PGCRYPT/OpenBlender_Train huggingface dataset:
user: What is Vertex Groups for Bones and how is it used in Blender Python scripting?

assistant: This is one of the main uses of weight painting. While you can have Blender
generate the weights automatically (see the
[skinning section](../../animation/armatures/skinning/index.html)),
you may want to tweak them or even create them from scratch,
especially around joints.

The process is as follows:

1. Select the armature and bring it into *Pose Mode* by pressing `Ctrl`-`Tab`.
2. Make sure that Edit ‣ Lock Object Modes is unchecked
   in the topbar.
3. Select the mesh and bring it into *Weight Paint Mode*.
4. Make sure that *Bone Selection* is checked in the 3D Viewport’s header.
5. Select a bone using `Alt`-`LMB` (or `Shift`-`Ctrl`-`LMB`).
   This will activate the bone’s vertex group and display its current weights on the mesh.
6. Paint weights for the bone using `LMB`.

If a bone doesn’t have a vertex group yet when you start painting,
Blender will create one automatically.

If you have a symmetrical mesh and a symmetrical armature, you can use
[Mirror Vertex Groups](tool_settings/symmetry.html#bpy-types-mesh-use-mirror-vertex-groups)
to automatically create vertex groups and weights for the other side.
user: Describe Select Control Point Row from the Blender manual or Python API, including usage steps and snippets.

assistant: Selects the control points that are on the same grid line as the active one (similar to
[edge loop selection](../meshes/selecting/loops.html#bpy-ops-mesh-loop-multi-select) for meshes).
Invoke the operator again to use the grid line in the other direction.
user: How do I use Volume Grid Data Type Items in Blender? Include parameters, examples, warnings and best practices.

assistant: # Volume Grid Data Type Items

BOOLEAN:
:   Boolean.

    Boolean.

FLOAT:
:   Float.

    Single precision float.

DOUBLE:
:   Double.

    Double precision.

INT:
:   Integer.

    32-bit integer.

INT64:
:   Integer 64-bit.

    64-bit integer.

MASK:
:   Mask.

    No data, boolean mask of active voxels.

VECTOR_FLOAT:
:   Vector.

    3D float vector.

VECTOR_DOUBLE:
:   Double Vector.

    3D double vector.

VECTOR_INT:
:   Integer Vector.

    3D integer vector.

POINTS:
:   Points (Unsupported).

    Points grid, currently unsupported by volume objects.

UNKNOWN:
:   Unknown.

    Unsupported data type.
user: Explain References in complete detail according to the official Blender documentation.

assistant: |  |  |
| --- | --- |
| - [`Curve.materials`](bpy.types.Curve.html#bpy.types.Curve.materials "bpy.types.Curve.materials") - [`Curves.materials`](bpy.types.Curves.html#bpy.types.Curves.materials "bpy.types.Curves.materials") - [`GreasePencil.materials`](bpy.types.GreasePencil.html#bpy.types.GreasePencil.materials "bpy.types.GreasePencil.materials") - [`Mesh.materials`](bpy.types.Mesh.html#bpy.types.Mesh.materials "bpy.types.Mesh.materials") | - [`MetaBall.materials`](bpy.types.MetaBall.html#bpy.types.MetaBall.materials "bpy.types.MetaBall.materials") - [`PointCloud.materials`](bpy.types.PointCloud.html#bpy.types.PointCloud.materials "bpy.types.PointCloud.materials") - [`Volume.materials`](bpy.types.Volume.html#bpy.types.Volume.materials "bpy.types.Volume.materials") |
user: Show practical ways to work with VIEW3D_AST_brush_vertex_paint(AssetShelf) in a Blender add-on or script – include code.

assistant: # VIEW3D_AST_brush_vertex_paint(AssetShelf)

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

*class* bpy.types.VIEW3D_AST_brush_vertex_paint(*AssetShelf*)
:   *classmethod* brush_type_poll(*context*, *asset*)

    *static* draw_popup_selector(*layout*, *context*, *brush*, *show_name=True*)

    *static* get_shelf_name_from_context(*context*)

    *classmethod* has_tool_with_brush_type(*context*, *brush_type*)

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

assistant: # GeometryNodeMeshCube(GeometryNode)

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

*class* bpy.types.GeometryNodeMeshCube(*GeometryNode*)
:   Generate a cuboid mesh with variable side lengths and subdivisions

    *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: Give a detailed overview of Checker Deselect: syntax, arguments, return values, common patterns.

assistant: This tool applies an alternating selected/deselected checker pattern.
This only works if you already have more than one control point selected.

It works by changing the current selection so that only every Nth
control points will remain selected, starting from the active one.

