PGCRYPT/OpenBlender_Train huggingface dataset:
user: Give a detailed overview of CompositorNodeMovieClip(CompositorNode): syntax, arguments, return values, common patterns.

assistant: # CompositorNodeMovieClip(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.CompositorNodeMovieClip(*CompositorNode*)
:   Input image or movie from a movie clip data-block, typically used for motion tracking

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

    *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: Describe Notes on Scripted Expressions from the Blender manual or Python API, including usage steps and snippets.

assistant: When a driver uses a *Scripted Expression*, Blender can evaluate it without using
the fully featured Python interpreter if it is simple enough.
This means that drivers are fast to evaluate with simple divisions, additions and other “simple” expressions.
The built-in functions are always evaluated natively.

See [Simple Expressions](drivers_panel.xhtml#drivers-simple-expressions)
for a comprehensive list of expressions that can be evaluated natively.

When the expression is not simple, it will be evaluated using Python.
As a consequence, the driver will be slower and there is a security risk
if the author of the Python code is unknown.
This is an important thing to take into consideration for heavy scenes and
when sharing files with other people.
See also: [Auto run](../../advanced/scripting/security.xhtml).
user: What is Poke Faces and how is it used in Blender Python scripting?

assistant: # Poke Faces

Splits each selected faces into a triangle fan,
creating a new center vertex and triangles between the original face edges
and new center vertex. The *Offset* can be used to make spikes or depressions.

Poke Offset
:   Offset the new center vertex along the face normal.

Offset Relative
:   Multiply the Offset by the average length from the center to the face vertices.

Poke Center
:   Computes the center of a face.

    Weighted Median:
    :   Using the mean average weighted by edge length.

    Median:
    :   Using the mean average.

    Bounds:
    :   Uses center of bounding box.
user: Give a detailed overview of Command-line: syntax, arguments, return values, common patterns.

assistant: Extensions can be built, validated & installed via command-line.

To build the package defined in the current directory use the following commands:

```
blender --command extension build
```

See [build](../command_line/extension_arguments.xhtml#command-line-args-extension-build) docs.

—

To validate the manifest without building the package:

```
blender --command extension validate
```

You may also validate a package without having to extract it first.

```
blender --command extension validate add-on-package.zip
```

See [validate](../command_line/extension_arguments.xhtml#command-line-args-extension-validate) docs.
user: Show practical ways to work with Degenerate Dissolve in a Blender add-on or script – include code.

assistant: Collapses any selected edges that are shorter than a certain length.
This also results in the removal of small faces.

If two vertices are near to each other but are not connected by an edge,
they will not be merged; you can use [Merge by Distance](#bpy-ops-mesh-remove-doubles)
for that.

Merge Distance
:   Edges shorter than this length will be collapsed.
user: What is Inputs and how is it used in Blender Python scripting?

assistant: A
:   The background image.

Depth A
:   Depth pass of the background image.

B
:   The foreground image.

Depth B
:   Depth pass of the foreground image.

Use Alpha
:   The chosen Image pixel alpha channel is also carried over.
    If a pixel is partially or totally transparent,
    the result of the Depth Combine will also be partially transparent;
    in which case the background image will show through the foreground (chosen) pixel.

Anti-Alias
:   Applies [Anti-Aliasing](../../../glossary/index.html#term-Anti-Aliasing) to avoid artifacts at sharp edges or areas with a high contrast.
user: How do I use Primary Goals in Blender? Include parameters, examples, warnings and best practices.

assistant: The main goals for this manual are as follows:

User Focused
:   The manual is written for people educated in computer graphics, who understand the basics of 3D and/or know other
    3D software. While some areas of computer graphics are highly technical, this manual shall be kept understandable
    by non-technical users.

Complete
:   The manual provides detailed functional description of all features, tools and options in Blender. While there is a
    canonical source of truth for each of Blender’s key areas, this does not mean we have to document every small
    detail. The manual should provide information on what a feature is, how to use it, and its purpose. More background
    information should be provided when necessary to give deeper understanding of a 3D pipeline.

Concise
:   Computer graphics is an incredibly interesting field. There are many rules, exceptions to those rules, and
    interesting details. However, expanding into details can add unnecessary content; therefore, keep the text concise
    and relevant to the end user.

Maintainable
:   Keep in mind that Blender has frequent releases, so try to write content that will not have to be redone the moment
    some small change is made. This also helps a small documentation community maintain the manual.
user: What is Using Simulation to Shape/Sculpt a Mesh and how is it used in Blender Python scripting?

assistant: You can *Apply* the Cloth Modifier at any point to freeze the mesh in
position at that frame. You can then re-enable the cloth,
setting the start and end frames from which to run the simulation forward.

