PGCRYPT/OpenBlender_Train huggingface dataset:
user: Give a detailed overview of Limbs Bones: syntax, arguments, return values, common patterns.

assistant: While placing the arm bones try to start having a straight line that goes from
the shoulder to the hand in both front and top view. After this is done just add a slight bend to the elbow.
This can be easily done by going in the top view, entering armature Edit Mode and
sliding the bone junction between forearm and upper_arm slightly toward the world’s Y axis.

[image reference removed]

Arm Bones Positioning.

For the leg you can follow a similar process. Start by aligning the leg bones creating a straight line from
the hips to the ankle, then place the foot and the toe accordingly.
Remember to add a slight bend to the knee. This can be easily done by going in the side view,
entering armature Edit Mode and sliding the bone junction between thigh and shin slightly toward the world’s Y axis.

[image reference removed]

Leg Bones Positioning.

Finally align the heel bone by going in the front view and placing the head and tail to
fill the foot size from side to side. Then, in the side view,
align the bone at the point where the heel just touches the ground floor.
user: Explain Outputs in complete detail according to the official Blender documentation.

assistant: Seconds
:   Current scene time in seconds.

Frames
:   Current scene frame.
    As an input in geometry nodes, this output may also output non-round numbers,
    in order to support higher quality [motion blur](../../../../render/eevee/render_settings/motion_blur.xhtml).
user: What is MovieTrackingTracks(bpy_struct) and how is it used in Blender Python scripting?

assistant: # MovieTrackingTracks(bpy_struct)

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

*class* bpy.types.MovieTrackingTracks(*bpy_struct*)
:   Collection of movie tracking tracks

    active
    :   Active track in this tracking data object. Deprecated, use objects[name].tracks.active

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

    new(*\**, *name=''*, *frame=1*)
    :   Create new motion track in this movie clip

        Parameters:
        :   - **name** (*string**,* *(**optional**,* *never None**)*) – Name of new track
            - **frame** (*int in* *[**0**,* *1048574**]**,* *(**optional**)*) – Frame, Frame number to add track on

        Returns:
        :   Newly created track

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

    *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 Roles, preserving all code examples.

assistant: `scene_linear`
:   Color space used for rendering, compositing, and storing all float precision images in memory.

`data`
:   Color space for non-color data.

`aces_interchange`
:   ACES2065-1 color space. Used to derive chromaticities of the *scene_linear* color space, for
    effects such as blackbody emission.

`cie_xyz_d65_interchange`
:   Intermediate display linear color space, to connected view transforms to display color spaces.

`color_picking`
:   Defines the distribution of colors in color pickers. It is expected to
    be approximately perceptually linear, have the same gamut as the *scene_linear* color space,
    map 0..1 values to 0..1 values in the scene linear color space for predictable editing of materials’ albedo.

`default_sequencer`
:   Default color space for the Sequencer, *scene_linear* if not specified.

`default_byte`
:   Default color space for byte precision images and files, *texture_paint* if not specified.

`default_float`
:   Default color space for float precision images and files, *scene_linear* if not specified.
user: What is References and how is it used in Blender Python scripting?

