PGCRYPT/OpenBlender_Train huggingface dataset:
user: How do I use Collections Panel in Blender? Include parameters, examples, warnings and best practices.

assistant: [image reference removed]

Collections panel.

All collections that an object has been assigned to are listed in the Properties
Object tab ‣ Collections panel.

Add to Collection
:   Adds the selected object to a collection.
    A pop-up lets you specify the collection to add to.

(Add to Collection)
:   Creates a new collection and adds the selected object to it.

Name
:   To rename a collection, simply click in the collections name field.

(Remove Collection)
:   Removes the object from the specified collection.

(Collection Specials)
:   Unlink Collection, Select Objects in Collection, Set Offset from Cursor

X, Y, Z
:   Applies a spatial offset of the instanced collections from the original object’s origin.
user: What is MeshToVolumeModifier(Modifier) and how is it used in Blender Python scripting?

assistant: # MeshToVolumeModifier(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.MeshToVolumeModifier(*Modifier*)
:   density
    :   Density of the new volume

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

    interior_band_width
    :   Width of the gradient inside of the mesh

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

    object
    :   Object

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

    resolution_mode
    :   Mode for how the desired voxel size is specified

        - `VOXEL_AMOUNT`
          Voxel Amount – Desired number of voxels along one axis.
        - `VOXEL_SIZE`
          Voxel Size – Desired voxel side length.

        Type:
        :   enum in [`'VOXEL_AMOUNT'`, `'VOXEL_SIZE'`], default `'VOXEL_AMOUNT'`

    voxel_amount
    :   Approximate number of voxels along one axis

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

    voxel_size
    :   Smaller values result in a higher resolution output

        Type:
        :   float in [0, 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: Provide the full official documentation entry for Properties, preserving all code examples.

assistant: The *Closure* node does not have functional properties of its own, but its interface is configurable through the
*Node* tab in the Sidebar. Inputs and outputs can be added, removed, and renamed to define the closure’s signature.

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

Define Signature
:   Marks the current zone as the source of a closure signature that other nodes can reference. This ensures consistent
    input and output definitions across multiple closure instances.

### Input Items

List of input sockets
:   Displays one entry per socket defined in the closure. Double-click an entry to rename it.

Add Item
:   Add a new input socket to the closure.

Remove Item
:   Delete the selected input socket.

Type
:   Defines the data type for the selected socket (e.g. Float, Vector, Geometry, Object, Bundle).
    For value types, a default value control appears and is used when the socket is unlinked.

Shape
:   Defines the data structure supported by the input socket, such as a *Single* value, *Field*, or *Grid*.
    The shape determines how the data is evaluated and passed through the node network.
    See [Socket Shape](../../../../interface/controls/nodes/parts.html#interface-controls-nodes-socket-shape) for more information.

### Output Items

Available when the closure’s output zone is selected.

List of output sockets
:   Displays one entry per socket defined in the closure output. Double-click to rename.

Add Item
:   Add a new output socket to the closure.

Remove Item
:   Delete the selected output socket.

Type
:   Defines the data type for the selected socket (e.g. Float, Vector, Geometry, Object, Bundle).
    For value types, a default value control appears and is used when the socket is unlinked.

Shape
:   Defines the data structure supported by the input socket, such as a *Single* value, *Field*, or *Grid*.
    The shape determines how the data is evaluated and passed through the node network.
    See [Socket Shape](../../../../interface/controls/nodes/parts.html#interface-controls-nodes-socket-shape) for more information.
user: Provide the full official documentation entry for GeometryNodeWarning(GeometryNode), preserving all code examples.

assistant: # GeometryNodeWarning(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.GeometryNodeWarning(*GeometryNode*)
:   Create custom warnings in node groups

    warning_type
    :   Type:
        :   enum in [Node Warning Type Items](bpy_types_enum_items/node_warning_type_items.html#rna-enum-node-warning-type-items), default `'ERROR'`

    *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: Provide the full official documentation entry for Relations, preserving all code examples.

assistant: # Relations

Parent
:   The object to which the selected object is parented to.

Parent Type
:   The type of parenting used. See [parenting](../editing/parent.xhtml)
    for information on the different types.

Use Final Indices Vertex 3 Vertices
:   Use the final evaluated indices rather than the original mesh indices.

Camera Parent Lock
:   When the camera is locked to the view, the root parent is transformed rather than the camera.
    This is useful for camera rigs where you don’t want to animate the camera directly.

Parent Vertex/Vertices
:   Indices of vertices in case of a vertex parenting relation.

Tracking Axis
:   Axis that points in the “forward” direction.
    Applies to *Instance Vertices* when *Align to Vertex Normal* is enabled.