Another example of aging is a flag.
Define the flag as a simple grid shape and pin the edge against the flagpole.
Simulate for 50 frames or so, and the flag will drop to its “rest” position.
Apply the *Cloth* Modifier.
If you want the flag to flap or otherwise move in the scene,
re-enable it for the frame range when it is in camera view.
user: Explain Symmetrize in complete detail according to the official Blender documentation.

assistant: # Symmetrize

The Symmetrize operator mirrors selected bones along the X axis using Blender’s bone
[naming convention](naming.html#armature-editing-naming-conventions) for symmetrical armatures.
Bones can be mirrored from left to right or right to left, depending on the selection.

- If matching bones are selected on both sides, mirroring happens from right to left.
- Bones with opposite names that don’t exist are created, and existing ones are overwritten.
- Bones that cannot be determined as left or right are ignored.

Symmetrized bone and constraint properties are adjusted to mirror their behaviors.
For bones with [Action Constraints](../../../constraints/relationship/action.html),
keyframes are added to the target Action, ensuring symmetrical motion when the Action is activated.

Bone Collections

Bone collection assignments are also symmetrized. Collections that follow the
[naming convention](naming.html#armature-editing-naming-conventions) are mirrored.
If a collection does not exist, it is created and parented to the same collection as the original.
user: Provide the full official documentation entry for Inputs, preserving all code examples.

assistant: Feather
:   Use or ignore feather points defined for splines see [Mask Feathers](../../../movie_clip/masking/scurve.html#mask-feather) for more details.

Size Source
:   Where to get the mask size from for aspect/size information.

    Scene Size:
    :   Will give an image the size of the render resolution for the scene,
        scaling along when rendering with different resolutions.

    Fixed:
    :   Gives a fixed size in pixels.

    Fixed/Scene:
    :   Gives a size in pixels that still scales along when changing the render resolution percentage in the scene.

### Motion Blur

For animated masks, creating a motion blurred mask from the surrounding frames.

Samples
:   Number of motion blur samples.
    Higher values result in smoother and more accurate blur, but increase processing time.

Shutter
:   Duration of the motion blur in seconds, corresponding to the exposure time simulated for each frame.
user: Provide the full official documentation entry for 3D Cursor, preserving all code examples.

assistant: Cursor – Surface Project
:   When placing the cursor by clicking,
    the cursor is projected onto the surface under the cursor.

Cursor – Lock Adjust
:   When the viewport is locked to the cursor,
    moving the cursor avoids the view *jumping* based on the new offset.
user: How do I use Split Concave Faces in Blender? Include parameters, examples, warnings and best practices.

assistant: Splits any selected [concave](../../../../glossary/index.xhtml#term-Concave-Face) faces so that only convex ones remain.

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_mesh_cleanup_split-concave-before.png   Original mesh. | ../../../../_images/modeling_meshes_editing_mesh_cleanup_split-concave-after.png   Result of Split Concave Faces. |
user: Explain References in complete detail according to the official Blender documentation.

assistant: |  |  |
| --- | --- |
| - [`MovieTrackingReconstructedCameras.find_frame`](bpy.types.MovieTrackingReconstructedCameras.html#bpy.types.MovieTrackingReconstructedCameras.find_frame "bpy.types.MovieTrackingReconstructedCameras.find_frame") | - [`MovieTrackingReconstruction.cameras`](bpy.types.MovieTrackingReconstruction.html#bpy.types.MovieTrackingReconstruction.cameras "bpy.types.MovieTrackingReconstruction.cameras") |
user: What is Keyed and how is it used in Blender Python scripting?

assistant: # Keyed

The path of Keyed particles is determined between particles of any two (or more) particle systems.
This allows the creation of a chains of systems to create long strands or groovy moving particles.
Basically the particles have no dynamics but are interpolated from one system to the next each frame.

