PGCRYPT/OpenBlender_Train huggingface dataset:
user: What is Bounding Box Node and how is it used in Blender Python scripting?

assistant: # Bounding Box Node

[image reference removed]

The *Bounding Box* node creates a box mesh with the minimum volume that encapsulates
the geometry of the input. The node also can output the vector positions of the bounding dimensions.

The mesh output and the *Min* and *Max* outputs do not take instances into account. Instead,
for instanced geometry, a bounding box is computed for each instance rather than the whole geometry.
To compute the bounding box including the instances,
a [Realize Instances Node](../../instances/realize_instances.xhtml) can be used.
user: What is OperatorMousePath(PropertyGroup) and how is it used in Blender Python scripting?

assistant: # OperatorMousePath(PropertyGroup)

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

*class* bpy.types.OperatorMousePath(*PropertyGroup*)
:   Mouse path values for operators that record such paths

    loc
    :   Mouse location

        Type:
        :   [`mathutils.Vector`](mathutils.html#mathutils.Vector "mathutils.Vector") of 2 items in [-inf, inf], default (0.0, 0.0)

    time
    :   Time of mouse location

        Type:
        :   float in [-inf, inf], 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: Describe Bridge Edge Loops from the Blender manual or Python API, including usage steps and snippets.

assistant: # Bridge Edge Loops

*Bridge Edge Loops* connects multiple edge loops with faces.

Connect Loops
:   Open Loop:
    :   Loops connected with open ends.

    Closed Loop:
    :   Tries to connect to a circular loop (where the start and end are merged).

    Loop Pairs:
    :   Connects each even count of loops individually.

Merge
:   Merges edge loops rather than creating a new face.

Merge Factor
:   Which edge loop the edges are merged to, a value of 0.5 will merge at a half-way point.

Twist
:   Determines which vertices in both loops are connected to each other.

Number of Cuts
:   The number of intermediate edge loops used to bridge the distance between two loops.

Interpolation
:   Linear, Blend Path, Blend Surface

Smoothness
:   Smoothness of the *Blend Path* and *Blend Surface*.

Profile Factor
:   How much intermediary new edges are shrunk/expanded.

Profile Shape
:   The shape of the new edges.
    See the [Proportional Editing](../../../../editors/3dview/controls/proportional_editing.xhtml#bpy-types-toolsettings-proportional-edit-falloff) page
    for a description of each option.
user: Give a detailed overview of Options: syntax, arguments, return values, common patterns.

assistant: Movie Clip
:   Used to select the movie clip. For controls see [Data-Block Menu](../../../../interface/controls/templates/data_block.xhtml#ui-data-block).

Use: 2D Stabilized Clip
:   Use the 2D stabilized version of the clip.

Use: Undistorted Clip
:   Use the undistorted version of the clip.

Below the properties, shows the frame range of the movie clip (before strip adjustments).
user: How do I use Curve Normal Mode Items in Blender? Include parameters, examples, warnings and best practices.

assistant: # Curve Normal Mode Items

MINIMUM_TWIST:
:   Minimum Twist.

    Calculate normals with the smallest twist around the curve tangent across the whole curve.

Z_UP:
:   Z Up.

    Calculate normals perpendicular to the Z axis and the curve tangent. If a series of points is vertical, the X axis is used..

FREE:
:   Free.

    Use the stored custom normal attribute as the final normals.
user: Describe Header from the Blender manual or Python API, including usage steps and snippets.

assistant: # Header

Every constraint has a header at the top:

[image reference removed]

Constraint header

/ Expand/Collapse
:   Show or hide the settings of the constraint. Collapsed constraints remain active.

Icon
:   Icon representing the constraint’s type. If this icon is red, one or more settings are not
    correctly filled in and the constraint has no effect.

Name
:   Initially this is simply the constraint type, but it can be customized to something
    more specific.

Enabled
:   Enable or disable the constraint. Disabling a constraint turns off its effects while keeping
    its settings around for the future.

    Another way of disabling a constraint is to set its [Influence](common.html#bpy-types-constraint-influence)
    to zero. Unlike the *Enabled* setting, this can be animated.

Extras
:   Apply `Ctrl`-`A`
    :   Applies the constraint’s result to the object’s/bone’s own transformation,
        then deletes the constraint.

    Duplicate `Shift`-`D`
    :   Creates a copy of the constraint just below current one.

