PGCRYPT/OpenBlender_Train huggingface dataset:
user: Show practical ways to work with GreasePencilMirrorModifier(Modifier) in a Blender add-on or script – include code.

assistant: # GreasePencilMirrorModifier(Modifier)

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

*class* bpy.types.GreasePencilMirrorModifier(*Modifier*)
:   invert_layer_filter
    :   Invert layer filter

        Type:
        :   boolean, default False

    invert_layer_pass_filter
    :   Invert layer pass filter

        Type:
        :   boolean, default False

    invert_material_filter
    :   Invert material filter

        Type:
        :   boolean, default False

    invert_material_pass_filter
    :   Invert material pass filter

        Type:
        :   boolean, default False

    layer_pass_filter
    :   Layer pass filter

        Type:
        :   int in [0, 100], default 0

    material_filter
    :   Material used for filtering

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

    material_pass_filter
    :   Material pass

        Type:
        :   int in [0, 100], default 0

    object
    :   Object used as center

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

    open_influence_panel
    :   Type:
        :   boolean, default False

    tree_node_filter
    :   Layer name

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

    use_axis_x
    :   Mirror the X axis

        Type:
        :   boolean, default True

    use_axis_y
    :   Mirror the Y axis

        Type:
        :   boolean, default False

    use_axis_z
    :   Mirror the Z axis

        Type:
        :   boolean, default False

    use_layer_group_filter
    :   Filter by layer group name

        Type:
        :   boolean, default False

    use_layer_pass_filter
    :   Use layer pass filter

        Type:
        :   boolean, default False

    use_material_pass_filter
    :   Use material pass filter

        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: Provide the full official documentation entry for GreasePencilLayerMask(bpy_struct), preserving all code examples.

assistant: # GreasePencilLayerMask(bpy_struct)

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

*class* bpy.types.GreasePencilLayerMask(*bpy_struct*)
:   List of Mask Layers

    hide
    :   Set mask Visibility

        Type:
        :   boolean, default False

    invert
    :   Invert mask

        Type:
        :   boolean, default False

    name
    :   Mask layer name

        Type:
        :   string, default “”, (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 Outputs, preserving all code examples.

assistant: Grid
:   The resulting grid after advection. Each voxel value has been transported
    according to the specified velocity field and integration scheme.
    The result represents the grid state after the given *Time Step* has elapsed.
user: Provide the full official documentation entry for FloatColorAttribute(Attribute), preserving all code examples.

assistant: # FloatColorAttribute(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.FloatColorAttribute(*Attribute*)
:   Geometry attribute that stores RGBA colors as floating-point values using 32-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 [`FloatColorAttributeValue`](bpy.types.FloatColorAttributeValue.html#bpy.types.FloatColorAttributeValue "bpy.types.FloatColorAttributeValue"), (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: Give a detailed overview of Set Origin: syntax, arguments, return values, common patterns.

assistant: The object origin and geometry can be moved relative to each other and to the 3D cursor.

Type
:   Geometry to Origin
    :   Moves the model to the origin and this way the origin of the object will
        also be at the center of the object.

    Origin to Geometry
    :   Moves the origin to the center of the object.

    Origin to 3D Cursor
    :   Moves the origin of the model to the position of the 3D cursor.

    Origin to Center of Mass
    :   Moves the origin to the calculated center of mass of model
        (assuming the mesh has a uniform density).

Center
:   Median Point Center, Bounding Box Center
user: What is MESH_UL_color_attributes(UIList) and how is it used in Blender Python scripting?

assistant: # MESH_UL_color_attributes(UIList)

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

*class* bpy.types.MESH_UL_color_attributes(*UIList*)
:   draw_item(*_context*, *layout*, *data*, *attribute*, *_icon*, *_active_data*, *_active_propname*, *_index*)

    filter_items(*_context*, *data*, *property*)

    *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 GeometryNodeInputSplineResolution(GeometryNode) in a Blender add-on or script – include code.

assistant: # GeometryNodeInputSplineResolution(GeometryNode)

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"), [`GeometryNode`](bpy.types.GeometryNode.html#bpy.types.GeometryNode "bpy.types.GeometryNode")

*class* bpy.types.GeometryNodeInputSplineResolution(*GeometryNode*)
:   Retrieve the number of evaluated points that will be generated for every control point on curves

    *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")

    *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 Collections Menu and how is it used in Blender Python scripting?

assistant: The *Collections* menu provides tools for organizing and managing objects within collections.
Collections are used to group objects for easier scene organization,
visibility control, and rendering management.
Objects can belong to one or multiple collections, allowing flexible structuring of complex scenes.

