PGCRYPT/OpenBlender_Train huggingface dataset:
user: What is Bone IK Panel and how is it used in Blender Python scripting?

assistant: This panel is used to control how the *Pose Bones* work in the IK chain.

[image reference removed]

The bone IK panel.

IK Stretch
:   Stretch influence to IK target.

Lock
:   Disallow movement around the axis.

Stiffness
:   Stiffness around the axis. Influence disabled if using *Lock*.

Limit
:   Limit movement around the axis.

### iTaSC Solver

If the [iTaSC IK Solver](#rigging-armatures-posing-bone-constraints-ik-model-itasc)
is used, the bone IK panel changes to add these additional parameters.

Control Rotation
:   Activates a joint rotation constraint on that bone.
    The pose rotation computed from Action or UI interaction will be converted
    into a joint value and passed to the solver as target for the joint.
    This will give you control over the joint while the solver still tracks the other IK targets.
    You can use this feature to give a preferred pose for joints (e.g. rest pose)
    or to animate a joint angle by playing an action on it.

    Weight
    :   The importance of the joint rotation constraint based on the constraints weight
        in case all constraints cannot be achieved at the same time.
        For example, if you want to enforce strongly the joint rotation,
        set a high weight on the joint rotation constraint and a low weight on the IK constraints.
user: Show practical ways to work with GeometryNodeUVPackIslands(GeometryNode) in a Blender add-on or script – include code.

assistant: # GeometryNodeUVPackIslands(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.GeometryNodeUVPackIslands(*GeometryNode*)
:   Scale islands of a UV map and move them so they fill the UV space as much as possible

    *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 Interactive Mirror and how is it used in Blender Python scripting?

assistant: The *Mirror* operator flips the selected elements across a chosen axis.
Mirroring is equivalent to scaling the selection by -1 along the selected axis,
but it offers a faster and more direct workflow.

The mirror is relative to the [Transformation Orientation](../../../editors/3dview/controls/orientation.xhtml)
and [Pivot Point](../../../editors/3dview/controls/pivot_point/index.xhtml)
This gives full control over how and where the mirroring occurs, for example:

- Position the pivot point wherever you want the center of symmetry.
- Choose a transformation orientation (e.g. *Global*, *Local*, *Normal*).
- Select an axis (X, Y, or Z) along which to mirror.

### Usage

To mirror along a specific axis:

- Press `Ctrl`-`M`, then `X`, `Y`, or `Z` to select an axis.
- Pressing the same key again toggles the orientation between the active
  [Transform Orientation](../../../editors/3dview/controls/orientation.xhtml) and the global orientation.
- Hold `MMB` and drag to mirror interactively in the desired direction.

### Properties

Orientation
:   The [Transform Orientation](../../../editors/3dview/controls/orientation.xhtml) used to align the X, Y, and Z axes.

Constraint Axis
:   The axis (or axes) to mirror across.
    For example, mirroring across the X axis flips the selection horizontally.
user: Give a detailed overview of GeometryNodeCurveOfPoint(GeometryNode): syntax, arguments, return values, common patterns.

assistant: # GeometryNodeCurveOfPoint(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.GeometryNodeCurveOfPoint(*GeometryNode*)
:   Retrieve the curve a control point is part of

    *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 Compositor from the Blender manual or Python API, including usage steps and snippets.

assistant: The Compositor works smoothly with multi-view images.
The compositing of a view is completed before the remaining views start to be composited.
The pipeline is the same as the single-view workflow, with the difference that you can use images,
movies or image sequences in any of the supported multi-view formats.

[image reference removed]

Compositor, backdrop and Split Viewer node.

The views to render are defined in the current scene views,
in a similar way as you define the composite output resolution in the current scene render panel,
regardless of the Image nodes resolutions or Render Layers from different scenes.