    Copy to Selected
    :   Copies the constraint from the [Active](../../../glossary/index.html#term-Active) object to all selected objects.

    Move to First/Last
    :   Moves the constraint to the first or last position in the stack.

Delete `X`, `Delete`
:   Delete the constraint from the stack.
    Its settings will be lost and it will no longer affect the object/bone.

Move
:   Drag to move the constraint up or down in the [stack](stack.html).
    Since the stack is evaluated from top to bottom,
    moving a constraint can significantly affect the final outcome.
user: Describe Outputs from the Blender manual or Python API, including usage steps and snippets.

assistant: Manifold
:   Boolean value that indicates whether each edge is manifold.
    True if the edge is shared by exactly two faces; false otherwise
    (for example, if the edge belongs to one face, more than two faces, or no faces at all).
user: Explain Cloth Operators in complete detail according to the official Blender documentation.

assistant: # Cloth Operators

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

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

    File:
    :   [startup/bl_operators/presets.py:119](https://projects.blender.org/blender/blender/src/branch/main/scripts/startup/bl_operators/presets.py#L119)
user: How do I use Memory Management in Blender? Include parameters, examples, warnings and best practices.

assistant: In EEVEE, GPU
Memory management is done by the GPU driver.
In theory, only the needed textures and meshes (now referred as “the resources”) for a single draw call
(i.e. one object) needs to fit into the GPU memory.

So if the scene is really heavy,
the driver will swap things in and out to make sure all objects are rendered correctly.

In practice, using too much GPU memory can make the GPU driver crash, freeze, or kill the application.
So be careful of what you ask.

There is no standard way of estimating if the resources will fit into the GPU memory and/or
if the GPU will render them successfully.
user: Show practical ways to work with Prefetch in a Blender add-on or script – include code.

assistant: Fills cache with frames. As many frames as fits into cache are load form the drive.
This allows to fill in the cache as fast as possible when you really need to track something,
but this keeps CPU and drive bandwidth idle if you’ve got a Clip editor opened but not actually interacting with it.
user: Give a detailed overview of Version/Revision Milestones: syntax, arguments, return values, common patterns.

assistant: /releases/4-1/) – March 2024
:   Geometry Nodes baking support, Menu Switch node, OpenImageDenoise GPU acceleration, more realtime viewport
    compositor functions, simpler animation keyframe insertion, hierarchical bone collections, graph editor
    click-and-slide, video sequencer performance and color scope improvements, alignment to the [VFX Reference Platform
    2024](https://vfxplatform.com/), armature and shape key export to USD.

[4.2 LTS](https://www.blender.org/download/releases/4-2/) – July 2024
:   Next generation of EEVEE with major upgrades to lighting, sun lights, displacement, subsurface, volumetrics, and
    motion blur, Cycles gains Ray Portal BSDF and Thin-Film Interference, better soft volume rendering with reduced
    noise, blue noise-based sampling, Blender Extensions platform launched, Khronos PBR Neutral Tone Mapper, sculpting
    selection improvements, Node inputs support matrices, Node Tools can use mouse position and viewport, video
    sequencer graphical overhaul, additional USD export options, native portable installation support.
    **First LTS of the 4.0 series.**

[4.3](https://www.blender.org/download/releases/4-3/) – November 2024
:   Light linking and shadow linking in EEVEE, Metallic BSDF, Gabor noise texture, EEVEE render passes in the
    compositor, minimum stretch (SLIM) UV unwrapping, numerous Geometry Nodes updates including for…each zone,
    physics nodes, Grease Pencil engine rewritten for speed and features, over 100 default brushes now included for
    painting and sculpting, UI area docking.
user: What is Set Grid Background Node and how is it used in Blender Python scripting?

assistant: # Set Grid Background Node

[image reference removed]

The *Set Grid Background* node defines the background value for a voxel grid.
This value is used when sampling regions of the grid that do not contain any
explicitly stored voxels, such as inactive areas or tiles that have not been
initialized.

By default, empty voxels in a grid evaluate to zero or another implicit value.
This node allows customizing that behavior, which can be useful when
constructing grids procedurally or when combining multiple grids.
user: Provide the full official documentation entry for Group Input, preserving all code examples.

assistant: Exposes the inputs of the node group. You can have multiple of these nodes in your tree to keep it clean,
bringing in each input right where you need it (rather than dragging long links all across your graph).

