PGCRYPT/OpenBlender_Train huggingface dataset:
user: Explain Subdivide in complete detail according to the official Blender documentation.

assistant: # Subdivide

You can subdivide bones, to get two or more bones where there was just one bone.
The tool will subdivide all selected bones, preserving the existing relationships:
the bones created from a subdivision always form a connected chain of bones.

To create an arbitrary number of bones from each selected bone
in the Subdivide Multi [Adjust Last Operation](../../../../interface/undo_redo.xhtml#bpy-ops-screen-redo-last) panel.

Number of Cuts
:   Specifies the number of cuts. As in mesh editing,
    if you set *n* cuts, you will get *n* + 1 bones for each selected bone.

Subdivision example.

|  |  |
| --- | --- |
| ../../../../_images/animation_armatures_bones_editing_subdivide_example-1.png   An armature with one selected bone, just before multi-subdivision. | ../../../../_images/animation_armatures_bones_editing_subdivide_example-2.png   The selected bone has been “cut” two times, giving three sub-bones. |
user: Give a detailed overview of Properties: syntax, arguments, return values, common patterns.

assistant: Data Type
:   The data type of the grid to which the transform is applied.
    Determines the kind of values stored in the grid
    (e.g. *Float*, *Integer*, *Boolean*, *Vector*), and must match the input grid’s data type.
user: Describe View Menu from the Blender manual or Python API, including usage steps and snippets.

assistant: Toolbar `T`
:   Show or hide the [Toolbar](../../interface/tool_system.xhtml#ui-region-toolbar).

Sidebar `N`
:   Show or hide the [Sidebar](../../interface/window_system/regions.xhtml#ui-region-sidebar).

Tool Settings
:   Show or hide the settings for the currently selected tool.

Asset Shelf
:   Toggle the visibility of the [Asset Shelf](../../interface/window_system/regions.xhtml#ui-region-asset-shelf).

Adjust Last Operation
:   Displays a pop-up panel to alter properties of the last
    completed operation. See [Adjust Last Operation](../../interface/undo_redo.xhtml#bpy-ops-screen-redo-last).

Update Automatically
:   Instantly update any other editors that are affected by changes in this Image Editor.
    When disabled, the other editors may display outdated information until they’re manually refreshed
    (e.g. by orbiting for the 3D Viewport).

Show Metadata
:   Displays metadata about the selected Render Result. See the Output tab’s
    [Metadata](../../render/output/properties/metadata.xhtml) panel to change what metadata to include.

Zoom
:   Menu with convenient zoom levels and operations.
    The zoom levels are calculated based on the images resolution compared to the screen resolution.

    - 12.5% (1:8) `Numpad8` zoom out to a factor of 12.5%.
    - 25% (1:4) `Numpad4` zoom out to a factor of 25%.
    - 50% (1:2) `Numpad2` zoom out to a factor of 50%.
    - 100% (1:1) `Numpad1` resets the zoom to 100%.
    - 200% (2:1) `Ctrl`-`Numpad2` zoom in to a factor of 200%.
    - 400% (4:1) `Ctrl`-`Numpad4` zoom in to a factor of 400%.
    - 800% (8:1) `Ctrl`-`Numpad8` zoom in to a factor of 800%.

    Zoom In/Out `Wheel`
    :   Zooms the view in or out.

    Zoom to Fit `Shift`-`Home`
    :   Like *Frame All*, but uses as much space in the editor as possible.

    Zoom Region `Shift`-`B`
    :   Zoom in the view to the nearest item contained in the border.

Frame All `Home`
:   Pans and zooms the view so that the image is centered and fully visible.

Center View to Cursor
:   Pan the view so that the 2D cursor is at the center of the editor.

Render Region `Ctrl`-`B`
:   Only available when viewing the Render Result.
    See [Render Region](../3dview/navigate/regions.xhtml#editors-3dview-navigate-render-region).

Clear Render Region `Ctrl`-`Alt`-`B`
:   Only available when viewing the Render Result.
    See [Render Region](../3dview/navigate/regions.xhtml#editors-3dview-navigate-render-region).

Render Slot Cycle Next/Previous `J`/`Alt`-`J`
:   Switch to the next/previous render slot (that contains a render).

Area
:   Adjust the [area](../../interface/window_system/areas.xhtml) the Image Editor is in.
user: What is Inherited Properties and how is it used in Blender Python scripting?

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") - [`ViewerPathElem.type`](bpy.types.ViewerPathElem.html#bpy.types.ViewerPathElem.type "bpy.types.ViewerPathElem.type") | - [`ViewerPathElem.ui_name`](bpy.types.ViewerPathElem.html#bpy.types.ViewerPathElem.ui_name "bpy.types.ViewerPathElem.ui_name") |
user: Show practical ways to work with Line Set in a Blender add-on or script – include code.

assistant: # Line Set

A line set selects, among the lines (edges) detected by Freestyle,
which ones will be rendered using its attached
[line style](line_style/index.xhtml), through various methods.