assistant: |  |  |
| --- | --- |
| - [`Particle.uv_on_emitter`](bpy.types.Particle.html#bpy.types.Particle.uv_on_emitter "bpy.types.Particle.uv_on_emitter") - [`ParticleHairKey.co_object`](bpy.types.ParticleHairKey.html#bpy.types.ParticleHairKey.co_object "bpy.types.ParticleHairKey.co_object") - [`ParticleHairKey.co_object_set`](bpy.types.ParticleHairKey.html#bpy.types.ParticleHairKey.co_object_set "bpy.types.ParticleHairKey.co_object_set") | - [`ParticleSystem.mcol_on_emitter`](bpy.types.ParticleSystem.html#bpy.types.ParticleSystem.mcol_on_emitter "bpy.types.ParticleSystem.mcol_on_emitter") - [`ParticleSystem.uv_on_emitter`](bpy.types.ParticleSystem.html#bpy.types.ParticleSystem.uv_on_emitter "bpy.types.ParticleSystem.uv_on_emitter") |
user: Give a detailed overview of Inherited Properties: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") - [`Paint.brush`](bpy.types.Paint.html#bpy.types.Paint.brush "bpy.types.Paint.brush") - [`Paint.brush_asset_reference`](bpy.types.Paint.html#bpy.types.Paint.brush_asset_reference "bpy.types.Paint.brush_asset_reference") - [`Paint.eraser_brush`](bpy.types.Paint.html#bpy.types.Paint.eraser_brush "bpy.types.Paint.eraser_brush") - [`Paint.eraser_brush_asset_reference`](bpy.types.Paint.html#bpy.types.Paint.eraser_brush_asset_reference "bpy.types.Paint.eraser_brush_asset_reference") - [`Paint.palette`](bpy.types.Paint.html#bpy.types.Paint.palette "bpy.types.Paint.palette") - [`Paint.show_brush`](bpy.types.Paint.html#bpy.types.Paint.show_brush "bpy.types.Paint.show_brush") - [`Paint.show_brush_on_surface`](bpy.types.Paint.html#bpy.types.Paint.show_brush_on_surface "bpy.types.Paint.show_brush_on_surface") - [`Paint.show_low_resolution`](bpy.types.Paint.html#bpy.types.Paint.show_low_resolution "bpy.types.Paint.show_low_resolution") - [`Paint.use_sculpt_delay_updates`](bpy.types.Paint.html#bpy.types.Paint.use_sculpt_delay_updates "bpy.types.Paint.use_sculpt_delay_updates") - [`Paint.use_symmetry_x`](bpy.types.Paint.html#bpy.types.Paint.use_symmetry_x "bpy.types.Paint.use_symmetry_x") - [`Paint.use_symmetry_y`](bpy.types.Paint.html#bpy.types.Paint.use_symmetry_y "bpy.types.Paint.use_symmetry_y") | - [`Paint.use_symmetry_z`](bpy.types.Paint.html#bpy.types.Paint.use_symmetry_z "bpy.types.Paint.use_symmetry_z") - [`Paint.use_symmetry_feather`](bpy.types.Paint.html#bpy.types.Paint.use_symmetry_feather "bpy.types.Paint.use_symmetry_feather") - [`Paint.cavity_curve`](bpy.types.Paint.html#bpy.types.Paint.cavity_curve "bpy.types.Paint.cavity_curve") - [`Paint.use_cavity`](bpy.types.Paint.html#bpy.types.Paint.use_cavity "bpy.types.Paint.use_cavity") - [`Paint.tile_offset`](bpy.types.Paint.html#bpy.types.Paint.tile_offset "bpy.types.Paint.tile_offset") - [`Paint.tile_x`](bpy.types.Paint.html#bpy.types.Paint.tile_x "bpy.types.Paint.tile_x") - [`Paint.tile_y`](bpy.types.Paint.html#bpy.types.Paint.tile_y "bpy.types.Paint.tile_y") - [`Paint.tile_z`](bpy.types.Paint.html#bpy.types.Paint.tile_z "bpy.types.Paint.tile_z") - [`Paint.show_strength_curve`](bpy.types.Paint.html#bpy.types.Paint.show_strength_curve "bpy.types.Paint.show_strength_curve") - [`Paint.show_size_curve`](bpy.types.Paint.html#bpy.types.Paint.show_size_curve "bpy.types.Paint.show_size_curve") - [`Paint.show_jitter_curve`](bpy.types.Paint.html#bpy.types.Paint.show_jitter_curve "bpy.types.Paint.show_jitter_curve") - [`Paint.unified_paint_settings`](bpy.types.Paint.html#bpy.types.Paint.unified_paint_settings "bpy.types.Paint.unified_paint_settings") |
user: Explain GeometryNodeSplitToInstances(GeometryNode) in complete detail according to the official Blender documentation.

assistant: # GeometryNodeSplitToInstances(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.GeometryNodeSplitToInstances(*GeometryNode*)
:   Create separate geometries containing the elements from the same group

    domain
    :   Attribute domain for the Selection and Group ID inputs

        Type:
        :   enum in [Attribute Domain Without Corner Items](bpy_types_enum_items/attribute_domain_without_corner_items.html#rna-enum-attribute-domain-without-corner-items), default `'POINT'`

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

        Returns:
        :   Result

        Return type:
        :   boolean

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

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

        Returns:
        :   result

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

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

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

        Returns:
        :   result

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

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Describe Transform Orientation from the Blender manual or Python API, including usage steps and snippets.

assistant: # Transform Orientation

The *Transform Orientation* determines the orientation of the
[Object Gizmo](../display/gizmo.xhtml).
Changing this orientation can make it easier to perform
transformations in the direction you want.

[image reference removed]

With the default Global transform orientation (left) it’s tricky to
move the plane in the direction it’s facing, but with Local (right)
it’s easy.

The Transform Orientation can be changed using a
selector in the 3D Viewport’s header:

[image reference removed]

Transform Orientation selector.

The orientation can also be changed temporarily while performing
a hotkey-based transformation with
[axis locking](../../../scene_layout/object/editing/transform/control/axis_locking.xhtml).
For example, if you first press `G` to start moving an object,
then `X` to lock to the orientation’s X axis, and finally `X` a second time,
you’ll get a lock to an alternative orientation:
the Local orientation if it was Global previously, and the Global orientation
otherwise.