The input slots can be edited in the *Group* tab of the *Sidebar*.
user: How do I use Theme Extensions in Blender? Include parameters, examples, warnings and best practices.

assistant: Theme extensions don’t have the same considerations as add-on extensions, and
therefore don’t need to follow anything like semantic versioning. Instead, we
recommend following these guidelines:

- Version numbers should use a **X.Y.Z** format (e.g. 2.3.1).
- **X** should be incremented for “substantial” visual changes or reworks of the
  theme.
- **Y** should be used for “tracks” of the theme for different Blender versions
  (see below).
- **Z** should be incremented for minor visual tweaks or visual “bug” fixes.
user: What is Pass Index and how is it used in Blender Python scripting?

assistant: Pass Index
:   Index number for the *Material Index* [render pass](../layers/passes.xhtml).
    This can be used to give a mask to a material and then be read with
    the [ID Mask Node](../../compositing/types/mask/id_mask.xhtml) in the Compositor.
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

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

Normal
:   Normal used for shading; if nothing is connected the default shading normal is used.
user: Give a detailed overview of Usage: syntax, arguments, return values, common patterns.

assistant: ### Selecting a Brush and Material

In the Tool Settings select the brush, material and color type to use with the tool.
The Circle tool uses *Draw Brush* types.
See [Brush Settings](../brushes/draw.xhtml#grease-pencil-draw-common-options) for more information.

### Creating Circles

1. Click (`LMB` or the `Pen` tip) and drag the start point.
2. Release on the desired end point.
3. After releasing you can move the start and end point by clicking and dragging on the yellow manipulators.
4. Then confirm (`Return`/`MMB`) or cancel (`Esc`/`RMB`).

While dragging you can use `Shift` to make a perfect circle
or use `Alt` to create the circle from a center point.

`NumpadPlus` and `NumpadMinus` or using the mouse `Wheel`
will increase or decrease the amount of points in the final circle.

`F` will adjust the line thickness and `Shift`-`F` will adjust the opacity of the strokes.

|  |  |  |
| --- | --- | --- |
| ../../../../_images/grease-pencil_modes_draw_tools_circle_example-01.png   Click and dragging the start point. | ../../../../_images/grease-pencil_modes_draw_tools_circle_example-02.png   Moving start and end points with manipulators. | ../../../../_images/grease-pencil_modes_draw_tools_circle_example-03.png   The circle after confirming. |
user: Describe GreasePencilOutlineModifier(Modifier) from the Blender manual or Python API, including usage steps and snippets.

assistant: # GreasePencilOutlineModifier(Modifier)

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

*class* bpy.types.GreasePencilOutlineModifier(*Modifier*)
:   Outline of Strokes modifier from camera view

    invert_layer_filter
    :   Invert layer filter

        Type:
        :   boolean, default False

    invert_layer_pass_filter
    :   Invert layer pass filter

        Type:
        :   boolean, default False

    invert_material_filter
    :   Invert material filter

        Type:
        :   boolean, default False

    invert_material_pass_filter
    :   Invert material pass filter

        Type:
        :   boolean, default False

    layer_pass_filter
    :   Layer pass filter

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

    material_filter
    :   Material used for filtering

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

    material_pass_filter
    :   Material pass

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

    object
    :   Target object to define stroke start

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

    open_influence_panel
    :   Type:
        :   boolean, default False

    outline_material
    :   Material used for outline strokes

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

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

    subdivision
    :   Number of subdivisions

        Type:
        :   int in [0, 10], default 3

    thickness
    :   Thickness of the perimeter stroke

        Type:
        :   int in [1, 1000], default 1

    tree_node_filter
    :   Layer name

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

    use_keep_shape
    :   Try to keep global shape

        Type:
        :   boolean, default True

    use_layer_group_filter
    :   Filter by layer group name

        Type:
        :   boolean, default False

    use_layer_pass_filter
    :   Use layer pass filter

        Type:
        :   boolean, default False

    use_material_pass_filter
    :   Use material pass filter

        Type:
        :   boolean, default False

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Provide the full official documentation entry for Bundled Assets, preserving all code examples.

assistant: Blender includes many assets out of the box, these are contained in the “Essentials” library.