Move to Collection `M`
:   Moves the selected objects to a different collection.
    The menu allows choosing an existing collection, creating a new one,
    or moving the objects to the *Scene Collection* (the root level of the scene).
    Once moved, the objects are removed from their previous collection unless they are also linked elsewhere.

Link to Collection `Shift`-`M`
:   Links the selected objects to an additional collection without removing them from their existing collections.
    This allows the same object to appear in multiple collections simultaneously,
    useful for managing shared elements across different scene layers or views.
    A new collection can also be created from the menu.

Create New Collection `Ctrl`-`G`
:   Creates a new collection and adds the selected object(s) to it.
    The name of the new collection can be specified in
    the *Create New Collection* [Adjust Last Operation](../../interface/undo_redo.xhtml#bpy-ops-screen-redo-last) panel.
    This collection is not linked to the active scene.

Remove from Collection `Ctrl`-`Alt`-`G`
:   Remove the selected objects from a collection. If the object belongs to more than one collection,
    a pop-up lets you select the collection and an option to remove it from all collections.

Remove from All Collections `Shift`-`Ctrl`-`Alt`-`G`
:   Remove the selected objects from all collections.

Add Selected to Active Objects Collection `Shift`-`Ctrl`-`G`
:   Adds the selected objects to one of the collections active object belongs to.
    Optionally add to "All Collections"
    to ensure selected objects are included in the same collections as the active object.

Remove Selected from Active Collection `Shift`-`Alt`-`G`
:   Causes the selected objects to be removed from the collections to which the active object belongs.

Hide Other Collections `Ctrl`-`H`
:   Hides collections which were not selected.
user: How do I use Displacement Node in Blender? Include parameters, examples, warnings and best practices.

assistant: # Displacement Node

[image reference removed]

The *Displacement* node is used to displace the surface along the surface normal,
to add more detail to the geometry. Both procedural textures and baked displacement maps
can be used.

By default, Blender only uses [Bump Mapping](../../../glossary/index.xhtml#term-Bump-Mapping) to render displacement.
However with true displacement, the rendered geometry will be physically displaced. To use true displacement
the [Displacement method](../../eevee/material_settings.xhtml#bpy-types-material-displacement-method) must be set accordingly.
user: Give a detailed overview of Blender Makes Open Movies: syntax, arguments, return values, common patterns.

assistant: As a way to stress-test Blender’s increasing power, the Blender Foundation challenged its community’s most talented
artists to make an animated 3D short film. The only criterion was that they had to use open source tools, with Blender
prime among them.

Under the codename “Project Orange,” this project began in 2005, resulting in Elephants Dream, a surreal adventure
through a gigantic machine. The film and all its assets were made freely available under a Creative Commons license.

After the success of Elephants Dream, the Blender Institute was established in the summer of 2007. As well as helping
to define the Blender Foundation’s goals, the Blender Institute comprised a permanent office and studio, with the
express intention of generating Open Projects related to 3D movies, games or visual effects. As part of its output,
the Blender Institute has created a series of Open Movies in collaboration with leading artists. They include the
comedy Big Buck Bunny (2008), science fiction thriller Tears of Steel (2012), a poetic fantasy Spring (2019), and
horror-comedy Sprite Fright (2021).
user: Explain Output in complete detail according to the official Blender documentation.

assistant: Mesh
:   Standard geometry output.

Top
:   A boolean field indicating the “top” elements in the extrusion. In *Vertex* mode, these are the new vertices;
    in *Edge* mode, the new edges; and in *Face* mode, the moved faces.