In addition to the builtin orientations,
you can also define your own (see [Custom Orientations](#custom-orientations) below).
user: How do I use References in Blender? Include parameters, examples, warnings and best practices.

assistant: |  |  |
| --- | --- |
| - [`GeometryNodeForeachGeometryElementOutput.main_items`](bpy.types.GeometryNodeForeachGeometryElementOutput.html#bpy.types.GeometryNodeForeachGeometryElementOutput.main_items "bpy.types.GeometryNodeForeachGeometryElementOutput.main_items") - [`NodeGeometryForeachGeometryElementMainItems.new`](bpy.types.NodeGeometryForeachGeometryElementMainItems.html#bpy.types.NodeGeometryForeachGeometryElementMainItems.new "bpy.types.NodeGeometryForeachGeometryElementMainItems.new") | - [`NodeGeometryForeachGeometryElementMainItems.remove`](bpy.types.NodeGeometryForeachGeometryElementMainItems.html#bpy.types.NodeGeometryForeachGeometryElementMainItems.remove "bpy.types.NodeGeometryForeachGeometryElementMainItems.remove") |
user: Give a detailed overview of ShaderNodeBsdfHair(ShaderNode): syntax, arguments, return values, common patterns.

assistant: # ShaderNodeBsdfHair(ShaderNode)

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

*class* bpy.types.ShaderNodeBsdfHair(*ShaderNode*)
:   Reflection and transmission shaders optimized for hair rendering

    component
    :   Hair BSDF component to use

        - `Reflection`
          Reflection – The light that bounces off the surface of the hair.
        - `Transmission`
          Transmission – The light that passes through the hair and exits on the other side.

        Type:
        :   enum in [`'Reflection'`, `'Transmission'`], default `'Reflection'`

    *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 Rigging: syntax, arguments, return values, common patterns.

assistant: Rigging is a general term used for adding controls to objects,
typically for the purpose of animation.

Rigging often involves using one or more of the following features:

[Armatures](armatures/index.xhtml#armatures-index)
:   This allows mesh objects to have flexible joints and is often used for skeletal animation.

[Constraints](constraints/index.xhtml#constraints-index)
:   To control the kinds of motions that make sense and add functionality to the rig.

[Object Modifiers](../modeling/modifiers/index.xhtml)
:   Mesh deformation can be quite involved, there are multiple modifiers that help control this.

[Shape Keys](shape_keys/index.xhtml#animation-shape-keys-index)
:   To support different target shapes *(such as facial expressions)* to be controlled.

[Drivers](drivers/index.xhtml#animation-drivers-index)
:   So your rig can control many different values at once,
    as well as making some properties automatically update based on changes elsewhere.

Rigging can be as advanced as your project requires.
Rigs effective define a user interface for the animator to use,
without being concerned with the underlying mechanisms

### Examples

- An armature is often used with a modifier to deform a mesh for character animation.
- A camera rig can be used instead of animating the camera object directly to simulate real-world camera rigs
  (with a boom arm, mounted on a rotating pedestal for example, effects such as camera jitter can be added too).
user: Give a detailed overview of Outputs: syntax, arguments, return values, common patterns.

assistant: Is Camera Ray
:   1.0 if shading is executed for a camera ray, otherwise 0.0.

Is Shadow Ray
:   1.0 if shading is executed for a shadow ray, otherwise 0.0.

Is Diffuse Ray
:   1.0 if shading is executed for a diffuse ray, otherwise 0.0.

Is Glossy Ray
:   1.0 if shading is executed for a glossy ray, otherwise 0.0.

Is Singular Ray Cycles Only
:   1.0 if shading is executed for a singular ray, otherwise 0.0.

Is Reflection Ray Cycles Only
:   1.0 if shading is executed for a reflection ray, otherwise 0.0.

Is Transmission Ray Cycles Only
:   1.0 if shading is executed for a transmission ray, otherwise 0.0.

Is Volume Scatter Ray Cycles Only
:   1.0 if shading is executed for a volume scatter ray, otherwise 0.0.

Ray Length Cycles Only
:   Distance traveled by the light ray from the last bounce or camera.

Ray Depth
:   Number of times the ray has been reflected or transmitted on interaction with a surface.

Diffuse Depth Cycles Only
:   Number of times the ray has gone through diffuse reflection or transmission.

Glossy Depth Cycles Only
:   Number of times the ray has gone through glossy reflection or transmission.

Transparent Depth Cycles Only
:   Number of times the ray has gone through a transparent surface.

Transmission Depth Cycles Only
:   Number of times the ray has gone through a transmissive surface.
    A typical use case is to avoid black spots in the render (caused by rays hitting
    the bounce limit) by switching from a transmissive to a diffuse shader past a
    certain point. See [Mix Shader](../shader/mix.xhtml).

Portal Depth: Cycles Only
:   Number of times the ray has passed through a [Ray Portal BSDF](../shader/ray_portal.xhtml).
user: How do I use Example in Blender? Include parameters, examples, warnings and best practices.

assistant: [image reference removed]

Editing custom normals to point towards a given direction
([blend-file](https://download.blender.org/ftp/mont29/persistent_data/sapling_CN.blend)).

The left tree mesh has unmodified normals, while on the right one a *Normal Edit* modifier is used to bend them
towards the camera. This shading trick is often used in games to fake scattering in trees and other vegetation.
user: Describe General from the Blender manual or Python API, including usage steps and snippets.

assistant: Hide
:   Hides the bone in the 3D Viewport. When this is unchecked, the bone’s
    visibility is determined by the visibility of its [bone collections](relations.html#bpy-types-bone-collections).