To setup *Keyed* particles you need at least two particle systems in the *Keys* list.
user: How do I use Set Grease Pencil Depth Node in Blender? Include parameters, examples, warnings and best practices.

assistant: # Set Grease Pencil Depth Node

[image reference removed]

The *Set Grease Pencil Depth* node sets the Grease Pencil
[depth order](../../../../grease_pencil/properties/strokes.xhtml#bpy-types-greasepencil-stroke-depth-order) to use.
user: What is ShaderNodeSeparateXYZ(ShaderNode) and how is it used in Blender Python scripting?

assistant: # ShaderNodeSeparateXYZ(ShaderNode)

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

*class* bpy.types.ShaderNodeSeparateXYZ(*ShaderNode*)
:   Split a vector into its X, Y, and Z components

    *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 Relative To Pixel Node in Blender? Include parameters, examples, warnings and best practices.

assistant: # Relative To Pixel Node

[image reference removed]

The *Relative To Pixel* node converts values that are relative to the image size into values in pixel units.
This is useful when working with screen-space operations that require absolute pixel values,
such as blurring or positioning effects in the compositor.
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Color
:   Tint rays passing through the portal.

Position
:   Ray start position at new location. Defaults to the current position,
    matching the Position output of the
    [Geometry node](../input/geometry.xhtml).

Direction
:   Ray direction at the new location. Defaults to the current view direction,
    which is the same as the negation of the Incoming output of the
    [Geometry node](../input/geometry.xhtml).
user: Describe Options from the Blender manual or Python API, including usage steps and snippets.

assistant: [image reference removed]

Armature constraint.

Preserve Volume
:   Prevents the owner from shrinking when the target bones rotate relative to each other.

Use Envelopes
:   Uses [Envelopes](../../armatures/bones/properties/deform.html#armature-bones-envelope) to weaken the influence of
    target bones that are further away. For best results, set the *Weight*
    of all bones to 1.0.

Use Current Location Bone constraint only
:   By default, the constraint uses the rest location of the owner bone to
    find nearby envelopes and [B-Bone](../../armatures/bones/properties/bendy_bones.html)
    segments. This option uses the bone’s current location instead (so including
    the pose transformation and prior constraints).

    Objects don’t have a rest location, so for them, the constraint always uses
    the current location.

Add Target Bone
:   Adds a new entry to the *Bones* list.

Normalize Weights
:   Normalizes the *Weights* in the *Bones* list so they add up to 1.0.

[Influence](../interface/common.html#bpy-types-constraint-influence)
:   How strongly the constraint affects the owner.

### Bones

The list of target bones used to transform the owner.

[Target](../interface/common.html#rigging-constraints-interface-common-target)
:   The armature object containing the bone. Unlike the modifier, the constraint can use bones
    from different armatures.

Sub-Target
:   The name of the bone.

(Remove Target)
:   Removes the entry from the list.

Weight
:   Weight associated with the bone. With the modifier, this weight would come from a vertex
    group instead.
user: Explain Visibility in complete detail according to the official Blender documentation.

assistant: Type
:   Determine how to use visibility for feature edge selection.

    Visible:
    :   Only lines occluded by no surfaces are rendered.

    Hidden:
    :   Lines occluded by at least one surface are rendered.

        [image reference removed]

        Proof of concept of visible and hidden edges by LightBWK
        ([blend-file](https://archive.blender.org/wiki/2015/index.php/File:HiddenCreaseEdgeMark.zip)).

    Quantitative Invisibility:
    :   Lines occluded by a number of surfaces in the given range are rendered.

        Start, End
        :   Min/max number of occluding surfaces for a line to be rendered.

        [image reference removed]

        QI Range proof of concept demo, Start: 3, End: 7, by LightBWK
        ([blend-file](https://archive.blender.org/wiki/2015/index.php/File:QI-Range.zip)).
user: What is Clear and how is it used in Blender Python scripting?

assistant: # Clear

Clearing transforms resets the transform values.
The objects location and rotation values are set to 0, and the scale to 1.

Clear Location `Alt`-`G`
:   Clear (reset) the location of the selection.
    This will move the selection back to the coordinates (0, 0, 0).

Clear Scale `Alt`-`S`
:   Clear (reset) the scale of the selection.
    This will change the scale to (1, 1, 1).

Clear Rotation `Alt`-`R`
:   Clear (reset) the rotation of the selection.
    This will set the rotation of the selection to 0 degrees in each plane.

Clear Origin
:   Clears (resets) the offset of the child objects origin from
    the [Parent](parent.xhtml).
    This will cause child objects to move to the origin of the parent.
    The relationship between the parent and child is not affected,
    you can confirm the relationship is still intact by using the *Outliner* to
    verify that the child object is still parented.
user: Show practical ways to work with Example in a Blender add-on or script – include code.

assistant: In the following example, we add a constraint to a gear that sets its X rotation based on the
Y position of a rail:

- Target: Rail object
- Map From: Location

  - Y Min: -3m
  - Y Max: 3m
- Map To: Rotation

  - X Source Axis: Y
  - X Min: 0°
  - X Max: 180°

[image reference removed]

Before moving the rail.