Side
:   A boolean field indicating the “side” elements in the extrusion. In *Vertex* mode, these are the new edges;
    in *Edge* mode, the new faces; and in *Face* mode, too, the newly generated faces (as opposed to the moved ones).
user: Provide the full official documentation entry for Transfer Sculpt Mode, preserving all code examples.

assistant: Switches Sculpt Mode from the [Active](../../../glossary/index.xhtml#term-Active) object to the object under the mouse.
See [Switching Objects](../../../editors/3dview/modes.xhtml#bpy-ops-object-transfer-mode) for more information.
user: Show practical ways to work with Bpy.Types.Spline in a Blender add-on or script – include code.

assistant: page On this page Spline(bpy_struct) Spline Spline.bezier_points Spline.character_index Spline.hide Spline.material_index Spline.order_u Spline.order_v Spline.point_count_u Spline.point_count_v Spline.points Spline.radius_interpolation Spline.resolution_u Spline.resolution_v Spline.tilt_interpolation Spline.type Spline.use_bezier_u Spline.use_bezier_v Spline.use_cyclic_u Spline.use_cyclic_v Spline.use_endpoint_u Spline.use_endpoint_v Spline.use_smooth Spline.calc_length() Spline.valid_message() Spline.bl_rna_get_subclass() Spline.bl_rna_get_subclass_py() Inherited Properties Inherited Functions References
user: How do I use Properties in Blender? Include parameters, examples, warnings and best practices.

assistant: Bake Mode
:   The *Bake* node can calculate the geometry of a single frame or an animation.

    Animation:
    :   Bakes the geometry data for multiple frames.
        By default the scene frame range is used, however, a *Custom Range* can also be defined.

    Still:
    :   Bakes the geometry data of the current frame.

Bake
:   Preforms all necessary geometry calculations and saves the data on disk or packed into the .blend file.

    Pack/Unpack
    :   Packs or unpacks already baked data. When unpacking, there are different options to control where the data will
        be stored. The options are the same as for the [Unpack Resources](../../../../files/blend/packed_data.xhtml#bpy-ops-file-unpack-all) operator.

    Delete Geometry Node Bake
    :   Deletes the bake data.

Bake Target
:   Specifies where the baked data should be stored.

    Inherit from Modifier:
    :   The setting is copied from the modifier that contains the bake node. This is the default.

    Packed:
    :   The baked data is packed into the .blend file. So no separate file is necessary.

    Disk:
    :   The baked data is stored in a separate directory on disk.

Custom Path
:   Specify a path where the baked data should be stored manually.

    Bake Path
    :   Location on disk where the baked data is stored.
        Note, this path is also used for [simulation zones](../../simulation/simulation_zone.xhtml).

Custom Range Animation
:   Override the simulation frame range from the scene.

Start, End
:   The start and end frame numbers for the custom range.
user: Explain Future Development in complete detail according to the official Blender documentation.

assistant: This section describes interesting avenues for further development.
Even though it is not an exhaustive list, it might help to better understand
the current functionality of Blender’s Asset Browser.

### Non-Data-Block Assets

Non-Blender assets, such as image or audio files, will likely be supported in a future version.
For such files, asset metadata is then stored in XMP sidecar files, similar to what other software is also doing.
Importers (USD, glTF, FBX, …) could add support for their file types as assets this way too.
Furthermore, it should become possible to enrich an asset with a Python script,
which can then provide code to be run when the asset is used.

### Cross Blend-File Editing

As described above, Blender itself is not allowed to write to other blend-files
than the currently open one. This rule helps to limit complexities; for example,
it is hard to reliably implement an undo system when manipulating other files.
The rule does get in the way of mass-updating assets when they are stored in various blend-files.

Since there is already tooling that can manipulate blend-files outside of Blender itself
(see [Blender Asset Tracer](https://projects.blender.org/blender/blender-asset-tracer)),
it’s possible to also create an external tool for doing such edits across blend-files.
Such a tool might even be implemented via Blender’s application templates system,
or as an add-on; the rule above applies to Blender itself, not to its add-ons.