Display As
:   This controls the way the selected bones appear in the 3D Viewport.
    This overrides the [Display Type](../../properties/display.html#bpy-types-armature-display-type) of the armature.

    |  |  |
    | --- | --- |
    | <../../../../_images/animation_armatures_properties_display_octahedral.png>   Octahedral bone display. | <../../../../_images/animation_armatures_properties_display_stick.png>   Stick bone display. |
    | <../../../../_images/animation_armatures_properties_display_b-bone.png>   B-Bone bone display. | <../../../../_images/animation_armatures_properties_display_envelope.png>   Envelope bone display. |

    Armature Defined:
    :   Use display mode from armature.

    Octahedral:
    :   Display bones as octahedral shape.

    Stick:
    :   Display bones as simple 2D lines with dots.

    B-Bone:
    :   Display bones as boxes, showing subdivision and B-Splines.

    Envelope:
    :   Display bones as extruded spheres, showing deformation influence volume.

    Wire:
    :   Display bones as thin wires, showing subdivision and B-Splines.
user: Describe Render Baking from the Blender manual or Python API, including usage steps and snippets.

assistant: # Render Baking

Cycles shaders and lighting can be baked to image textures.
This has a few different purposes, most commonly:

- Baking textures like base color or normal maps for export to game engines.
- Baking ambient occlusion or procedural textures,
  as a base for texture painting or further edits.
- Creating light maps to provide global illumination or speed up rendering in games.
user: Describe Working with Rigid Bodies from the Blender manual or Python API, including usage steps and snippets.

assistant: Several object operators exist for working with rigid bodies,
these operators can be found in the [Rigid Body](../../scene_layout/object/editing/rigid_body.html) object menu.
These operators include functions to add/remove rigid bodies, modify their properties,
and add [Rigid Body Constraints](constraints/index.html).
user: Describe Outputs from the Blender manual or Python API, including usage steps and snippets.

assistant: R
:   The radial distance from the origin in the X-Y plane.

Phi
:   The angular position around the Z axis.

Z
:   The vertical component of the input vector, corresponding directly to its Z coordinate.
user: Give a detailed overview of Inputs: syntax, arguments, return values, common patterns.

assistant: Image
:   The input image in *scene linear* color space to be converted.

Invert
:   Converts from display space back to *scene linear*.
    Not all view transforms can be inverted exactly, so the result may differ from the original image.
user: Give a detailed overview of Header: syntax, arguments, return values, common patterns.

assistant: Add New Layer
:   Adds a layer.

Remove Layer
:   Removes the active layer.

Move Layer
:   Moves the active layer down/up.

Isolate Layers (screen icon)
:   Toggle whether the active layer is the only one that can be edited and is visible.

Isolate Layers (padlock icon)
:   Toggle whether the active layer is the only one that can be edited.

### Insert Keyframe

You can press `I` while hovering over the Dope Sheet Editor to insert a keyframe.
It’ll create a copy of the active frame if
[Additive Drawing](../../../grease_pencil/modes/draw/introduction.xhtml#bpy-types-toolsettings-use-gpencil-draw-onback) is enabled,
and a blank frame otherwise.

### Copying Frames

It is possible to copy frames from one layer to another,
or from object to object, using the *Copy* and *Paste* tools in the *Key* menu.
Note that keyframes will be pasted into selected layers, so make sure you have a destination layer selected.
user: How do I use Surface Structure in Blender? Include parameters, examples, warnings and best practices.

assistant: # Surface Structure

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

A Surface object can contain multiple disconnected surfaces.
The one that’s selected in Edit Mode is referred to as the
“active spline.”
user: Describe EffectorWeights(bpy_struct) from the Blender manual or Python API, including usage steps and snippets.

assistant: # EffectorWeights(bpy_struct)

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

*class* bpy.types.EffectorWeights(*bpy_struct*)
:   Effector weights for physics simulation

    all
    :   All effector’s weight

        Type:
        :   float in [-200, 200], default 0.0

    apply_to_hair_growing
    :   Use force fields when growing hair

        Type:
        :   boolean, default False

    boid
    :   Boid effector weight

        Type:
        :   float in [-200, 200], default 0.0

    charge
    :   Charge effector weight

        Type:
        :   float in [-200, 200], default 0.0

    collection
    :   Limit effectors to this collection

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

    curve_guide
    :   Curve guide effector weight

        Type:
        :   float in [-200, 200], default 0.0

    drag
    :   Drag effector weight

        Type:
        :   float in [-200, 200], default 0.0

    force
    :   Force effector weight

        Type:
        :   float in [-200, 200], default 0.0

    gravity
    :   Global gravity weight

        Type:
        :   float in [-200, 200], default 0.0

    harmonic
    :   Harmonic effector weight

        Type:
        :   float in [-200, 200], default 0.0

    lennardjones
    :   Lennard-Jones effector weight

        Type:
        :   float in [-200, 200], default 0.0

    magnetic
    :   Magnetic effector weight

        Type:
        :   float in [-200, 200], default 0.0

    smokeflow
    :   Fluid Flow effector weight

        Type:
        :   float in [-200, 200], default 0.0

    texture
    :   Texture effector weight

        Type:
        :   float in [-200, 200], default 0.0

    turbulence
    :   Turbulence effector weight

        Type:
        :   float in [-200, 200], default 0.0

    vortex
    :   Vortex effector weight

        Type:
        :   float in [-200, 200], default 0.0

    wind
    :   Wind effector weight

        Type:
        :   float in [-200, 200], 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: How do I use Options in Blender? Include parameters, examples, warnings and best practices.

assistant: [image reference removed]

Damped Track constraint.