Up Axis
:   Axis that points in the “upward” direction.
    Applies to *Instance Vertices* when *Align to Vertex Normal* is enabled.

Pass Index
:   Defines the index the object will have in the Object Index render pass. See [passes](../../../render/layers/passes.xhtml)
    and [ID mask](../../../compositing/types/mask/id_mask.xhtml) for more information.
user: How do I use Move in Blender? Include parameters, examples, warnings and best practices.

assistant: To Top `Shift`-`PageUp`
:   Moves the selected tracks to the top.

Up `PageUp`
:   Moves the selected tracks up by one.

Down `PageDown`
:   Moves the selected tracks down by one.

To Bottom `Shift`-`PageDown`
:   Moves the selected tracks to the bottom.

When using the keyboard shortcuts, make sure the mouse cursor is hovering over the track region,
as otherwise, Blender will move the selected strips to different tracks (rather than moving the tracks).
user: What is Outputs and how is it used in Blender Python scripting?

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: Provide the full official documentation entry for Grid Gradient Node, preserving all code examples.

assistant: # Grid Gradient Node

[image reference removed]

The *Grid Gradient* node calculates the gradient of a scalar voxel grid.
The gradient is a vector field that describes both the direction and rate of
the steepest increase in the grid’s values at each voxel.

In other words, it shows how and where the scalar quantity (such as density,
temperature, or distance) changes in 3D space. The direction of the gradient
vector points toward increasing values, and its magnitude represents how
quickly the value changes in that direction.

Mathematically, for a scalar field \(f(x, y, z)\), the gradient is defined as:

\[\nabla f =
\frac{\partial f}{\partial x} \mathbf{\hat{i}} +
\frac{\partial f}{\partial y} \mathbf{\hat{j}} +
\frac{\partial f}{\partial z} \mathbf{\hat{k}}\]

This operation is often used in procedural modeling or simulation workflows
to derive direction fields from scalar quantities, such as computing surface
normals from a signed distance field (SDF) or determining the flow direction
in density or temperature fields.
user: Give a detailed overview of Edges: syntax, arguments, return values, common patterns.

assistant: An edge always connects two vertices by a straight line.
The edges are the “wires” you see when you look at a mesh in wireframe view.
They are usually invisible on the rendered image. They are used to construct faces.
user: How do I use Mask Data-block in Blender? Include parameters, examples, warnings and best practices.

assistant: Mask data-block containing multiple mask layers and splines.
They are the most high-level entities used for masking purposes.
Masks can be reused in different places, and hold global parameters for all the entities they consist of.
user: Explain ThemeWidgetStateColors(bpy_struct) in complete detail according to the official Blender documentation.

assistant: # ThemeWidgetStateColors(bpy_struct)

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

*class* bpy.types.ThemeWidgetStateColors(*bpy_struct*)
:   Theme settings for widget state colors

    blend
    :   Type:
        :   float in [0, 1], default 0.0

    error
    :   Color for error items

        Type:
        :   float array of 4 items in [0, 1], default (0.0, 0.0, 0.0, 0.0)

    info
    :   Color for informational items

        Type:
        :   float array of 4 items in [0, 1], default (0.0, 0.0, 0.0, 0.0)

    inner_anim
    :   Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, 1], default (0.0, 0.0, 0.0)

    inner_anim_sel
    :   Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, 1], default (0.0, 0.0, 0.0)

    inner_changed
    :   Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, 1], default (0.0, 0.0, 0.0)

    inner_changed_sel
    :   Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, 1], default (0.0, 0.0, 0.0)

    inner_driven
    :   Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, 1], default (0.0, 0.0, 0.0)

    inner_driven_sel
    :   Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, 1], default (0.0, 0.0, 0.0)

    inner_key
    :   Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, 1], default (0.0, 0.0, 0.0)

    inner_key_sel
    :   Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, 1], default (0.0, 0.0, 0.0)

    inner_overridden
    :   Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, 1], default (0.0, 0.0, 0.0)

    inner_overridden_sel
    :   Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, 1], default (0.0, 0.0, 0.0)

    success
    :   Color for successful items

        Type:
        :   float array of 4 items in [0, 1], default (0.0, 0.0, 0.0, 0.0)

    warning
    :   Color for warning items

        Type:
        :   float array of 4 items in [0, 1], default (0.0, 0.0, 0.0, 0.0)

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Show practical ways to work with About Free Software and the GPL in a Blender add-on or script – include code.

assistant: # About Free Software and the GPL

[image reference removed]

When one hears about “free software”, the first thing that comes to mind might be “no cost”. While this is often true,
the term “free software” as used by the Free Software Foundation (originators of the GNU Project and creators of the
GNU General Public License) is intended to mean “free as in freedom” rather than in the sense of “no cost” (which is
usually referred to as “free as in free beer” or *gratis*). Free software in this sense is software which you are free
to use, copy, modify, redistribute, with no limit. Contrast this with the licensing of most commercial software
packages, where you are allowed to load the software on a single computer, are allowed to make no copies, and never
see the source code. Free software allows incredible freedom to the end user. Since the source code is universally
available, there are also many more chances for bugs to be caught and fixed.