[image reference removed]

Freestyle Line Set panel.

Select By
:   Image Border
    :   Causes Freestyle to only take geometry within the image border into consideration for line calculation.
        This reduces render times but increases continuity problems when geometry is moved out of and
        into camera view.
user: Show practical ways to work with Components in a Blender add-on or script – include code.

assistant: Materials consist of three shaders, defining the appearance of the surface,
the volume inside the object, and the displacement of the surface.

[image reference removed]

### Surface Shader

The [surface shader](components/surface.html) controls the textures
and light interaction at the surface of the mesh.

### Volume Shader

The [volume shader](components/volume.html) defines the interior of the mesh.
A material can have just a volume shader for cases like smoke and fire,
or it can be combined with a surface shader for materials like cloudy glass.

### Displacement

The shape of the surface and the volume inside it may be altered by
[displacement](components/displacement.html).
This way, textures can then be used to make the mesh surface more detailed.

Depending on the settings, the displacement may be virtual,
only modifying the surface normals to give the impression of displacement,
which is known as bump mapping, or a combination of real and virtual displacement.
user: Give a detailed overview of Inputs: syntax, arguments, return values, common patterns.

assistant: Color
:   Color of the surface, or physically speaking, the probability that light is reflected for each wavelength.

Roughness
:   Sharpness of the reflection; perfectly sharp at 0.0 and smoother with higher values.

Anisotropy Cycles Only
:   Controls the amount the reflection stretches the reflection along the surface of the material.
    A value of 0.0 results in no anisotropic reflections.
    Higher values give elongated highlights orthogonal to the tangent direction;
    negative values give highlights shaped along the tangent direction.

    This is a phenomenon know as “Anisotropic Reflections” which is often seen in metallic materials.

Rotation
:   Rotation of the anisotropic tangent direction.
    Value 0.0 equals 0° rotation, 0.25 equals 90° and 1.0 equals 360° = 0°.
    This can be used to texture the tangent direction.

    |  |  |
    | --- | --- |
    | ../../../_images/render_shader-nodes_shader_anisotropic_rot0.jpg   Anisotropic rotation on 0. | ../../../_images/render_shader-nodes_shader_anisotropic_rot025.jpg   Anisotropic rotation on 0.25 (90°). |

Normal
:   Normal used for shading; if nothing is connected the default shading normal is used.

Tangent
:   Tangent used for shading; if nothing is connected the default shading tangent is used.
user: What is Units and how is it used in Blender Python scripting?

assistant: Unit System
:   The unit system to use for user interface controls.

    None:
    :   Use units that have with no relation to the real world,
        practically this is the same as *Metric* just without unit names.

    Metric:
    :   Use the metric unit system in this scene.

    Imperial:
    :   Use the imperial unit system in this scene.

Unit Scale
:   Scale factor to use when converting between internal units and values displayed in the user interface.
    This can be changed when modeling at microscopic or astronomical scales.

Separate Units
:   When using *Metric* or *Imperial*, display properties as multiple values.
    For example, `2.285m` will become `2m 28.5cm`.

Rotation
:   Unit to use for displaying/editing rotation values.

    Degrees:
    :   Use degrees for angles in the user interface.

    Radians:
    :   Use radians for angles in the user interface.

Length
:   Unit that will be used to display length values.

    Adaptive:
    :   The unit used for a specific value depends on the magnitude of the value.
        For example, some values might be displayed as `23cm` while others are
        displayed as `10km`.

    Meters/Centimeters/Feet:
    :   A fixed unit that will be used for all lengths in the user interface.

Mass
:   See *Length*.

Time
:   See *Length*.

Temperature
:   See *Length*.

Imperial Length Units

| Full Name | Short Name(s) | Scale of a Meter |
| --- | --- | --- |
| thou | `mil` | 0.0000254 |
| inch | `"`, `in` | 0.0254 |
| foot, feet | `'`, `ft` | 0.3048 |
| yard | `yd` | 0.9144 |
| chain | `ch` | 20.1168 |
| furlong | `fur` | 201.168 |
| mile | `mi`, `m` | 1609.344 |

Metric Length Units

| Full Name | Short Name(s) | Scale of a Meter |
| --- | --- | --- |
| micrometer | `um` | 0.000001 |
| millimeter | `mm` | 0.001 |
| centimeter | `cm` | 0.01 |
| decimeter | `dm` | 0.1 |
| meter | `m` | 1.0 |
| dekameter | `dam` | 10.0 |
| hectometer | `hm` | 100.0 |
| kilometer | `km` | 1000.0 |
user: Explain Options in complete detail according to the official Blender documentation.

assistant: Limits
:   X Axis
    :   Enables/disables limit translation around X axis.

        Lower
        :   Lower limit of X axis translation.