Included in this library are:

- [Hair node groups](../../modeling/geometry_nodes/hair/index.xhtml)
- [Smooth By Angle Node Group](../../modeling/geometry_nodes/normals/smooth_by_angle.xhtml)
- Brushes:

  - [Mesh Sculpt](../../sculpt_paint/sculpting/brushes/index.xhtml)
  - [Curve Sculpt](../../sculpt_paint/curves_sculpting/brushes/index.xhtml)
  - [Texture Paint](../../sculpt_paint/texture_paint/brushes.xhtml)
  - [Vertex Paint](../../sculpt_paint/vertex_paint/brushes.xhtml)
  - [Weight Paint](../../sculpt_paint/weight_paint/brushes.xhtml)
user: Explain Outputs in complete detail according to the official Blender documentation.

assistant: Transform
:   [Transformation Matrix](../../../../glossary/index.html#term-Transformation-Matrix) containing the location, rotation and scale of the object.

Location
:   Location of the object in world space.

Rotation
:   Rotation of the object in world space.

Scale
:   Scale of the object in world space.

Geometry
:   Geometry of the object in world space with all its modifiers applied.
user: Provide the full official documentation entry for Vertices, preserving all code examples.

assistant: The most elementary part of a mesh is the vertex (vertices plural) which is a single point or position in 3D space.
Vertices are represented in the 3D Viewport in Edit Mode as small dots.
The vertices of an object are stored as an array of coordinates.
user: Provide the full official documentation entry for GeometryNodeEdgesOfVertex(GeometryNode), preserving all code examples.

assistant: # GeometryNodeEdgesOfVertex(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.GeometryNodeEdgesOfVertex(*GeometryNode*)
:   Retrieve the edges connected to each vertex

    *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 Bpy.Types.Nodetreeinterfacesocketvectoreuler4D: syntax, arguments, return values, common patterns.

assistant: s
user: What is Options and how is it used in Blender Python scripting?

assistant: Angle
:   The amount of rotation.

Axis
:   Used to constraint the transformation to one or more axes.

Orientation
:   Aligns the transformation axes to a specified orientation constraint.
    See [Transform Orientations](../../../../editors/3dview/controls/orientation.xhtml) for more information.

Proportional Editing
:   The extruded face will affect nearby geometry.
    See [Proportional Editing](../../../../editors/3dview/controls/proportional_editing.xhtml) for a full reference.
user: Give a detailed overview of Stanford PLY: syntax, arguments, return values, common patterns.

assistant: # Stanford PLY

Use the operator to import ASCII or binary PLY-files, you can select multiple files at once.
For exporting, you can choose to enable or disable the modifiers during the export
and you can choose which data you want to export (UV textures, Color Attributes, …).
user: What is Tips and how is it used in Blender Python scripting?

assistant: - Soft bodies work especially well if the objects have an even vertex distribution.
  You need enough vertices for good collisions. You change the deformation
  (the stiffness) if you add more vertices in a certain region.
- The calculation of collisions may take a long time. If something is not visible, why calculate it?
- To speed up the collision calculation it is often useful to collide with an additional,
  simpler, invisible, somewhat larger object.
- Use soft bodies only where it makes sense.
  If you try to cover a body mesh with a tight piece of cloth and animate solely with soft body,
  you will have no success. Self-collision of soft body hair may be activated,
  but that is a path that you have to wander alone. We will deal with
  [Collisions](collision.html) in detail later.
- Try and use a *Lattice* or a *Curve Guide* soft body instead of the object itself. This may be magnitudes faster.
user: What is Sequencer Context and how is it used in Blender Python scripting?

assistant: bpy.context.edit_mask
:   Type:
    :   [`bpy.types.Mask`](bpy.types.Mask.html#bpy.types.Mask "bpy.types.Mask")

bpy.context.tool_settings
:   Type:
    :   [`bpy.types.ToolSettings`](bpy.types.ToolSettings.html#bpy.types.ToolSettings "bpy.types.ToolSettings")
user: Describe GeometryNodeMeshCylinder(GeometryNode) from the Blender manual or Python API, including usage steps and snippets.

assistant: # GeometryNodeMeshCylinder(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.GeometryNodeMeshCylinder(*GeometryNode*)
:   Generate a cylinder mesh

    fill_type
    :   Type:
        :   enum in [Node Geometry Mesh Circle Fill Type Items](bpy_types_enum_items/node_geometry_mesh_circle_fill_type_items.html#rna-enum-node-geometry-mesh-circle-fill-type-items), default `'NGON'`

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

        Returns:
        :   Result

        Return type:
        :   boolean

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

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

        Returns:
        :   result

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

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

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

        Returns:
        :   result

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

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: Image
:   The image to be processed.