### Asset Pushing

Asset **pushing** is a way of getting assets into the asset library, where you are working on a file
and want to copy the asset from that file into the library. This is a concept that appears deceptively simple.
In certain cases it is actually simple, but often enough it gets quite complex. For example,
when you want to push an object into an external asset library, should that also copy the materials?
What about the texture images referenced by those materials?
What about objects referenced by custom properties, constraints, or modifiers?
And in which files would they have to go?
Do they all go into one big `assets.blend`, individual blend-files,
or into a directory per asset type? Blender should not be making such decisions for you.

For specific cases, these things are all solvable. For this reason the pose library has been created as
an add-on which is enabled by default. Studios with specific needs can disable the add-on
and implement their own functionality; the building blocks are all in Blender’s core,
and thus do not need to be copied for this. Furthermore, add-ons can write to other blend-files,
so they could make the decisions for users.

Asset pushing is desirable. Because of the questions above, it is unknown how to
implement this well, in a way that still allows artists control over their assets.
user: Give a detailed overview of Source: syntax, arguments, return values, common patterns.

assistant: Emit From
:   Defines how and where the particles are emitted,
    giving precise control over their distribution.

    Vertices
    :   Emits particles from the vertices of a mesh.

    Faces
    :   Emits particles from the surface of a mesh’s faces.

    Volume
    :   Emits particles from the volume of an enclosed mesh.

Use Modifier Stack
:   Take any [Modifiers](../../../modeling/modifiers/introduction.html) above the Particle Modifier
    in the [modifier stack](../../../modeling/modifiers/introduction.html#modifier-stack) into account when emitting particles,
    else it uses the original mesh geometry.

Distribution
:   These settings control how the emissions of particles are distributed
    throughout the emission locations when emitting from either *Faces* or *Volume*.

    Jittered
    :   Particles are placed at jittered intervals on the emitter elements.

        Particles/Face
        :   Number of emissions per face (0 = automatic).

        Jittering Amount
        :   Amount of jitter applied to the sampling.

    Random
    :   Particles are emitted from random locations in the emitter’s elements.

    Grid
    :   Particles are set in a 3D grid and particles near/in the elements are kept.

        Invert Grid
        :   Invert what is considered the object and what is not.

        Hexagonal
        :   Uses a hexagonal-shaped grid instead of a rectangular one.

        Resolution
        :   Resolution of the grid.

        Random
        :   Add a random offset to grid locations.

Random Order
:   The emitter element indices are gone through
    in a random order instead of linearly (one after the other).

    Not available for *Grid* distribution.

Even Distribution
:   Particle distribution is made even based on surface area of the elements,
    i.e. small elements emit less particles than large elements, so that the particle density is even.
user: Show practical ways to work with BlendDataTexts(bpy_struct) in a Blender add-on or script – include code.

assistant: # BlendDataTexts(bpy_struct)

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

*class* bpy.types.BlendDataTexts(*bpy_struct*)
:   Collection of texts

    new(*name*)
    :   Add a new text to the main database

        Parameters:
        :   **name** (*string**,* *(**never None**)*) – New name for the data-block

        Returns:
        :   New text data-block

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

    remove(*text*, *\**, *do_unlink=True*, *do_id_user=True*, *do_ui_user=True*)
    :   Remove a text from the current blendfile

        Parameters:
        :   - **text** ([`Text`](bpy.types.Text.html#bpy.types.Text "bpy.types.Text"), (never None)) – Text to remove
            - **do_unlink** (*boolean**,* *(**optional**)*) – Unlink all usages of this text before deleting it
            - **do_id_user** (*boolean**,* *(**optional**)*) – Decrement user counter of all data-blocks used by this text
            - **do_ui_user** (*boolean**,* *(**optional**)*) – Make sure interface does not reference this text

    load(*filepath*, *\**, *internal=False*)
    :   Add a new text to the main database from a file

        Parameters:
        :   - **filepath** (string, (never None, blend relative `//` prefix supported)) – path for the data-block
            - **internal** (*boolean**,* *(**optional**)*) – Make internal, Make text file internal after loading

        Returns:
        :   New text data-block

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

    tag(*value*)
    :   tag

        Parameters:
        :   **value** (*boolean*) – Value

    *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 Tools for Scene Orientation and Stabilization, preserving all code examples.

assistant: After solve, you need to orient the real scene in the 3D scene for more convenient compositing.
There are tools to define the floor, the scene origin, and the X/Y axes to perform scene orientation.