[image reference removed]

After moving the rail.

By default, the gear will stop rotating if the rail goes outside the (-3m, 3m) range.
You can enable *Extrapolate* to change this.
user: What is Ray Portal BSDF and how is it used in Blender Python scripting?

assistant: # Ray Portal BSDF

Cycles Only

The *Ray Portal BSDF* node transports rays that enter to another location
in the scene. It can be used to render portals for visual effects, and
other production rendering tricks.

It acts much like a [Transparent BSDF](transparent.xhtml):
render passes are passed through,
and it is affected by light path max transparent bounces.
user: Show practical ways to work with Cloth Sculpting in a Blender add-on or script – include code.

assistant: # Cloth Sculpting

Instead of sculpting cloth manually or creating complex physics simulation setups,
there are various tools directly in sculpt mode that offer a simplified
[Cloth Physics Simulation](../../../physics/cloth/index.html).

[image reference removed]

This has various advantages but is especially useful for base mesh creation and larger clothing folds and draping.
Detailing is possible, but the slower performance on high resolution meshes and simplified cloth physics
might not lead to desirable results.

The resolution of the topology is mainly responsible for the size of the folds
and detail level of the simulation. So an optimal and evenly distributed topology is important.

Many sculpting features are supported, so for example [Masked](../editing/mask.html#sculpt-mask-menu) vertices
are [pinned](../../../physics/cloth/settings/shape.html) in the simulation.
Another example is with [auto-masked](../controls.html) face set boundaries.
The sculpt mode [gravity](../tool_settings/options.html#bpy-types-sculpt-gravity) factor is also applied on the cloth physics.

The main brushes and tools for this feature are the [Cloth Brush](../brushes/cloth.html)
and [Cloth Filter](../tools/cloth_filter.html),
but other transform brushes like [Pose](../brushes/pose.html) and
[Boundary](../brushes/boundary.html) also support cloth sculpting in the brush settings.

A demo file for trying out the various brushes and tools is available
[here](https://www.blender.org/download/demo-files/#sculpting).
user: What is Options and how is it used in Blender Python scripting?

assistant: [image reference removed]

The Simplify modifier.

Mode
:   Determines how to reduce points in the strokes.

    Fixed:
    :   Deletes alternated points in the strokes, except the start and end points.

        Iterations
        :   Number of times to repeat the procedure.

    Adaptive:
    :   Uses the RDP algorithm (Ramer-Douglas-Peucker algorithm) for points deletion.
        The algorithm try to obtain a similar line shape with fewer points.

        Factor
        :   Controls the amount of recursively simplifications applied by the algorithm.

    Sample:
    :   Recreates the stroke geometry with a predefined length between points.

        Length
        :   The distance between points on the recreated stroke.
            Smaller values will require more points to recreate the stroke,
            while larger values will result in fewer points needed to recreate the curve.

        Sharp Threshold
        :   Preserve corners that have sharper angle than this threshold.

    Merge:
    :   Simplifies the strokes by merging points that are closer than a specified distance to each other.

        Distance
        :   Sets the distance threshold for merging points.

### Influence

See [Influence Filters](../introduction.xhtml#grease-pencil-modifier-influence-filters).
user: Explain SplinePoint(bpy_struct) in complete detail according to the official Blender documentation.

assistant: # SplinePoint(bpy_struct)

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

*class* bpy.types.SplinePoint(*bpy_struct*)
:   Spline point without handles

    co
    :   Point coordinates

        Type:
        :   [`mathutils.Vector`](mathutils.html#mathutils.Vector "mathutils.Vector") of 4 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0)

    hide
    :   Visibility status

        Type:
        :   boolean, default False

    radius
    :   Radius for beveling

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

    select
    :   Selection status

        Type:
        :   boolean, default False

    tilt
    :   Tilt in 3D View

        Type:
        :   float in [-376.991, 376.991], default 0.0

    weight
    :   NURBS weight

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

    weight_softbody
    :   Softbody goal weight

        Type:
        :   float in [0.01, 100], default 0.0

    *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: Show practical ways to work with Gamma Cross Strip in a Blender add-on or script – include code.

assistant: # Gamma Cross Strip

The Gamma Cross transition is similar to the [Cross Strip](cross.xhtml) transition,
however, the Gamma Cross strip transition uses color correction while transitioning between the two strips,
resulting in a smoother transition that is easier on the eyes.
user: Provide the full official documentation entry for Brush Types, preserving all code examples.

assistant: ### Draw Brushes

Draw brushes are the special type of brushes that uses Grease Pencil for drawing tools.
The brush can be changed in the Tool Settings.
The different draw brushes (pencil, Ink, marker, etc.) are settings variations of the same *Draw Brush*.
You can create many brushes, each with unique settings to get different artistic result while drawing.