When a program is licensed under the GNU General Public License (the GPL):

- You have the right to use the program for any purpose.
- You have the right to modify the program and have access to the source codes.
- You have the right to copy and distribute the program.
- You have the right to improve the program, and release your own versions.

In return for these rights, you have some responsibilities if you distribute a GPL’d program. These responsibilities
are designed to protect your freedoms and the freedoms of others:

- You must provide a copy of the GPL with the program, so that recipients are aware of their rights under the license.
- You must include the source code or make the source code freely available.
- If you modify the code and distribute the modified version, you must license your modifications available under the
  GPL (or a compatible license).
- You may not restrict the licensing of the program beyond the terms of the GPL (you may not turn a GPL’d program into
  a proprietary product).

For more on the GPL, check its page on the [GNU Project website](https://www.gnu.org/licenses/licenses.html#GPL).
user: Explain Inputs in complete detail according to the official Blender documentation.

assistant: Grid
:   The input grid to optimize.

Mode
:   The pruning method used to simplify the grid structure:

    Inactive:
    :   Turns inactive voxels and tiles into inactive background tiles.
        This is the simplest mode and provides basic cleanup for grids with
        empty or unused regions.

    Threshold:
    :   Collapses regions where all voxels have approximately the same value and
        active state (within a given tolerance threshold) into background tiles.
        This is useful for fog or scalar grids where smooth variations may leave
        near-uniform areas that can be simplified.

    SDF:
    :   Specialized mode for signed distance field (SDF) grids.
        Replaces inactive tiles with inactive nodes, providing faster and more
        targeted pruning without the need for threshold comparison.
        This mode is efficient for narrow-band SDFs that contain large interior
        or exterior regions of constant sign.

Threshold Threshold
:   Voxels within a region are considered uniform if the difference between
    their values is less than this amount. Higher thresholds allow more
    aggressive simplification, while smaller values preserve finer details.
user: Give a detailed overview of Options: syntax, arguments, return values, common patterns.

assistant: [image reference removed]

The Surface Deform modifier.

Target
:   The object to which to bind (this setting is unavailable after binding).

Interpolation Falloff
:   How much a vertex bound to one face of the target will be affected by the surrounding faces
    (this setting is unavailable after binding).
    This essentially controls how smooth the deformations are.

Strength
:   The overall amount of influence the modifier has on deforming the mesh.

Vertex Group
:   Allows you to define the influence per vertex.

    Invert
    :   Inverts the influence of the selected vertex group, meaning that the group
        now represents vertices that will not be deformed by the modifier.

        The setting reverses the weight values of the group.

Sparse Bind
:   Only record bind data for vertices that have nonzero weights in the group at the time of bind.
    This is an optimization, but adding new vertices to the group will require a rebind.

Bind
:   Bind the current state of the modified mesh to the current state of the target mesh,
    such that any later change in the target mesh will deform the modified mesh as well.
    Note that until the bind has been executed, this modifier will have no effect at all.

Unbind
:   Once the mesh is bound, the *Bind* button changes to *Unbind*.
    Executing this frees the modified mesh from the target, and resets it to its original shape.
user: Describe Custom Properties from the Blender manual or Python API, including usage steps and snippets.

assistant: Create and manage your own properties to store data in the Bone Collection’s data-block.
See the [Custom Properties](../../../files/custom_properties.html#files-data-blocks-custom-properties) page for more information.
user: Provide the full official documentation entry for Making Changes, preserving all code examples.

assistant: After clicking “Edit this page,” you will see the current page source in a text editing area.
Blender’s documentation is written using reStructuredText (RST).

You can now:

- Correct typos or grammar issues.
- Add missing details or improve explanations.
user: What is Brush Settings and how is it used in Blender Python scripting?

assistant: # Brush Settings

[image reference removed]

Brush settings panel.

Information on brush settings for every mode can be found in these pages:

[Brush](../../brush/brush_settings.xhtml)
:   General and advanced settings.

[Stroke](../../brush/stroke.xhtml)
:   Stroke methods and settings.

[Falloff](../../brush/falloff.xhtml)
:   Falloff curves and settings.

[Cursor](../../brush/cursor.xhtml)
:   Cursor and appearance settings.
user: Explain Normal Node in complete detail according to the official Blender documentation.

assistant: # Normal Node

[image reference removed]

The *Normal* node returns a vector for each evaluated point indicating the
[normal direction](../../../meshes/structure.xhtml#modeling-meshes-structure-normals). The output can depend
on the attribute domain used in the node evaluating the field, but the output
is always a normalized [unit vector](https://en.wikipedia.org/wiki/Unit_vector).