Deselected
:   The number of deselected elements in each pattern repetition.

Selected
:   The number of selected elements in each pattern repetition.

Offset
:   Offset from the starting point.
user: Explain Camera Positioning in complete detail according to the official Blender documentation.

assistant: There are several different ways to position the camera in your scene.
Some of them are explained below.

### Align Active Camera to View

Moves and rotates the camera so it perfectly matches your current viewport view.

### Camera Navigation

By enabling [Lock Camera to View](../sidebar.xhtml#bpy-types-spaceview3d-lock-camera) in
Sidebar ‣ View and switching to camera view or toggle the lock navigation gizmo button
when in camera view, the camera will become “glued” to the view and follow it around as you navigate.

### Roll, Pan, Dolly, and Track

To perform these camera moves, the camera must first be selected so transform operations apply to it.
The following actions also assume that you are in camera view.
Having done so, you can now manipulate the camera using the same tools that are used to transform any object:

Roll
:   Press `R` to enter object rotation mode. The default will be to rotate the camera along its local Z axis
    (the axis orthogonal to the camera view), which is the definition of a camera “roll”.

Vertical Pan or Pitch
:   This is just a rotation along the local X axis. Press `R` to enter object rotation mode,
    then `X` twice. (The first press selects the *global* axis, the second the *local* axis.
    This works with any axis; see [Axis Locking](../../../scene_layout/object/editing/transform/control/axis_locking.xhtml)).

Horizontal Pan or Yaw
:   This corresponds to a rotation around the camera’s local Y axis.
    Press `R`, then `Y` twice.

Dolly
:   To dolly the camera, press `G` then `MMB` (or `Z` twice).

Sideways Tracking
:   Press `G` and move the mouse (you can use `X` or `Y` twice
    to get purely horizontal or vertical tracking).
user: How do I use Properties in Blender? Include parameters, examples, warnings and best practices.

assistant: Data Type
:   The type of data stored in the grid (e.g. *Float*, *Integer*, *Boolean*, or *Vector*).
    Determines both the expected data type of the *Grid* output and how it can
    be used in subsequent nodes.
user: Provide the full official documentation entry for XrActionMapItems(bpy_struct), preserving all code examples.

assistant: # XrActionMapItems(bpy_struct)

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

*class* bpy.types.XrActionMapItems(*bpy_struct*)
:   Collection of XR action map items

    new(*name*, *replace_existing*)
    :   new

        Parameters:
        :   - **name** (*string**,* *(**never None**)*) – Name of the action map item
            - **replace_existing** (*boolean*) – Replace Existing, Replace any existing item with the same name

        Returns:
        :   Item, Added action map item

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

    new_from_item(*item*)
    :   new_from_item

        Parameters:
        :   **item** ([`XrActionMapItem`](bpy.types.XrActionMapItem.html#bpy.types.XrActionMapItem "bpy.types.XrActionMapItem"), (never None)) – Item, Item to use as a reference

        Returns:
        :   Item, Added action map item

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

    remove(*item*)
    :   remove

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

    find(*name*)
    :   find

        Parameters:
        :   **name** (*string**,* *(**never None**)*) – Name

        Returns:
        :   Item, The action map item with the given name

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

    *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 Snake Hook and how is it used in Blender Python scripting?

assistant: # Snake Hook

Pulls vertices along with the movement of the brush to create long, snake-like forms.
During the stroke, geometry will be dynamically picked up & let go.

When the *Rake* setting is used,
the brush can also be used to rotate geometry via dragging.
user: What is Custom Shape and how is it used in Blender Python scripting?

assistant: Apart from custom colors, bones can also have custom shapes (in *Object Mode*
and *Pose Mode*), using another object as a “template.”

[image reference removed]

A bone referencing a cone as its Custom Shape.

You can temporarily disable these shapes by unchecking
*Shapes* in the armature’s Viewport Display panel.

Custom Object
:   Object that defines the custom shape of the selected bone.

Translation X, Y, Z
:   Additional translation to apply to the custom shape.

Rotation X, Y, Z
:   Additional rotation to apply to the custom shape.

Scale X, Y, Z
:   Additional scaling factor to apply to the custom shape.

Override Transform
:   A bone that defines the display transform of the custom shape.
    The shape defined in *Custom Object* will be placed at the location and orientation of that bone.
    This is only visual and does not affect the transform values of this bone.

Affect Gizmo
:   The location and orientation of the *Override Transform* bone will be used for transform
    gizmos and for other transform operators in the 3D Viewport.

Use As Pivot
:   Transform the bone as if it was a child of the *Override Transform* bone.
    This is useful in special cases, where the mesh is deformed away from the bind pose by
    a separate mechanism, for example [Shape Keys](../../../shape_keys/index.html#animation-shape-keys-index).