### Fill Brushes

Fill brushes are the special type of brushes that uses Grease Pencil for the *Fill* tools.
The brush can be changed in the Tool Settings.
The different fill brushes are settings variations of the same *Fill Brush*.
You can create many brushes, each with unique settings to get different result when filling areas.

### Erase Brushes

Erase brushes are the special types of brushes that uses Grease Pencil for *Erase* tools.
The brush can be changed in the Tool Settings.
Soft and hard eraser brushes are settings variations of the same *Erase Brush*.
You can create many brushes, each with unique settings to get different effects while erasing.
The *Erase Brush* has also other two special eraser types: point and stroke.
user: Give a detailed overview of Trimming: syntax, arguments, return values, common patterns.

assistant: The trimming operators add or remove geometry from the mesh based on a gesture input.
These operators are especially useful for sketching an early base mesh for further
sculpting with the [voxel remesher](../tool_settings/remesh.xhtml).

[Line Project](../tools/line_project.xhtml)
:   Flattens the geometry along a plane determined by the camera view and a drawn line.
    The region of the mesh being flattened is visualized by the side of the line that is shaded.

[Box Trim](../tools/trim_tools.xhtml#tool-box-trim)
:   Removes geometry based on a [box selection](../../../interface/selecting.xhtml#tool-select-box).

[Lasso Trim](../tools/trim_tools.xhtml#tool-lasso-trim)
:   Removes geometry based on a [lasso selection](../../../interface/selecting.xhtml#tool-select-lasso).

[Box Add](../tools/trim_tools.xhtml#tool-box-trim)
:   Adds geometry based on a [box selection](../../../interface/selecting.xhtml#tool-select-box).

[Lasso Add](../tools/trim_tools.xhtml#tool-lasso-trim)
:   Adds geometry based on a [lasso selection](../../../interface/selecting.xhtml#tool-select-lasso).
user: Describe Example from the Blender manual or Python API, including usage steps and snippets.

assistant: [image reference removed]

Text wrapped around logo.

This was made by creating the Blender logo and text as separate objects.
The text was converted to a mesh and then warped around the Blender logo.
user: Describe TimelineMarkers(bpy_struct) from the Blender manual or Python API, including usage steps and snippets.

assistant: # TimelineMarkers(bpy_struct)

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

*class* bpy.types.TimelineMarkers(*bpy_struct*)
:   Collection of timeline markers

    new(*name*, *\**, *frame=1*)
    :   Add a timeline marker

        Parameters:
        :   - **name** (*string**,* *(**never None**)*) – New name for the marker (not unique)
            - **frame** (*int in* *[**-1048574**,* *1048574**]**,* *(**optional**)*) – The frame for the new marker

        Returns:
        :   Newly created timeline marker

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

    remove(*marker*)
    :   Remove a timeline marker

        Parameters:
        :   **marker** ([`TimelineMarker`](bpy.types.TimelineMarker.html#bpy.types.TimelineMarker "bpy.types.TimelineMarker"), (never None)) – Timeline marker to remove

    clear()
    :   Remove all timeline markers

    *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 Options and how is it used in Blender Python scripting?

assistant: Scene
:   A [Data-Block Menu](../../../../interface/controls/templates/data_block.xhtml#ui-data-block) to select or create the scene to render from.

Input
:   Input type to use for the Scene strip.

    Camera:
    :   Use the Scene’s 3D camera as input.

    Sequencer:
    :   Use the scene’s Sequencer timeline as input, allowing one scene to reuse
        another scene’s edit (instead of taking the render output from the scene).

        This is similar to how [Meta Strips](../meta.xhtml) work,
        with the added advantage of supporting multiple instances of the same data.

Camera
:   This can be used to override the scene’s camera with any other object.

    It is useful to support switching views within a single scene.

Show
:   Annotations
    :   Shows [Annotations](../../../../interface/annotate_tool.xhtml) while in non-render
        [Preview Shading Modes](../../../../editors/video_sequencer/preview/sidebar.xhtml#bpy-types-rendersettings-sequencer-gl-preview)
        i.e. *Solid* or *Wireframe* mode.