Face:
:   On the face domain, the normal is the “up” direction of the face.

Mesh Vertices:
:   For mesh vertices, the normal is an average of the surrounding face normals.
    If the vertex does not have any connected faces, the output is simply the normalized position
    of that vertex.

Edge:
:   The normal output for each edge is the average of the edge’s two vertex normals.

Face Corner:
:   The output for each face corner is the same as the face normal of the corresponding face.

Curve Control Points:
:   The output of this node when used for curve geometry is the evaluated normal of the curve,
    which depends on the twist method. The normal vector is always perpendicular to the direction
    of the curve’s path at every point.
user: Give a detailed overview of Aligning: syntax, arguments, return values, common patterns.

assistant: # Aligning

These options allow you to align and orient the view.

Align View to Active
:   Aligns the view to a certain local axis of the active object, bone, or (in Edit Mode)
    the normal of the active face. The view also becomes orthographic.

    To return to the regular (untilted) perspective view, you can first press `Numpad3`
    to align to the global X axis, then orbit with `MMB`.

Align Active Camera to View `Ctrl`-`Alt`-`Numpad0`
:   Moves and rotates the active camera so it matches the current viewpoint.

Align Active Camera to Selected
:   Moves the active camera (without changing its orientation) so that its view
    frames the selected objects.

Center Cursor and Frame All `Shift`-`C`
:   Moves the [3D Cursor](../3d_cursor.xhtml) back to the world origin
    and changes the view so that you can see everything in your scene.

Center View to Cursor
:   Centers the view on the 3D Cursor.

View Lock to Active
:   Centers the view on the active object and makes it the point of interest. The view
    will continue orbiting around the object even if you pan to a different location.
    In addition, it will follow the object if it moves.

View Lock Clear
:   Returns the view to how it was before using *View Lock to Active*.
user: How do I use X-Ray in Blender? Include parameters, examples, warnings and best practices.

assistant: The [X-Ray](../../../editors/3dview/display/shading.xhtml#bpy-types-view3dshading-show-xray) setting is not just for shading, it impacts selection too.
When enabled, selection isn’t occluded by the objects geometry (as if the object was solid).

|  |  |
| --- | --- |
| ../../../_images/modeling_meshes_selecting_introduction_limit-selection-to-visible-off.png   X-ray enabled. | ../../../_images/modeling_meshes_selecting_introduction_limit-selection-to-visible-on.png   X-ray disabled. |
user: Provide the full official documentation entry for Show/Hide, preserving all code examples.

assistant: # Show/Hide

You do not have to use bone layers to show/hide some bones. As with objects,
vertices or control points, you can use `H`:

- `H` will hide the selected bone(s).
- `Shift`-`H` will hide all bones *but the selected one(s)*.
- `Alt`-`H` will show all hidden bones.

You can also use the *Hide* checkbox of the Bone tab ‣ Viewport Display panel.

Note that hidden bones are specific to a mode,
i.e. you can hide some bones in *Edit Mode*,
they will still be visible in *Pose Mode*, and vice versa.
Hidden bones in *Pose Mode* are also invisible in *Object Mode*.
And in *Edit Mode*, the bone to hide must be fully selected,
not just its root or tip.
user: What is Converting Particle Systems and how is it used in Blender Python scripting?

assistant: Make Instances Real
:   Creates a new object of each instanced [object](../../../physics/particles/emitter/render.xhtml#particle-object) or [collection](../../../physics/particles/emitter/render.xhtml#particle-collection).
    See [Make Instances Real](../../../scene_layout/object/editing/apply.xhtml#bpy-ops-object-duplicates-make-real) for more information.

Convert to Mesh
:   Converts [path](../../../physics/particles/emitter/render.xhtml#particle-path) particles to mesh objects.
    See [Convert](../../../scene_layout/object/editing/convert.xhtml#bpy-ops-object-convert) for more information.
user: Show practical ways to work with Transforms to Deltas in a Blender add-on or script – include code.

assistant: Converts the object’s primary transforms (*Location*, *Rotation*, *Scale*) into
[Delta Transforms](../properties/transforms.xhtml#bpy-types-object-delta).
Any existing delta transforms will be added to the new values.

This allows you to “bake” the current transforms into the delta channels, while leaving the primary
transform channels free for new adjustments or keyframes.

Available options:

- **Location to Deltas** – Converts the object’s location to *Delta Location*.
- **Rotation to Deltas** – Converts the object’s rotation to *Delta Rotation*.
- **Scale to Deltas** – Converts the object’s scale to *Delta Scale*.
- **All Transforms to Deltas** – Converts all three at once.