Scale to Bone Length
:   Whether the custom shape should be scaled by a factor
    equal to the [bone’s length](transform.html#bpy-types-editbone-length).

Wireframe
:   When enabled, the bone is displayed in wireframe mode regardless of the viewport’s shading mode.

Wire Width
:   The line thickness of the wireframe for the custom shape.
user: Describe Toolbar from the Blender manual or Python API, including usage steps and snippets.

assistant: # Toolbar

Metaball Edit Mode tools:

[Tweak](../../../interface/selecting.html#tool-select-tweak)
:   Select or move.

    [Select Box](../../../interface/selecting.html#tool-select-box)
    :   Select objects by dragging a box.
        All objects that intersect the box will be selected.

    [Select Circle](../../../interface/selecting.html#tool-select-circle)
    :   Select objects by dragging a circle. All objects that intersect the path of
        the circle will be selected.

    [Select Lasso](../../../interface/selecting.html#tool-select-lasso)
    :   Select objects by drawing a lasso.

Cursor
:   Change the location of the 3D Cursor.

Move
:   Translation tool.

Rotate
:   Rotation tool.

Scale
:   Scale tool.

    [Scale Cage](../../../scene_layout/object/tools/scale_cage.html#tool-scale-cage)
    :   Change the scale of an object by controlling its cage.

Transform
:   Tool to adjust the objects translation, rotations and scale.

[Annotate](../../../interface/annotate_tool.html#tool-annotate-freehand)
:   Draw free-hand annotation.

    [Annotate Line](../../../interface/annotate_tool.html#tool-annotate-line)
    :   Draw straight line annotation.

    [Annotate Polygon](../../../interface/annotate_tool.html#tool-annotate-polygon)
    :   Draw a polygon annotation.

    [Annotate Eraser](../../../interface/annotate_tool.html#tool-annotate-eraser)
    :   Erase previous drawn annotations.

[Measure](../../../editors/3dview/toolbar/measure.html#tool-measure)
:   Measure distances in the scene.

Shear
:   Shear selected items along a defined axis.
user: Give a detailed overview of Solver: syntax, arguments, return values, common patterns.

assistant: # Solver

The settings in the *Soft Body Solver* panel determine the accuracy of the simulation.

Step Size Min
:   Minimum simulation steps per frame. Increase this value, if the soft body misses fast-moving collision objects.

Max
:   Maximum simulation steps per frame.
    Normally the number of simulation steps is set dynamically
    (with the *Error Limit*) but you have probably a good reason to change it.

Auto-Step
:   Use velocities for automatic step sizes.
    Helps the Solver figure out how much work it needs to do based on how fast things are moving.

Error Limit
:   Rules the overall quality of the solution delivered.
    The most critical setting that defines how precise the solver should check for collisions.
    Start with a value that is half the average edge length.
    If there are visible errors, jitter, or over-exaggerated responses, decrease the value.
    The solver keeps track of how “bad” it is doing and the *Error Limit* causes the solver to
    do some “adaptive step sizing”.
user: What is Empty and how is it used in Blender Python scripting?

assistant: Gizmo settings for [empties](../../../modeling/empties.xhtml).

Image
:   Show the gizmo to adjust the image size and position.

Force Field
:   Show the gizmo to adjust the [force field](../../../physics/forces/force_fields/introduction.xhtml).
user: Explain Viewport in complete detail according to the official Blender documentation.

assistant: See Common Settings above.

Volume Resolution
:   Resolution percentage of [volume objects](../../../modeling/volumes/index.html) in the viewport.
    This mostly affects memory usage rather than computation times.

Normals
:   Skip computing [custom normals](../../../modeling/meshes/structure.html#modeling-meshes-normals-custom)
    and face corner normals for displaying meshes in the viewport.
user: Show practical ways to work with Inputs in a Blender add-on or script – include code.

assistant: Value
:   Special gizmo value socket.
    Everything that linked into this socket will be modified when the gizmo is rotated.

Position
:   Position of the gizmo in the local space of the object.

Up
:   Up or normal direction of the gizmo in the viewport.

Screen Space
:   If enabled, the gizmo will always have the same size in the viewport independent of the zoom level.
    This affects the meaning of the radius input.

Radius
:   In screen space mode, this is a factor on top of the default radius.
    Otherwise, this is the radius of the gizmo in Blender units.
user: Show practical ways to work with Curve in a Blender add-on or script – include code.

assistant: Converts the selected mesh or text object into a curve object.

- **For mesh objects**: Only loose edges (edges not part of any faces) will be included in the conversion.
- **For text objects**: The text is converted into curve outlines, preserving its shape.