Switch View Node
:   If you need to treat the views separately, you can use
    the [Switch View node](../../../../compositing/types/utilities/switch_stereo_view.xhtml)
    to combine the views before an Output node.
user: What is Settings and how is it used in Blender Python scripting?

assistant: Effector Type
:   Collision:
    :   Objects of this type will collide with fluid.

    Guide:
    :   The velocity of objects of this type will be used when baking the guiding.
        So fluid guiding objects should move and have some velocity.

        Velocity Factor
        :   Multiply the guiding object velocities by this factor. This is useful when working with
            multiple guiding objects and some of them should have higher or smaller velocities.

        Guide Mode
        :   The mode describes how guiding velocities should be written into the global guiding velocity
            field of the domain.

            Maximize:
            :   The guiding object will compare the existing velocity in the global velocity field with
                its own velocity. If its absolute value is greater than the absolute value in the velocity
                field the guiding velocity will be kept.

            Minimize:
            :   A guiding object will compare the existing velocity in the global velocity field with its
                own velocity. If its absolute value is smaller than the absolute value in the velocity
                field the guiding velocity will be kept.

            Override:
            :   The most intuitive option. A guiding object will always
                write its own current velocity into the global guiding velocity field.
                Values in the velocity field from a previous frame or guiding object
                will be overridden.

            Averaged:
            :   A guiding object will write the average of its own current velocity and the existing
                guiding velocity at that cell into the global guiding velocity field.

Sampling Substeps
:   Number of substeps used to reduce gaps in collision of fluid from fast-moving effectors.

Surface Thickness
:   Additional area around the effector that will be considered as an effector.

Use Effector
:   Enables or disables the effector object effect on the fluid,
    this property is useful for animations to selectively enable and disable
    when the effector affects the fluid.

Is Planar
:   Defines the effector as either a single dimension object i.e. a plane or the mesh is [Non-manifold](../../../glossary/index.xhtml#term-Non-manifold).
    This ensures that the fluid simulator will give the most accurate results for these types of meshes.

    A [Manifold](../../../glossary/index.xhtml#term-Manifold) mesh can also be declared as planar. The fluid solver will then ignore the volume
    inside the mesh and just emit fluid from the mesh sides.
user: Explain Proportional Editing in complete detail according to the official Blender documentation.

assistant: # Proportional Editing

[image reference removed]

Proportional Editing popover.

Proportional Editing is a way of transforming selected elements while also affecting
the nearby unselected elements. The farther away an unselected element is, the less it will be affected
(hence the “proportional”). This feature is very useful for smoothly deforming dense meshes.
user: Show practical ways to work with Attribute Domain With Auto Items in a Blender add-on or script – include code.

assistant: # Attribute Domain With Auto Items

AUTO:
:   Auto.

POINT:
:   Point.

    Attribute on point.

EDGE:
:   Edge.

    Attribute on mesh edge.

FACE:
:   Face.

    Attribute on mesh faces.

CORNER:
:   Face Corner.

    Attribute on mesh face corner.

CURVE:
:   Spline.

    Attribute on spline.

INSTANCE:
:   Instance.

    Attribute on instance.

LAYER:
:   Layer.

    Attribute on Grease Pencil layer.
user: What is Intersect (Knife) and how is it used in Blender Python scripting?

assistant: # Intersect (Knife)

The Intersect tool lets you cut intersections into geometry.
It is a bit like the Boolean tool, but, does not calculate interior/exterior geometry.
Faces are split along the intersections, leaving new edges selected.

Source
:   Self Intersect:
    :   Operate on the overlapping geometry of the mesh.

    Selected/Unselected:
    :   Operate between the selected and unselected geometry.

Separate Mode
:   All:
    :   Splits the geometry at the new edge.

    Cut:
    :   Keep each side of the intersection separate without splitting the faces in half.

    Merge:
    :   Merge all the geometry from the intersection.

Solver
:   Algorithm used to calculate the intersections.