### Options

Reset Values
:   Clear primary transform values after transferring to deltas.

    Clears the primary transform values after transferring them to deltas.
    When enabled, the object’s main *Location*, *Rotation*, and *Scale* are reset
    (e.g. to 0 for location/rotation and 1 for scale), while the appearance remains unchanged
    because the deltas now contain the previous values.
user: Explain Volume Cube Node in complete detail according to the official Blender documentation.

assistant: # Volume Cube Node

[image reference removed]

The *Volume Cube* generates a volume by evaluating a density field on a 3D grid.
The *Density* field can only depend on the [Position Node](../../geometry/read/position.xhtml).
The grid points are equally spaced between the *Min* and *Max* bounds of the grid.
user: What is Usage and how is it used in Blender Python scripting?

assistant: ### Creating a Sequencer Scene

To start using the Sequencer, you first need to create or use an existing Scene.

1. Open a workspace that contains a [Video Sequence Editor](../editors/video_sequencer/index.xhtml).
2. Press the “New” button in the [Sequencer header region](../editors/video_sequencer/sequencer/navigating.xhtml) to
   create a new Sequencer Scene, or select an existing Scene.

### Working with Multiple Scenes

Since the sequencer scene is separate from the active scene in the window
it is possible to work with scene strips in the sequencer while also viewing
and editing the referenced scenes within the same workspace.

A common setup includes:

- Workspace with a Video Sequence Editor and a 3D Viewport.
- In the VSE, a Sequencer Scene (e.g. called “Edit”).
- Multiple other scenes in the same file e.g. for different locations or shots.

Now add a few scene strips in the sequencer using the existing scenes (or new scenes).
Then enable the Sync Scene Time option in the Sequencer Playback Controls region.
This will update the active scene (and therefor what is visible in the 3D Viewport)
with whatever scene the current scene strip in the Sequencer references.

This setup allows to quicky switch between different scenes just by scrubbing/playing
the Sequencer timeline.
user: Explain Example in complete detail according to the official Blender documentation.

assistant: An example of a rig using bone envelopes and not weight painting.

|  |  |
| --- | --- |
| ../../../_images/modeling_modifiers_deform_corrective-smooth_example-pose-before.png   Armature only. | ../../../_images/modeling_modifiers_deform_corrective-smooth_example-pose-after.png   Armature and Corrective Smooth. |
user: Describe Applications from the Blender manual or Python API, including usage steps and snippets.

assistant: Image Editor
:   The path to an external program to use for image editing.

Animation Player
:   The program used for playing back rendered animations via
    [View Animation](../../interface/window_system/topbar.xhtml#topbar-render-view-animation).

    By default this is set to *Internal* which uses Blender’s built-in
    [animation player](../../render/output/animation_player.xhtml#bpy-ops-render-play-rendered-anim).

    This has the advantage that all image formats supported by Blender can be played back
    and no 3rd party application needs to be installed.

### Text Editor

Program
:   Command to launch the text editor when using [Edit Externally](../text_editor.xhtml#bpy-ops-text-jump-to-file-at-point),
    either a full path or a command in `$PATH`. Use the internal editor when left blank.

Arguments
:   Defines the specific format of the arguments with which the text editor opens files.

    The supported expansions are as follows:

    - `$filepath`: The absolute path of the file.
    - `$line`: The line to open at (Optional).
    - `$column`: The column to open from the beginning of the line (Optional).
    - `$line0` & `$column0` similar to the above but they start at zero.

    Example: `-f $filepath -l $line -c $column`
user: Show practical ways to work with Outputs in a Blender add-on or script – include code.

assistant: Grid
:   The resulting grid with the updated background value applied.

    This grid can be passed to other nodes such as
    [Sample Grid Index](../sample/sample_grid_index.xhtml)
    or [Sample Grid](../sample/sample_grid.xhtml)
    to ensure consistent results in areas where the grid has no stored voxels.
user: Provide the full official documentation entry for Selections and the Active Object, preserving all code examples.

assistant: Blender distinguishes between two different states of selection:

[image reference removed]

Active object in yellow, selected object in orange, and unselected object in black.

In *Object Mode* the last (de)selected item is called the “Active Object”
and is outlined in yellow (the others are orange).
There is at most one active object at any time.

Many actions in Blender use the active object as a reference (for example linking operations).
If you already have a selection and need to make a different object the active one,
simply reselect it with `Shift`-`LMB`.