        Upper
        :   Upper limit of X axis translation.

    X Angle
    :   Enables/disables limit rotation around X axis.

        Lower
        :   Lower limit of X axis rotation.

        Upper
        :   Upper limit of X axis rotation.
user: How do I use Geometry in Blender? Include parameters, examples, warnings and best practices.

assistant: Display UVs
:   Show the active UV map as an overlay in the UV Editor.

UV Face Opacity
:   Adjust the opacity of face fill colors in UV overlays.

UV Opacity Edit Mode
:   Opacity of edges and faces.

Display As Edit Mode
:   Control how edges are shown.

    Outline:
    :   Display edges in gray with a black outline.

    Dash:
    :   Display edges as dashed black-gray lines.

    Black:
    :   Display edges in black.

    White:
    :   Display edges in white.

Modified Edges Edit Mode
:   Additionally show the edges as they look after applying modifiers (in gray).

Faces Edit Mode
:   Display faces over the image.
user: How do I use Usage in Blender? Include parameters, examples, warnings and best practices.

assistant: Use the panel in Sidebar of the node editor or press `Shift`-`W` to bring up the quick access menu. You can also
look up the shortcut list in the add-on preferences panel.

[image reference removed]

You can access most functions from the sidebar panel or quick access menu.
user: How do I use Outputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Geometry
:   The resulting geometry with clumped hair curves.

### Guide Map

Guide Index
:   The guide index map used for this operation.
    If a new guide map was generated by this node, it is stored and provided through this output
    for reuse in subsequent operations.
user: Describe FunctionNodeInputBool(FunctionNode) from the Blender manual or Python API, including usage steps and snippets.

assistant: # FunctionNodeInputBool(FunctionNode)

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

*class* bpy.types.FunctionNodeInputBool(*FunctionNode*)
:   Provide a True/False value that can be connected to other nodes in the tree

    boolean
    :   Input value used for unconnected socket

        Type:
        :   [boolean](#bpy.types.FunctionNodeInputBool.boolean "bpy.types.FunctionNodeInputBool.boolean"), default False

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

        Returns:
        :   Result

        Return type:
        :   [boolean](#bpy.types.FunctionNodeInputBool.boolean "bpy.types.FunctionNodeInputBool.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 Grid Display and how is it used in Blender Python scripting?

assistant: Use a specific color map for the visualization of the simulation field.
This comes in handy during debugging or when making more advanced
adjustments to the simulation. For instance, if the actual color of
a fire simulation is barely visible in the viewport then changing
the color profile can help to see the real size of the flame.

Field
:   The simulation field used in the display options (e.g. density, fuel, heat).

    Comparison of a fire simulation with and without color mapping.

    |  |  |
    | --- | --- |
    | ../../../../../_images/physics_fluid_type_domain_gas_viewport-display_colormapping-1.png   Slice view of “fire” grid without color mapping. | ../../../../../_images/physics_fluid_type_domain_gas_viewport-display_colormapping-2.png   Slice view of “fire” grid with color mapping. |

Scale
:   Scale the selected simulation field by this value.
user: Provide the full official documentation entry for Particle Edit Mode, preserving all code examples.

assistant: # Particle Edit Mode

Using *Particle Edit Mode* you can edit the keyed points (keyframes)
and paths of [Hair](hair/index.xhtml),
[Particle](index.xhtml), [Cloth](../cloth/index.xhtml), and
[Soft Body](../soft_body/index.xhtml) simulations. (You can also edit and style hair before baking.)

Since working in Particle Edit Mode is pretty easy and very similar
to working with vertices in the 3D Viewport, we will show how to set up
a particle system and then give a reference of the various functions.
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Mesh
:   Standard geometry input.

Selection
:   The selection of which face corners should be considered for point distribution.

Distance Min
:   The minimal distance points can have to each other.
    This option is only available for the *Poisson Disk* distribution method.
    At its default value of zero, the node’s behavior is the same as it is in *Random* mode,
    because none of the internally generated points are removed.

Density Max
:   The point density for the point distribution. The unit is in number of points per square meter.
    This value is multiplied by the values from the *Density* input. Only available in *Poisson Disk* mode.

Density
:   The number of points to distribute per square meter on each mesh face.
    This value is multiplied by the values from the *Density Attribute*.

    In *Poisson Disk* mode, this value is multiplied by the *Density Max* input for the final density.

Seed
:   The random [Seed](../../../glossary/index.xhtml#term-Seed) to use when generating points.
user: What is Examples and how is it used in Blender Python scripting?

assistant: |  |  |
| --- | --- |
| ../../../_images/render_shader-nodes_shader_transparent_example.jpg   Transparent shader (pure white). | ../../../_images/render_shader-nodes_shader_transparent_behavior.svg   Transparent shader behavior. |
| ../../../_images/render_shader-nodes_shader_transparent_example-dark.jpg   Transparent shader (gray). |  |
user: Give a detailed overview of Rendering: syntax, arguments, return values, common patterns.

assistant: Activating *Viewport Render* will render from the current active view.
This means that if you are not in an active camera view,
a virtual camera is used to match the current perspective.
To get an image from the camera point of view,
enter the active camera view with `Numpad0`.