Sometimes, the video footage includes spurious jumps and tilting movements, like e.g. when using a hand-held camera.
Based on some tracked image elements,
the [2D Stabilization](clip/sidebar/stabilization/index.html)
is able to detect and compensate such movements to improve the quality of the final result.
user: Show practical ways to work with Fixed Constraint in a Blender add-on or script – include code.

assistant: # Fixed Constraint

This constraint cause the two objects to move as one.
Since the physics system does have a tiny bit of slop in it,
the objects do not move as rigidly as they would if they were part of the same mesh.

[image reference removed]

*Fixed* constraint options.
user: Describe Drivers from the Blender manual or Python API, including usage steps and snippets.

assistant: Upgrading to the latest graphics drivers often solves problems. Newer drivers have bug fixes that help Blender
function correctly.

On Windows, drivers are provided by the graphics card manufacturer (Intel). Windows Update automatically installs
graphics drivers, or your computer manufacturer may provide its own version of the graphics drivers.

However, these are not always the latest version or may have been corrupted in some way. We recommend always using
the official drivers.

[Download Latest Intel Drivers](https://www.intel.com/content/www/us/en/support/products/80939/graphics.html)
user: Explain GizmoProperties(bpy_struct) in complete detail according to the official Blender documentation.

assistant: # GizmoProperties(bpy_struct)

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

*class* bpy.types.GizmoProperties(*bpy_struct*)
:   Input properties of a Gizmo

    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: Give a detailed overview of Inverse Kinematics: syntax, arguments, return values, common patterns.

assistant: # Inverse Kinematics

Inverse Kinematics (IK) simplifies the animation process,
and makes it possible to make more advanced animations with lesser effort.

Inverse Kinematics allow you to position the last bone in a bone chain and
the other bones are positioned automatically.
This is like how moving someone’s finger would cause their arm to follow it.
By normal posing techniques, you would have to start from the root bone,
and set bones sequentially until you reach the tip bone:
When each parent bone is moved, its child bone would inherit its location and rotation.
Thus making tiny precise changes in poses becomes harder farther down the chain,
as you may have to adjust all the parent bones first.

This effort is effectively avoided by use of IK.

IK is mostly done with bone constraints although there is also
a simple [Auto IK](../../tool_settings.xhtml#bpy-types-pose-use-auto-ik) feature in Pose Mode.
They work by the same method but the constraints offer more options and control.
Please refer to the following pages for details about these constraints:

- [Inverse Kinematics Constraint](../../../../constraints/tracking/ik_solver.xhtml)
- [Spline IK Constraint](../../../../constraints/tracking/spline_ik.xhtml)
user: Provide the full official documentation entry for Properties, preserving all code examples.

assistant: Type
:   Controls the type of gradient generated.

    Linear:
    :   Directly outputs the input X coordinate.

    Quadratic:
    :   Interpolates the input X coordinate quadratically.

    Easing:
    :   Uses a combination of quadratic and linear interpolation
        to generate a smooth gradient from the input X coordinate.

    Diagonal:
    :   Averages the input X and Y coordinates.

    Spherical:
    :   Creates an inverse gradient using the length of the input vector; the maximum value is at (0, 0, 0).

    Quadratic Sphere:
    :   The same as Spherical, except interpolated quadratically.

    Radial:
    :   Outputs a value based on the angle of the input around the Z axis.
user: Provide the full official documentation entry for Aerodynamics, preserving all code examples.

assistant: Edges can be affected by wind as they move, and sail or flutter in a breeze.
A simple aerodynamic model of a flag sailing in the wind.

