PGCRYPT/OpenBlender_Train huggingface dataset:
user: Describe Linestyle Alpha Modifier Type Items from the Blender manual or Python API, including usage steps and snippets.

assistant: # Linestyle Alpha Modifier Type Items

ALONG_STROKE:
:   Along Stroke.

CREASE_ANGLE:
:   Crease Angle.

CURVATURE_3D:
:   Curvature 3D.

DISTANCE_FROM_CAMERA:
:   Distance from Camera.

DISTANCE_FROM_OBJECT:
:   Distance from Object.

MATERIAL:
:   Material.

NOISE:
:   Noise.

TANGENT:
:   Tangent.
user: Describe Track from the Blender manual or Python API, including usage steps and snippets.

assistant: # Track

[image reference removed]

Track panel.

Name
:   The track name can be changed with this field.
    Track names are used for linking tracking data to other areas, like a Follow Track constraint.

Enable
:   This toggle controls if the marker is enabled.
    If a marker is disabled, its position is not used either by solver nor by constraints.

/ Lock
:   The toggle controls whether the track is locked. Locked tracks cannot be edited at all.
    This helps to prevent accidental changes to tracks which are “finished”
    (tracked accurate along the whole footage).
user: How do I use Set Point Radius Node in Blender? Include parameters, examples, warnings and best practices.

assistant: # Set Point Radius Node

[image reference removed]

The *Set Point Radius* node controls the size each selected point cloud point should display with in the viewport.

The input node for this data is the [Radius Node](../geometry/read/radius.xhtml).
user: Describe Repositories from the Blender manual or Python API, including usage steps and snippets.

assistant: By default Blender has a Remote Repository pointing towards the
[Official Blender Extensions Platform](https://extensions.blender.org) and two Local Repositories.

In the cases where more repositories are needed (e.g., to access third party extension platforms),
new repositories can be added.

[image reference removed]

Repositories.

To add new repositories click on the + icon:

Add Remote Repository
:   Add a repository from a URL.

Add Local Repository
:   Add a repository which will be managed by the user (to be used with Install from Disk).

To remove repositories click on the - icon:

Remove Repository
:   Remove an extension repository.

Remove Repository & Files
:   Remove a repository and delete all associated files when removing.

These changes are permanent and cannot be reversed.

### Remote Repository

Remote repository with support for listing and updating extensions.

Options:

Check for Updates on Startup
:   Allows Blender to check for updates upon launch.
    When updates are available a notification will be visible on the status bar.

Access Token
:   Personal access token, may be required by some repositories.

### Local Repository

A repository managed manually by the users.

There are two types of local repositories. By default new local repositories are added as User repositories.
This is what you want most of the time.

After creating a repository they can be changed in the Advanced options to have a source System.
These repositories are intended to [bundle extensions](../../advanced/deploying_blender.xhtml#deploying-blender-bundling)
with Blender, to make it portable.
user: Show practical ways to work with gpu_extras submodule (gpu_extras.presets) in a Blender add-on or script – include code.

assistant: # gpu_extras submodule (gpu_extras.presets)

gpu_extras.presets.draw_circle_2d(*position*, *color*, *radius*, *\**, *segments=None*)
:   Draw a circle.

    Parameters:
    :   - **position** (*Sequence**[**float**]*) – 2D position where the circle will be drawn.
        - **color** (*Sequence**[**float**]*) – Color of the circle (RGBA).
          To use transparency blend must be set to `ALPHA`, see: [`gpu.state.blend_set()`](gpu.state.html#gpu.state.blend_set "gpu.state.blend_set").
        - **radius** (*float*) – Radius of the circle.
        - **segments** (*int* *|* *None*) – How many segments will be used to draw the circle.
          Higher values give better results but the drawing will take longer.
          If None or not specified, an automatic value will be calculated.

gpu_extras.presets.draw_texture_2d(*texture*, *position*, *width*, *height*, *is_scene_linear_with_rec709_srgb_target=False*)
:   Draw a 2d texture.

    Parameters:
    :   - **texture** ([`gpu.types.GPUTexture`](gpu.types.html#gpu.types.GPUTexture "gpu.types.GPUTexture")) – GPUTexture to draw (e.g. gpu.texture.from_image(image) for [`bpy.types.Image`](bpy.types.Image.html#bpy.types.Image "bpy.types.Image")).
        - **position** (*2D Vector*) – Position of the lower left corner.
        - **width** (*float*) – Width of the image when drawn (not necessarily
          the original width of the texture).
        - **height** (*float*) – Height of the image when drawn.
        - **is_scene_linear_with_rec709_srgb_target** (*bool*) – True if the texture is stored in scene linear color space and
          the destination framebuffer uses the Rec.709 sRGB color space
          (which is true when drawing textures acquired from [`bpy.types.Image`](bpy.types.Image.html#bpy.types.Image "bpy.types.Image") inside a
          ‘PRE_VIEW’, ‘POST_VIEW’ or ‘POST_PIXEL’ draw handler).
          Otherwise the color space is assumed to match the one of the framebuffer. (default=False)
user: What is Apply and how is it used in Blender Python scripting?

assistant: # Apply

Pose as Rest Pose
:   Conversely, you may define the current pose as the new rest pose
    (i.e. “apply” current transformations to the *Edit Mode*). When you do so,
    the skinned objects/geometry is **also** reset to its default,
    non-deformed state, which generally means you will have to skin it again.