As with a normal render, you can abort it with `Esc`.

Render a Still Image
:   To render a still image, use 3D Viewport ‣ View ‣ Render Viewport Preview.

Render an Animation
:   To render an animation, use 3D Viewport ‣ View ‣ Render Playblast.

Render Keyframes
:   To render an animation, but only those frames that have a keyframe, use 3D Viewport ‣ View ‣ Render Playblast on Keyframes. This only renders those frames for which the selected objects have an animation key. The other frames are still written to the output, but will simply repeat the last-rendered frame.

    For example, when a six-frame animation is rendered, and the selected objects have a key on frames 3 and 5, the following frames will be output:

    1. The 1st frame is always rendered.
    2. The 1st frame is repeated because there is no key on this frame.
    3. The 3rd frame is rendered.
    4. The 3rd frame is repeated because there is no key on this frame.
    5. The 5th frame is rendered.
    6. The 5th frame is repeated because there is no key on this frame.
user: What is Inputs and how is it used in Blender Python scripting?

assistant: Closures define their own inputs, which act as parameters for the internal node logic.
These inputs can be created by dragging the blank input socket into another socket or by adding sockets manually in the
node’s properties. Each input defines a parameter that the closure can receive when it is evaluated elsewhere.
user: Show practical ways to work with Inherited Properties in a Blender add-on or script – include code.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") | - [`LineStyleColorModifier.name`](bpy.types.LineStyleColorModifier.html#bpy.types.LineStyleColorModifier.name "bpy.types.LineStyleColorModifier.name") |
user: How do I use NodeGeometryForeachGeometryElementMainItems(bpy_struct) in Blender? Include parameters, examples, warnings and best practices.

assistant: # NodeGeometryForeachGeometryElementMainItems(bpy_struct)

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

*class* bpy.types.NodeGeometryForeachGeometryElementMainItems(*bpy_struct*)
:   Collection of main items

    new(*socket_type*, *name*)
    :   Add an item at the end

        Parameters:
        :   - **socket_type** (enum in [Node Socket Data Type Items](bpy_types_enum_items/node_socket_data_type_items.html#rna-enum-node-socket-data-type-items)) – Socket Type, Socket type of the item
            - **name** (*string**,* *(**never None**)*) – Name

        Returns:
        :   Item, New item

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

    remove(*item*)
    :   Remove an item

        Parameters:
        :   **item** ([`ForeachGeometryElementMainItem`](bpy.types.ForeachGeometryElementMainItem.html#bpy.types.ForeachGeometryElementMainItem "bpy.types.ForeachGeometryElementMainItem"), (never None)) – Item, The item to remove

    clear()
    :   Remove all items

    move(*from_index*, *to_index*)
    :   Move an item to another position

        Parameters:
        :   - **from_index** (*int in* *[**0**,* *inf**]*) – From Index, Index of the item to move
            - **to_index** (*int in* *[**0**,* *inf**]*) – To Index, Target index for the item

    *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 Overview, preserving all code examples.

assistant: This template streamlines the workflow for editing video, image, and audio sources together in a single timeline.
Each piece of media is represented as its own strip in the Sequencer, where clips can be arranged, trimmed,
and combined with effects to produce a polished final video.
user: Give a detailed overview of Examples: syntax, arguments, return values, common patterns.

assistant: ### Sun Beams

Usually, the first step is to define the area from which rays are cast.
Any diffuse reflected light from surfaces is not going to contribute to such scattering in the real world,
so should be excluded from the input data.
Possible ways to achieve this are:

- Entirely separate image as a light source.
- Brightness/contrast tweaking to leave only the brightest areas.
- Muting shadow and midtone colors, which is a bit more flexible.
- Masking for ultimate control.

After generating the sun beams from such a light source image they can then be overlaid on the original image.
Usually, a simple “Add” Mix node is sufficient,
and physically correct because the scattered light adds to the final result.

[[image reference removed]](../../../_images/compositing_types_filter_sun-beams_example.jpg)
user: Give a detailed overview of Curve Info: syntax, arguments, return values, common patterns.

assistant: # Curve Info

The *Curve Info* node provides per-curve attributes describing the identity,
geometry, and relationships of each curve in a hair or curve system.
It is often used in procedural grooming and deformation setups to drive
randomization, orientation, or effects that depend on each curve’s properties.
user: What is ThemeStyle(bpy_struct) and how is it used in Blender Python scripting?

assistant: # ThemeStyle(bpy_struct)

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

*class* bpy.types.ThemeStyle(*bpy_struct*)
:   Theme settings for style sets

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

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

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

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: What is Properties and how is it used in Blender Python scripting?

assistant: Properties are available in the *Node* tab of the Sidebar.