    Transparent
    :   Creates a transparent background.
        This is useful for doing overlays like rendering out Grease Pencil films via the Sequencer.

### Sound

Strip Volume
:   Volume of the audio taken from the chosen scene.
user: How do I use Node Socket Data Type Items in Blender? Include parameters, examples, warnings and best practices.

assistant: # Node Socket Data Type Items

FLOAT:
:   Float.

INT:
:   Integer.

BOOLEAN:
:   Boolean.

VECTOR:
:   Vector.

RGBA:
:   Color.

ROTATION:
:   Rotation.

MATRIX:
:   Matrix.

STRING:
:   String.

MENU:
:   Menu.

SHADER:
:   Shader.

OBJECT:
:   Object.

IMAGE:
:   Image.

GEOMETRY:
:   Geometry.

COLLECTION:
:   Collection.

TEXTURE:
:   Texture.

MATERIAL:
:   Material.

BUNDLE:
:   Bundle.

CLOSURE:
:   Closure.
user: Provide the full official documentation entry for Vertex Parent, preserving all code examples.

assistant: For objects of type curve, surface, mesh and lattice,
there is the possibility to use one of its vertices or points as the parent of other objects.
You can parent an object to a single vertex or a group of three vertices as well;
that way the child/children will move when the parent mesh is deformed.

### Vertex Parent from Edit Mode

In *Object Mode*, select the child/children and then the parent object.
`Tab` into *Edit Mode* and on the parent object select either one vertex
that defines a single point, or select three vertices that define an area
(the three vertices do not have to form a complete face;
they can be any three vertices of the parent object),
and then press `Ctrl`-`P` and confirm.

At this point, if a single vertex was selected,
a relationship/parenting line will be drawn from the vertex to the child/children. If three
vertices were selected then a relationship/parenting line is drawn from the averaged center of
the three points (of the parent object) to the child/children. Now,
as the parent mesh deforms and the chosen parent vertex/vertices move,
the child/children will move as well.

### Vertex Parent from Object Mode

Vertex parenting can be performed from Object Mode,
this is done like regular object parenting,
press `Ctrl`-`P` in Object Mode and select *Vertex* or *Vertex (Triangle)*.

The nearest vertices will be used from each object which is typically what you would want.

Vertex Parent example.

|  |  |  |
| --- | --- | --- |
| ../../../_images/scene-layout_object_editing_parent_object-mode-example-1.png   The small cubes can each be automatically parented to a triad of nearby vertices on the icosphere using the “Vertex (Triangle)” in the set parent context menu. | ../../../_images/scene-layout_object_editing_parent_object-mode-example-2.png   Reshaping the object in Edit Mode then means each of the cubes follows their vertex parent separately. | ../../../_images/scene-layout_object_editing_parent_object-mode-example-3.png   Scaling the parent icosphere in Object Mode means the child cubes are also scaled as expected. |

The parent context menu item means users can rapidly set up a large number of vertex parent
relationships,
and avoid the tedious effort of establishing each parent-child vertex relationship separately.
user: Give a detailed overview of Control: syntax, arguments, return values, common patterns.

assistant: Catmull-Clark subdivision rounds off edges, and often this is not what you want.
There are several solutions that allow you to control the subdivision.

### Weighted Edge Creases

Weighted edge creases for subdivision surfaces allows you to change the way
the *Subdivision Surface* modifier subdivides the geometry to give the edges a smooth or sharp appearance.

[image reference removed]

A subdivided cube with creased edges.

The crease weight of selected edges can be changed in the *Transform* panel, Sidebar of the 3D Viewport.
The scale-like dedicated tool `Shift`-`E` can also be used to adjust the crease weight.
A higher value makes the edge “stronger” and more resistant to the smoothing effect of subdivision surfaces.

### Edge Loops

[image reference removed]

Subdivision Level 2 cube, the same with an extra Edge Loop, and the same with six extra Edge Loops.

The *Subdivision Surface* modifier demonstrates why good, clean topology is so important.
As you can see in the figure, it has a drastic effect on a default cube.
Until you add in additional loops (with e.g. [Loop Cut and Slide](../../meshes/editing/edge/loopcut_slide.xhtml#bpy-ops-mesh-loopcut-slide)),
the shape is almost unrecognizable as a cube.

A mesh with deliberate topology has good placement of edge loops, which allow the placement of more loops
(or their removal) to control the sharpness/smoothness of the resultant mesh.
user: Provide the full official documentation entry for Relax, preserving all code examples.

assistant: # Relax

The Relax tool can be used to distribute UVs more evenly.
It works by pulling vertices along UV edges to bring the UV unwrap into balance.