All other selected objects are just selected. You can select any number of objects.
In order to change a property or to perform an operation on all selected objects (bones, and sequencer strips)
hold `Alt`, while confirming.
user: Explain Examples in complete detail according to the official Blender documentation.

assistant: |  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_vertex_rip-vertices_before.png   Selected vertex. | ../../../../_images/modeling_meshes_editing_vertex_rip-vertices_after.png   Hole created after using rip on vertex. |
| ../../../../_images/modeling_meshes_editing_vertex_rip-vertices_edges-before.png   Edges selected. | ../../../../_images/modeling_meshes_editing_vertex_rip-vertices_edges-after.png   Result of rip with edge selection. |
| ../../../../_images/modeling_meshes_editing_vertex_rip-vertices_complexselection-before.png   A complex selection of vertices. | ../../../../_images/modeling_meshes_editing_vertex_rip-vertices_complexselection-after.png   Result of rip operation. |
user: Show practical ways to work with Introduction in a Blender add-on or script – include code.

assistant: # Introduction

A UV texture is a picture (image, sequence or movie)
that is used to color the surface of a mesh.
The UV texture is mapped to the mesh through one or more UV maps.
There are three ways to establish the image used by the UV texture:

1. Use any image editing program to create an image. In the Image Editor,
   select the UV texture and load the image. Blender will then use
   that texture’s UV map to transfer the colors to the faces of the mesh.
2. Paint a flat image in the Image Editor onto the currently selected UV texture,
   using its UV map to transfer the colors to the faces of the mesh.
3. Paint the mesh in the 3D Viewport, and let Blender use
   the currently selected UV map to update the UV texture
   (as discussed below).

Blender features a built-in paint mode called *Texture Paint* which is designed
specifically to help you edit your UV textures and images quickly and
easily in either the Image Editor or the 3D Viewport.
Since a UV texture is just a special-purpose image,
you can also use any external paint program, like GIMP or Krita.

[image reference removed]

Texture painting in Blender.

Since a mesh can have layers of UV textures, there may be many images that color the mesh.
However, each UV texture only has one image.

*Texture Paint* works in both a 3D Viewport and the Image Editor.
In the 3D Viewport in Texture Paint Mode, you paint directly on the mesh by projecting onto the UVs.
user: Describe Texture Space from the Blender manual or Python API, including usage steps and snippets.

assistant: Each Object can have an automatically generated UV map, these maps can be adjusted here.

See [Generated UV Properties](../meshes/uv/uv_texture_spaces.xhtml#properties-texture-space) for more information.
user: Explain LineStyleColorModifier_Material(LineStyleColorModifier) in complete detail according to the official Blender documentation.

assistant: # LineStyleColorModifier_Material(LineStyleColorModifier)

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

*class* bpy.types.LineStyleColorModifier_Material(*LineStyleColorModifier*)
:   Change line color based on a material attribute

    blend
    :   Specify how the modifier value is blended into the base value

        Type:
        :   enum in [Ramp Blend Items](bpy_types_enum_items/ramp_blend_items.html#rna-enum-ramp-blend-items), default `'MIX'`

    color_ramp
    :   Color ramp used to change line color

        Type:
        :   [`ColorRamp`](bpy.types.ColorRamp.html#bpy.types.ColorRamp "bpy.types.ColorRamp"), (readonly)

    expanded
    :   True if the modifier tab is expanded

        Type:
        :   boolean, default False

    influence
    :   Influence factor by which the modifier changes the property

        Type:
        :   float in [0, 1], default 0.0

    material_attribute
    :   Specify which material attribute is used

        Type:
        :   enum in [`'LINE'`, `'LINE_R'`, `'LINE_G'`, `'LINE_B'`, `'LINE_A'`, `'DIFF'`, `'DIFF_R'`, `'DIFF_G'`, `'DIFF_B'`, `'SPEC'`, `'SPEC_R'`, `'SPEC_G'`, `'SPEC_B'`, `'SPEC_HARD'`, `'ALPHA'`], default `'LINE'`

    type
    :   Type of the modifier

        Type:
        :   enum in [Linestyle Color Modifier Type Items](bpy_types_enum_items/linestyle_color_modifier_type_items.html#rna-enum-linestyle-color-modifier-type-items), default `'ALONG_STROKE'`, (readonly)

    use
    :   Enable or disable this modifier during stroke rendering

        Type:
        :   boolean, default False

    use_ramp
    :   Use color ramp to map the BW average into an RGB color

        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.LineStyleColorModifier_Material.type "bpy.types.LineStyleColorModifier_Material.type")
user: Give a detailed overview of Outputs: syntax, arguments, return values, common patterns.

assistant: Mesh
:   Standard geometry output.