Pose Selected as Rest Pose
:   Same as *Pose as Rest Pose* but only applies to selected bones.

Visual Transform to Pose
:   Applies the position of the bone after [Constraints](../../../constraints/index.html);
    allowing the constraints to be deleted and the bones will remain in their constrained positions.

Assign Custom Property Values as Default
:   Assign the current values of custom properties as their defaults,
    for use as part of the rest pose state in NLA track mixing.
user: Explain Trim Curve Node in complete detail according to the official Blender documentation.

assistant: # Trim Curve Node

[image reference removed]

The *Trim Curve* node shortens each spline in the curve by removing sections at
the start and end of each spline.

Bézier splines will still be Bézier splines in the output, with the first and last control point and
its handles moved as necessary to preserve the shape.
NURBS splines will be transformed into poly splines in order to be trimmed.
user: Provide the full official documentation entry for References, preserving all code examples.

assistant: |  |  |
| --- | --- |
| - [`Action.pose_markers`](bpy.types.Action.html#bpy.types.Action.pose_markers "bpy.types.Action.pose_markers") - [`ActionPoseMarkers.active`](bpy.types.ActionPoseMarkers.html#bpy.types.ActionPoseMarkers.active "bpy.types.ActionPoseMarkers.active") - [`ActionPoseMarkers.new`](bpy.types.ActionPoseMarkers.html#bpy.types.ActionPoseMarkers.new "bpy.types.ActionPoseMarkers.new") - [`ActionPoseMarkers.remove`](bpy.types.ActionPoseMarkers.html#bpy.types.ActionPoseMarkers.remove "bpy.types.ActionPoseMarkers.remove") | - [`Scene.timeline_markers`](bpy.types.Scene.html#bpy.types.Scene.timeline_markers "bpy.types.Scene.timeline_markers") - [`TimelineMarkers.new`](bpy.types.TimelineMarkers.html#bpy.types.TimelineMarkers.new "bpy.types.TimelineMarkers.new") - [`TimelineMarkers.remove`](bpy.types.TimelineMarkers.html#bpy.types.TimelineMarkers.remove "bpy.types.TimelineMarkers.remove") |
user: What is CollectionObject(bpy_struct) and how is it used in Blender Python scripting?

assistant: # CollectionObject(bpy_struct)

base class — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.bpy_struct")

*class* bpy.types.CollectionObject(*bpy_struct*)
:   Object of a collection with its collection related settings

    light_linking
    :   Light linking settings of the collection

        Type:
        :   [`CollectionLightLinking`](bpy.types.CollectionLightLinking.html#bpy.types.CollectionLightLinking "bpy.types.CollectionLightLinking"), (readonly, never None)

    *classmethod* bl_rna_get_subclass(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The RNA type or default when not found.

        Return type:
        :   [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") subclass

    *classmethod* bl_rna_get_subclass_py(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Provide the full official documentation entry for Quaternion to Rotation Node, preserving all code examples.

assistant: # Quaternion to Rotation Node

[image reference removed]

The *Quaternion to Rotation* node converts a [quaternion rotation](../../../../advanced/appendices/rotations.xhtml#quaternion-mode) to a standard rotation.
user: Give a detailed overview of Viewport: syntax, arguments, return values, common patterns.

assistant: Before fine-tuning the camera parameters,
you can set the convergence plane in the viewport based in your scene depth layout.
Go outside the camera view and you will instantly see the convergence plane in front of the camera.

You can toggle this and other display settings in the Stereoscopy panel of the 3D Viewport’s Sidebar.
In the following image, the camera’s frustum volumes are also visible.

[image reference removed]

Viewport plane and volume stereo preview.
user: Give a detailed overview of General: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| `1` - `3` | Switch [Selection mode](../../modeling/meshes/selecting/introduction.xhtml) |
| `4` | Object Mode |
| `5` | [Modes](../../editors/3dview/modes.xhtml) Pie Menu |
| `RMB` | Context menu |
| `Tab` | [Menu Search](../operators.xhtml#bpy-ops-wm-search-menu) |
| `Shift`-`Tab` | Quick access (favorites) |
| `Return` | Rename |
| `Ctrl`-`Return` | Render |
| `Ctrl`-`[` | Toggle Toolbar |
| `Ctrl`-`]` | Toggle Sidebar |
user: How do I use Docking in Blender? Include parameters, examples, warnings and best practices.

assistant: Docking describes several ways an area a user can interactively manipulate
the size and location of areas along with splitting an area into new areas.

To start the interactive process, placing the mouse cursor
in an area corner will change the cursor to a cross (+).
Once the cursor is a cross, press and hold `LMB` to preform any of the following actions:

If you press `Esc` or `RMB` before releasing the mouse, the operation will be canceled.

### Joining

[[image reference removed]](../../_images/interface_window-system_areas_join.png)

Properties is being joined to the Outliner.