The resulting curve will be [Poly Curve](../../../modeling/curves/structure.html#curve-poly) by default.
To create smooth segments, convert the curve to a [Bézier Curve](../../../modeling/curves/structure.html#curve-bezier)
using [Set Spline Type](../../../modeling/curves/editing/curve.html#bpy-ops-curve-spline-type-set).
user: Describe Find Node from the Blender manual or Python API, including usage steps and snippets.

assistant: Opens a search pop-up to quickly locate and select a node within the current node tree.
Nodes can be searched by name, socket label, or certain socket values such as strings
and data-block references.

Once a match is selected, the editor view automatically pans and centers on the found node,
highlighting it for easy access.

This operator is especially useful in large node trees for navigating complex networks efficiently.
user: Provide the full official documentation entry for Initialize Face Sets, preserving all code examples.

assistant: Initializes all face sets on the mesh at once based off one of several mesh attribute properties.

Mode
:   The mesh data attribute used to define the boundaries for the face sets.

    By Loose Parts:
    :   Creates a new face set per discontinuous part of the mesh.

    By Face Set Boundaries:
    :   Creates a face set for each isolated face set.
        This mode is useful for splitting the patterns created by [Face Set Expand](expand.html#face-set-expand)
        into individual Face Sets for further editing.

    By Materials:
    :   Creates a face set per [Material Slot](../../../render/materials/assignment.html#bpy-types-materialslot).

    By Normals:
    :   Creates face sets for Faces that have similar [Normals](../../../modeling/meshes/structure.html#modeling-meshes-structure-normals).

    By UV Seams:
    :   Creates face sets using [UV Seams](../../../modeling/meshes/uv/unwrapping/seams.html) as boundaries.

    By Edge Creases:
    :   Creates face sets using [Edge Creases](../../../modeling/meshes/editing/edge/edge_data.html#bpy-ops-transform-edge-crease) as boundaries.

    By Edge Bevel Weight:
    :   Creates face sets using [Bevel Weights](../../../modeling/meshes/editing/edge/edge_data.html#bpy-ops-transform-edge-bevelweight) as boundaries.

    By Sharp Edges:
    :   Creates face sets using [Sharp Edges](../../../modeling/meshes/editing/edge/edge_data.html#bpy-ops-mesh-mark-sharp) as boundaries.

Threshold
:   The minimum value to consider a certain attribute a boundary when creating the face sets.
user: Describe References from the Blender manual or Python API, including usage steps and snippets.

assistant: |  |  |
| --- | --- |
| - [`ColorRamp.elements`](bpy.types.ColorRamp.html#bpy.types.ColorRamp.elements "bpy.types.ColorRamp.elements") - [`ColorRampElements.new`](bpy.types.ColorRampElements.html#bpy.types.ColorRampElements.new "bpy.types.ColorRampElements.new") | - [`ColorRampElements.remove`](bpy.types.ColorRampElements.html#bpy.types.ColorRampElements.remove "bpy.types.ColorRampElements.remove") |
user: Explain UDIM Tiles in complete detail according to the official Blender documentation.

assistant: In this panel UDIM tiles are managed;
new tiles can be added, tiles can be removed, or tiles can filled with a generated texture.

UDIM Tile List
:   List all UDIM tiles associated with the main index (`1000` tile).
    Double clicking on the tile name allows you to alter the tiles *Label*.

Add Tile
:   Adds new UDIM tiles to the group.

    Number
    :   The starting tile index number.
        UDIMs must start with the `1001` tile and typically increase in incremental order.

    Count
    :   The number of tiles to add.

    Label
    :   An optional label can be used instead of the index number.
        These labels are shown in the 2D Viewport.

    Fill
    :   Occupy the UDIM tile with a generated image; see *Fill Tile* below.

Remove Tile
:   Deletes the selected UDIM tile from the group.
    If this tile is not saved and contains data, that data will be lost.

Fill Tile
:   Occupy the UDIM tile with a [Generated Image](../../../../editors/image/image_settings.html#image-generated).
user: Describe Properties from the Blender manual or Python API, including usage steps and snippets.

assistant: Distance
:   A probe object only influences the lighting of surfaces inside its influence zone.
    This influence zone is defined by the distance parameter and the object’s scale.

    For light probe planes, the influence distance is the distance from the plane.
    Only surfaces whose normals are aligned with the Reflection Plane will receive the captured reflection.

### Capture

Clipping Offset
:   Define how far below the plane the near clip is when capturing the scene.
    Increasing this can fix reflection contact problems.

### Viewport Display

Arrow Size
:   Size of the arrow showing the reflection plane normal.