Sync Sockets
:   Updates the current node to match the socket signature of the connected nodes.
    Use this after renaming, adding, or removing sockets.

Define Signature
:   Locks the current item list and types to stabilize interfaces when publishing node groups.
    When enabled, adding/removing items is disabled until the option is turned off.

### Bundle Items

List of bundle items
:   Displays one entry per element in the bundle.
    Double-click to rename.

    Add Item
    :   Add a new socket to the bundle.

    Remove Item
    :   Delete the selected socket.

Type
:   The data type for the selected item (e.g. Float, Vector, Geometry, Object, Bundle).
    For value types, a default value control is shown and used when the socket is unlinked.
user: Describe Advanced Mode from the Blender manual or Python API, including usage steps and snippets.

assistant: In advanced mode you can additionally enter expressions and units.

Use `=` or `NumpadAsterisk` to enable advanced mode,
and `Ctrl`-`=` or `Ctrl`-`NumpadAsterisk` to switch back to simple mode.

It features:

- Units (`cm`, `"`, `deg`, etc.).
  See [unit system](../../../../scene/properties.xhtml#bpy-types-unitsettings).
- Basic operations from Python (`+`, `*`, `/`, `**`, etc.).
- Math constants and functions (`pi`, `sin`, `sqrt`, etc.).
  See Python’s [math](https://docs.python.org/3.8/library/math.html) module.

You can still use the negate and inverse shortcuts (`Minus`, `Slash`),
as well as non-number inputs, but you have to hold `Ctrl` to activate them.
user: Give a detailed overview of Set Spline Cyclic Node: syntax, arguments, return values, common patterns.

assistant: # Set Spline Cyclic Node

[image reference removed]

The *Set Spline Cyclic* node changes whether splines loop back on themselves –
that is, whether their first and last control points are connected.

You can use the [Is Spline Cyclic Node](../read/is_spline_cyclic.xhtml)
to read this property.
user: Describe NodeTreeInterfaceSocketStringFilePath(NodeTreeInterfaceSocket) from the Blender manual or Python API, including usage steps and snippets.

assistant: # NodeTreeInterfaceSocketStringFilePath(NodeTreeInterfaceSocket)

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

*class* bpy.types.NodeTreeInterfaceSocketStringFilePath(*NodeTreeInterfaceSocket*)
:   String socket of a node

    default_value
    :   Input value used for unconnected socket

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

    subtype
    :   Subtype of the default value

        Type:
        :   enum in [`'DEFAULT'`], default `'DEFAULT'`

    draw(*context*, *layout*)
    :   Draw interface socket settings

        Parameters:
        :   **layout** ([`UILayout`](bpy.types.UILayout.html#bpy.types.UILayout "bpy.types.UILayout"), (never None)) – Layout, Layout in the UI

    init_socket(*node*, *socket*, *data_path*)
    :   Initialize a node socket instance

        Parameters:
        :   - **node** ([`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), (never None)) – Node, Node of the socket to initialize
            - **socket** ([`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), (never None)) – Socket, Socket to initialize
            - **data_path** (*string**,* *(**never None**)*) – Data Path, Path to specialized socket data

    from_socket(*node*, *socket*)
    :   Setup template parameters from an existing socket

        Parameters:
        :   - **node** ([`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), (never None)) – Node, Node of the original socket
            - **socket** ([`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), (never None)) – Socket, Original socket

    *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 Curve to Mesh Node in complete detail according to the official Blender documentation.

assistant: # Curve to Mesh Node

[image reference removed]

The Curve to Mesh node converts all splines of a curve to a mesh.
Optionally, a profile curve can be provided to give the curve a custom shape.

The node transfers attributes to the result. Attributes that are built-in on meshes but not curves,
like `sharp_face`, will be transferred to the correct domain as well.
user: Explain N in complete detail according to the official Blender documentation.

assistant: |  |  |
| --- | --- |
| - [**N-gon**](glossary/index.html#term-N-gon) - [**NDOF**](glossary/index.html#term-NDOF) - [Nodes](interface/controls/nodes/index.html#index-0)   - [Closure](interface/controls/nodes/types/utilities/closure/closure.html#index-0)   - [Combine Bundle Node](interface/controls/nodes/types/utilities/bundles/combine_bundle.html#index-0)   - [Compositing Nodes](compositing/introduction.html#index-0)   - [Evaluate Closure](interface/controls/nodes/types/utilities/closure/evaluate_closure.html#index-0)   - [Geometry Nodes](modeling/geometry_nodes/index.html#index-0)   - [Join Bundle Node](interface/controls/nodes/types/utilities/bundles/join_bundle.html#index-0)   - [Separate Bundle](interface/controls/nodes/types/utilities/bundles/separate_bundle.html#index-0)   - [Shader Nodes](render/shader_nodes/introduction.html#index-0)   - [Texture Nodes](editors/texture_node/introduction.html#index-1) | - [**Non-manifold**](glossary/index.html#term-Non-manifold) - [**Non-uniform Rational Basis Spline**](glossary/index.html#term-Non-uniform-Rational-Basis-Spline) - [**Nonlinear Animation**](glossary/index.html#term-Nonlinear-Animation) - [**Normal**](glossary/index.html#term-Normal) - [**Normal Mapping**](glossary/index.html#term-Normal-Mapping) - [**NURBS**](glossary/index.html#term-NURBS) |
user: Give a detailed overview of Keeping Pages Up To Date: syntax, arguments, return values, common patterns.