Dragging from an area corner into the space of a second area will *join* two areas.
The areas that will be joined will be displayed brighter.

### Splitting

[[image reference removed]](../../_images/interface_window-system_areas_split.png)

Splitting an area will create a new area.
Dragging from an area corner left/right will split the area vertically,
to split the area horizontally drag up/down.

You can split and join areas at once by dragging a split operation into a separate area.

Dragging an area into the middle of an second area will replace the second area with the first area.
user: Explain Motor Constraint in complete detail according to the official Blender documentation.

assistant: # Motor Constraint

The motor constraint causes translation and/or rotation between two entities.
It can drive two objects apart or together.
It can drive simple rotation, or rotation and translation
(although it will not be constrained like a screw since the translation
can be blocked by other physics without preventing rotation).

The rotation axis is the X axis of the object hosting the constraint.
This is in contrast with the Hinge which uses the Z axis.
Since the Motor is vulnerable to confusing perturbations without a matching Hinge constraint,
special care must be taken to align the axes.
Without proper alignment, the motor will appear to have no effect
(because the hinge is preventing the motion of the motor).

[image reference removed]

*Motor* constraint options.
user: What is Viewport Display and how is it used in Blender Python scripting?

assistant: These settings control the 3D Viewport display in solid shading.
They provide a faster alternative to full shader nodes,
which may be too heavy or distracting for tasks like modeling, layout or sculpting.

Color
:   Diffuse or metal surface color.

Metallic
:   Blends between a non-metallic and metallic material model.
    A value of 1.0 gives a fully specular reflection tinted with the base color,
    without diffuse reflection or transmission.
    At 0.0 the material consists of a diffuse or transmissive base layer, with a specular reflection layer on top.

Roughness
:   Specifies microfacet roughness of the surface for metal and specular reflection.
user: Provide the full official documentation entry for TimelineMarker(bpy_struct), preserving all code examples.

assistant: # TimelineMarker(bpy_struct)

base class — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.bpy_struct")

*class* bpy.types.TimelineMarker(*bpy_struct*)
:   Marker for noting points in the timeline

    camera
    :   Camera that becomes active on this frame

        Type:
        :   [`Object`](bpy.types.Object.html#bpy.types.Object "bpy.types.Object")

    frame
    :   The frame on which the timeline marker appears

        Type:
        :   int in [-inf, inf], default 0

    name
    :   Type:
        :   string, default “”, (never None)

    select
    :   Marker selection state

        Type:
        :   boolean, default False

    bl_system_properties_get(*\**, *do_create=False*)
    :   DEBUG ONLY. Internal access to runtime-defined RNA data storage, intended solely for testing and debugging purposes. Do not access it in regular scripting work, and in particular, do not assume that it contains writable data

        Parameters:
        :   **do_create** (*boolean**,* *(**optional**)*) – Ensure that system properties are created if they do not exist yet

        Returns:
        :   The system properties root container, or None if there are no system properties stored in this data yet, and its creation was not requested

        Return type:
        :   [`PropertyGroup`](bpy.types.PropertyGroup.html#bpy.types.PropertyGroup "bpy.types.PropertyGroup")

    *classmethod* bl_rna_get_subclass(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The RNA type or default when not found.

        Return type:
        :   [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") subclass

    *classmethod* bl_rna_get_subclass_py(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: What is Curvature 3D and how is it used in Blender Python scripting?

assistant: # Curvature 3D

A modifier based on radial curvatures of the underlying 3D surface.
The [curvature](https://en.wikipedia.org/wiki/Curvature) of a 2D curve
at a point is a measure of how quickly the curve turns at the point.
The quicker the turn is, the larger the curvature is at the point.
The curvature is zero if the curve is a straight line.
Radial curvatures are those computed for a 2D curve that appears at the cross section
between the 3D surface and a plane defined by the view point (camera location)
and the normal direction of the surface at the point.

For radial curvatures to be calculated (and therefore for this modifier to have any effect),
the *Face Smoothness* option has to be turned on and the object needs to have *Smooth Shading*.

Curvature Min, Max
:   The limits of the mapping.
    If the current point of the stroke is at *Min Curvature* or less from the target,
    it will take the start point of the mapping. And conversely,
    if it is at *Max Curvature* or more from the target, it will take the end-point value of the mapping.

[image reference removed]

Curvature 3D modifier demo by T.K.
([blend-file](https://archive.blender.org/wiki/2015/index.php/File:Render_freestyle_modifier_curvature_3d.blend)).
user: Show practical ways to work with Inputs in a Blender add-on or script – include code.

assistant: Texture
:   Standard color input.