[Target](../interface/common.html#rigging-constraints-interface-common-target)
:   The object or bone to point towards.

Track Axis
:   The local axis of the owner that should point at the target.
    For bones, this should typically be Y.

    A negative axis will make the owner point away from the target instead.

[Influence](../interface/common.html#bpy-types-constraint-influence)
:   How strongly the constraint affects the owner.
user: What is Shape Key Editor and how is it used in Blender Python scripting?

assistant: # Shape Key Editor

The *Shape Key Editor* displays the [shape keys](../../../animation/shape_keys/introduction.xhtml) of the
active object and allows you to create and adjust keyframes for their
[influence values](../../../animation/shape_keys/shape_keys_panel.xhtml#bpy-types-shapekey-value).
This editor is a specialized mode of the [Dope Sheet](../introduction.xhtml),
focused specifically on shape key animation.

Each row represents a shape key, and each keyframe marker corresponds to a point where the
shape key’s value changes over time.
This provides an efficient way to time and refine facial expressions, morph targets,
and other mesh deformations driven by shape keys.

Additional shape key properties, such as names, values, and relative settings,
can be viewed and edited in the *Sidebar*.

[image reference removed]

The Shape Key Editor.
user: How do I use Introduction in Blender? Include parameters, examples, warnings and best practices.

assistant: # Introduction

[image reference removed]

Multi-view is a complete toolset for working with stereoscopic rendering in Blender.
It works with both the EEVEE and Cycles rendering engines.
Cycles additionally supports stereoscopic panoramic cameras.
There is support for many different stereo 3D visualization types.
user: Give a detailed overview of CameraBackgroundImages(bpy_struct): syntax, arguments, return values, common patterns.

assistant: # CameraBackgroundImages(bpy_struct)

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

*class* bpy.types.CameraBackgroundImages(*bpy_struct*)
:   Collection of background images

    new()
    :   Add new background image

        Returns:
        :   Image displayed as viewport background

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

    remove(*image*)
    :   Remove background image

        Parameters:
        :   **image** ([`CameraBackgroundImage`](bpy.types.CameraBackgroundImage.html#bpy.types.CameraBackgroundImage "bpy.types.CameraBackgroundImage"), (never None)) – Image displayed as viewport background

    clear()
    :   Remove all background images

    *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 Notes, preserving all code examples.

assistant: - Blender internally works in *linear color space*; conversions from sRGB or other spaces happen automatically.
- The color picker displays the color as it appears in the current view transform, but the stored value remains linear.
- For consistent results across renders and display devices, see
  [Color Management](../../../render/color_management/index.html).
user: Describe VIEW3D_FH_empty_image(FileHandler) from the Blender manual or Python API, including usage steps and snippets.

assistant: # VIEW3D_FH_empty_image(FileHandler)

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

*class* bpy.types.VIEW3D_FH_empty_image(*FileHandler*)
:   *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 Animating Audio Track Properties in Blender? Include parameters, examples, warnings and best practices.

assistant: To animate Sound strips simply hit `I` over any of its values.
Examples of animating an audio strip are to fade in/out background music or to adjust volume levels.
Layered/crossed Sound strips are added together;
the lower channel does not override and cut out higher channels (unlike image and video strips).
This makes Blender an audio mixer.
By adding audio tracks and using the curves to adjust each tracks sound level,
you have an automated dynamic multi-track audio mixer!
user: How do I use UV Options in Blender? Include parameters, examples, warnings and best practices.

assistant: Live Unwrap
:   Continuously unwraps the selected UV islands while transforming pinned vertices.
    Note, this is different than the [Live Unwrap](../tools/tool_settings.xhtml#bpy-types-toolsettings-use-edge-path-live-unwrap)
    option in the 3D Viewport.

Round to Pixels
:   During UV transforms, you can use Round to Pixels to help with matching features in the image
    or ensure your UVs have precise horizontal, vertical or diagonal alignment.

    Note that Round to Pixels is applied after any snapping modes.

    Disabled:
    :   UVs will not be rounded.

    Corner:
    :   Will force the UVs to round to the corner of the nearest pixel of an image if loaded.

    Center:
    :   Will force the UVs to round to the center of the nearest pixel of an image if loaded.