assistant: When the manual is updated, those translations which are outdated will be marked as fuzzy. To keep track with that,
you can use a tool we created for that task, see [How to install it](contribute.html#translations-fuzzy-strings).
user: Describe Torso Bones from the Blender manual or Python API, including usage steps and snippets.

assistant: Start by identifying on your character basic torso zones to follow as guide for bones placement.

Head, chest and pelvis are rigid zones, so they require less bones.
Having a good edge loop placement around zone boundaries on your model
will help in having correct deformation after armature binding.

[image reference removed]

Torso Landmarks.

Starting from the side view, place the main spine bones trying to use
one bone for the rigid areas and two for the flexible ones.
In addition to the main spine, the torso is provided with additional pelvis bones (to oppose the leg bending),
two breast controls and two shoulder bones.

Even if the pelvis bones will not appear in the final rig as controls, they will contribute to deformation.

[image reference removed]

Torso Bones Positioning.
user: Give a detailed overview of Armature Constraint: syntax, arguments, return values, common patterns.

assistant: # Armature Constraint

The *Armature* constraint transforms an “owner” object or bone based on the
weighted pose transformations of one or more “target” bones. It’s similar to the
[Armature Modifier](../../../modeling/modifiers/deform/armature.xhtml), which performs this operation for
every vertex in a mesh.

Unlike the modifier, the constraint also uses bones whose
[Deform](../../armatures/bones/properties/deform.xhtml) option is disabled.
user: How do I use Selecting Curve Elements in Blender? Include parameters, examples, warnings and best practices.

assistant: # Selecting Curve Elements

This page discusses specific selecting tools for curve objects in Edit Mode.
The Curve Edit more also uses the general select tools used which are described
in the [interface section](../../interface/selecting.xhtml).

Curve selection in *Edit Mode* has fewer options than with meshes.
Mainly this is, because there is only one selectable element type, the control points
(no select mode needed here…). These points are a bit more complex than simple vertices,
however, especially for Bézier curves, as there is the central vertex, and its two handles…

The basic tools are the same as with [meshes](../meshes/selecting/index.xhtml),
so you can select a simple control point with the `LMB`,
add to current selection with `Shift`-`LMB`, Box Select `B`, and so on.

One word about the Bézier control points: when you select the main central vertex,
the two handles are automatically selected too, so you can move it as a whole,
without creating an angle in the curve. However, when you select a handle,
only this vertex is selected, allowing you to modify this control vector…

Note that, unlike mesh edges, you cannot directly select a segment. Instead,
select all of the control points that make up the segment you want to edit.
user: What is Inset Faces and how is it used in Blender Python scripting?

assistant: # Inset Faces

This tool takes the currently selected faces and creates an inset of them,
with adjustable thickness and depth. Think of it as like creating an edge loop,
but relative to the selected edges, even in complex meshes.

The tool is modal, such that when you activate it,
you may adjust the thickness with your mouse position.
You may also adjust the depth of the inset during the modal operation by holding `Ctrl`.

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_face_inset-faces_before.png   Selection to inset. | ../../../../_images/modeling_meshes_editing_face_inset-faces_after.png   Result of inset with *Select Outer* enabled. |
user: How do I use Set Attribute in Blender? Include parameters, examples, warnings and best practices.

assistant: Opens a pop-up window showing the name of the [active](../../../glossary/index.xhtml#term-Active) [attribute](../../../glossary/index.xhtml#term-Attribute)
as well as the value of that attribute for the selected points
From there, you assign a new value to a selected attribute across all selected points.

This operator is useful for uniformly setting attribute values.
user: Give a detailed overview of Known Limitations: syntax, arguments, return values, common patterns.

assistant: ### Blender Versions

A problem with modifying your own keymap is that newer Blender versions may change the way tools are accessed,
breaking your customized keymap.

While the keymap can be manually updated, the more customizations you make, the higher the chance of conflicts
in newer Blender versions is.
user: What is 2D Transform and how is it used in Blender Python scripting?

assistant: # 2D Transform

The *2D Transform* modifier applies two-dimensional scaling and/or rotation to
the stroke backbone geometry. Scale is applied before rotation.