UV Map
:   A 2D vector representing the default X/Y coordinates of the [UV Map](../../../../glossary/index.xhtml#term-UV-Map) for the primitive’s shape.
    This can be connected to the [Store Named Attribute Node](../../attribute/store_named_attribute.xhtml),
    to be used once the Geometry Nodes Modifier get applied.
    The UV map must be stored on the face corner in order to be accessed.
user: Describe Denoising from the Blender manual or Python API, including usage steps and snippets.

assistant: Even with all the settings described above there will always end
up being some render noise no matter how many samples you use.
To fix this there is a post-processing technique to cleanup the final bit of noise.
To use this enable [Denoising](../render_settings/sampling.xhtml#render-cycles-settings-viewport-denoising)
in the *Render* tab of the Properties.

Below is an example render by
[The Pixelary](https://blog.thepixelary.com/post/160451378592/denoising-in-cycles-tested).

|  |  |
| --- | --- |
| ../../../_images/render_layers_denoising_example1.jpg   Example render before denoising. | ../../../_images/render_layers_denoising_example2.jpg   Example render after denoising. |
user: Provide the full official documentation entry for Options, preserving all code examples.

assistant: [image reference removed]

Geometry Attribute constraint.

[Target](../interface/common.xhtml#rigging-constraints-interface-common-target)
:   The target object to retrieve geometry from.
    The supported geometry types are Mesh, Curve, Point Cloud, and Instance.

Offset with Target Transform
:   Apply the target object’s world transform on top of the attribute’s transform.

Attribute Name
:   Name of the sampled attribute.
    The default attribute name is position.

Data Type
:   Data type of the sampled attribute.
    The type will determine which components will be used for transforming the constraint object.

    Vector:
    :   Vector data type, affects the location.

    Quaternion:
    :   Quaternion data type, affects the rotation.

    4x4 Matrix:
    :   4x4 Matrix data type, affects the entire transform.
        Location, Rotation, and Scale components can be toggled separately, but will remove matrix shearing.

Domain
:   Domain of the sampled attribute.

    Point:
    :   Point domain from a Mesh, Curve, or Point Cloud.

    Edge:
    :   Edge domain from a Mesh.

    Face:
    :   Face domain from a Mesh.

    Face Corner:
    :   Face Corner domain from a Mesh.

    Spline:
    :   Spline domain from a Curve.

    Instance:
    :   Instance domain from an Instance.

Sample Index
:   Index of the geometry element to sample the attribute.
    Index values are clamped to what is present on the target geometry.

Mix Mode
:   Specify how the copied and existing transformations are combined.

    Replace:
    :   Replace the original transformation with the transform from the attribute.

    Before Original (Full):
    :   Apply copied transformation before original, using simple matrix multiplication as if
        the constraint target is a parent in Full Inherit Scale mode.
        Will create shear when combining rotation and non-uniform scale.

    Before Original (Split Channels):
    :   Apply copied transformation before original, handling location, rotation and scale
        separately, similar to a sequence of three Copy constraints.

    After Original Full:
    :   Apply copied transformation after original, using simple matrix multiplication as if
        the constraint target is a child in Full Inherit Scale mode.
        Will create shear when combining rotation and non-uniform scale.

    After Original (Split Channels):
    :   Apply copied transformation after original, handling location, rotation and scale
        separately, similar to a sequence of three Copy constraints.

[Influence](../interface/common.xhtml#bpy-types-constraint-influence)
:   How strongly the constraint affects the owner.
user: Give a detailed overview of Separate Bundle Node: syntax, arguments, return values, common patterns.

assistant: # Separate Bundle Node

[image reference removed]

The *Separate Bundle* node extracts individual values from a
[Bundle](../../../../interface/controls/nodes/types/utilities/bundles/index.xhtml).
Each output corresponds to an element in the bundle, identified by its socket name.

This node is the counterpart of the
[Combine Bundle](../../../../interface/controls/nodes/types/utilities/bundles/combine_bundle.xhtml)
node and is typically used to retrieve structured data that was previously grouped together.
user: Provide the full official documentation entry for Path Layout, preserving all code examples.

assistant: `./autosave`
:   Autosave blend-file location. (Windows only, temp directory used for other systems.)

    Located in user directories.

`./config`
:   User configuration and session info.

    Located in user directories.

    `./config/startup.blend`
    :   Blend file to load on startup.

    `./config/userpref.blend`
    :   User preferences.

    `./config/bookmarks.txt`
    :   File Browser bookmarks.

    `./config/recent-files.txt`
    :   Recent file menu list.

    `./config/{APP_TEMPLATE_ID}/startup.blend`
    :   Startup file for an application template.

    `./config/{APP_TEMPLATE_ID}/userpref.blend`
    :   User preferences file for an application template.

`./datafiles`
:   Data files loaded at runtime.

    Located in both user and system directories. User data files either override
    or add to system data files.

    `./datafiles/colormanagement`
    :   Default OpenColorIO configuration.