    Float:
    :   Uses a simple solver which offers the good performance;
        however, this solver lacks support for overlapping geometry.

        Merge Threshold
        :   Tolerance for close faces to be considered touching.
            It may be useful to increase this when some intersections aren’t detected that should be and
            when extra geometry is being created because edges aren’t detected as overlapping.

    Exact:
    :   Uses a complex solver which offers the best results and has full
        support for overlapping geometry; however, this solver is much slower.
user: Show practical ways to work with Sculpt Mode Overlays in a Blender add-on or script – include code.

assistant: Mask
:   Show [Masks](../../../sculpt_paint/sculpting/editing/mask.xhtml#sculpt-mask-menu) as overlays on an object. The opacity of the overlay can be adjusted.

Face Sets
:   Show [Face Sets](../../../sculpt_paint/sculpting/editing/face_sets.xhtml#sculpting-editing-facesets) as overlays on an object.
    The opacity of the overlay can be adjusted.
user: Give a detailed overview of Add Sound Strip: syntax, arguments, return values, common patterns.

assistant: Move Strips
:   Use mouse to position strip in timeline immediately after adding. If this option is enabled, Start Frame and
    Channel properties are not displayed.

Start Frame
:   The [Start Frame](../../../../editors/video_sequencer/sequencer/sidebar/strip.xhtml#bpy-types-strip-frame-start) to place the left handle of the strip.

Channel
:   The [Channel](../../../../editors/video_sequencer/sequencer/channels.xhtml) to place the strip.

Relative Path
:   Store the location of the image file relative to the blend-file.

Replace Selection
:   Replaces the currently selected strips with the new strip.

Cache
:   Cache the sound in memory, enables [Caching](../../../../editors/video_sequencer/sequencer/sidebar/strip.xhtml#bpy-types-sound-use-memory-cache) in the Source properties.

Mono
:   Merge all sound channels into one channel,
    enables [Mono](../../../../editors/video_sequencer/sequencer/sidebar/strip.xhtml#bpy-types-sound-use-mono) in the Sound properties.
user: Show practical ways to work with CompositorNodeConvertColorSpace(CompositorNode) in a Blender add-on or script – include code.

assistant: # CompositorNodeConvertColorSpace(CompositorNode)

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

*class* bpy.types.CompositorNodeConvertColorSpace(*CompositorNode*)
:   Convert between color spaces

    from_color_space
    :   Color space of the input image

        Type:
        :   enum in [Color Space Convert Default Items](bpy_types_enum_items/color_space_convert_default_items.html#rna-enum-color-space-convert-default-items), default `'NONE'`

    to_color_space
    :   Color space of the output image

        Type:
        :   enum in [Color Space Convert Default Items](bpy_types_enum_items/color_space_convert_default_items.html#rna-enum-color-space-convert-default-items), default `'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")

    update()

    *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 Noise, preserving all code examples.

assistant: # Noise

The *Noise* modifier uses a pseudo-random number generator to variably distribute the property along the stroke.

Amplitude
:   The maximum value of the noise. A higher amplitude means a less transparent (more solid) stroke.

Period
:   The period of the noise. This means how quickly the property value can change.
    A higher value means a more smoothly changing color along the stroke.

Seed
:   Seed used by the pseudo-random number generator.

Asymmetric Thickness only
:   Allows the thickness to be distributed unevenly at every point.
    Internally, the stroke is represented as a backbone with a thickness to the right and left side.
    All other thickness shaders make sure that the left and right thickness values are equal.
    For the Noise shader however, a meaningful (and good-looking) result
    can be created by assigning different values to either side of the backbone.

[image reference removed]

Effect generated with a noise thickness modifier using asymmetric thickness.
user: How do I use Hue/Saturation Tips in Blender? Include parameters, examples, warnings and best practices.

assistant: Some things to keep in mind that might help you use this node better:

Hues are laid out on a circle
:   If you apply a Hue offset of 1 (+180°) to a blue image, you get the diametrically opposite
    color, which is yellow. If you apply a Hue offset of 1 to that yellow image, you get blue again.

