[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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