Capture
:   Show the captured reflected image onto a fully reflective plane in the 3D Viewport.

Influence
:   Show the influence bounds in the 3D Viewport.
user: Give a detailed overview of Usage: syntax, arguments, return values, common patterns.

assistant: 1. Place the timeline playhead between two existing Grease Pencil keyframes.
2. In the 3D Viewport, click and drag left to right to set the desired interpolation factor.
3. Release the mouse button to confirm and create a new *breakdown keyframe*.

The resulting keyframe contains strokes that are interpolated between the neighboring keyframes
according to the chosen factor.
user: Give a detailed overview of Animation: syntax, arguments, return values, common patterns.

assistant: Animation is making an object move or change shape over time.
Objects can be animated in many ways:

Moving as a whole object
:   Changing their position, orientation or size in time;

Deforming them
:   Animating their vertices or control points;

Inherited animation
:   Causing the object to move based on the movement of another object (e.g. its parent, hook, armature, etc.).

In this chapter, we will cover the first two,
but the basics given here are actually vital for understanding the following chapters as well.

Animation is typically achieved with the use of [keyframes](keyframes/introduction.html).

### State Colors

[image reference removed]

State colors of properties.

Properties have different colors and menu items for different states.

|  |  |
| --- | --- |
| Gray | Not animated |
| Yellow | Keyframed on the current frame |
| Green | Keyframed on a different frame |
| Orange | Changed from the keyframed value |
| Purple | Controlled by a driver |

The changed value highlight currently doesn’t work with [NLA](../editors/nla/introduction.html).
user: Provide the full official documentation entry for Usage, preserving all code examples.

assistant: For the most part using Blender as a Python module is equivalent to running a script in background-mode
(passing the command-line arguments `--background` or `-b`),
however there are some differences to be aware of.

Blender’s Executable Access
:   The attribute [`bpy.app.binary_path`](bpy.app.html#bpy.app.binary_path "bpy.app.binary_path") defaults to an empty string.

    If you wish to point this to the location of a known executable you may set the value.

    This example searches for the binary, setting it when found:

    ```
    import bpy
    import shutil

    blender_bin = shutil.which("blender")
    if blender_bin:
       print("Found:", blender_bin)
       bpy.app.binary_path = blender_bin
    else:
       print("Unable to find blender!")
    ```

Blender’s Internal Modules
:   There are many modules included with Blender such as [`gpu`](gpu.html#module-gpu "gpu") and `mathuils`.
    It’s important that these are imported after `bpy` or they will not be found.

Command Line Arguments Unsupported
:   Functionality controlled by command line arguments (shown by calling `blender --help` aren’t accessible).

    Typically this isn’t such a limitation although there are some command line arguments that don’t have
    equivalents in Blender’s Python API (`--threads` and `--log` for example).

Resource Sharing (GPU)
:   It’s possible other Python modules make use of the GPU in a way that prevents Blender/Cycles from accessing the GPU.

Signal Handlers
:   Blender’s typical signal handlers are not initialized, so there is no special handling for `Control-C`
    to cancel a render and a crash log is not written in the event of a crash.

Startup and Preferences
:   When the `bpy` module loads it contains the default startup scene
    (instead of an “empty” blend-file as you might expect), so there is a default cube, camera and light.

    If you wish to start from an empty file use: `bpy.ops.wm.read_factory_settings(use_empty=True)`.

    The users startup and preferences are ignored to prevent your local configuration from impacting scripts behavior.
    The Python module behaves as if `--factory-startup` was passed as a command line argument.

    The users preferences and startup can be loaded using operators:

    ```
    import bpy

    bpy.ops.wm.read_userpref()
    bpy.ops.wm.read_homefile()
    ```
user: Show practical ways to work with Image Tab in a Blender add-on or script – include code.

assistant: ### UV Vertex

The averaged-out position of the selected UV vertices.

### Image

See [Image Settings](../image/image_settings.html).

### UDIM Tiles

See [UDIM Tiles](../../modeling/meshes/uv/workflows/udims.html).
user: Explain Inputs in complete detail according to the official Blender documentation.

assistant: Grid Intersect
:   The input grid used for intersection operations.
    Only the regions common to all intersecting grids will remain active.

Grid 1 Union Difference
:   The first input grid for boolean combination.
    Acts as the base grid to which the second grid is added or subtracted.

Grid 2 Union Difference
:   The second input grid used to modify *Grid 1* according to the selected operation.
user: How do I use limbs.super_palm in Blender? Include parameters, examples, warnings and best practices.

assistant: Will create a palm system based on the distance between palm bones.