Grayscale images have no hue
:   Trying to change the Hue or Saturation of a grayscale image has no effect. You can only brighten
    or darken it by adjusting the Value. To add color, use the Mix node instead.

Changing the effect over time
:   The different values can be animated using a *Time Curve* node or by setting keyframes.
user: Explain Introduction in complete detail according to the official Blender documentation.

assistant: # Introduction

Grease Pencil is a Blender object. It accepts the drawing information
from a mouse or pressure-sensitive stylus and places it in 3D space
as a collection of points, which are defined as a stroke.

The Grease Pencil object can be used to make traditional 2D animation, cut-out animation,
motion graphics, or used it as storyboard tool, among other things.

[image reference removed]

An illustration in 3D space using the Grease Pencil object.

Strokes are created in [Draw Mode](modes/draw/introduction.xhtml),
which requires a new [keyframe](../animation/keyframes/editing.xhtml)
in the animation timeline for the Grease Pencil object.
Existing strokes can then be adjusted in [Edit Mode](modes/edit/introduction.xhtml)
and [Sculpt Mode](modes/sculpting/introduction.xhtml).
Finally, artists can apply materials, modifiers, lighting, and visual effects to strokes.
user: Show practical ways to work with SceneGpencil(bpy_struct) in a Blender add-on or script – include code.

assistant: # SceneGpencil(bpy_struct)

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

*class* bpy.types.SceneGpencil(*bpy_struct*)
:   Render settings

    aa_samples
    :   Number of supersampling anti-aliasing samples per pixel for final render

        Type:
        :   int in [1, inf], default 8

    antialias_threshold
    :   Threshold for edge detection algorithm (higher values might over-blur some part of the image)

        Type:
        :   float in [0, inf], default 1.0

    antialias_threshold_render
    :   Threshold for edge detection algorithm (higher values might over-blur some part of the image). Only applies to final render

        Type:
        :   float in [0, inf], default 0.25

    motion_blur_steps
    :   Controls accuracy of motion blur, more steps result in longer render time. Only used when Motion Blur is enabled. Set to 0 to disable motion blur for Grease Pencil

        Type:
        :   int in [0, inf], default 8

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

assistant: Tablet API (Windows only)
:   Select the native Windows Ink or older Wintab system for pressure sensitivity.
    Blender automatically selects the API for your operating system and tablet,
    however in case of problems this can be set manually.
    You may need to restart Blender for changes to take affect.

Max Threshold
:   Amount of pressure required to achieve full intensity.

Softness
:   Controls how the softness of the low pressure response onset using a gamma curve.
user: Give a detailed overview of Inputs: syntax, arguments, return values, common patterns.

assistant: Menu
:   Determines which input socket is passed through to the output.

One input is created for each menu entry. The input corresponding to the selected menu item
is evaluated and passed through.

Menu item labels can be renamed using `Ctrl`-`LMB` on the socket name or in the node’s *Properties* panel.

Additional input sockets can be added by:
- Dragging a connection onto the empty socket at the bottom of the list.
- Clicking the  icon in the node header.

Unused inputs are not computed, improving performance in complex node networks.
user: Describe Using Image Output vs Using Original Image from the Blender manual or Python API, including usage steps and snippets.

assistant: Using Image output scales, moves, and skews the input image according to the track
while using the original image and mixing it with the movie clip using Plane output as factor
will display the part of the image that lies inside that mask. This image shows the difference:

[image reference removed]

Comparison between image output and original image (see Viewer nodes carefully).
user: What is Quick Start and how is it used in Blender Python scripting?

assistant: Open a terminal, then go to the directory where Blender is installed,
and run Blender like this:

```
cd <blender installation directory>
./blender
```

