[Bf-docboard-svn] bf-manual: [9522] branches/blender-3.3-release/blender_docs/manual: Improve "3D Viewport" section (Part 3 - controls)

Aaron Carlisle noreply at blender.org
Thu Sep 1 23:34:23 CEST 2022


Revision: 9522
          https://developer.blender.org/rBM9522
Author:   Blendify
Date:     2022-09-01 23:34:23 +0200 (Thu, 01 Sep 2022)
Log Message:
-----------
Improve "3D Viewport" section (Part 3 - controls)

Extended some explanations for clarity and cut down some others for conciseness. Also fixed a few mistakes and added/updated a few images.

Changes of note:
- Transform Orientation:
-- Corrected the paragraph on axis locking (which starts out at the current orientation, not Global).
-- Added an image as an extra, visual explanation about why you might want to change the orientation.
- Pivot Point:
-- Added an image in the overview page so it's clear what it's for before moving into the sub pages.
-- Bounding Box Center: removed the existing demo image as it gives readers the wrong idea. It shows object bounding boxes, but these play no role for the pivot point. Added two new images as replacement, including a split-up one for the "Single object rotation" figure (which previously showed two objects).
-- Median Point: removed the reference to "center of gravity" since there's no gravity (or mass, or size) involved here.
-- Active Element: fixed hotkey (Alt-Period -> Period).
- Proportional Editing: removed "Alt-O" hotkey from Enable/Disable as this controls "Connected Only" instead.
- Snapping:
-- Added the "Ctrl" hotkey for temporary snapping (previously only mentioned in passing on another page).
-- Corrected the explanation for "Edge Perpendicular".

Author: @arc_

Differential Revision: https://developer.blender.org/D15537

Modified Paths:
--------------
    branches/blender-3.3-release/blender_docs/manual/editors/3dview/controls/orientation.rst
    branches/blender-3.3-release/blender_docs/manual/editors/3dview/controls/pivot_point/3d_cursor.rst
    branches/blender-3.3-release/blender_docs/manual/editors/3dview/controls/pivot_point/active_element.rst
    branches/blender-3.3-release/blender_docs/manual/editors/3dview/controls/pivot_point/bounding_box_center.rst
    branches/blender-3.3-release/blender_docs/manual/editors/3dview/controls/pivot_point/index.rst
    branches/blender-3.3-release/blender_docs/manual/editors/3dview/controls/pivot_point/individual_origins.rst
    branches/blender-3.3-release/blender_docs/manual/editors/3dview/controls/pivot_point/median_point.rst
    branches/blender-3.3-release/blender_docs/manual/editors/3dview/controls/proportional_editing.rst
    branches/blender-3.3-release/blender_docs/manual/editors/3dview/controls/snapping.rst
    branches/blender-3.3-release/blender_docs/manual/images/editors_3dview_controls_pivot-point_active-element_edit-mode-multiple.png

Removed Paths:
-------------
    branches/blender-3.3-release/blender_docs/manual/images/editors_3dview_controls_pivot-point_bounding-box-center_object-mode.png

Modified: branches/blender-3.3-release/blender_docs/manual/editors/3dview/controls/orientation.rst
===================================================================
--- branches/blender-3.3-release/blender_docs/manual/editors/3dview/controls/orientation.rst	2022-09-01 19:58:24 UTC (rev 9521)
+++ branches/blender-3.3-release/blender_docs/manual/editors/3dview/controls/orientation.rst	2022-09-01 21:34:23 UTC (rev 9522)
@@ -4,34 +4,46 @@
    It is toggled between the chosen orientation and
    the global orientation when transformations are made by shortcuts}}.
 
-**********************
-Transform Orientations
-**********************
+*********************
+Transform Orientation
+*********************
 
 .. reference::
 
    :Mode:      Object and Edit Modes
-   :Panel:     :menuselection:`Header --> Transform Orientations`
+   :Panel:     :menuselection:`Header --> Transform Orientation`
    :Shortcut:  :kbd:`Comma`
 
-*Transform Orientations* affect the behavior of
-:doc:`Transformations </scene_layout/object/editing/transform/index>`.
-You will see an effect on the :doc:`Object Gizmo </editors/3dview/display/gizmo>`
-(the widget in the center of the selection), as well as on transformation constraints,
-:doc:`Axis Locking </scene_layout/object/editing/transform/control/axis_locking>`.
+The *Transform Orientation* determines the orientation of the
+:doc:`Object Gizmo </editors/3dview/display/gizmo>`.
+Changing this orientation can make it easier to perform
+transformations in the direction you want.
 