Constraining to Image Bounds
:   For standard textures, this option prevents UVs from being moved outside the 0 to 1 UV range.
    For [UDIMs](workflows/udims.xhtml) textures,
    this option prevents UVs from being moved outside the nearest UDIM tile.
user: Explain Example in complete detail according to the official Blender documentation.

assistant: The Filter node has eight modes, shown here.

|  |  |
| --- | --- |
| ../../../_images/compositing_types_filter_filter-node_example-1-original.png   Original image. | ../../../_images/compositing_types_filter_filter-node_example-2-soften.png   Soften. |
| ../../../_images/compositing_types_filter_filter-node_example-3-box-sharpen.png   Box Sharpen. | ../../../_images/compositing_types_filter_filter-node_example-4-diamond-sharpen.png   Diamond Sharpen. |
| ../../../_images/compositing_types_filter_filter-node_example-5-laplace.png   Laplace. | ../../../_images/compositing_types_filter_filter-node_example-6-sobel.png   Sobel. |
| ../../../_images/compositing_types_filter_filter-node_example-7-prewitt.png   Prewitt. | ../../../_images/compositing_types_filter_filter-node_example-8-kirsch.png   Kirsch. |
| ../../../_images/compositing_types_filter_filter-node_example-9-shadow.png   Shadow. |  |
user: Show practical ways to work with Plane in a Blender add-on or script – include code.

assistant: The left bottom corner of the plane does have X/Y axis (X is red, Y is green) to
help distinguishing orientation of the plane in space.

It is likely that corner of the plane object need to be manually adjusted.
To do this sliding individual corners with mouse `LMB` or general transform tools
`G`, `R`, `S` could be used.

Adjusting plane corners will keep it following the plane defined by tracks it was originally created from.
user: What is Animation Playback Options and how is it used in Blender Python scripting?

assistant: `-a` `<options>` `<file(s)>`
:   Instead of showing Blender’s user interface, this runs Blender as an animation player,
    to view movies and image sequences rendered in Blender (ignored if `-b` is set).

    Playback Arguments:

    `-p` `<sx>` `<sy>`
    :   Open with lower left corner at `<sx>`, `<sy>`.

    `-m`
    :   Read from disk (Do not buffer).

    `-f` `<fps>` `<fps_base>`
    :   Specify FPS to start with.

    `-j` `<frame>`
    :   Set frame step to `<frame>`.

    `-s` `<frame>`
    :   Play from `<frame>`.

    `-e` `<frame>`
    :   Play until `<frame>`.

    `-c` `<cache_memory>`
    :   Amount of memory in megabytes to allow for caching images during playback.
        Zero disables (clamping to a fixed number of frames instead).
user: Explain Bpy.Types.Nodetreeinterfacesocketvectortranslation2D in complete detail according to the official Blender documentation.

assistant: Translation2D.bl_rna_get_subclass_py() Inherited Properties Inherited Functions
user: Provide the full official documentation entry for Animation, preserving all code examples.

assistant: Masks can be animated with the shape keying system.
This can be useful when there are not enough good feature points to track in the footage,
or the mask is not based on footage.
Mask animation timing can be edited from the *Dope Sheet’s* [Mask Mode](../../editors/dope_sheet/modes/mask.html#dope-sheet-mask).

Insert Shape Key `I`
:   Will insert a shape key for the active mask layer at the current frame.
    This works on the level of mask layers,
    so inserting a shape key will keyframe all the splines and points contained in it.

Clear Shape Key `Alt`-`I`
:   Will clear the shape key for the active mask layer at the current frame.

Feather Reset Animation
:   Resets the feather offset across all animated frames.

Re-Key Points of Selected Shapes
:   Re-interpolate selected points on across the range of keys selected in the *Dope Sheet*.
user: How do I use Sculpting Options in Blender? Include parameters, examples, warnings and best practices.

assistant: Selection Mask
:   Sculpt Mode in Grease Pencil allows you to select points or strokes to restrict the effect
    of the sculpting tools to only a certain areas of your drawing.

    You can use the selection tools in the Toolbar for a quick selection.
    You can restrict sculpting only on the selected points or strokes with the Selection mode buttons.
    The three modes can be toggled with `1`, `2`, or `3` respectively.

Multiframe
:   Sometimes you may need to modify several frames at the same time with the sculpting tools.

    You can activate multiframe editing with the Multiframe button next to the modes selector (faded lines icon).
    See [Multiframe](../../multiframe.xhtml) for more information.
user: Give a detailed overview of Curve Widget: syntax, arguments, return values, common patterns.

assistant: # Curve Widget

[image reference removed]

Curve widget.

This widget is used to edit two types of curves:

- *Profile* curves that simply describe a two-dimensional shape.
- *Mapping* curves that map an input value on the X axis to an output value on the Y axis.

The available options are slightly different depending on this type. Also, unlike profile curves,
mapping curves can’t have overhang: each X value must correspond to exactly one Y value.
user: Give a detailed overview of Smooth: syntax, arguments, return values, common patterns.

assistant: ### Smooth (Gaussian)

Smooths the selected keyframes using a Gaussian kernel. Click the menu item, move the mouse left or right to
adjust the strength, and click `LMB` to confirm (or `RMB` to cancel).