If you have Blender installed in your `PATH`
(usually when Blender is installed through a distribution package), you can simply run:

```
blender
```
user: What is Extrude Individual Faces and how is it used in Blender Python scripting?

assistant: # Extrude Individual Faces

This tool allows you to extrude a selection of multiple faces as individuals, instead of as a region.
The faces are extruded along their own normals, rather than their average.
This has several consequences: first, “internal” edges
(i.e. edges between two selected faces) are no longer deleted (the original faces are).

|  |  |  |
| --- | --- | --- |
| ../../../../_images/modeling_meshes_editing_face_extrude-individual-faces_multi.png   Selection of multiple faces. | ../../../../_images/modeling_meshes_editing_face_extrude-individual-faces_multi-region.png   Extruded using extrude region. | ../../../../_images/modeling_meshes_editing_face_extrude-individual-faces_multi-individual.png   Extruded using Extrude Individual. |
user: Give a detailed overview of GammaCrossStrip(EffectStrip): syntax, arguments, return values, common patterns.

assistant: # GammaCrossStrip(EffectStrip)

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

*class* bpy.types.GammaCrossStrip(*EffectStrip*)
:   Gamma Crossfade Strip

    input_1
    :   First input for the effect strip

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

    input_2
    :   Second input for the effect strip

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

    input_count
    :   Type:
        :   int in [0, inf], default 0, (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: How do I use Transform Panel in Blender? Include parameters, examples, warnings and best practices.

assistant: # Transform Panel

This panel contains the properties of the selected control points.
If multiple points are selected, it shows the averages of the values,
and allows changing those values for all the points in one go.

Control Point
:   X, Y, Z
    :   The coordinates of the control point.

    W
    :   The [weight](../structure.xhtml#modeling-surfaces-weight) of the control point.
        The higher the weight, the more the control point pulls the surface towards itself.

Space
:   Whether the coordinates are in object space (Local) or in world space (Global).

Weight
:   The “goal weight” when using [Soft Body](../../../physics/soft_body/index.xhtml) physics.
    Higher values make the surface “stiffer” at that control point (as in, the control
    point will stay close to its original location, preventing deformation).

Radius
:   Not applicable for Surface objects.

Tilt
:   Not applicable for Surface objects.
user: Show practical ways to work with Lennard-Jones in a Blender add-on or script – include code.

assistant: # Lennard-Jones

The *Lennard-Jones* force field is a very short range force with a behavior determined by the sizes of the effector
and effected particle. At a distance smaller than the combined sizes, the field is very
repulsive and after that distance it is attractive.
It tries to keep the particles at an equilibrium distance from each other.
Particles need to be at a close proximity to each other to be effected by this field at all.

Particles can have for example both a charge and a Lennard-Jones potential,
which is probably something for the nuclear physicists among us.

[image reference removed]

UI for a Lennard-Jones force field.
user: What is ThemeRegionsSidebars(bpy_struct) and how is it used in Blender Python scripting?

assistant: # ThemeRegionsSidebars(bpy_struct)

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

*class* bpy.types.ThemeRegionsSidebars(*bpy_struct*)
:   back
    :   Type:
        :   float array of 4 items in [0, 1], default (0.0, 0.0, 0.0, 0.0)

    tab_back
    :   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: How do I use LineStyleTextureSlots(bpy_struct) in Blender? Include parameters, examples, warnings and best practices.

assistant: # LineStyleTextureSlots(bpy_struct)

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

*class* bpy.types.LineStyleTextureSlots(*bpy_struct*)
:   Collection of texture slots

    *classmethod* add()
    :   add

        Returns:
        :   The newly initialized mtex

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

    *classmethod* create(*index*)
    :   create

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

        Returns:
        :   The newly initialized mtex

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

    *classmethod* clear(*index*)
    :   clear

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

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Explain Settings in complete detail according to the official Blender documentation.

assistant: Max Bounces
:   Maximum number of times light from the light is allowed to [Bounce](../../glossary/index.html#term-Light-Bounces).
    Limited by [scene-wide bounce settings](render_settings/light_paths.html#bpy-types-cyclesrendersettings-max-bounces).