Kernel
:   The convolution kernel used to modify the image.
    This can be provided as a constant value or an input image where pixel values define the kernel weights.

Normalize Kernel
:   A factor that determines whether the kernel values should be automatically normalized
    (i.e., divided by their total sum) to maintain consistent brightness.
user: Explain ActionKeyframeStrip(ActionStrip) in complete detail according to the official Blender documentation.

assistant: # ActionKeyframeStrip(ActionStrip)

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

*class* bpy.types.ActionKeyframeStrip(*ActionStrip*)
:   Strip with a set of F-Curves for each action slot

    channelbags
    :   Type:
        :   [`ActionChannelbags`](bpy.types.ActionChannelbags.html#bpy.types.ActionChannelbags "bpy.types.ActionChannelbags") [`bpy_prop_collection`](bpy.types.bpy_prop_collection.html#bpy.types.bpy_prop_collection "bpy.types.bpy_prop_collection") of [`ActionChannelbag`](bpy.types.ActionChannelbag.html#bpy.types.ActionChannelbag "bpy.types.ActionChannelbag"), (readonly)

    channelbag(*slot*, *\**, *ensure=False*)
    :   Find the ActionChannelbag for a specific Slot

        Parameters:
        :   - **slot** ([`ActionSlot`](bpy.types.ActionSlot.html#bpy.types.ActionSlot "bpy.types.ActionSlot")) – Slot, The slot for which to find the channelbag
            - **ensure** (*boolean**,* *(**optional**)*) – Create if necessary, Ensure the channelbag exists for this slot, creating it if necessary

        Returns:
        :   Channels

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

    key_insert(*slot*, *data_path*, *array_index*, *value*, *time*)
    :   key_insert

        Parameters:
        :   - **slot** ([`ActionSlot`](bpy.types.ActionSlot.html#bpy.types.ActionSlot "bpy.types.ActionSlot")) – Slot, The slot that identifies which ‘thing’ should be keyed
            - **data_path** (*string**,* *(**never None**)*) – Data Path, F-Curve data path
            - **array_index** (*int in* *[**-inf**,* *inf**]*) – Array Index, Index of the animated array element, or -1 if the property is not an array
            - **value** (*float in* *[**-inf**,* *inf**]*) – Value to key, Value of the animated property
            - **time** (*float in* *[**-inf**,* *inf**]*) – Time of the key, Time, in frames, of the key

        Returns:
        :   Success, Whether the key was successfully inserted

        Return type:
        :   boolean

    *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 Splines, preserving all code examples.

assistant: Splines are the fundamental components of curve objects, defining their shapes.
A curve object can consist of multiple splines,
similar to how a mesh object can contain multiple disconnected meshes.
Each spline’s shape is determined by its [Control Points](../curves/structure.html#curve-spline-types).
Splines come in several types: Poly, Bézier, and NURBS, each with its own algorithm for representing curves,
as described in the [Spline Types](#spline-types) section.

### Control Points

Splines are made up of control points, which connect to form the spline.
Control points can be [selected](../curves/selecting.html) and transformed to adjust the spline’s shape.
This is analogous to vertices in a mesh object.
user: How do I use Usage in Blender? Include parameters, examples, warnings and best practices.

assistant: First define the base of the object by dragging with `LMB`.
Next, release `LMB` and move the mouse to define the height of the object.
Finally, click `LMB` to confirm the shape of the object.

You can use the following hotkeys to temporarily change a setting
(for as long as the key is held):

|  |  |
| --- | --- |
| `Ctrl` | Toggles snapping. |
| `Alt` | Toggles the *Origin* setting. |
| `Shift` | Toggles the *Aspect* setting. |
user: Describe Vertex Groups from the Blender manual or Python API, including usage steps and snippets.

assistant: Vertex groups can be used to assign a group or weighted group to some operator.
An object can have several weight groups and can be assigned in
[Weight Paint](vertex_groups/vertex_groups.xhtml) mode,
or in [Edit Mode](vertex_groups/assigning_vertex_group.xhtml) via this panel.