Factor
:   How strongly the smoothing should be applied.

Sigma
:   The shape of the Gaussian distribution. Lower values mean a sharper curve, giving keys that are close to each
    other more weight. A high value behaves like a simple average filter.

Filter Width
:   A wider filter looks at more keyframes, producing a smoother result.
    At a width of 1, the filter only looks at the keyframes to the immediate left and right for a weighted average.

[image reference removed]

F-Curve after applying the Gaussian Smooth with the original curve overlaid.

### Smooth (Legacy)

There is also an option to smooth the selected curves, but beware: its algorithm seems to be
to halve the distance between each keyframe and the average linear value of the curve,
which gives quite a strong smoothing! Note that the first and last keys
seem to be never modified by this tool.

|  |  |
| --- | --- |
| ../../../_images/editors_graph-editor_fcurves_editing_clean1.png   F-Curve before smoothing. | ../../../_images/editors_graph-editor_fcurves_editing_smooth.png   F-Curve after smoothing. |

### Butterworth Smooth

Smooth the selected keyframes using a Butterworth filter. Click the menu item,
move the mouse left or right to adjust the frequency,
and click `LMB` to confirm (or `RMB` to cancel).

This filter is ideal for smoothing large amounts of data because it preserves the peaks
of the animation. The downside is that it can introduce a ripple effect when the key
values change rapidly.

Frequency Cutoff
:   The lower the value, the smoother the curve. There is an implicit maximum at which
    the value no longer changes the curve, which is at half the sample rate. The sample
    rate in this case is the scene frame rate multiplied by the **Samples per Frame** of this operator.

Filter order
:   Higher values mean the frequency cutoff is steeper.

Samples per Frame
:   Before the filter is applied, the curve is resampled at this interval to avoid errors when there
    are uneven spaces between frames. If keys are on subframes, e.g. a 60fps file in a 30fps scene,
    increase this value to 2.

Blend
:   A value between 0 and 1 for blending between the original curve and the smoothed one.

Blend In/Out
:   The number of frames at the start and end for which to blend between the original and smoothed curve.
    This can help reduce jumps in the animation at the selection border. At value 1, it only locks the first and
    last frames of the selection to their original values.
user: Explain Line Project in complete detail according to the official Blender documentation.

assistant: # Line Project

This tool flattens the geometry along a plane determined by the camera view and a drawn line.
The region of the mesh being flattened is visualized by the side of the line that is shaded.

|  |  |
| --- | --- |
| ../../../_images/sculpt-paint_sculpting_tools_line-project_before.png   Before Line Project. | ../../../_images/sculpt-paint_sculpting_tools_line-project_after.png   After Line Project. |
user: What is Node Vec Math Items and how is it used in Blender Python scripting?

assistant: # Node Vec Math Items

ADD:
:   Add.

    A + B.

SUBTRACT:
:   Subtract.

    A - B.

MULTIPLY:
:   Multiply.

    Entry-wise multiply.

DIVIDE:
:   Divide.

    Entry-wise divide.

MULTIPLY_ADD:
:   Multiply Add.

    A \* B + C.

---

CROSS_PRODUCT:
:   Cross Product.

    A cross B.

PROJECT:
:   Project.

    Project A onto B.

REFLECT:
:   Reflect.

    Reflect A around the normal B. B does not need to be normalized..

REFRACT:
:   Refract.

    For a given incident vector A, surface normal B and ratio of indices of refraction, Ior, refract returns the refraction vector, R.

FACEFORWARD:
:   Faceforward.

    Orients a vector A to point away from a surface B as defined by its normal C. Returns (dot(B, C) < 0) ? A : -A.

DOT_PRODUCT:
:   Dot Product.

    A dot B.

---

DISTANCE:
:   Distance.

    Distance between A and B.

LENGTH:
:   Length.

    Length of A.

SCALE:
:   Scale.

    A multiplied by Scale.

NORMALIZE:
:   Normalize.

    Normalize A.

---

ABSOLUTE:
:   Absolute.

    Entry-wise absolute.

POWER:
:   Power.

    Entry-wise power.

SIGN:
:   Sign.

    Entry-wise sign.

MINIMUM:
:   Minimum.

    Entry-wise minimum.

MAXIMUM:
:   Maximum.

    Entry-wise maximum.

FLOOR:
:   Floor.

    Entry-wise floor.

CEIL:
:   Ceil.

    Entry-wise ceil.

FRACTION:
:   Fraction.

    The fraction part of A entry-wise.

MODULO:
:   Modulo.

    Entry-wise modulo using fmod(A,B).

WRAP:
:   Wrap.

    Entry-wise wrap(A,B).

SNAP:
:   Snap.

    Round A to the largest integer multiple of B less than or equal A.

---

SINE:
:   Sine.

    Entry-wise sin(A).

COSINE:
:   Cosine.