Cast Shadow
:   By disabling this option, light from lights will not be blocked by objects in between.
    This can speed up rendering by not having to trace rays to the light source.

Multiple Importance Sample
:   By default lights use only direct light sampling. For area lights and sharp glossy reflections, however,
    this can be noisy,
    and enabling this option will enable indirect light sampling to be used in addition to reduce noise.

Shadow Caustics
:   Mark a light as a refractive caustic caster. This setting can be used in conjunction with the
    [Cast and Receive caustics object settings](object_settings/object_data.html#bpy-types-cyclesobjectsettings-is-caustics-caster)
    to selectively speed up refractive caustic rendering of select objects.

Portals Area Lights
:   Area lights can also function as light portals to help sample the environment light,
    and significantly reduce noise in interior scenes.
    Note that rendering with portals is usually slower, but as it converges more quickly, less samples are required.

    Light portals work by enabling the *Portal* option, and placing areas lights in
    windows, door openings, and any place where light will enter the interior.

    In outdoor scenes most rays do not bounce much and just fly off into the sky and therefore,
    light portals are not helpful for outdoor scenes.

    [image reference removed]

    [image reference removed]

    White Room model by Jay Hardy.
user: Give a detailed overview of Float4x4Attribute(Attribute): syntax, arguments, return values, common patterns.

assistant: # Float4x4Attribute(Attribute)

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

*class* bpy.types.Float4x4Attribute(*Attribute*)
:   Geometry attribute that stores a 4 by 4 float matrix

    data
    :   Type:
        :   [`bpy_prop_collection`](bpy.types.bpy_prop_collection.html#bpy.types.bpy_prop_collection "bpy.types.bpy_prop_collection") of [`Float4x4AttributeValue`](bpy.types.Float4x4AttributeValue.html#bpy.types.Float4x4AttributeValue "bpy.types.Float4x4AttributeValue"), (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: Describe Compatibility from the Blender manual or Python API, including usage steps and snippets.

assistant: ### Import

Note that the importer is a new addition and lacks many features the exporter supports.

- binary FBX files only.
- Version 7.1 or newer.

#### Missing

- Mesh: shape keys.

### Export

NURBS surfaces, text3D and metaballs are converted to meshes at export time.

#### Missing

Some of the following features are missing because they
are not supported by the FBX format, others may be added later.

- Object instancing – exported objects do not share data,
  instanced objects will each be written with their own data.
- Material textures
- Vertex shape keys – FBX supports them but this exporter does not write them yet.
- Animated fluid simulation – FBX does not support this kind of animation.
  You can however use the OBJ exporter to write a sequence of files.
- Constraints – The result of using constraints is exported as a keyframe animation
  however the constraints themselves are not saved in the FBX.
- Instanced objects – At the moment instanced objects are only written in static scenes
  (when animation is disabled).
user: Provide the full official documentation entry for Tools, preserving all code examples.

assistant: |  |  |
| --- | --- |
| `W`, `E`, `R` | Move, Rotate, Scale |
| `Q` | [Selection Tools](../selecting.xhtml) |
| `D` | [Annotate Tool](../annotate_tool.xhtml) |
| `C` | [Cursor Tool](../../editors/3dview/3d_cursor.xhtml) |
user: Describe The Brush from the Blender manual or Python API, including usage steps and snippets.

assistant: # The Brush

Sculpt Mode is very recognizable by the behavior and visualization of the brush.
All the usual brush controls still apply, yet the brush for sculpting is displayed in 3D.
This means that the brush will follow the curvature of the surface
by orienting the radius to match the topology [Normal](../../../glossary/index.xhtml#term-Normal).

The inner ring of the brush cursor is used to visualize the strength of the brush.