This special exterior force is not applied to the vertices but to the connecting edges.
Technically, a force perpendicular to the edge is applied.
The force scales with the projection of the relative speed on the edge (dot product).
Note that the force is the same if wind is blowing or if you drag the edge through the air
with the same speed. That means that an edge moving in its own direction subject to no force,
and an edge moving perpendicular to its own direction is subjected to maximum force.

The angle and the relative speed between medium and edge is used to calculate the force on the edge.
This force results that vertices with few connecting edges (front of a plane)
fall faster than vertices with more connecting edges (middle of a plane).
If all vertices have the same amount of edges in a direction they fall with equal speed.

The *Aerodynamics* settings are set in the [Soft Body Edges](../settings/edges.xhtml#physics-softbody-settings-aerodynamics) panel.
user: Show practical ways to work with Grid to Mesh Node in a Blender add-on or script – include code.

assistant: # Grid to Mesh Node

[image reference removed]

The *Grid to Mesh* node converts a voxel grid into a polygonal mesh by
extracting an isosurface at a specified threshold value.
This process is similar to the *Marching Cubes* algorithm used in many
volumetric modeling systems.

The resulting mesh represents the boundary where the grid’s values cross the
given threshold—typically the surface of a signed distance field (SDF) or density grid.
This makes it possible to convert procedural volumetric data into geometry for
rendering, simulation, or further modeling operations.
user: How do I use ByteIntAttributeValue(bpy_struct) in Blender? Include parameters, examples, warnings and best practices.

assistant: # ByteIntAttributeValue(bpy_struct)

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

*class* bpy.types.ByteIntAttributeValue(*bpy_struct*)
:   8-bit value in geometry attribute

    value
    :   Type:
        :   int in [-128, 127], default 0

    *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: Explain Editing in complete detail according to the official Blender documentation.

assistant: ### Join in New Frame

Creates a new *Frame* node around the selected nodes.

When called using the shortcut `F`, a popup appears allowing you to assign a custom
[Label](../../node_editors.xhtml#bpy-types-node-label) to the new frame node.
This label is shown as the title of the frame and can be used to describe its contents.

### Add to Frame

Once a frame node is placed, nodes can be added by dropping them onto the frame or
by selecting the node(s) then the frame and using `Ctrl`-`P`.
This can be thought of as Parenting the selection to the frame.

### Remove from Frame

To remove nodes from a frame, select and use `Alt`-`P`.
This can be thought of as unparenting the selection from the frame.
user: Give a detailed overview of Material Node: syntax, arguments, return values, common patterns.

assistant: # Material Node

[[image reference removed]](../../../../_images/node-types_GeometryNodeInputMaterial.webp)

The *Material* input node outputs a single material. It can be connected to other material sockets
to make using the same material name in multiple places more convenient.
user: Explain Examples in complete detail according to the official Blender documentation.

assistant: ### Creating an Alpha Mask

An often overlooked use case of the Color Ramp is to turn a black-and-white image
into a colored image with transparency.

[image reference removed]

In the example above, a black-and-white swirl image, which is lacking an alpha channel,
is fed into the Color Ramp node as a *Factor*.

The Color Ramp node is set to a purely transparent color on the left end of the gradient,
and a fully red color on the right. As you can see in the Viewer node,
the Color Ramp node outputs an image that is transparent where the input is black,
and opaque where the input is white.

### Colorizing an Image

In this example, multiple colors are added to the color gradient,
converting a black-and-white image into a flaming swirl.

[image reference removed]

The shades of gray in the input image are mapped to three colors:
blue, yellow, and red, all fully opaque. Where the image is black,
the Color Ramp substitutes blue (the first color stop). Where it is some shade of gray,
the Color Ramp outputs a corresponding color from the gradient (bluish, yellow, to reddish).
Where the image is fully white, the Color Ramp outputs red.
user: How do I use Viewport Render in Blender? Include parameters, examples, warnings and best practices.

assistant: # Viewport Render

Viewport rendering lets you create quick preview renders from the current viewpoint
(rather than from the active camera, as would be the case with a regular render).