Coordinates
:   The point at which to sample the color. For images, the space is between -1 and 1 for X and Y.
    If the coordinates are not spatially varying, the node will return a single color.
user: Give a detailed overview of CompositorNodeTranslate(CompositorNode): syntax, arguments, return values, common patterns.

assistant: # CompositorNodeTranslate(CompositorNode)

base classes — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.bpy_struct"), [`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), [`NodeInternal`](bpy.types.NodeInternal.html#bpy.types.NodeInternal "bpy.types.NodeInternal"), [`CompositorNode`](bpy.types.CompositorNode.html#bpy.types.CompositorNode "bpy.types.CompositorNode")

*class* bpy.types.CompositorNodeTranslate(*CompositorNode*)
:   Offset an image

    *classmethod* is_registered_node_type()
    :   True if a registered node type

        Returns:
        :   Result

        Return type:
        :   boolean

    *classmethod* input_template(*index*)
    :   Input socket template

        Parameters:
        :   **index** (*int in* *[**0**,* *inf**]*) – Index

        Returns:
        :   result

        Return type:
        :   [`NodeInternalSocketTemplate`](bpy.types.NodeInternalSocketTemplate.html#bpy.types.NodeInternalSocketTemplate "bpy.types.NodeInternalSocketTemplate")

    *classmethod* output_template(*index*)
    :   Output socket template

        Parameters:
        :   **index** (*int in* *[**0**,* *inf**]*) – Index

        Returns:
        :   result

        Return type:
        :   [`NodeInternalSocketTemplate`](bpy.types.NodeInternalSocketTemplate.html#bpy.types.NodeInternalSocketTemplate "bpy.types.NodeInternalSocketTemplate")

    update()

    *classmethod* bl_rna_get_subclass(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The RNA type or default when not found.

        Return type:
        :   [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") subclass

    *classmethod* bl_rna_get_subclass_py(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Give a detailed overview of Shader AOV: syntax, arguments, return values, common patterns.

assistant: Shader AOVs (Arbitrary Output Variables) are custom render passes that can hold additional
information for use in compositing. Create a pass in the *Shader AOV* panel,
write to it from a material using the [AOV Output Node](../shader_nodes/output/aov.xhtml),
and finally read from it in the Compositor using the socket on the Render Layers node.

Name
:   The name of the render pass. Used in both the AOV Output node and the
    Render Layers node. The name can be anything as long as it doesn’t conflict
    with other (enabled) passes.

Data Type
:   The type of data that the render pass stores per pixel.
    Use *Color* to store a color, normal, or other type of vector.
    Use *Value* to store a single number.
user: How do I use Shade Auto Smooth in Blender? Include parameters, examples, warnings and best practices.

assistant: Adds a [Smooth By Angle Modifier](../../../modeling/modifiers/normals/smooth_by_angle.html) to automatically set
the sharpness of mesh edges based on the angle between the neighboring faces.
Note, the modifier will be [pinned](../../../modeling/modifiers/introduction.html#bpy-types-modifier-use-pin-to-last) to be the last modifier.

Auto Smooth
:   If disabled, any [Smooth By Angle Modifiers](../../../modeling/modifiers/normals/smooth_by_angle.html) are removed.

Angle
:   Maximum angle between face normals that will be considered as smooth.
user: How do I use Common Problems in Blender? Include parameters, examples, warnings and best practices.

assistant: ### Unsupported Graphics Driver Error

This means your graphics card and driver do not have the minimum required OpenGL 3.3 version needed by Blender.

Installing the latest version of the correct driver can help upgrade the OpenGL version, though some graphics cards
are simply too old to run the latest Blender. In such cases, using Blender 2.79 or earlier is the only option.
Starting with Blender 2.8 (which added EEVEE), there is less support for older graphics hardware.

### Crash on Startup

Try running Blender from the [command line](../../../advanced/command_line/index.xhtml), to see if any helpful error messages
are printed.

On Windows, graphics drivers can sometimes get corrupted or incorrectly replaced by Windows Update. In this case, it
can help to uninstall all graphics drivers (there may be multiple sets installed from Intel, AMD and NVIDIA) and
perform a clean installation with drivers from the manufacturer’s website.

### Poor Performance

- Update your graphics drivers (see above).
- On laptops, make sure you are using a dedicated GPU (see above).
- Try lowering quality settings in Preferences ‣ System ‣ Memory & Limits.
- Try undoing settings in your graphics drivers, if you made any changes there.

### Render Errors

See [EEVEE](../../../render/eevee/limitations/index.xhtml) and [Cycles](../../../render/cycles/gpu_rendering.xhtml) documentation
respectively.

### Wrong Selection in 3D Viewport

See [Invalid Selection, Disable Anti-Aliasing](../../3d_view.xhtml#troubleshooting-3dview-invalid-selection).

### Virtual Machines

Running Blender inside a virtual machine is known to have problems when OpenGL drawing calls are forwarded to the host
operating system.

To resolve this, configure the system to use PCI passthrough.

Some VM hosts may require turning on GPU paravirtualization. Some GPU vendors restrict this function to higher-priced
cards or models.
user: Describe Example from the Blender manual or Python API, including usage steps and snippets.

assistant: Results with the nodes applied to an image from
the [Mango Open Movie](https://mango.blender.org/).

|  |  |
| --- | --- |
| ../../../_images/compositing_types_matte_color-spill_example-before.jpg   Before: green border and green reflections. | ../../../_images/compositing_types_matte_color-spill_example-after.jpg   After: no unwanted green. |
user: How do I use Visualization in Blender? Include parameters, examples, warnings and best practices.

assistant: ### Bone State Colors

The color of the bones are based on their state.
There are six different color codes, ordered here by precedence
(i.e. the bone will be of the color of the bottom-most valid state):

- Gray: Default.
- Blue wire-frame: in Pose Mode.
- Green: with Constraint.
- Yellow: with [IK Solver constraint](../../constraints/tracking/ik_solver.html).
- Orange: with Targetless Solver constraint.
user: Describe Opening Files from the Blender manual or Python API, including usage steps and snippets.

assistant: The upper text field displays the current directory path,
and the lower text field contains the selected filename.