[image reference removed]

The brush is also used for other [tools](../tools/index.xhtml) in the toolbar
to better display how that tool works. For example, the [Box Trim](../tools/trim_tools.xhtml#tool-box-trim)
and [Lasso Trim](../tools/trim_tools.xhtml#tool-lasso-trim) tools are able to use the current brush radius
for how deep geometry is trimmed or added.
user: Explain Skin Resize in complete detail according to the official Blender documentation.

assistant: # Skin Resize

This tool is used to set a skin radius per vertex when using
a [Skin Modifier](../../../../modifiers/generate/skin.xhtml).
Non-uniform scaling of the X and Y axes is accessible by the usual axis locking
with `X` or `Y`. The radius can also be adjusted in the *Transform* panel of
the Sidebar, in the 3D Viewport. The mean radius of all vertices can be previewed
in the 3D Viewport as a dashed circle around a vertex.

[image reference removed]

Simple creature, made with only the Skin and Subdivision Surface modifiers.
user: Describe BlendDataSounds(bpy_struct) from the Blender manual or Python API, including usage steps and snippets.

assistant: # BlendDataSounds(bpy_struct)

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

*class* bpy.types.BlendDataSounds(*bpy_struct*)
:   Collection of sounds

    load(*filepath*, *\**, *check_existing=False*)
    :   Add a new sound to the main database from a file

        Parameters:
        :   - **filepath** (string, (never None, blend relative `//` prefix supported)) – path for the data-block
            - **check_existing** (*boolean**,* *(**optional**)*) – Using existing data-block if this file is already loaded

        Returns:
        :   New text data-block

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

    remove(*sound*, *\**, *do_unlink=True*, *do_id_user=True*, *do_ui_user=True*)
    :   Remove a sound from the current blendfile

        Parameters:
        :   - **sound** ([`Sound`](bpy.types.Sound.html#bpy.types.Sound "bpy.types.Sound"), (never None)) – Sound to remove
            - **do_unlink** (*boolean**,* *(**optional**)*) – Unlink all usages of this sound before deleting it
            - **do_id_user** (*boolean**,* *(**optional**)*) – Decrement user counter of all data-blocks used by this sound
            - **do_ui_user** (*boolean**,* *(**optional**)*) – Make sure interface does not reference this sound

    tag(*value*)
    :   tag

        Parameters:
        :   **value** (*boolean*) – Value

    *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 Import PLY Node in a Blender add-on or script – include code.

assistant: # Import PLY Node

[image reference removed]

The *Import PLY* node imports mesh data from a .ply (Polygon File Format or Stanford Triangle Format) file.

PLY files typically store geometry from 3D scanning or modeling software and can include
vertex attributes such as colors or normals. The geometry is imported as a single mesh.

This node allows procedural workflows to incorporate external static geometry directly into Geometry Nodes.
user: Describe HSV Example from the Blender manual or Python API, including usage steps and snippets.

assistant: [[image reference removed]](../../../../_images/compositing_types_color_hue-saturation_example.jpg)

A basic example.

[[image reference removed]](../../../../_images/compositing_types_input_mask_example.png)

An example of using the Factor input for masking.
user: Show practical ways to work with Field to Grid Node in a Blender add-on or script – include code.

assistant: # Field to Grid Node

[image reference removed]

The *Field to Grid* node creates one or more new voxel grids by evaluating
geometry fields on the topology of an existing grid.
This allows generating new volumetric data (such as density, temperature,
velocity, or distance fields) directly from field inputs defined in the node
tree.

Each input field is sampled at the voxel positions of the provided topology
grid, producing a corresponding output grid that matches the same resolution,
transform, and domain.
This enables consistent evaluation of multiple attributes or procedural
quantities across the same volume structure.
user: Describe Toolbar from the Blender manual or Python API, including usage steps and snippets.

assistant: # Toolbar

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

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

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

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

Cursor
:   Change the location of the 3D Cursor.

