, and certainly not without
checking with the author of those sections.

Revision Links:
--------------
    https://developer.blender.org/rBM8709
    https://developer.blender.org/rBM8709

Modified Paths:
--------------
    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/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/files/asset_libraries/catalogs.rst
    branches/blender-3.0-release/blender_docs/manual/files/asset_libraries/introduction.rst

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	2021-11-29 10:16:15 UTC (rev 8711)
+++ branches/blender-3.0-release/blender_docs/manual/animation/armatures/posing/editing/pose_library.rst	2021-11-30 14:27:05 UTC (rev 8712)
@@ -4,8 +4,9 @@
 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::
 
@@ -14,16 +15,16 @@
    object animation.
 
 
-Pose Assets
-==========
+What is a Pose Asset?
+=====================
 
-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
+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
 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 organized 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 organised in
 :doc:`/files/asset_libraries/catalogs`.
 
 
@@ -32,8 +33,8 @@
 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
@@ -44,43 +45,44 @@
 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 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.
+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.
 
-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.
+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.
 
 .. 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.
 
 
@@ -90,23 +92,25 @@
 -------------------------------------
 
 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 properties that control IK/FK
-  switching, for example. As with the pose, the current value is copied into
-  the pose asset, and not the keyed value.
-- Blender saves which action was previously assigned to the armature.
-- The new pose action is assigned to the armature so you can give it a name and
+- 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
+  properties that control IK/FK switching, for example. As with the pose, the
+  current value is copied into the pose asset, and not the keyed value.
+- Blender remembers which action was previously assigned to the armature.
+- The new pose Action is assigned to the armature so you can give it a name and
   inspect/adjust its contents.
-- Click the *Restore Previous Action* button (back arrow icon) that appeared next to the *Create Pose Asset* button.
-  This reassigns the previous action, so that you're back at the animation you had before.
+- Click **the “back” button** that appeared next to the Create Pose Asset button.
+  This **reassigns the previous Action**, so that you’re back at the animation you
+  had before.
 
 
 .. _bpy.ops.poselib.copy_as_asset:
@@ -115,44 +119,49 @@
 ----------------------------------------
 
 As described in :ref:`asset-libraries-design-limitations`, Blender only writes
-data to the currently open blend-file. To copy a pose from some other file into
+data to the currently open blend file. To copy a pose from some other file into
 a pose library file, see the following steps:
 
 - Pose the character and select the relevant bones.
-- Click the *Copy Pose as Asset* button, which is available in the Action Editor
-  as well as the 3D Viewport Sidebar. This will create the pose asset
+- Click the **Copy Pose as Asset button**, which is available in the Action Editor
+  as well as the 3D Viewport side panel. This will create the pose asset
   (including its thumbnail) and store it in a temporary file somewhere.
-- Choose an existing pose asset, and open its context menu. Click the *Open Blend File* option.
-- A new Blender process will start, and automatically open the asset library file
-  that contains the chosen pose. By the way, this works for all assets, not just poses!
-- In the Asset Browser, click the *Paste as New Asset* button.

@@ Diff output truncated at 10240 characters. @@


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