Pivot
:   The center (pivot point) of these 2D transformations can be:

    Stroke Center:
    :   The median point of the stroke.

    Stroke Start:
    :   The beginning point of the stroke.

    Stroke End:
    :   The end point of the stroke.

    Stroke Point Parameter:
    :   The *Stroke Point Parameter* factor controls where along the stroke the pivot point is
        (start point if set to 0.0; end point if set to 1.0).

    Absolute 2D Point:
    :   The *Pivot X* and *Y* values define the position of the pivot point in the final render
        (from the bottom left corner).

Scale X, Y
:   The scaling factors, in their respective axes.

Rotation Angle
:   The rotation angle.

[image reference removed]

2D Transform modifier
([blend-file](https://archive.blender.org/wiki/2015/index.php/File:Toycar_Three_Contours.zip)).
user: Show practical ways to work with Inherited Properties in a Blender add-on or script – include code.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") - [`FModifier.name`](bpy.types.FModifier.html#bpy.types.FModifier.name "bpy.types.FModifier.name") - [`FModifier.type`](bpy.types.FModifier.html#bpy.types.FModifier.type "bpy.types.FModifier.type") - [`FModifier.show_expanded`](bpy.types.FModifier.html#bpy.types.FModifier.show_expanded "bpy.types.FModifier.show_expanded") - [`FModifier.mute`](bpy.types.FModifier.html#bpy.types.FModifier.mute "bpy.types.FModifier.mute") - [`FModifier.is_valid`](bpy.types.FModifier.html#bpy.types.FModifier.is_valid "bpy.types.FModifier.is_valid") - [`FModifier.active`](bpy.types.FModifier.html#bpy.types.FModifier.active "bpy.types.FModifier.active") | - [`FModifier.use_restricted_range`](bpy.types.FModifier.html#bpy.types.FModifier.use_restricted_range "bpy.types.FModifier.use_restricted_range") - [`FModifier.frame_start`](bpy.types.FModifier.html#bpy.types.FModifier.frame_start "bpy.types.FModifier.frame_start") - [`FModifier.frame_end`](bpy.types.FModifier.html#bpy.types.FModifier.frame_end "bpy.types.FModifier.frame_end") - [`FModifier.blend_in`](bpy.types.FModifier.html#bpy.types.FModifier.blend_in "bpy.types.FModifier.blend_in") - [`FModifier.blend_out`](bpy.types.FModifier.html#bpy.types.FModifier.blend_out "bpy.types.FModifier.blend_out") - [`FModifier.use_influence`](bpy.types.FModifier.html#bpy.types.FModifier.use_influence "bpy.types.FModifier.use_influence") - [`FModifier.influence`](bpy.types.FModifier.html#bpy.types.FModifier.influence "bpy.types.FModifier.influence") |
user: Explain References in complete detail according to the official Blender documentation.

assistant: |  |  |
| --- | --- |
| - [`ArmatureConstraint.targets`](bpy.types.ArmatureConstraint.html#bpy.types.ArmatureConstraint.targets "bpy.types.ArmatureConstraint.targets") - [`ArmatureConstraintTargets.new`](bpy.types.ArmatureConstraintTargets.html#bpy.types.ArmatureConstraintTargets.new "bpy.types.ArmatureConstraintTargets.new") | - [`ArmatureConstraintTargets.remove`](bpy.types.ArmatureConstraintTargets.html#bpy.types.ArmatureConstraintTargets.remove "bpy.types.ArmatureConstraintTargets.remove") |
user: Provide the full official documentation entry for Render Options, preserving all code examples.

assistant: `-b`, `--background`
:   Run in background (often used for UI-less rendering).

    The audio device is disabled in background-mode by default
    and can be re-enabled by passing in `-setaudio Default` afterwards.

`-a`, `--render-anim`
:   Render frames from start to end (inclusive).

`-S`, `--scene` `<name>`
:   Set the active scene `<name>` for rendering.

`-f`, `--render-frame` `<frame>`
:   Render frame `<frame>` and save it.

    - `+<frame>` start frame relative, `-<frame>` end frame relative.
    - A comma separated list of frames can also be used (no spaces).
    - A range of frames can be expressed using `..` separator between the first and last frames (inclusive).

`-s`, `--frame-start` `<frame>`
:   Set start to frame `<frame>`, supports +/- for relative frames too.

`-e`, `--frame-end` `<frame>`
:   Set end to frame `<frame>`, supports +/- for relative frames too.

`-j`, `--frame-jump` `<frames>`
:   Set number of frames to step forward after each rendered frame.

`-o`, `--render-output` `<path>`
:   Set the render path and file name.
    Use `//` at the start of the path to render relative to the blend-file.

    You can use path templating features such as `{blend_name}` in the path.
    See Blender’s documentation on path templates for more details.