Move
:   Translation tool.

Rotate
:   Rotation tool.

Scale
:   Scale tool.

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

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

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

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

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

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

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

[Add Cube](../../../editors/3dview/toolbar/add_cube.xhtml#tool-add-cube)
:   Interactively add a cube mesh object.

    [Add Cone](../../../editors/3dview/toolbar/add_cone.xhtml#tool-add-cone)
    :   Interactively add a cone mesh object.

    [Add Cylinder](../../../editors/3dview/toolbar/add_cylinder.xhtml#tool-add-cylinder)
    :   Interactively add a cylinder mesh object.

    [Add UV Sphere](../../../editors/3dview/toolbar/add_uvsphere.xhtml#tool-add-uvsphere)
    :   Interactively add a UV sphere mesh object.

    [Add Icosphere](../../../editors/3dview/toolbar/add_icosphere.xhtml#tool-add-icosphere)
    :   Interactively add an icosphere mesh object.
user: Show practical ways to work with QuaternionAttributeValue(bpy_struct) in a Blender add-on or script – include code.

assistant: # QuaternionAttributeValue(bpy_struct)

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

*class* bpy.types.QuaternionAttributeValue(*bpy_struct*)
:   Rotation value in geometry attribute

    value
    :   Quaternion

        Type:
        :   float array of 4 items in [-inf, inf], 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: How do I use Modifiers in Blender? Include parameters, examples, warnings and best practices.

assistant: ### Common Options

Mix
:   The modifier output can be mixed with the base property using the usual methods
    (see for example the [Mix compositing node](../../../../compositing/types/color/mix_color.xhtml)).

Influence
:   How much the result of this modifier affects the current property.

Mapping
:   Either a linear progression (from 0.0 to 1.0),
    or a custom mapping [curve](../../../../interface/controls/templates/curve.xhtml#ui-curve-widget).

Invert
:   Inverts the *Mapping*.

### Types

- [Along Stroke](modifiers/alpha/along_stroke.xhtml)
- [Crease Angle](modifiers/alpha/crease_angle.xhtml)
- [Curvature 3D](modifiers/alpha/curvature_3d.xhtml)
- [Distance from Camera](modifiers/alpha/distance_from_camera.xhtml)
- [Distance from Object](modifiers/alpha/distance_from_object.xhtml)
- [Material](modifiers/alpha/material.xhtml)
- [Noise](modifiers/alpha/noise.xhtml)
- [Tangent](modifiers/alpha/tangent.xhtml)
user: What is Operators and how is it used in Blender Python scripting?

assistant: # Operators

Operators execute an action the moment they’re activated,
which makes them different from tools (which require some sort of input).
Operators can be started from [Operator Buttons](controls/buttons/buttons.html#ui-operator-buttons),
[Popup Menus](controls/buttons/menus.html#bpy-types-uipopupmenu), or [Menu Search](#bpy-ops-wm-search-menu).
Examples of operators include adding a new object,
deleting it, or setting its shading to smooth.
user: Give a detailed overview of Bpy.Types.Shadernodetexenvironment: syntax, arguments, return values, common patterns.

assistant:  ShaderNodeTexEnvironment.bl_rna_get_subclass() ShaderNodeTexEnvironment.bl_rna_get_subclass_py() Inherited Properties Inherited Functions
user: Describe Weight Options from the Blender manual or Python API, including usage steps and snippets.

assistant: Multiframe
:   Sometimes you may need to assign weight to several frames at the same time with the Weight Paint tools.

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

assistant: Navigate to the Blender Manual ([docs.blender.org/manual](https://docs.blender.org/manual/en/dev/))
and browse to the page you want to improve (make sure you are browsing under the development version (`/dev`)).

At the top-right of every page, you’ll find an “Edit Page” link.
Clicking it will take you to the online editor at projects.blender.org.