PGCRYPT/OpenBlender_Train huggingface dataset:
user: What is Surface Deform Modifier and how is it used in Blender Python scripting?

assistant: # Surface Deform Modifier

The *Surface Deform* modifier allows an arbitrary mesh surface to
control the deformation of another, essentially transferring its motion/deformation.
One great use for this is to have a proxy mesh for cloth simulation,
which will in turn drive the motion of your final and more detailed mesh,
which would otherwise not be suitable for simulation.
user: Describe Getting Started from the Blender manual or Python API, including usage steps and snippets.

assistant: To begin compositing, open the *Compositor* and create a new node tree
by clicking the [New](../editors/compositor.xhtml#bpy-ops-node-new-compositing-node-group) button in the header.
This adds a compositing node tree data block to the scene, which can then be reused
across different scenes or linked/appended from other blend-files.

Once a node tree is created, you will see your first basic setup.
From here you can add and connect many types of
[Compositing Nodes](index.xhtml) in a node graph layout
to build effects ranging from simple color corrections to complex composites.
user: Describe Troubleshooting Linux – Other GPU from the Blender manual or Python API, including usage steps and snippets.

assistant: # Troubleshooting Linux – Other GPU

Blender uses OpenGL for the 3D Viewport and user interface. The graphics processing unit (GPU) and driver have a big
impact on Blender’s behavior and performance.

This section lists possible solutions for graphics glitches, problems with EEVEE and Cycles, and crashes related to
your GPU.
user: How do I use NodeSocketIntFactor(NodeSocketStandard) in Blender? Include parameters, examples, warnings and best practices.

assistant: # NodeSocketIntFactor(NodeSocketStandard)

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

*class* bpy.types.NodeSocketIntFactor(*NodeSocketStandard*)
:   Integer number socket of a node

    default_value
    :   Input value used for unconnected socket

        Type:
        :   int in [0, inf], default 1

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

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

        (readonly)

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: # Posterize

[image reference removed]

The *Posterize Node* reduces the number of colors in image, converting
smooth gradients into sharp transitions.
This node is useful for generating masks in particular for rotoscoping.
user: Give a detailed overview of Rotation Modes: syntax, arguments, return values, common patterns.

assistant: # Rotation Modes

Blender lets you define rotations in several ways. Each one of them has a series of advantages and drawbacks;
there is no best rotation mode, as each one is suitable for specific cases.

In all of these modes, positive angle values mean counter-clockwise rotation direction,
while negative values define clockwise rotation.

Though you can rotate elements using the global or local transform orientations,
these axes are not suitable to define rotations, as the effect of each of
them cannot be isolated from the other two.

Take, for instance, any three values for X, Y and Z rotation. Perform each one of these using global or local axes.
Depending on the order in which you perform these, you will end up with different final orientations.
So proper rotation coordinate systems are needed.
user: Describe Set Curve Radius Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Set Curve Radius Node

[image reference removed]

The *Set Curve Radius* controls the radius of the curve, used for operations like the size of the profile
in the [Curve to Mesh](../operations/curve_to_mesh.html) node. The value is set for
every control point, and is then interpolated to each evaluated point in between the control points.

The input node for this data is the [Radius node](../../geometry/read/radius.html).
user: Give a detailed overview of Fluid Operators: syntax, arguments, return values, common patterns.

assistant: # Fluid Operators

bpy.ops.fluid.bake_all()
:   Bake Entire Fluid Simulation

bpy.ops.fluid.bake_data()
:   Bake Fluid Data

bpy.ops.fluid.bake_guides()
:   Bake Fluid Guiding

bpy.ops.fluid.bake_mesh()
:   Bake Fluid Mesh

bpy.ops.fluid.bake_noise()
:   Bake Fluid Noise

bpy.ops.fluid.bake_particles()
:   Bake Fluid Particles

bpy.ops.fluid.free_all()
:   Free Entire Fluid Simulation

bpy.ops.fluid.free_data()
:   Free Fluid Data

bpy.ops.fluid.free_guides()
:   Free Fluid Guiding

bpy.ops.fluid.free_mesh()
:   Free Fluid Mesh

bpy.ops.fluid.free_noise()
:   Free Fluid Noise

bpy.ops.fluid.free_particles()
:   Free Fluid Particles

bpy.ops.fluid.pause_bake()
:   Pause Bake

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

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

    File:
    :   [startup/bl_operators/presets.py:119](https://projects.blender.org/blender/blender/src/branch/main/scripts/startup/bl_operators/presets.py#L119)
user: What is Usage and how is it used in Blender Python scripting?

assistant: First, make sure you have an open profile in your mesh. If you want to extrude anything else
(such as one or more circles), you should create an open profile next to it.