-For example, when you press :kbd:`X`, during the execution of the operation,
-it will constrain the transformation to the *Global* X axis.
-But if you press :kbd:`X` a second time it will constrain to your *Transform Orientation*\ 's X axis.
+.. figure:: /images/editors_3dview_controls_orientation_demo.png
+   :align: center
 
+   With the default Global transform orientation (left) it's tricky to
+   move the plane in the direction it's facing, but with Local (right)
+   it's easy.
+
+The Transform Orientation can be changed using a
+selector in the 3D Viewport's header:
+
 .. figure:: /images/editors_3dview_controls_orientation_menu.png
 
-   Transform Orientations selector.
+   Transform Orientation selector.
 
-The Orientations options can be set through the *Transform Orientation* selector in a 3D Viewport header.
+The orientation can also be changed temporarily while performing
+a hotkey-based transformation with
+:doc:`axis locking </scene_layout/object/editing/transform/control/axis_locking>`.
+For example, if you first press :kbd:`G` to start moving an object,
+then :kbd:`X` to lock to the orientation's X axis, and finally :kbd:`X` a second time,
+you'll get a lock to an alternative orientation:
+the Local orientation if it was Global previously, and the Global orientation
+otherwise.
 
-In addition to the five preset options,
-you can define your own custom orientation (see `Custom Orientations`_ below).
+In addition to the builtin orientations,
+you can also define your own (see `Custom Orientations`_ below).
 
 
 .. _bpy.types.TransformOrientationSlot.type:
@@ -41,38 +53,36 @@
 
 Global
    Align the transformation axes to world space.
+   The world axes are shown by the :ref:`Navigation Gizmo <navigation-gizmo>`
+   in the top right corner of the viewport, as well as the *Grid Floor*.
 
-   The :ref:`Navigation Gizmo <navigation-gizmo>` in the top right corner of the viewport,
-   and the *Grid Floor*, shows the axes of world coordinate system.
-
 Local
-   Align the transformation axes to the selected objects' space.
+   Align the transformation axes to the active object's orientation.
 
-   When an object is rotated, the direction of the *Local* gizmo
-   matches to the object's rotation relative to the global axes.
-   While the *Global* gizmo always correspond to world coordinates.
-
 Normal
-   Align the transformation axes so that the Z axis of the gizmo will match the average
-   :doc:`Normal </modeling/meshes/editing/mesh/normals>` of the selected element.
-   If multiple elements are selected, it will orient towards the average of those normals.
+   In Edit Mode, orient the transformation axes so that the Z axis of the gizmo
+   matches the average :doc:`Normal </modeling/meshes/editing/mesh/normals>`
+   of the selected elements.
 
-   In *Object Mode*, this is equivalent to *Local* orientation.
+   In Object Mode, this is equivalent to *Local* orientation.
 
 Gimbal
-   Align each axis to the Euler rotation axis as used for input.
-   Uses a :term:`Gimbal` behavior that can be changed
-   depending on the current :ref:`Rotation Mode <bpy.types.Object.rotation_mode>`.
+   Orient the transformation axes to visualize the workings of the object's
+   :ref:`Rotation Mode <bpy.types.Object.rotation_mode>`.
+   This is specifically useful for the Euler modes,
+   where the object is rotated one axis at a time: the rotation axes don't
+   stay perpendicular to each other and might even overlap, a phenomenon
+   known as :term:`gimbal lock` that complicates animation.
 
 View
-   Align the transformation axes to the window of the 3D Viewport:
+   Align the transformation axes to the view (meaning they change as you orbit around):
 
+   - X: Left/Right
    - Y: Up/Down
-   - X: Left/Right
    - Z: Towards/Away from the screen
 
 Cursor
-   Align the transformation axes to the 3D cursor.
+   Align the transformation axes to the :doc:`3D Cursor </editors/3dview/3d_cursor>`.
 
 
 Examples
@@ -90,7 +100,7 @@
 
      - .. figure:: /images/editors_3dview_controls_orientation_manipulator-local.png
 
-          Local orientation, gizmo matches to the object's rotation.
+          Local orientation, gizmo matches the object's rotation.
 