Requirement: At least two bones child of the same parent.
The property has to be set on the inner palm bones (think it as index’s metacarpus),
the rig control will appear on the last palm bone (think it as pinky’s metacarpus).

Both Sides
:   Generates controls on both sides of the palm, with influence on inner bones blended between them.

Primary Rotation Axis (X, Z)
:   Defines the automatic rotation axis to be used on the palm bones.
user: Give a detailed overview of Laptops: syntax, arguments, return values, common patterns.

assistant: Laptops often have two GPUs for power saving purposes. One slower onboard GPU integrated into the main CPU (typically
Intel or AMD) that uses lower power, and one faster dedicated GPU for better performance (AMD or NVIDIA) that uses
more power.

For the best performance, the dedicated GPU should be used for Blender. Which GPU to use for which application can be
configured in your graphics driver or operating system settings.

If there is a graphics glitch or crash specific to the onboard GPU, then using the dedicated GPU can help avoid that.
Or vice versa, if the dedicated GPU causes issues, then using the onboard graphics can help.
user: How do I use File Browser in Blender? Include parameters, examples, warnings and best practices.

assistant: Show Locations – Recent
:   Hide the *Recent* panel of the [File Browser](../file_browser.html)
    which displays recently accessed folders.

Show Locations – System
:   Hide System Bookmarks in the *File Browser*.

Defaults – Filter Files
:   By activating this, the file region in the File Browser will only show appropriate files
    (i.e. blend-files when loading a complete Blender setting).
    The selection of file types may be changed in the file region.

Defaults – Show Hidden Files/Data-Blocks
:   Unhide files and data-blocks with names that start with `.` in File Browsers
    and [data IDs](../../interface/controls/templates/data_block.html#ui-data-block).
user: What is References and how is it used in Blender Python scripting?

assistant: |  |  |
| --- | --- |
| - [`KeyingSet.paths`](bpy.types.KeyingSet.html#bpy.types.KeyingSet.paths "bpy.types.KeyingSet.paths") - [`KeyingSetPaths.active`](bpy.types.KeyingSetPaths.html#bpy.types.KeyingSetPaths.active "bpy.types.KeyingSetPaths.active") | - [`KeyingSetPaths.add`](bpy.types.KeyingSetPaths.html#bpy.types.KeyingSetPaths.add "bpy.types.KeyingSetPaths.add") - [`KeyingSetPaths.remove`](bpy.types.KeyingSetPaths.html#bpy.types.KeyingSetPaths.remove "bpy.types.KeyingSetPaths.remove") |
user: How do I use Spline IK Constraint in Blender? Include parameters, examples, warnings and best practices.

assistant: # Spline IK Constraint

The *Spline IK* constraint fits a chain of bones to the shape of a
[Curve](../../../modeling/curves/introduction.html).
It’s particularly well suited for rigging flexible body parts such as tails, tentacles,
and spines, as well as inorganic objects such as ropes.
user: Describe Properties from the Blender manual or Python API, including usage steps and snippets.

assistant: Data Type
:   Map Range supports both Float and Vector data types. Changing the data type will
    also update the sockets to reflect the data type chosen.

Interpolation Type
:   The mathematical method used to transition between gaps in the numerical inputs.

    Linear:
    :   Linear interpolation between From Min and From Max values.

    Stepped Linear:
    :   Stepped linear interpolation between From Min and From Max values.

    Smooth Step:
    :   Smooth Hermite edge interpolation between From Min and From Max values.

    Smoother Step:
    :   Smoother Hermite edge interpolation between From Min and From Max values.

Clamp
:   If enabled, the output is clamped to the target range.
user: Explain Randomize in complete detail according to the official Blender documentation.

assistant: # Randomize

[image reference removed]

Randomize transform options.

This tool randomizes the move, rotate, and scale values to an object or multiple objects.
When applied on multiple objects, each object gets its own seed value,
and will get different transform results from the rest.

Random Seed
:   The random seed is an offset to the randomized transformation.
    A different seed will produce a new result.

Transform Delta
:   Randomize [Delta Transform](../../properties/transforms.html#bpy-types-object-delta)
    values instead of regular transform.

Randomize Location
:   Randomize Location values.

Location
:   The maximum distances the objects can move along each axis.

Randomize Rotation
:   Randomize rotation values.

Rotation
:   The maximum angle the objects can rotate on each axis.

Randomize Scale
:   Randomize scale values.

Scale Even
:   Use the same scale for each axis.

Scale
:   The maximum scale randomization over each axis.
user: How do I use Views Format Multilayer Items in Blender? Include parameters, examples, warnings and best practices.

assistant: # Views Format Multilayer Items

INDIVIDUAL:
:   Individual.

    Individual files for each view with the prefix as defined by the scene views.