Once that’s done, enter *Edit Mode* and select the geometry you want to extrude,
making sure to include exactly one open profile. If you have fewer or more, the operator will
fail with the error “You have to select a string of connected vertices too.”

Make sure the [3D Cursor](../../../../editors/3dview/3d_cursor.html) is at the centerpoint around which you want
the geometry to turn. Also make sure that the vertical axis on your screen matches the direction
of the axis around which it should turn. The most common example is turning around the global Z
axis: for that, you’d place the 3D Cursor at the world origin and switch to an orthographic side view.

Now you’re ready to run the operator: open the *Edge* menu (by clicking it in the 3D Viewport’s
header or pressing `Ctrl`-`E`) and click *Screw*.

You can change the number of steps and turns in the
[Adjust Last Operation](../../../../interface/undo_redo.html#bpy-ops-screen-redo-last) panel.

If you only created an open profile to guide the extrusion (not because you wanted its geometry),
you can select its extruded faces by hovering over one and pressing `L`,
then delete them by pressing `X` or `Delete`.
user: Provide the full official documentation entry for Generated Rig Features, preserving all code examples.

assistant: # Generated Rig Features

After human rig generation a new armature named `rig` will be added to your scene.
This is the character rig you have generated from the human meta-rig and will contain all the features.
user: Give a detailed overview of Properties: syntax, arguments, return values, common patterns.

assistant: Bokeh Type
:   The number of iris blades of the virtual camera’s diaphragm.

    Disk (to emulate a perfect circle), Triangle (3 blades), Square (4 blades),
    Pentagon (5 blades), Hexagon (6 blades), Heptagon (7 blades) or Octagon (8 blades).

Angle
:   This slider is deactivated, if the Bokeh Type is set to Disk.
    It can be used to add a rotation offset to the Bokeh shape.
    The value is the angle in degrees.

F-Stop
:   This option controls the amount of focal blur in the same way as a real camera.
    It simulates the aperture *f* of a real lens’ iris, without modifying the luminosity of the picture.
    The default value 128 is assumed to be infinity:
    everything is in perfect focus. Half the value will double the amount of blur.
    This slider is deactivated, if *No Z-buffer* is enabled.

Max Blur
:   This value limits the amount of blur by setting a maximum blur radius.
    Can be used to optimize the performance.
    The default value of 0 means no limit.

Scene
:   To select the linked scene.

No Z-buffer
:   Should be activated for a non Z-buffer in the Z input.
    No Z-buffer will be enabled automatically
    whenever a node that is not image based is connected to the Z input.

Z Scale
:   Only active when *No Z-buffer* is enabled. When *No Z-buffer* is used,
    the input is used directly to control the blur radius (similar to *F-Stop* when using the Z-buffer).
    This parameter can be used to scale the range of the Z input.
user: Give a detailed overview of Hair Dynamics: syntax, arguments, return values, common patterns.

assistant: # Hair Dynamics

Hair particles can have dynamic properties using physics.
To enable hair physics, click the checkbox beside *Hair Dynamics*.

Quality Steps
:   Quality of the simulation in steps per frame (higher is better quality but slower).

Pin Goal Strength
:   Spring stiffness of the vertex target position.
user: Show practical ways to work with GpWeightPaint(Paint) in a Blender add-on or script – include code.

assistant: # GpWeightPaint(Paint)

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

*class* bpy.types.GpWeightPaint(*Paint*)
:   *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 Enabling Add-on in a Blender add-on or script – include code.

assistant: 1. Open Blender and go to [Add-ons](../../editors/preferences/addons.html) section of the [Preferences](../../editors/preferences/index.html).
2. Search “VR Scene Inspection” and check the *Enable Add-on* checkbox.
user: Explain Window System Introduction in complete detail according to the official Blender documentation.

assistant: # Window System Introduction

After starting Blender and closing the [Splash Screen](splash.xhtml#splash),
the Blender window should look similar to the image below.

