[Bf-docboard-svn] bf-manual: [9524] trunk/blender_docs/manual: Merge branch 'blender-3.3-release'
Aaron Carlisle
noreply at blender.org
Thu Sep 1 23:55:01 CEST 2022
Revision: 9524
https://developer.blender.org/rBM9524
Author: Blendify
Date: 2022-09-01 23:55:01 +0200 (Thu, 01 Sep 2022)
Log Message:
-----------
Merge branch 'blender-3.3-release'
Modified Paths:
--------------
trunk/blender_docs/manual/editors/3dview/controls/orientation.rst
trunk/blender_docs/manual/editors/3dview/controls/pivot_point/3d_cursor.rst
trunk/blender_docs/manual/editors/3dview/controls/pivot_point/active_element.rst
trunk/blender_docs/manual/editors/3dview/controls/pivot_point/bounding_box_center.rst
trunk/blender_docs/manual/editors/3dview/controls/pivot_point/index.rst
trunk/blender_docs/manual/editors/3dview/controls/pivot_point/individual_origins.rst
trunk/blender_docs/manual/editors/3dview/controls/pivot_point/median_point.rst
trunk/blender_docs/manual/editors/3dview/controls/proportional_editing.rst
trunk/blender_docs/manual/editors/3dview/controls/snapping.rst
trunk/blender_docs/manual/grease_pencil/modes/edit/stroke_menu.rst
trunk/blender_docs/manual/grease_pencil/modifiers/generate/line_art.rst
trunk/blender_docs/manual/images/editors_3dview_controls_pivot-point_active-element_edit-mode-multiple.png
trunk/blender_docs/manual/render/cycles/gpu_rendering.rst
Removed Paths:
-------------
trunk/blender_docs/manual/images/editors_3dview_controls_pivot-point_bounding-box-center_object-mode.png
Property Changed:
----------------
trunk/blender_docs/
Index: trunk/blender_docs
===================================================================
--- trunk/blender_docs 2022-09-01 21:44:11 UTC (rev 9523)
+++ trunk/blender_docs 2022-09-01 21:55:01 UTC (rev 9524)
Property changes on: trunk/blender_docs
___________________________________________________________________
Modified: svn:mergeinfo
## -3,4 +3,4 ##
/branches/blender-3.0-release/blender_docs:8543-9034
/branches/blender-3.1-release/blender_docs:8904-9230
/branches/blender-3.2-release/blender_docs:9236-9417
-/branches/blender-3.3-release/blender_docs:9438-9517
\ No newline at end of property
+/branches/blender-3.3-release/blender_docs:9438-9523
\ No newline at end of property
Modified: trunk/blender_docs/manual/editors/3dview/controls/orientation.rst
===================================================================
--- trunk/blender_docs/manual/editors/3dview/controls/orientation.rst 2022-09-01 21:44:11 UTC (rev 9523)
+++ trunk/blender_docs/manual/editors/3dview/controls/orientation.rst 2022-09-01 21:55:01 UTC (rev 9524)
@@ -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 +163,14 @@
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,
+ If the new orientation is given an existing name, a suffix will be added
+ to it's name to avoid overwriting the existing orientation,
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: trunk/blender_docs/manual/editors/3dview/controls/pivot_point/3d_cursor.rst
===================================================================
--- trunk/blender_docs/manual/editors/3dview/controls/pivot_point/3d_cursor.rst 2022-09-01 21:44:11 UTC (rev 9523)
+++ trunk/blender_docs/manual/editors/3dview/controls/pivot_point/3d_cursor.rst 2022-09-01 21:55:01 UTC (rev 9524)
@@ -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
@@ Diff output truncated at 10240 characters. @@
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