[Bf-docboard-svn] bf-manual: [9392] trunk/blender_docs/manual: Improve documentation for UV Straighten
Campbell Barton
noreply at blender.org
Mon Jul 4 07:31:48 CEST 2022
Revision: 9392
https://developer.blender.org/rBM9392
Author: campbellbarton
Date: 2022-07-04 07:31:48 +0200 (Mon, 04 Jul 2022)
Log Message:
-----------
Improve documentation for UV Straighten
See T78553, also rB9dd27a2c87f426fc9aa30f865cbb00bc8027521d.
D15353 by @chrisbblend
Modified Paths:
--------------
trunk/blender_docs/manual/files/linked_libraries/library_overrides.rst
trunk/blender_docs/manual/modeling/meshes/uv/editing.rst
Modified: trunk/blender_docs/manual/files/linked_libraries/library_overrides.rst
===================================================================
--- trunk/blender_docs/manual/files/linked_libraries/library_overrides.rst 2022-07-04 02:14:45 UTC (rev 9391)
+++ trunk/blender_docs/manual/files/linked_libraries/library_overrides.rst 2022-07-04 05:31:48 UTC (rev 9392)
@@ -46,7 +46,7 @@
In Blender, a real-life asset (a character, a prop, a set, etc.) is almost never made of a
single data-block, but is rather a group of data-blocks with dependency relationships to each-other.
E.g. a character sill typically have an armature object, several geometry objects,
-rig-controllers objects, the object data for all of those objects, materials, textures, etc.
+rig-controllers objects, the object data for all of those objects, materials, textures, etc.
Those relationships can be represented as a tree, with a root data-block 'linking-in' all its
dependencies, recursively. With library overrides, typically, the root of the hierarchy is also
@@ -57,11 +57,11 @@
data-block to one override, leaving no ambiguity to processes that affect the whole hierarchy
(e.g. resyncing overrides with their linked data). It also allows to share relationships between
data-blocks of different hierarchies, like a parenting relationships between two different overrides
-of a same character.
+of a same character.
Non-Editable Overrides
-=======================
+======================
For technical reasons (how relationships between data-blocks are stored), Blender needs to create
overrides of a lot of data-blocks, even when only one or two of them actually needs to be edited
Modified: trunk/blender_docs/manual/modeling/meshes/uv/editing.rst
===================================================================
--- trunk/blender_docs/manual/modeling/meshes/uv/editing.rst 2022-07-04 02:14:45 UTC (rev 9391)
+++ trunk/blender_docs/manual/modeling/meshes/uv/editing.rst 2022-07-04 05:31:48 UTC (rev 9392)
@@ -323,14 +323,24 @@
:Menu: :menuselection:`UV --> Align`
:Shortcut: :kbd:`Shift-W`
-Straighten
- Auto, X, Y
-Align
- Will line up the selected UVs on the X axis, Y axis, or automatically chosen axis.
+The *Align* tool will move the selected UVs to a line, where that line is specified in different ways by *Axis*.
- Auto, X, Y
+The *Straighten* option will calculate a line segment between two endpoints and move all selected UVs onto that line.
+The *Align X* and *Align Y* options will axis-align all selected UVs to the midpoint of the current selection.
+:Axis:
+ :Straighten: Move UV to closest point on line segment.
+ :Straighten X: Move *U* co-ordinates onto the line.
+ :Straighten Y: Move *V* co-ordinates onto the line.
+ :Align X: Move *U* co-ordinates to the midpoint of the selection.
+ :Align Y: Move *V* co-ordinates to the midpoint of the selection.
+ :Align Auto: Choose between *Align X* or *Align Y* automatically.
+
+
+.. _bpy.ops.uv.hide:
+.. _bpy.ops.uv.reveal:
+
Show/Hide Faces
===============
@@ -341,8 +351,8 @@
:Menu: :menuselection:`UV --> Show/Hide Faces`
- Reveal Hidden :kbd:`Alt-H`
-- Hide Select :kbd:`H`
-- Hide Unselect :kbd:`Shift-H`
+- Hide Selected :kbd:`H`
+- Hide Unselected :kbd:`Shift-H`
Export UV Layout
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