[image reference removed]

The File Browser in open configuration.

### Options

Load UI
:   When enabled, the screen layout saved inside each blend-file is used,
    replacing the current layout and [Workspaces](../../interface/window_system/workspaces.html).
    Otherwise the file screen layout is ignored.

Trusted Source
:   When enabled, Python scripts and drivers that may be included in the file will be run automatically.
    Enable this only if you created the file yourself,
    or you trust that the person who gave it to you did not include any malicious code with it.
    See [Python Security](../../advanced/scripting/security.html) to configure default trust options.
user: Explain Quad View in complete detail according to the official Blender documentation.

assistant: Toggling Quad View will split the 3D Viewport into four views:
three orthographic side views and one user perspective view.

[image reference removed]

Quad View.

### Options

Lock Rotation
:   Prevent changes to the orientation and perspective of the 3D Viewport.

Sync Zoom/Pan
:   Syncs the view position between side views. (Requires *Lock Rotation* to be enabled.)

Clip Contents
:   Clip objects based on what is visible in the other side views.
user: Provide the full official documentation entry for Inputs, preserving all code examples.

assistant: Value/Vector
:   The input value or vector to be remapped.

From Min
:   The lower bound of the range to remap from.

From Max
:   The higher bound of the range to remap from.

To Min
:   The lower bound of the target range.

To Max
:   The higher bound of the target range.

Steps
:   The number of values allowed between *To Min* and *To Max* when using *Stepped Linear* interpolation.
    A higher value will give a smoother interpolation while lower values will progressively quantize the input.
user: Provide the full official documentation entry for ByteColorAttribute(Attribute), preserving all code examples.

assistant: # ByteColorAttribute(Attribute)

base classes — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.bpy_struct"), [`Attribute`](bpy.types.Attribute.html#bpy.types.Attribute "bpy.types.Attribute")

*class* bpy.types.ByteColorAttribute(*Attribute*)
:   Geometry attribute that stores RGBA colors as positive integer values using 8-bits per channel

    data
    :   Type:
        :   [`bpy_prop_collection`](bpy.types.bpy_prop_collection.html#bpy.types.bpy_prop_collection "bpy.types.bpy_prop_collection") of [`ByteColorAttributeValue`](bpy.types.ByteColorAttributeValue.html#bpy.types.ByteColorAttributeValue "bpy.types.ByteColorAttributeValue"), (readonly)

    *classmethod* bl_rna_get_subclass(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The RNA type or default when not found.

        Return type:
        :   [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") subclass

    *classmethod* bl_rna_get_subclass_py(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Show practical ways to work with Usage in a Blender add-on or script – include code.

assistant: First, make sure you have an open profile in your mesh. If you want to extrude anything else
(such as one or more circles), you should create an open profile next to it.

Once that’s done, enter *Edit Mode* and select the geometry you want to extrude,
making sure to include exactly one open profile. If you have fewer or more, the operator will
fail with the error “You have to select a string of connected vertices too.”

Make sure the [3D Cursor](../../../../editors/3dview/3d_cursor.xhtml) is at the centerpoint around which you want
the geometry to turn. Also make sure that the vertical axis on your screen matches the direction
of the axis around which it should turn. The most common example is turning around the global Z
axis: for that, you’d place the 3D Cursor at the world origin and switch to an orthographic side view.

Now you’re ready to run the operator: open the *Edge* menu (by clicking it in the 3D Viewport’s
header or pressing `Ctrl`-`E`) and click *Screw*.

You can change the number of steps and turns in the
[Adjust Last Operation](../../../../interface/undo_redo.xhtml#bpy-ops-screen-redo-last) panel.

If you only created an open profile to guide the extrusion (not because you wanted its geometry),
you can select its extruded faces by hovering over one and pressing `L`,
then delete them by pressing `X` or `Delete`.
user: What is Inputs and how is it used in Blender Python scripting?

assistant: Image
:   Standard color input.

Brightness
:   An additive-type factor by which to increase the overall brightness
    of the image. Use a negative number to darken an image.

Contrast
:   A scaling type factor by which to make brighter pixels brighter, but keeping the darker pixels dark.
    Higher values make details stand out. Use a negative number to decrease the overall contrast in the image.
user: Show practical ways to work with Installing Dependencies in a Blender add-on or script – include code.

assistant: Install those packages or make sure you have them in your system.