See [Vertex Groups](vertex_groups/introduction.xhtml) for more information.
user: Describe Keying Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Keying Node

[image reference removed]

The *Keying* node is a one-stop-shop for “green screen” / “blue screen” removal.
It performs both chroma keying to remove the backdrop and despill to correct color cast from the backdrop.
Additionally, you can perform common operations used to tweak the resulting matte.
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") | - [`ActionStrip.type`](bpy.types.ActionStrip.html#bpy.types.ActionStrip.type "bpy.types.ActionStrip.type") |
user: Show practical ways to work with Outputs in a Blender add-on or script – include code.

assistant: Bounding Box
:   The resulting box that encapsulate the input geometry.

Min
:   The coordinates corresponding to the box’s -X, -Y, -Z position values,
    i.e. how far the box extends in each of the negative axes directions.

Max
:   The coordinates corresponding to the box’s +X, +Y, +Z position values,
    i.e. how far the box extends in each of the positive axes directions.
user: Explain BoidRule(bpy_struct) in complete detail according to the official Blender documentation.

assistant: # BoidRule(bpy_struct)

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

subclasses —
[`BoidRuleAverageSpeed`](bpy.types.BoidRuleAverageSpeed.html#bpy.types.BoidRuleAverageSpeed "bpy.types.BoidRuleAverageSpeed"), [`BoidRuleAvoid`](bpy.types.BoidRuleAvoid.html#bpy.types.BoidRuleAvoid "bpy.types.BoidRuleAvoid"), [`BoidRuleAvoidCollision`](bpy.types.BoidRuleAvoidCollision.html#bpy.types.BoidRuleAvoidCollision "bpy.types.BoidRuleAvoidCollision"), [`BoidRuleFight`](bpy.types.BoidRuleFight.html#bpy.types.BoidRuleFight "bpy.types.BoidRuleFight"), [`BoidRuleFollowLeader`](bpy.types.BoidRuleFollowLeader.html#bpy.types.BoidRuleFollowLeader "bpy.types.BoidRuleFollowLeader"), [`BoidRuleGoal`](bpy.types.BoidRuleGoal.html#bpy.types.BoidRuleGoal "bpy.types.BoidRuleGoal")

*class* bpy.types.BoidRule(*bpy_struct*)
:   name
    :   Boid rule name

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

    type
    :   Type:
        :   enum in [Boidrule Type Items](bpy_types_enum_items/boidrule_type_items.html#rna-enum-boidrule-type-items), default `'GOAL'`, (readonly)

    use_in_air
    :   Use rule when boid is flying

        Type:
        :   boolean, default False

    use_on_land
    :   Use rule when boid is on land

        Type:
        :   boolean, default False

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   [type](#bpy.types.BoidRule.type "bpy.types.BoidRule.type")
user: Explain Export in complete detail according to the official Blender documentation.

assistant: ### General

Format: ASCII
:   Formats the file using the simple a ASCII format.
    This option might be helpful if the program that
    will later import the file does not support the binary file format.

Include: Selected Only
:   Only selected objects are exported.
    Instanced objects, for example collections that are instanced in the scene,
    are considered ‘selected’ when their instancer is selected.

Scale
:   Value by which to scale the exported objects in relation to the world’s origin.

Forward Axis, Up Axis
:   Since many applications use a different axis for ‘Up’, these are axis conversion for these settings,
    Forward and Up axes – By mapping these to different axes you can convert rotations
    between applications default up and forward axes.

    Blender uses Y Forward, Z Up (since the front view looks along the +Y direction).
    For example, it’s common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.

### Geometry

UV Coordinates
:   Write out the active UV layers coordinates from Blender.

Vertex Normals
:   Write out Blender’s face and vertex normals (depending on the faces smooth setting).

    Mostly this isn’t needed since most applications will calculate their
    own normals but to match Blender’s normal map textures you will need to write these too.

Vertex Colors
:   The color space that the color data in the ply-file was saved in.