    The `#` characters are replaced by the frame number, and used to define zero padding.

    - `animation_##_test.png` becomes `animation_01_test.png`
    - `test-######.png` becomes `test-000001.png`

    When the filename does not contain `#`, the suffix `####` is added to the filename.

    The frame number will be added at the end of the filename, eg:

    ```
    blender -b animation.blend -o //render_ -F PNG -x 1 -a
    ```

    `//render_` becomes `//render_####`, writing frames as `//render_0001.png`

`-E`, `--engine` `<engine>`
:   Specify the render engine.
    Use `-E help` to list available engines.

`-t`, `--threads` `<threads>`
:   Use amount of `<threads>` for rendering and other operations
    [1-1024], 0 to use the systems processor count.
user: Provide the full official documentation entry for Example, preserving all code examples.

assistant: |  |  |
| --- | --- |
| ../../../../_images/animation_armatures_bones_properties_bendy-bones_b-bones-1.png   Bones with just one segment in Edit Mode. | ../../../../_images/animation_armatures_bones_properties_bendy-bones_b-bones-2.png   The Bézier curve superposed to the chain, with its handles placed at bones’ joints. |
| ../../../../_images/animation_armatures_bones_properties_bendy-bones_b-bones-3.png   The same armature in Object Mode. |  |

In Fig. [Bones with just one segment in Edit Mode.](#fig-rig-bone-intro-bbone) we connected three bones,
each one made of five segments.

Look at Fig. [The same armature in Object Mode.](#fig-rig-bone-intro-same),
we can see how the bones’ segments smoothly “blend” into each other, even for roll.

[image reference removed]

An armature in Pose Mode, B-Bone visualization: Bone.003 has one segment,
Bone.004 has four, and Bone.005 has sixteen.
user: What is Inputs and how is it used in Blender Python scripting?

assistant: The inputs are dynamic, they become available if needed depending on the node properties.

Vector
:   Vector used as seed in 2D, 3D, and 4D dimensions.

W
:   Value used as seed in 1D and 4D dimensions.
user: What is Troubleshooting Windows – Intel and how is it used in Blender Python scripting?

assistant: # Troubleshooting Windows – Intel

Blender uses OpenGL for the 3D Viewport and user interface. The graphics processing unit (GPU) and driver have a big
impact on Blender’s behavior and performance.

This section lists possible solutions for graphics glitches, problems with EEVEE and Cycles, and crashes related to
your GPU.
user: How do I use FunctionNodeInputInt(FunctionNode) in Blender? Include parameters, examples, warnings and best practices.

assistant: # FunctionNodeInputInt(FunctionNode)

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

*class* bpy.types.FunctionNodeInputInt(*FunctionNode*)
:   Provide an integer value that can be connected to other nodes in the tree

    integer
    :   Input value used for unconnected socket

        Type:
        :   int in [-inf, inf], default 1

    *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 Show/Hide and how is it used in Blender Python scripting?

assistant: Hides the selected or unselected control points, or unhides all hidden
control points.

By default, unhiding control points adds them to the selection.
To prevent this, uncheck the *Select* option in the [Adjust Last Operation](../../../interface/undo_redo.html#bpy-ops-screen-redo-last) panel.
user: Explain Set Instance Transform Node in complete detail according to the official Blender documentation.

assistant: # Set Instance Transform Node

[image reference removed]

The *Set Instance Transform* node [Transforms](../../../glossary/index.xhtml#term-Transform) geometry instances
using a [Transformation Matrix](../../../glossary/index.xhtml#term-Transformation-Matrix).

The [Instances](../instances.xhtml) page contains more information about geometry instances.
user: Explain Volume Scatter in complete detail according to the official Blender documentation.

assistant: # Volume Scatter

[image reference removed]

The *Volume Scatter* node allows light to be scattered as it passes through the volume.
Typical usage would be to add fog to a scene. It can also be used with
the [Volume Absorption](volume_absorption.html) node to create smoke.
user: Explain Dope Sheet Overlays in complete detail according to the official Blender documentation.

assistant: # Dope Sheet Overlays

Clicking  (Show Overlays) toggles all overlays in the Dope Sheet.

The drop-down button displays a popover with more detailed settings, which are described below.

Show Scene Strip Range
:   When using [scene time synchronization](../../../interface/window_system/workspaces.xhtml#bpy-types-workspace-use-scene-time-sync)
    in the [Sequence Editor](../../video_sequencer/index.xhtml), display the range of the current scene strip.
user: Explain Inputs in complete detail according to the official Blender documentation.

assistant: Geometry
:   Standard geometry input.

Pattern Mode
:   How the attributes to remove are chosen.

    Exact:
    :   Remove the one attribute with the given name.

    Wildcard:
    :   Remove all attributes that match the pattern which is allowed to contain a single wildcard (\*).

Name
:   The name of the attribute to remove.