- [PIP](https://pip.pypa.io/en/latest/installing/)
- [Git](https://git-scm.com/download/mac)
- [Git LFS](https://git-lfs.com)

When using [Homebrew](https://brew.sh), run the following commands in the terminal:

```
python3 -m ensurepip
brew install git git-lfs
git lfs install
```
user: Explain VectorFont(ID) in complete detail according to the official Blender documentation.

assistant: # VectorFont(ID)

base classes — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.bpy_struct"), [`ID`](bpy.types.ID.html#bpy.types.ID "bpy.types.ID")

*class* bpy.types.VectorFont(*ID*)
:   Vector font for Text objects

    filepath
    :   Type:
        :   string, default “”, (never None, blend relative `//` prefix supported)

    packed_file
    :   Type:
        :   [`PackedFile`](bpy.types.PackedFile.html#bpy.types.PackedFile "bpy.types.PackedFile"), (readonly)

    pack()
    :   Pack the font into the current blend file

    unpack(*\**, *method='USE_LOCAL'*)
    :   Unpack the font to the samples filename

        Parameters:
        :   **method** (enum in [Unpack Method Items](bpy_types_enum_items/unpack_method_items.html#rna-enum-unpack-method-items), (optional)) – method, How to unpack

    *classmethod* bl_rna_get_subclass(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The RNA type or default when not found.

        Return type:
        :   [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") subclass

    *classmethod* bl_rna_get_subclass_py(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Give a detailed overview of Surface Structure: syntax, arguments, return values, common patterns.

assistant: # Surface Structure

Surfaces are similar to [Curves](../curves/structure.html),
in that they use Bézier or NURBS splines to produce smooth geometry
that follows a set of control points. The main difference, of course,
is that a Curve produces a line while a Surface produces a sheet.

A Surface object can contain multiple disconnected surfaces.
The one that’s selected in Edit Mode is referred to as the
“active spline.”
user: Explain Mask Gesture Tools in complete detail according to the official Blender documentation.

assistant: # Mask Gesture Tools

Mask gesture tools apply a constant value to all selected vertices within the selection area.
By default, these tools fully mask each vertex. Holding `Ctrl` while performing the selection
clears the mask.

All mask gesture tools can be activated in the Toolbar and are comprised of the following:
user: Explain MultiplyStrip(EffectStrip) in complete detail according to the official Blender documentation.

assistant: # MultiplyStrip(EffectStrip)

base classes — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.bpy_struct"), [`Strip`](bpy.types.Strip.html#bpy.types.Strip "bpy.types.Strip"), [`EffectStrip`](bpy.types.EffectStrip.html#bpy.types.EffectStrip "bpy.types.EffectStrip")

*class* bpy.types.MultiplyStrip(*EffectStrip*)
:   Multiply Strip

    input_1
    :   First input for the effect strip

        Type:
        :   [`Strip`](bpy.types.Strip.html#bpy.types.Strip "bpy.types.Strip"), (never None)

    input_2
    :   Second input for the effect strip

        Type:
        :   [`Strip`](bpy.types.Strip.html#bpy.types.Strip "bpy.types.Strip"), (never None)

    input_count
    :   Type:
        :   int in [0, inf], default 0, (readonly)

    *classmethod* bl_rna_get_subclass(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The RNA type or default when not found.

        Return type:
        :   [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") subclass

    *classmethod* bl_rna_get_subclass_py(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: How do I use Introduction in Blender? Include parameters, examples, warnings and best practices.

assistant: # Introduction

In *Pose Mode*, bones behave like objects. So the transform actions
(move, rotate, scale, etc.) are very similar to the same ones in Object Mode
(all available ones are regrouped in the Pose ‣ Transform submenu). However,
there are some important specifics:

- Bones’ relationships are crucial (see [Bone Parenting](../../bones/properties/relations.html#bpy-types-editbone-parent)).
- The “transform center” of a given bone
  (i.e. its default pivot point, when it is the only selected one) is *its root*.
  Note by the way that some pivot point options seem to not work properly. In fact,
  except for the *3D Cursor* one, all others appear to always use the median point of the selection
  (and not e.g. the active bone’s root when *Active Object* is selected, etc.).
user: What is Is Edge Boundary Node and how is it used in Blender Python scripting?

assistant: # Is Edge Boundary Node

[image reference removed]

The *Is Edge Boundary* node outputs a boolean value indicating
whether each edge lies on the boundary of a mesh.
Boundary edges are edges connected to only one face,
typically located at the open borders of a mesh.

This node is useful for identifying open edges, detecting holes,
or creating effects that depend on mesh boundaries.
user: Show practical ways to work with Select More/Less in a Blender add-on or script – include code.

assistant: Their purpose, based on the currently selected control points, is to reduce or enlarge this selection.

More
:   For each selected control point, select *all* its linked points (i.e. one or two…).

Less
:   For each selected control point, if *all* points linked to this point are selected, keep this one selected.
    Otherwise, deselect it.