    * - .. figure:: /images/editors_3dview_controls_orientation_manipulator-normal.png
 
@@ -114,24 +124,23 @@
 .. reference::
 
    :Mode:      Object and Edit Modes
-   :Panel:     :menuselection:`Header --> Transform Orientations`
+   :Panel:     :menuselection:`Header --> Transform Orientation`
 
-You can define custom transform orientations, using object or mesh elements.
-Custom transform orientations defined from objects use the *Local* orientation of the object
-whereas those defined from selected mesh elements (vertices, edges, faces)
-use the *Normal* orientation of the selection.
+You can define custom transform orientations using objects or mesh elements.
+Custom orientations defined from an object use the *Local* orientation of that object,
+whereas those defined from mesh elements (vertices, edges, faces)
+use the average *Normal* orientation of those elements.
 
 .. figure:: /images/editors_3dview_controls_orientation_custom.png
 
-   Transform Orientations panel.
+   Transform Orientation panel.
 
-The *Transform Orientations* panel, found in the header of the 3D Viewport,
-can be used to manage transform orientations: selecting the active orientation,
-adding ("+" icon), deleting ("X" icon) and rename custom orientations.
+The *Transform Orientation* panel, found in the header of the 3D Viewport,
+can be used to select, add, remove, and rename transform orientations.
 
-The default name for these orientations is derived from what you have selected.
-If it's an edge, it will be titled, "Edge", if it's an object,
-it will take that object's name, etc.
+The default name for these orientations is derived from the selection.
+If it's an object it will take that object's name,
+if it's an edge it will be titled "Edge", and so on.
 
 
 .. _bpy.ops.transform.create_orientation:
@@ -139,14 +148,14 @@
 Create Orientation
 ^^^^^^^^^^^^^^^^^^
 
-To create a custom orientation, select the object or mesh element(s) and
-click the "+" button on the *Transform Orientations* panel.
+To create a custom orientation, select an object or mesh element(s) and
+click the "+" button in the *Transform Orientation* panel.
 
 .. figure:: /images/editors_3dview_controls_orientation_custom-name.png
 
    Create Orientation :ref:`bpy.ops.screen.redo_last` panel.
 
-Just after creating the orientation,
+Right after creating the orientation,
 the *Create Orientation* :ref:`bpy.ops.screen.redo_last` panel gives a few options:
 
 Name
@@ -154,7 +163,13 @@
 Use View
    The new orientation will be aligned to the view space.
 Use After Creation
-   If checked it leaves the newly created orientation active.
+   The new orientation stays selected.
 Overwrite Previous
    If the new orientation is given an existing name, a suffix will be added to it to avoid overwriting the old one,
    unless *Overwrite Previous* is checked, in which case it will be overwritten.
+
+
+Delete Orientation
+^^^^^^^^^^^^^^^^^^
+
+To delete a custom orientation, simply select it and click the × button.

Modified: branches/blender-3.3-release/blender_docs/manual/editors/3dview/controls/pivot_point/3d_cursor.rst
===================================================================
--- branches/blender-3.3-release/blender_docs/manual/editors/3dview/controls/pivot_point/3d_cursor.rst	2022-09-01 19:58:24 UTC (rev 9521)
+++ branches/blender-3.3-release/blender_docs/manual/editors/3dview/controls/pivot_point/3d_cursor.rst	2022-09-01 21:34:23 UTC (rev 9522)
@@ -10,20 +10,18 @@
    :Header:    |pivot-icon| :menuselection:`Pivot Point --> 3D Cursor`
    :Shortcut:  :kbd:`Period`
 
-The 3D cursor is the most intuitive of the pivot points.
-With the 3D cursor selected as the active pivot point
-(from either the *Editor's Header* or via :kbd:`Period`),
-simply position the 3D cursor and then do the required transformation. All rotation and
-scaling transformations will now be done relative to the location of the 3D cursor.
+Places the pivot point at the location of the
+:doc:`3D Cursor </editors/3dview/3d_cursor>`.
 
 
 Example
 =======
 
-The image below shows the difference when rotating an object
-around the median point (right) and around the 3D cursor (left).
+The image below shows the difference between rotating an object
+around the 3D Cursor (left) and rotating it around the
+:doc:`Median Point </editors/3dview/controls/pivot_point/median_point>` (right).
 
 .. figure:: /images/editors_3dview_controls_pivot-point_3d-cursor_example.png
    :align: center
 
-   Rotation around the 3D cursor compared to the median point.
+   Rotation around the 3D Cursor compared to the Median Point.


@@ Diff output truncated at 10240 characters. @@


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