    Entry-wise cos(A).

TANGENT:
:   Tangent.

    Entry-wise tan(A).
user: How do I use Examples in Blender? Include parameters, examples, warnings and best practices.

assistant: Mirror around the individual origins.

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_mesh_mirror_cursor-before.png   Mesh before mirroring. | ../../../../_images/modeling_meshes_editing_mesh_mirror_individual-after.png   Mesh after mirroring along the X axis. |

The next example shows mirroring around the *3D Cursor*, with the orientation set to *Local*:

Mirror around the 3D Cursor.

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_mesh_mirror_cursor-before.png   Mesh before mirroring. | ../../../../_images/modeling_meshes_editing_mesh_mirror_cursor-after.png   Mesh after mirroring along the X axis using the 3D Cursor as the pivot point. |
user: Give a detailed overview of Array Node: syntax, arguments, return values, common patterns.

assistant: # Array Node

[image reference removed]

The *Array* node creates multiple copies of an input geometry and arranges them in
a linear, circular, or custom pattern. It offers flexible options for count, spacing,
and randomization, allowing for both precise and organic duplication of geometry.
user: Give a detailed overview of Styling: syntax, arguments, return values, common patterns.

assistant: The next step is to style the hair. You can change the look of base hairs by changing
the [Physics Settings](../emitter/physics/index.html).

A more advanced way of changing the hair appearance is to use
[Children](../emitter/children.html).
This adds child hairs to the original ones, and has settings for giving them different types of shapes.

You can also interactively style hairs in [Particle Edit Mode](../mode.html).
In this mode, the particle settings become disabled, and you can comb, trim, lengthen, etc. the hair curves.
user: What is Options and how is it used in Blender Python scripting?

assistant: ### Collapse

[image reference removed]

The Decimate modifier in Collapse mode.

Merges vertices together progressively, taking the shape of the mesh into account.

Ratio
:   The ratio of faces to keep after decimation.

    - On 1.0: the mesh is unchanged.
    - On 0.5: edges have been collapsed such that half the number of faces remain (see note below).
    - On 0.0: all faces have been removed.

Symmetry
:   Maintains symmetry on a single axis.

Triangulate
:   Keeps any resulting triangulated geometry from the decimation process.

Vertex Group
:   A vertex group that controls what parts of the mesh are decimated.

Factor
:   The amount of influence the *Vertex Group* has on the decimation.

### Un-Subdivide

[image reference removed]

The Decimate modifier in Un-Subdivide mode.

It can be thought of as the reverse of subdivide.
It attempts to remove edges that were the result of a subdivide operation.
It is intended for meshes with a mainly grid-based topology (without giving uneven geometry).
If additional editing has been done after the subdivide operation, the results may be unexpected.

Iterations
:   The number of times to perform the un-subdivide operation.
    Two iterations is the same as one subdivide operation, so you will usually want to use even numbers.

### Planar

[image reference removed]

The Decimate modifier in Planar mode.

It reduces details on forms comprised of mainly flat surfaces.

Angle Limit
:   Dissolve geometry which form angles (between surfaces) higher than this setting.

Delimit
:   Prevent dissolving geometry in certain places.

    Normal
    :   Does not dissolve edges on the borders of areas where the face normals are reversed.

    Material
    :   Does not dissolve edges on the borders of where different materials are assigned.

    Seam
    :   Does not dissolve edges marked as seams.

    Sharp
    :   Does not dissolve edges marked as sharp.

    UVs
    :   Does not dissolve edges that are part of a UV map.

All Boundaries
:   When enabled, all vertices along the boundaries of faces are dissolved.
    This can give better results when using a high *Angle Limit*.
user: Show practical ways to work with Tool Settings in a Blender add-on or script – include code.

assistant: You can configure the brush main settings exposed on the Tool Settings for convenience.
For the draw brushes configuration and settings see:
[Draw Brush](../brushes/draw.html).

Subdivisions
:   The number of stroke points between each stroke edge.

Thickness Profile
:   Use a [curve widget](../../../../interface/controls/templates/curve.html) to define the stroke thickness
    from the start (left) to end (right) of the stroke.

    Use Curve
    :   When enabled, the stroke use a curve profile to control the thickness along the line.

Different thickness profile samples.

|  |  |  |
| --- | --- | --- |
| <../../../../_images/grease-pencil_modes_draw_tools_polyline_thickness-profile-01.png> | <../../../../_images/grease-pencil_modes_draw_tools_polyline_thickness-profile-02.png> | <../../../../_images/grease-pencil_modes_draw_tools_polyline_thickness-profile-03.png> |

### Brush Asset

Picks the brush asset used by the tool.

See [Brush Asset](../tool_settings/brushes.html) for more information.

See [Draw Brushes](../brushes/draw.html) for a detailed list of all draw brushes and their options.

### Brush Settings

Parameters to control to look of the stroke.

See [Draw Brushes](../brushes/draw.html) for details.

### Color

Settings to determine the color of strokes.

See [Color](../tool_settings/color.html)