    None:
    :   Does not import vertex color data.

    sRGB:
    :   Vertex colors in the file are in sRGB [Color Space](../../glossary/index.html#term-Color-Space)

    Linear:
    :   Vertex colors in the file are in Linear [Color Space](../../glossary/index.html#term-Color-Space)

Triangulated Mesh
:   All [N-gons](../../glossary/index.html#term-N-gon) with four or more vertices will be triangulated.
    Meshes in the scene will not be affected.
    Behaves like [Triangulate Modifier](../../modeling/modifiers/generate/triangulate.html) with the following settings:

    - N-gon Method: “Beauty”
    - Quad-method: “Shortest Diagonal”
    - Min vertices: 4

Apply Modifiers
:   Export objects using the evaluated mesh, meaning the resulting mesh after all
    [Modifiers](../../modeling/modifiers/index.html) have been calculated.
user: Explain Example in complete detail according to the official Blender documentation.

assistant: The Build modifier can be used to make a large number of items to progressively appear,
without resorting to animating the visibility of each one by one. Examples of this include
a mesh containing vertices only, which is used as
an [Instancing Vertex emitter](../../../scene_layout/object/properties/instancing/verts.html),
and has the Build modifier on it. Such a setup is a workaround/technique for being able to art-direct
a semi-random layout of a collection of objects (e.g. leaves/balls forming a carpet).
This can be preferable to particles e.g. due to undesirable distribution of items leaving random gaps
and overlapping in other places.
user: Show practical ways to work with NodeReroute(NodeInternal) in a Blender add-on or script – include code.

assistant: # NodeReroute(NodeInternal)

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")

*class* bpy.types.NodeReroute(*NodeInternal*)
:   A single-socket organization tool that supports one input and multiple outputs

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

    *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 Strip Modifier Type Items from the Blender manual or Python API, including usage steps and snippets.

assistant: # Strip Modifier Type Items

BRIGHT_CONTRAST:
:   Brightness/Contrast.

COLOR_BALANCE:
:   Color Balance.

COMPOSITOR:
:   Compositor.

CURVES:
:   Curves.

HUE_CORRECT:
:   Hue Correct.

MASK:
:   Mask.

TONEMAP:
:   Tone Map.

WHITE_BALANCE:
:   White Balance.

SOUND_EQUALIZER:
:   Sound Equalizer.
user: What is NodeSocketString(NodeSocketStandard) and how is it used in Blender Python scripting?

assistant: # NodeSocketString(NodeSocketStandard)

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

*class* bpy.types.NodeSocketString(*NodeSocketStandard*)
:   String socket of a node

    default_value
    :   Input value used for unconnected socket

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

    links
    :   List of node links from or to this socket.

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

        (readonly)

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Give a detailed overview of Updating on macOS: syntax, arguments, return values, common patterns.

assistant: On macOS there is one main way to update Blender. This section covers that approach.

### Updating from a DMG

When an update for Blender is released, it can be downloaded directly
from the [Blender website](https://www.blender.org/download/). Install the new version by overwriting the current
`Blender.app` in the Applications folder. You can rename `Blender.app` or place it in a different folder to have
more than one version at a time.
user: Show practical ways to work with Align Rotation in a Blender add-on or script – include code.

assistant: The *Align Rotation* tool aligns entire islands to either the U or V axis.

The tool has three different methods of operation.
The different methods specify the source for the alignment,
and also whether to align with both the U and V axes,
or just the V axis alone.

When using the *Auto* method, islands are aligned so that UV edges are aligned
to either the U axis or the V axis. This method works best with quads
and meshes representing organic subjects.

When using the *Edge* method, only the selected edges are considered,
and the islands will be aligned such that the selected edges are aligned
with the V axis. This method works with the selection, so it works best
when a particular edge, or edge loop, needs to be aligned in UV coordinates.

When using the *Geometry* method, the geometry is taken into consideration.
Either the *X* axis, the *Y* axis, or the *Z* axis can be used. Suppose
the *X* axis is chosen. Using this method, edges which have a positive extent
in the *X* axis will be rotated in the UV map so that the edge
extends upwards in the *V* axis.
This method works best to align multiple islands which share some common
geometric property, either in the X, Y or Z axis.

Note that in the *Auto* method, edges can end up aligned either up or down or left or right
depending on the orientation of the island prior to activating the tool.
In the *Edge* method, the alignment of selected edges can be either up
or down in the V axis, whatever is closest to the current orientation of the UV island.
By comparison, in the *Geometry* method, the alignment will always be pointing up in the V axis,
ignoring any previous orientation.
user: How do I use Baking in Blender? Include parameters, examples, warnings and best practices.

assistant: # Baking

Baking allows saving and loading intermediate geometries.
Baking parts of the node tree can be used for better performance.

The data format used to store geometry data is not considered to be an import/export format.
Volume objects, however, are saved using the OpenVDB file format which can be used interoperably.