This implies two points:

1. When *all* control points of a curve are selected, nothing will happen
   (as for *Less*, all linked points are always selected, and of course, *More* cannot add any).
   Conversely, the same goes when no control points are selected.
2. Second, these tools will never “go outside” of a curve
   (they will never “jump” to another curve in the same object).
user: Give a detailed overview of KeyConfigPreferences(bpy_struct): syntax, arguments, return values, common patterns.

assistant: # KeyConfigPreferences(bpy_struct)

base class — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.bpy_struct")

*class* bpy.types.KeyConfigPreferences(*bpy_struct*)
:   bl_idname
    :   Type:
        :   string, default “”, (never None)

    bl_system_properties_get(*\**, *do_create=False*)
    :   DEBUG ONLY. Internal access to runtime-defined RNA data storage, intended solely for testing and debugging purposes. Do not access it in regular scripting work, and in particular, do not assume that it contains writable data

        Parameters:
        :   **do_create** (*boolean**,* *(**optional**)*) – Ensure that system properties are created if they do not exist yet

        Returns:
        :   The system properties root container, or None if there are no system properties stored in this data yet, and its creation was not requested

        Return type:
        :   [`PropertyGroup`](bpy.types.PropertyGroup.html#bpy.types.PropertyGroup "bpy.types.PropertyGroup")

    *classmethod* bl_rna_get_subclass(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The RNA type or default when not found.

        Return type:
        :   [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") subclass

    *classmethod* bl_rna_get_subclass_py(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Provide the full official documentation entry for ClampToConstraint(Constraint), preserving all code examples.

assistant: # ClampToConstraint(Constraint)

base classes — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.bpy_struct"), [`Constraint`](bpy.types.Constraint.html#bpy.types.Constraint "bpy.types.Constraint")

*class* bpy.types.ClampToConstraint(*Constraint*)
:   Constrain an object’s location to the nearest point along the target path

    main_axis
    :   Main axis of movement

        Type:
        :   enum in [`'CLAMPTO_AUTO'`, `'CLAMPTO_X'`, `'CLAMPTO_Y'`, `'CLAMPTO_Z'`], default `'CLAMPTO_AUTO'`

    target
    :   Target Object (Curves only)

        Type:
        :   [`Object`](bpy.types.Object.html#bpy.types.Object "bpy.types.Object")

    use_cyclic
    :   Treat curve as cyclic curve (no clamping to curve bounding box)

        Type:
        :   boolean, default False

    *classmethod* bl_rna_get_subclass(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The RNA type or default when not found.

        Return type:
        :   [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") subclass

    *classmethod* bl_rna_get_subclass_py(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Show practical ways to work with Interface Elements in a Blender add-on or script – include code.

assistant: Standard markup for interface elements:

- `` :kbd:`LMB` `` – keyboard and mouse shortcuts.
- `*Mirror*` – interface labels (buttons, panels, etc.).
- `` :menuselection:`3D Viewport --> Add --> Mesh --> Monkey` `` – navigation paths through menus.
user: What is LineStyleColorModifier_CreaseAngle(LineStyleColorModifier) and how is it used in Blender Python scripting?

assistant: # LineStyleColorModifier_CreaseAngle(LineStyleColorModifier)

base classes — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.bpy_struct"), [`LineStyleModifier`](bpy.types.LineStyleModifier.html#bpy.types.LineStyleModifier "bpy.types.LineStyleModifier"), [`LineStyleColorModifier`](bpy.types.LineStyleColorModifier.html#bpy.types.LineStyleColorModifier "bpy.types.LineStyleColorModifier")

*class* bpy.types.LineStyleColorModifier_CreaseAngle(*LineStyleColorModifier*)
:   Change line color based on the underlying crease angle

    angle_max
    :   Maximum angle to modify thickness

        Type:
        :   float in [-inf, inf], default 0.0

    angle_min
    :   Minimum angle to modify thickness

        Type:
        :   float in [-inf, inf], default 0.0

    blend
    :   Specify how the modifier value is blended into the base value

        Type:
        :   enum in [Ramp Blend Items](bpy_types_enum_items/ramp_blend_items.html#rna-enum-ramp-blend-items), default `'MIX'`

    color_ramp
    :   Color ramp used to change line color

        Type:
        :   [`ColorRamp`](bpy.types.ColorRamp.html#bpy.types.ColorRamp "bpy.types.ColorRamp"), (readonly)

    expanded
    :   True if the modifier tab is expanded

        Type:
        :   boolean, default False

    influence
    :   Influence factor by which the modifier changes the property

        Type:
        :   float in [0, 1], default 0.0

    type
    :   Type of the modifier

        Type:
        :   enum in [Linestyle Color Modifier Type Items](bpy_types_enum_items/linestyle_color_modifier_type_items.html#rna-enum-linestyle-color-modifier-type-items), default `'ALONG_STROKE'`, (readonly)

    use
    :   Enable or disable this modifier during stroke rendering

        Type:
        :   boolean, default False

    *classmethod* bl_rna_get_subclass(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The RNA type or default when not found.

        Return type:
        :   [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") subclass

    *classmethod* bl_rna_get_subclass_py(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The class or default when not found.

        Return type:
        :   [type](#bpy.types.LineStyleColorModifier_CreaseAngle.type "bpy.types.LineStyleColorModifier_CreaseAngle.type")
user: Provide the full official documentation entry for Mesh Sequence Cache Modifier, preserving all code examples.

assistant: # Mesh Sequence Cache Modifier

The Mesh Sequence Cache modifier loads data from [Alembic](../../../files/import_export/alembic.xhtml)
and [USD](../../../files/import_export/usd.xhtml) files.
It supports static meshes, but is mostly used to load animated meshes.
Despite its name, this modifier also supports curves. It also handles file sequences,
as well as meshes and curves with varying topology (like the result of fluid simulations).