MULTIVIEW:
:   Multi-View.

    Single file with all the views.
user: Describe Short2AttributeValue(bpy_struct) from the Blender manual or Python API, including usage steps and snippets.

assistant: # Short2AttributeValue(bpy_struct)

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

*class* bpy.types.Short2AttributeValue(*bpy_struct*)
:   2D value in geometry attribute

    value
    :   2D vector

        Type:
        :   int array of 2 items in [-32768, 32767], 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 Modal Execution in a Blender add-on or script – include code.

assistant: This operator defines a [`Operator.modal`](#bpy.types.Operator.modal "bpy.types.Operator.modal") function that will keep being
run to handle events until it returns `{'FINISHED'}` or `{'CANCELLED'}`.

Modal operators run every time a new event is detected, such as a mouse click
or key press. Conversely, when no new events are detected, the modal operator
will not run. Modal operators are especially useful for interactive tools, an
operator can have its own state where keys toggle options as the operator runs.
Grab, Rotate, Scale, and Fly-Mode are examples of modal operators.

[`Operator.invoke`](#bpy.types.Operator.invoke "bpy.types.Operator.invoke") is used to initialize the operator as being active
by returning `{'RUNNING_MODAL'}`, initializing the modal loop.

Notice `__init__()` and `__del__()` are declared.
For other operator types they are not useful but for modal operators they will
be called before the [`Operator.invoke`](#bpy.types.Operator.invoke "bpy.types.Operator.invoke") and after the operator finishes.
Also see the
[class construction and destruction section](info_overview.html#info-overview-class-construction-destruction).

```
import bpy

class ModalOperator(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"
    bl_options = {'REGISTER', 'UNDO'}

    def __init__(self, *args, **kwargs):
        super().__init__(*args, **kwargs)
        print("Start")

    def __del__(self):
        print("End")
        super().__del__()

    def execute(self, context):
        context.object.location.x = self.value / 100.0
        return {'FINISHED'}

    def modal(self, context, event):
        if event.type == 'MOUSEMOVE':  # Apply.
            self.value = event.mouse_x
            self.execute(context)
        elif event.type == 'LEFTMOUSE':  # Confirm.
            return {'FINISHED'}
        elif event.type in {'RIGHTMOUSE', 'ESC'}:  # Cancel.
            # Revert all changes that have been made
            context.object.location.x = self.init_loc_x
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        self.init_loc_x = context.object.location.x
        self.value = event.mouse_x
        self.execute(context)

        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

# Only needed if you want to add into a dynamic menu.
def menu_func(self, context):
    self.layout.operator(ModalOperator.bl_idname, text="Modal Operator")

# Register and add to the object menu (required to also use F3 search "Modal Operator" for quick access).
bpy.utils.register_class(ModalOperator)
bpy.types.VIEW3D_MT_object.append(menu_func)

# Test call.
bpy.ops.object.modal_operator('INVOKE_DEFAULT')
```
user: Describe Bump Only from the Blender manual or Python API, including usage steps and snippets.

assistant: The least accurate but most memory efficient method is bump mapping.
This method does not actually alter the mesh surface, but merely changes the shading to make it seem so.

Bump maps are often used to add smaller details on a model, for example pores or wrinkles on skin.

For baked bump maps, 8-bit images are commonly used. However, 16 or 32-bit float maps can provide
better looking results. When using image textures use Cubic interpolation to avoid stepping artifacts,
these are more visible for bump maps than other types of textures.
user: How do I use Before Reporting in Blender? Include parameters, examples, warnings and best practices.

assistant: Before reporting a bug, some basic steps should be taken to ensure that you are reporting a real issue.

- Ensure you have installed Blender according to the guidance in this manual under
  [Installing Blender](../getting_started/installing/index.xhtml).
- Follow the steps in this Troubleshooting section first, starting with loading factory settings. Many crashes and
  errors may be caused by bad settings or add-ons that have not been updated to work with the newest release of
  Blender.
user: How do I use GeometryNodeSubdivideMesh(GeometryNode) in Blender? Include parameters, examples, warnings and best practices.

assistant: # GeometryNodeSubdivideMesh(GeometryNode)

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

*class* bpy.types.GeometryNodeSubdivideMesh(*GeometryNode*)
:   Divide mesh faces into smaller ones without changing the shape or volume, using linear interpolation to place the new vertices

    *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: Give a detailed overview of Inputs: syntax, arguments, return values, common patterns.

assistant: Geometry
:   Standard geometry input.

Selection
:   Boolean field that is true for parts of the geometry to be deleted.

Amount
:   Field indicating how many times each input element should be duplicated.
    If the value is zero for an element, it will not be included in the output at all.
user: Provide the full official documentation entry for Relative To Pixel Node, preserving all code examples.