The Relax tool can be compared with the [Minimize Stretch](../editing.xhtml#bpy-ops-uv-minimize-stretch) tool which works directly
on faces to reduce texture stretching and shearing.
You may find that sometimes minimize stretch works better, sometimes the unwrap
tool and other times the Relax tool.

First using Unwrap, then Minimize Stretch and touching up with the Relax tool often gives the best results.
Remember, you can use “Undo” at any time to return to an earlier state.
user: Give a detailed overview of Keyboard: syntax, arguments, return values, common patterns.

assistant: Emulate Numpad
:   The Numpad keys are used quite often in Blender and are not assigned to the same action as
    the regular number keys. If you have a keyboard without a Numpad (e.g. on a laptop),
    you can tell Blender to treat the standard number keys as Numpad keys by checking *Emulate Numpad*.

Default to Advanced Numeric Input
:   For transform mode, default to [Advanced Mode](../../scene_layout/object/editing/transform/control/numeric_input.xhtml#transform-numeric-input-advanced),
    otherwise [Simple Mode](../../scene_layout/object/editing/transform/control/numeric_input.xhtml#transform-numeric-input-simple) is used.
user: Explain Remove Named Attribute Node in complete detail according to the official Blender documentation.

assistant: # Remove Named Attribute Node

[image reference removed]

The *Remove Named Attribute* node deletes an attribute with a certain name from its geometry input.
Any attribute that exists on geometry data will be automatically propagated when the geometry storing it
is changed, which can be an expensive operation, so using this node can be a simple way to optimize
the performance of a geometry node tree or even to lower the memory usage of the entire scene.

Almost all named attributes can be removed. For certain [Built-In Attributes](../attributes_reference.html#geometry-nodes-builtin-attributes),
removing it will mean that a default value will be used instead. For example, removing the
[cyclic](../curve/read/is_spline_cyclic.html) attribute on curves means that
all curves will be non-cyclic.
user: Give a detailed overview of Logging Options: syntax, arguments, return values, common patterns.

assistant: `--log` `<match>`
:   Enable logging categories, taking a single comma separated argument.

    `--log "*"`: everything
    `--log "event"`: every category starting with `event`.
    `--log "render,cycles"`: both render and cycles messages.
    `--log "*mesh*"`: every category containing `mesh` sub-string.
    `--log "*,^operator"`: everything except operators, with `^prefix` to exclude.

`--log-level` `<level>`
:   Set the logging verbosity level.

    fatal: Fatal errors only
    error: Errors only
    warning: Warnings
    info: Information about devices, files, configuration, operations
    debug: Verbose messages for developers
    trace: Very verbose code execution tracing

`--log-show-memory`
:   Show memory usage for each log message.

`--log-show-source`
:   Show source file and function name in output.

`--log-show-backtrace`
:   Show a back trace for each log message (debug builds only).

`--log-file` `<filepath>`
:   Set a file to output the log to.

`--log-list-categories`
:   List all available logging categories for `--log`, and exit.
user: Explain Frame Range in complete detail according to the official Blender documentation.

assistant: # Frame Range

[image reference removed]

Frame Range panel.

This panel defines how long an animation will last in terms of frames.
Frames can be divided by the scene’s [Frame Rate](format.xhtml#bpy-types-rendersettings-fps)
to get the animation duration in terms of time.
For example, a 250 frame animation at a frame rate of 30 will last 8.3 seconds.

Frame Start, End
:   Set the *Start* and *End* frames for [Rendering Animations](../animation.xhtml).

Step
:   Controls the number of frames to advance for each frame rendered, a value above 1 skips frames.
    This is also used when viewing rendered animations.
user: How do I use References in Blender? Include parameters, examples, warnings and best practices.

assistant: |  |  |
| --- | --- |
| - [`Particle.uv_on_emitter`](bpy.types.Particle.html#bpy.types.Particle.uv_on_emitter "bpy.types.Particle.uv_on_emitter") - [`ParticleHairKey.co_object`](bpy.types.ParticleHairKey.html#bpy.types.ParticleHairKey.co_object "bpy.types.ParticleHairKey.co_object") - [`ParticleHairKey.co_object_set`](bpy.types.ParticleHairKey.html#bpy.types.ParticleHairKey.co_object_set "bpy.types.ParticleHairKey.co_object_set") | - [`ParticleSystem.mcol_on_emitter`](bpy.types.ParticleSystem.html#bpy.types.ParticleSystem.mcol_on_emitter "bpy.types.ParticleSystem.mcol_on_emitter") - [`ParticleSystem.uv_on_emitter`](bpy.types.ParticleSystem.html#bpy.types.ParticleSystem.uv_on_emitter "bpy.types.ParticleSystem.uv_on_emitter") |
user: Show practical ways to work with Options in a Blender add-on or script – include code.

assistant: [image reference removed]

Swirl Visual Effect.