You can use *Viewport Render* to render both images and animations.

Below is a comparison between the Viewport render and a final render using
the Cycles Renderer.

Model by © 2016 pokedstudio.com

|  |  |  |
| --- | --- | --- |
| <../../_images/editors_3dview_viewport-render_example-workbench-render.jpg>   Viewport render using Solid Mode. | <../../_images/editors_3dview_viewport-render_example-eevee-render.jpg>   Viewport render using Material Preview Mode. | <../../_images/editors_3dview_viewport-render_example-cycles-render.jpg>   Full render. |
user: What is Inputs and how is it used in Blender Python scripting?

assistant: Grid
:   The input voxel grid to sample values from. The grid may store scalar,
    vector, color, or boolean data depending on its data type.

X, Y, Z
:   The integer voxel coordinates in grid index space to sample from.
    Each coordinate specifies which voxel to retrieve the value from along its respective axis.
user: How do I use Options in Blender? Include parameters, examples, warnings and best practices.

assistant: Speed Control
:   The method used to adjust the speed of the strip.

    Stretch:
    :   Automatically calculates the speed effect based on the length of the input strip.
        If you scale a strip to 1/2 the original size the sequence will play back at 2 times the speed.

    Multiply:
    :   Multiplies the current speed of the sequence by a *Multiply Factor*.
        Thus a value of 0.5 will make the sequence half as fast while 2 would make the sequence twice as fast.
        Negative values will reverse the input while also adjusting the speed,
        so a value of negative two will play in reverse and twice as fast as normal.

    Frame Number:
    :   Specifies a frame to remap the current frame to,
        for example, setting the *Frame Number* value to 50 displays the 50th frame.
        This can then be manually [keyframed](../../../../../animation/keyframes/index.xhtml) to recreate the animation.

    Length:
    :   Maps the frame range on a percentage scale. For example, using this and a value of 50%
        will select the frame halfway through the sequence.

Interpolation
:   Crossfades between frames to reduce screen tearing when the speed is slower than the original frame rate.
user: What is Focus Mode and how is it used in Blender Python scripting?

assistant: Expands the editor area so it fills the entire window, hiding:

- The Topbar
- The Status Bar
- Secondary [regions](regions.xhtml) (such as toolbars, sidebars, headers, etc.) of the
  editor itself.

This mode gives the maximum possible screen space for the active editor.

To return to normal size, use the shortcut again or click the 
icon in the top-right corner of the editor (visible only when hovering over the area).
user: Provide the full official documentation entry for Override Hierarchies, preserving all code examples.

assistant: Hierarchy is a very important concept to understand when working with library overrides.
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 will typically have an armature object, several geometry objects,
rig-controllers objects, the object data for all of these objects, materials, textures, etc.

These 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
the data-block that is directly linked when importing the asset (usually a collection).

This concept of hierarchy can also be seen as some sort of super meta-data-block. It is critical
when there are several overrides of the same linked data, since it allows to clearly identify a given
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.
user: Give a detailed overview of GeometryNodeFieldVariance(GeometryNode): syntax, arguments, return values, common patterns.

assistant: # GeometryNodeFieldVariance(GeometryNode)

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"), [`GeometryNode`](bpy.types.GeometryNode.html#bpy.types.GeometryNode "bpy.types.GeometryNode")

*class* bpy.types.GeometryNodeFieldVariance(*GeometryNode*)
:   Calculate the standard deviation and variance of a given field

    data_type
    :   Type of data the outputs are calculated from

        - `FLOAT`
          Float – Floating-point value.
        - `FLOAT_VECTOR`
          Vector – 3D vector with floating-point values.