Data can be baked using two methods:

- [Bake Node](geometry/operations/bake.html) – used to bake any portion of the node tree.
- [Simulation Zone Baking](simulation/simulation_zone.html#geometry-nodes-simulation-baking) –
  used to bake animations where the result of one geometry state can influence the next state.

Data is not stored to disk until the [Bake](#bpy-ops-object-geometry-node-bake-single) operation is ran.
user: Describe Poke Faces from the Blender manual or Python API, including usage steps and snippets.

assistant: # Poke Faces

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

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

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

Poke Center
:   Computes the center of a face.

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

    Median:
    :   Using the mean average.

    Bounds:
    :   Uses center of bounding box.
user: How do I use Simulation Stability in Blender? Include parameters, examples, warnings and best practices.

assistant: The simplest way of improving simulation stability is to increase the steps per second.
However, care has to be taken since making too many steps can cause problems and
make the simulation even less stable
(if you need more than 1000 steps, you should look at other ways to improve stability).

Increasing the number of solver iterations helps making constraints stronger and
also improves object stacking stability.

It is best to avoid small objects, as they are currently unstable.
Ideally, objects should be at least 20 cm in diameter.
If it is still necessary, setting the collision margin to 0,
while generally not recommended, can help making small object behave more naturally.

When objects are small and/or move very fast, they can pass through each other.
Besides what is mentioned above it’s also good to avoid using mesh shapes in this case.
Mesh shapes consist of individual triangles and therefore do not
really have any thickness, so objects can pass through more easily.
You can give them some thickness by increasing the collision margin.
user: How do I use Creating a Dynamic Extensions Repository in Blender? Include parameters, examples, warnings and best practices.

assistant: # Creating a Dynamic Extensions Repository

A dynamic repository allows you to serve a smaller JSON file with only the latest version
of the extensions which are compatible with the query parameters.
This is only relevant for repositories which contain multiple version of multiple extensions.

For small or personal repositories it is simpler and recommended to use
[static repositories](static_repository.xhtml) instead.
user: What is Tool Settings and how is it used in Blender Python scripting?

assistant: Filter Type
:   Operation that is going to be applied to the mesh.

    Gravity:
    :   Applies gravity to the simulation.

    Inflate:
    :   Inflates the cloth.

    Expand:
    :   Expands the cloth’s dimensions.

    Pinch:
    :   Pinches the cloth to the point where the cursor was when the filter started.

    Scale:
    :   Scales the mesh as a [Soft Body](../../../physics/soft_body/index.xhtml)
        using the distance to the origin of the object as scale.
        This creates filter produces folds in the surface.
        The orientation of the folds can be controlled using the *Force Axis* and *Orientation*.

Strength
:   The amount of effect the filter has on the mesh.

Force Axis
:   Apply the force along the selected axis.

Orientation
:   [Orientation](../../../editors/3dview/controls/orientation.xhtml) of the axis to limit the filter force.

    Local:
    :   Use the local axis to limit the force and set the gravity direction.

    World:
    :   Use the world axis to limit the force and set the gravity direction.

    View:
    :   Use the view axis to limit the force and set the gravity direction.

Cloth Mass
:   Mass of each simulation particle.

Cloth Damping
:   How much the applied forces are propagated through the cloth.

Use Face Sets
:   Only applies the cloth forces to the vertices assigned to the [Face Set](../editing/face_sets.xhtml#sculpting-editing-facesets)
    that are under the mouse.

Use Collisions
:   Enables the detection of collisions with other objects during the simulation.
    In order for the sculpt object to collide with object,
    the collision object must have [Collision Physics](../../../physics/collision.xhtml) activated.
user: Describe References from the Blender manual or Python API, including usage steps and snippets.

assistant: |  |  |
| --- | --- |
| - [`FModifierEnvelope.control_points`](bpy.types.FModifierEnvelope.html#bpy.types.FModifierEnvelope.control_points "bpy.types.FModifierEnvelope.control_points") - [`FModifierEnvelopeControlPoints.add`](bpy.types.FModifierEnvelopeControlPoints.html#bpy.types.FModifierEnvelopeControlPoints.add "bpy.types.FModifierEnvelopeControlPoints.add") | - [`FModifierEnvelopeControlPoints.remove`](bpy.types.FModifierEnvelopeControlPoints.html#bpy.types.FModifierEnvelopeControlPoints.remove "bpy.types.FModifierEnvelopeControlPoints.remove") |