When importing an [Alembic](../../../files/import_export/alembic.xhtml) or
[USD](../../../files/import_export/usd.xhtml) file,
Mesh Sequence Cache modifiers are automatically added to time-varying meshes.
For time-varying object transforms (so animation of rotation, location, or scale),
the [Transform Cache Constraint](../../../animation/constraints/transform/transform_cache.xhtml#bpy-types-transformcacheconstraint) is used.
Files other than Alembic or USD, like MDD and PC2 files, can be loaded using
the [Mesh Cache modifier](mesh_cache.xhtml).
user: Show practical ways to work with Smoothing of Cloth in a Blender add-on or script – include code.

assistant: Now, if you followed this from the previous section, your cloth is probably looking a little blocky.
In order to make it look nice and smooth like the picture you need to apply
a Smooth and/or Subdivision Surface Modifier in the *Modifiers* tab.
Then, in the Toolbar, find the *Edit* panel and Press *Smooth*.
user: Provide the full official documentation entry for Outputs, preserving all code examples.

assistant: Mesh
:   Standard geometry output.

UV Map
:   A 2D vector representing the default X/Y coordinates of the [UV Map](../../../../glossary/index.xhtml#term-UV-Map) for the primitive’s shape.
    This can be connected to the [Store Named Attribute Node](../../attribute/store_named_attribute.xhtml),
    to be used once the Geometry Nodes Modifier get applied.
    The UV map must be stored on the face corner in order to be accessed.
user: What is Outputs and how is it used in Blender Python scripting?

assistant: Manifold
:   Boolean value that indicates whether each edge is manifold.
    True if the edge is shared by exactly two faces; false otherwise
    (for example, if the edge belongs to one face, more than two faces, or no faces at all).
user: How do I use Properties in Blender? Include parameters, examples, warnings and best practices.

assistant: Rotation Type
:   Axis Angle:
    :   Use separate axis and angle inputs to control the rotation.

    Euler:
    :   Use an Euler input to control the rotation.

Space
:   Object:
    :   Rotate an Euler rotation in the evaluated object’s space.

    Local:
    :   Rotate an Euler rotation in local space.
user: Provide the full official documentation entry for Quantize, preserving all code examples.

assistant: This operator uses a process known as [Quantization](https://en.wikipedia.org/wiki/Quantization)
which takes the input weights and clamps each weight to a number of steps between (0 - 1),
so there is no longer a smooth gradient between values.

[image reference removed]

Quantize example (Steps = 2).

Steps
:   The number of steps between 0 and 1 to quantize the weights into.
    For example 5 would allow the following weights `[0.0, 0.2, 0.4, 0.6, 0.8, 1.0]`.
user: Show practical ways to work with Pressure in a Blender add-on or script – include code.

assistant: Cloth pressure allows the simulation of soft-shelled objects
such as balloons or balls that are filled with a type of fluid.
This fluid is modeled as a gas; to emulate an incompressible liquid set
*Pressure Scale* as high as possible without breaking the simulation.
Cloth pressure can be enabled by toggling the checkbox in the *Pressure* panel header.

Pressure
:   The uniform pressure that is constantly applied to the mesh.
    This value is specified in units of *Pressure Scale*, and can be
    negative to simulate implosions or any other case where an object
    has outside pressure pushing inwards.

Custom Volume
:   Use the *Target Volume* parameter as the initial volume for the cloth,
    instead of computing it from the mesh itself.

Target Volume
:   The mesh volume where the inner/outer pressure will be the same.
    If set to zero, changes in the volume of the object will not affect pressure.

Pressure Scale
:   Ambient pressure (in kPa) that exists both inside and outside the object,
    balancing out when the volume matches the target. Increase the value to
    make the object resist changes in volume more strongly.

Fluid Density
:   Specifies the density of the fluid contained inside the object
    (in kg/liter = 1000 kg/m3, use 1 for water), used to generate
    a hydrostatic pressure gradient that simulates the weight of the fluid.
    If the value is negative, it instead models buoyancy from a surrounding fluid.

    The fluid is not actually simulated, so while the setting helps to achieve
    a more plausible object shapes at rest, it cannot create realistic fluid dynamics effects.
    It can also be used to give more weight to a soft body like object with heavy and
    sufficiently flexible filling, even if it is not a fluid by itself.

    The volume of the object is not preserved. If that is desired it should be used
    together with *Pressure Scale*. *Fluid density* times *object size* times 50
    is a good start value for *Scale* to make sure that no more than 10% volume change
    if the object does not experience higher acceleration than standard gravity.

Vertex Group
:   Cloth pressure can be controlled via a [Vertex Group](../../../modeling/meshes/properties/vertex_groups/index.html)
    to specify which the portions of the mesh to apply pressure.
    Zero weight means no pressure while a weight of one means full pressure.

    Note, faces with a vertex that has zero weight will be excluded from the *Target Volume* calculation.