        Type:
        :   enum in [`'FLOAT'`, `'FLOAT_VECTOR'`], default `'FLOAT'`

    domain
    :   Type:
        :   enum in [Attribute Domain Items](bpy_types_enum_items/attribute_domain_items.html#rna-enum-attribute-domain-items), default `'POINT'`

    *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")

    *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 Cloth Operators in Blender? Include parameters, examples, warnings and best practices.

assistant: # Cloth Operators

bpy.ops.cloth.preset_add(*\**, *name=''*, *remove_name=False*, *remove_active=False*)
:   Add or remove a Cloth Preset

    Parameters:
    :   - **name** (*string**,* *(**optional**,* *never None**)*) – Name, Name of the preset, used to make the path name
        - **remove_name** (*boolean**,* *(**optional**)*) – remove_name
        - **remove_active** (*boolean**,* *(**optional**)*) – remove_active

    File:
    :   [startup/bl_operators/presets.py:119](https://projects.blender.org/blender/blender/src/branch/main/scripts/startup/bl_operators/presets.py#L119)
user: Show practical ways to work with Inputs in a Blender add-on or script – include code.

assistant: Points
:   Number of points on each of the circles.

Inner Radius, Outer Radius
:   Radii of the two circles on which to place the control points.
    The inner radius can be larger than the outer radius.

Twist
:   Angle offset of the inner circle.
    The twist value rotates the points on the circle corresponding with the inner radius
    counterclockwise by the given angle.
user: Give a detailed overview of Cast Modifier: syntax, arguments, return values, common patterns.

assistant: # Cast Modifier

The *Cast* modifier shifts the shape of a mesh, curve,
surface or lattice, towards any of a few predefined shapes (sphere, cylinder, cuboid).

It is equivalent to the [To Sphere](../../meshes/editing/mesh/transform/to_sphere.html#tool-transform-to-sphere) tool in Edit Mode,
and what other programs call “Spherify” or “Spherize”, but, as written above,
it is not limited to casting to a sphere.
user: Describe Exporting to USD Files from the Blender manual or Python API, including usage steps and snippets.

assistant: Universal Scene Description (USD) files can contain complex layering, overriding, and references to other files.
Blender’s USD Exporter takes a much simpler approach. When exporting, all visible, supported objects in
the scene are exported, optionally limited by their selection state. Blender does not (yet) support exporting
invisible objects, USD layers, variants, etc.

The following objects can be exported to USD:

- Meshes (of different kinds, see below).
- Cameras (perspective cameras only at the moment, not orthogonal ones).
- Curves
- Text (exported as meshes).
- Lights
- Hair (exported as curves, and limited to parent strands).
- Point Clouds
- Metaballs (exported as animated meshes).
- Volumes
- Armatures

When exporting an animation, the final, evaluated mesh is written to USD.
This means that the following meshes can be exported:

- Static meshes.
- Deforming meshes; here the topology of the mesh does not change,
  but the locations of the vertices change over time. Examples are animated characters or
  bouncing (but not cracking) objects.
- Arbitrarily animated meshes; here the topology does change.
  An example is the result of a fluid simulation, where splashes of fluid can break off the main body.

[image reference removed]

Shot from [Spring](https://studio.blender.org/films/spring/) exported to USD and opened in USDView.
user: How do I use Outputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Attachment UV
:   The UV coordinates on the surface where each curve is attached.
    These are typically stored per curve and used to find the correct attachment
    location even if the surface topology changes.

Attachment is Valid
:   A boolean output indicating whether each curve has a valid stored attachment.
    This can be used to detect invalid or missing attachment data after topology edits
    or surface replacement.

Surface Normal
:   The normal direction of the surface mesh evaluated at the curve’s attachment point.
    This can be used for aligning hair roots, orienting instances, or driving deformation
    based on surface orientation.
user: Explain Rip Vertices in complete detail according to the official Blender documentation.

assistant: # Rip Vertices

Rip creates a “hole” in the mesh by making a copy of selected vertices and edges,
still linked to the neighboring non-selected vertices,
so that the new edges are borders of the faces on one side, and the old ones,
borders of the faces on the other side of the rip.
user: Explain Outputs in complete detail according to the official Blender documentation.

assistant: For each input, the same output is added to act as a pass through.

Geometry
:   Standard geometry output, which is used as the default bake item.
    More bake items can be added by dragging sockets into the blank socket or in the *Bake Items* panel.
    Items can be renamed by `Ctrl`-`LMB` on the socket name or in the nodes *Properties* panel.