Object
:   Sets the object to use as the center of the swirl.

Radius
:   External radius size of the swirl.

Angle
:   Rotation angle of the swirl. A value of 0 shows no swirl.
user: Describe Usage from the Blender manual or Python API, including usage steps and snippets.

assistant: The tool is interactive and has two steps:

1. Choose the face loop to cut

   After activating the tool, move the cursor over an edge through which the cut should pass
   (that is, an edge that’s perpendicular to the cutting direction). Blender shows a yellow line
   previewing the cut that will be made. Click `LMB` to confirm and move to the next step,
   or `RMB` to abort.
2. Slide the new edge loop(s)

   You can now move the mouse to change the position of the new edge loop.
   Click `LMB` to create the cut at the chosen location,
   or `RMB` to create it at the center.

|  |  |  |
| --- | --- | --- |
| <../../../../_images/modeling_meshes_tools_loop_before.png>   Mesh before inserting edge loop. | <../../../../_images/modeling_meshes_tools_loop_preview.png>   Choosing the face loop. | <../../../../_images/modeling_meshes_tools_loop_placement.png>   Sliding the new edge loop. |
user: Provide the full official documentation entry for MESH_UL_vgroups(UIList), preserving all code examples.

assistant: # MESH_UL_vgroups(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_vgroups(*UIList*)
:   draw_item(*_context*, *layout*, *_data*, *item*, *icon*, *_active_data_*, *_active_propname*, *_index*)

    *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: Describe Features from the Blender manual or Python API, including usage steps and snippets.

assistant: - **Based on the 2D Animation Template:**
  Includes the familiar 2D drawing workspace with a *Grease Pencil* object for sketching.
- **Sequencer with Sync Scene Enabled:**
  The Sequencer editor is set to *Sync Scene*, allowing each strip in the timeline to automatically
  switch and display its corresponding scene when selected. This makes it easy to jump between
  shots during editing.
- **Preconfigured Scenes:**

  - **Edit Scene:** A master scene used in the Sequencer to assemble all shots.
  - **Shot.000 (Asset):** A pre-made *Scene Asset* that serves as a blueprint for new shots.
    Users can duplicate this asset in the Sequencer to create new shots quickly.
  - **Shot.001 and Shot.002:** Example shot scenes created from the *Shot.000* asset.
user: Show practical ways to work with Rotate in a Blender add-on or script – include code.

assistant: # Rotate

Rotation is also known as a spin, twist, orbit, pivot, revolve, or roll and
involves changing the orientation of elements (vertices, edges, faces, objects, etc.)
around one or more axes or
the [Pivot Point](../../../../editors/3dview/controls/pivot_point/index.xhtml).

The angle of rotation is displayed in the header of the 3D Viewport.

[image reference removed]

Rotation values.
user: What is ShaderNodeBsdfTranslucent(ShaderNode) and how is it used in Blender Python scripting?

assistant: # ShaderNodeBsdfTranslucent(ShaderNode)

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

*class* bpy.types.ShaderNodeBsdfTranslucent(*ShaderNode*)
:   Lambertian diffuse transmission

    *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: Show practical ways to work with ViewerPath(bpy_struct) in a Blender add-on or script – include code.

assistant: # ViewerPath(bpy_struct)

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

*class* bpy.types.ViewerPath(*bpy_struct*)
:   Path to data that is viewed

    path
    :   Type:
        :   [`bpy_prop_collection`](bpy.types.bpy_prop_collection.html#bpy.types.bpy_prop_collection "bpy.types.bpy_prop_collection") of [`ViewerPathElem`](bpy.types.ViewerPathElem.html#bpy.types.ViewerPathElem "bpy.types.ViewerPathElem"), (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 Outputs in a Blender add-on or script – include code.

assistant: Geometry
:   The resulting geometry containing the interpolated hair curves.

Guide Index
:   An integer attribute storing the index of the main guide curve used to generate each interpolated curve.

Surface Normal
:   The surface normal direction at each curve’s root attachment point.