    `./datafiles/fonts`
    :   User interface fonts.

    `./datafiles/studiolights`
    :   Studio light images for 3D viewport.

`./extensions`
:   Extension repositories.

    Located in both user and system directories. Repositories are loaded from
    both directories.

`./scripts`
:   Add-ons, presets, templates, user interface, startup scripts.

    Located in both user and system directories. Scripts are loaded from
    both directories.

    `./scripts/addons/*.py`
    :   Python add-ons which may be enabled in the Preferences include import/export format support,
        render engine integration and many handy utilities.

    `./scripts/addons/modules/*.py`
    :   Modules for add-ons to use
        (added to Python’s `sys.path`).

    `./scripts/addons_core/*.py`
    :   The add-ons directory which is used for bundled add-ons.

    `./scripts/addons_core/modules/*.py`
    :   Modules for `addons_core` to use (added to Python’s `sys.path` when it found).

    `./scripts/modules/*.py`
    :   Python modules containing our core API and utility functions for other scripts to import
        (added to Python’s `sys.path`).

    `./scripts/startup/*.py`
    :   Scripts which are automatically imported on startup.

        `./scripts/startup/bl_app_templates_user/{APP_TEMPLATE_ID}`
        :   Application templates installed in user directories.

        `./scripts/startup/bl_app_templates_system/{APP_TEMPLATE_ID}`
        :   Application templates automatically loaded from system directories.

    `./scripts/presets/{preset}/*.py`
    :   Presets used for storing user-defined settings for cloth, render formats, etc.

    `./scripts/templates_py/*.py`
    :   Example scripts which can be accessed from Text Editor ‣ Templates ‣ Python.

    `./scripts/templates_osl/*.osl`
    :   Example OSL shaders which can be accessed from
        Text Editor ‣ Templates ‣ Open Shading Language.

`./python`
:   Bundled Python distribution.

    Located in system directories.
user: Explain Arranging in complete detail according to the official Blender documentation.

assistant: ### Scrolling

A region can be scrolled vertically and/or horizontally by dragging it with the `MMB`.
If the region has no zoom level, it can also be scrolled by using the `Wheel`
while the mouse hovers over it.

Some regions, in particular animation timelines, have scrollbars with added control points
to adjust the vertical or horizontal range of the region.
These special scrollbars will have added widgets at the ends, as shown in the following image:

[image reference removed]

Scrollbars with zoom widgets.

This can be used to stretch or compress the range to show more or less detail within the available screen space.
Simply drag one of the dots to either increase or decrease the displayed range.
You can also quickly adjust both the horizontal and vertical range by dragging in the editor with `Ctrl`-`MMB`.

### Changing the Size and Hiding Regions

Resizing regions works by dragging their border, the same way as
[Areas](areas.html).

To hide a region, resize it down to nothing.
A hidden region leaves a little arrow sign.
`LMB` on this icon to make the region reappear.

Hiding and showing the Sidebar.

|  |  |
| --- | --- |
| ../../_images/interface_window-system_regions_sidebar-hide.png | ../../_images/interface_window-system_regions_sidebar-show.png |

### Scaling

The scale of certain regions (such as the Toolbar) can be changed by dragging inside them
with `Ctrl`-`MMB`, or using `NumpadPlus` and `NumpadMinus` while hovering the
mouse cursor over them. Press `Home` to reset the scale to the default.
user: Show practical ways to work with Data Properties in a Blender add-on or script – include code.

assistant: # Data Properties

[image reference removed]

Grease Pencil Object Data.

Grease Pencil
:   The Grease Pencil [data-block menu](../../interface/controls/templates/data_block.xhtml#ui-data-block) can be used to link the data between objects.
user: Provide the full official documentation entry for Duplicate Linked, preserving all code examples.

assistant: Duplicate a strip to make a linked copy;
drag it to a time and channel, and drop it by `LMB` click.

For strips that reference an ID, for example scene strips, this will
use the same scene in the duplicated strip.
user: Provide the full official documentation entry for Technical Terms, preserving all code examples.

assistant: In general, the technical terms used in computer graphics are quite new or even downright neologisms invented for the
needs, so they do not always have a translation in your language. Moreover, a large part of Blender users use its
English interface.

As a result, unless a term has an evident translation, you should preferably use the English one, *putting it in
italic*. You can then find a translation for it, which you will use from times to times (e.g. to avoid
repetitions…). This is also valid in the other way: even when a term has a straightforward translation, do not
hesitate to use its English version from times to times, to get the reader used with it…

If a term is definitively not translatable, simply use the English one, but make sure its glossary entry is
translated.

In the glossary, the English term is written first (to maintain alphabetic order) with the translated entry following
in parenthesis, when appropriate.