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: What is Outputs and how is it used in Blender Python scripting?

assistant: Vertex Index 1/2
:   The [index](../../geometry/read/input_index.html) of the two vertices of the edge.

Position 1/2
:   The [position](../../geometry/read/position.html) of each of the edge’s vertices.
    This output is for convenience, it is the same as using index output to retrieve the position from the
    [Evaluate at Index Node](../../utilities/field/evaluate_at_index.html).
user: Explain Options in complete detail according to the official Blender documentation.

assistant: [image reference removed]

The Wireframe modifier.

Thickness
:   The depth or size of the wireframes.

Offset
:   A value between (-1 to 1) to change whether the wireframes are
    generated inside or outside of the original mesh.
    Set to zero, *Offset* will center the wireframes around the original edges.

Boundary
:   Creates wireframes on mesh island boundaries.

Replace Original
:   If this option is enabled, the original mesh is replaced by the generated wireframe.
    If not, the wireframe is generated on top of it.

Thickness
:   Even
    :   Maintain thickness by adjusting for sharp corners.
        Sometimes improves quality but also increases computation time.

    Relative
    :   Determines the edge thickness by the length of the edge. Longer edges will be thicker.

Crease Edges
:   This option is intended for usage with
    the [Subdivision](subdivision_surface.xhtml) modifier.
    Enable this option to crease edges on their junctions and prevent large curved intersections.

    Crease Weight
    :   Define how much crease (0 to 1, nothing to full) the junctions should receive.

Material Offset
:   Uses the chosen material index as the material for the wireframe;
    this is applied as an offset from the first material.

### Vertex Group

The weights of the selected vertex group are multiplied onto the *Thickness*,
so vertices with lower weights will be less thick. The vertices which are not part
of the vertex group will be used as if their weight was zero.

Invert
:   Reverses the vertex group weights, so that the used weight is one minus the actual weight.

Factor
:   How much the vertex weights are taken into account.

    - On 0.0 , vertices with zero weight will have no thickness at all.
    - On 0.5 , vertices with zero weight will be half as thick as those with full weight.
    - On 1.0 , the weights are ignored and the *Thickness* value is used for every vertex.
user: How do I use Select by Face Strength in Blender? Include parameters, examples, warnings and best practices.

assistant: Another way to affect normals is to set a *Face Strength* on the faces of the model.
The Face Strength can be either *Weak*, *Medium*, or *Strong*.
The idea is that the [Weighted Normal Modifier](../../../modifiers/normals/weighted_normal.html) can
be set to pay attention to the Face Strength as follows:
When combining the normals that meet at a vertex, only the faces
with the strongest Face Strength will contribute to the final value.

For example, if three faces meet at a vertex and have the face weights weak, medium, and strong,
then only the normal associated with the strong face will be used to set the final result.

Use the submenu to pick one of *Weak*, *Medium*, or *Strong*.
Then this tool selects those faces that have the chosen face strength.
user: Show practical ways to work with NodeTreeInterfaceSocketColor(NodeTreeInterfaceSocket) in a Blender add-on or script – include code.

assistant: # NodeTreeInterfaceSocketColor(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.NodeTreeInterfaceSocketColor(*NodeTreeInterfaceSocket*)
:   RGBA color socket of a node

    default_value
    :   Input value used for unconnected socket

        Type:
        :   float array of 4 items in [0, inf], default (0.0, 0.0, 0.0, 0.0)

    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: How do I use Object Mode Items in Blender? Include parameters, examples, warnings and best practices.

assistant: # Object Mode Items

OBJECT:
:   Object Mode.

EDIT:
:   Edit Mode.

POSE:
:   Pose Mode.

SCULPT:
:   Sculpt Mode.

VERTEX_PAINT:
:   Vertex Paint.

WEIGHT_PAINT:
:   Weight Paint.

TEXTURE_PAINT:
:   Texture Paint.

PARTICLE_EDIT:
:   Particle Edit.

EDIT_GPENCIL:
:   Edit Mode.

    Edit Grease Pencil Strokes.

SCULPT_GREASE_PENCIL:
:   Sculpt Mode.

    Sculpt Grease Pencil Strokes.

PAINT_GREASE_PENCIL:
:   Draw Mode.

    Paint Grease Pencil Strokes.

WEIGHT_GREASE_PENCIL:
:   Weight Paint.

    Grease Pencil Weight Paint Strokes.

VERTEX_GREASE_PENCIL:
:   Vertex Paint.

    Grease Pencil Vertex Paint Strokes.

SCULPT_CURVES:
:   Sculpt Mode.