[image reference removed]

The default startup Blender window.

Blender’s interface is separated into three main parts:

- The [Topbar](topbar.xhtml) at the very top, consists of the main menu,
  which is used for saving, importing and exporting files, configuring settings, and rendering among other functions.
- [Areas](areas.xhtml) in the middle, which is the main workspace.
- The [Status Bar](status_bar.xhtml) at the bottom,
  which displays shortcut suggestions and relevant statistics.

[image reference removed]

Blender’s default Screen Layout. Topbar (blue), Areas (green) and Status Bar (red).
user: Describe Menu Switch Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Menu Switch Node

[image reference removed]

The *Menu Switch* node outputs one of its inputs based on a selected menu item.
Only the active input is evaluated, allowing efficient switching between multiple options.

The available menu entries are defined by the user. Menu items can be
added and removed, as well as renamed and reordered in the editor side
bar. Renaming a menu entry keeps existing links of the matching input
socket.

The menu can be used in node groups and the nodes modifier UI.
Connecting the menu input with a *Group Input* node will expose the menu
as a group input. A menu socket in a node group, reroute node, or other
pass-through nodes needs to be connected to a *Menu Switch* node in
order to work. An unconnected menu socket will show an empty menu by
default.

Connecting multiple *Menu Switch* nodes to the same output
socket creates a conflict (even when the menu entries are the same).
To avoid this a menu switch can be wrapped in a node group. Multiple
node groups of the same type can be connected to the same menu, since
they contain the same menu switch node.

|  |  |
| --- | --- |
| ../../../_images/node-types_GeometryNodeMenuSwitch_conflict.webp   Conflict caused by connecting different menus. | ../../../_images/node-types_GeometryNodeMenuSwitch_group_wrapper.webp   Same node group can be connected without conflict. |
user: Give a detailed overview of Curve Handle Positions Node: syntax, arguments, return values, common patterns.

assistant: # Curve Handle Positions Node

[image reference removed]

Gets the two handle positions of each control point in a Bézier spline.

You can use the [Set Handle Positions Node](../write/set_handle_positions.html)
to change these positions.
user: Provide the full official documentation entry for Blender: Present And Future, preserving all code examples.

assistant: In total, the Blender organization numbers some twenty-eight employees, working from Amsterdam, remotely, and on a
grant basis. For Blender, this team represents only a small part of a much wider community, which it defines as
everyone who contributes to Blender’s development, earns their living from Blender, or simply downloads it.

The Blender mission can be summed up as “get the world’s best 3d technology in the hands of artists as open-source,
and make amazing things with it.”

Going forward, Blender hopes to become a sustainable, future proof organization, dedicated to furthering its
open-source philosophy, its values of curiosity and innovation, a commitment to technical excellence, and increasingly
ambitious creative goals.
user: Show practical ways to work with NodeTreeInterfaceSocketFloatDistance(NodeTreeInterfaceSocket) in a Blender add-on or script – include code.

assistant: # NodeTreeInterfaceSocketFloatDistance(NodeTreeInterfaceSocket)

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

*class* bpy.types.NodeTreeInterfaceSocketFloatDistance(*NodeTreeInterfaceSocket*)
:   Floating-point number socket of a node

    default_value
    :   Input value used for unconnected socket

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

    max_value
    :   Maximum value

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

    min_value
    :   Minimum value

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

    subtype
    :   Subtype of the default value

        Type:
        :   enum in [`'DEFAULT'`], default `'DEFAULT'`

    draw(*context*, *layout*)
    :   Draw interface socket settings

        Parameters:
        :   **layout** ([`UILayout`](bpy.types.UILayout.html#bpy.types.UILayout "bpy.types.UILayout"), (never None)) – Layout, Layout in the UI

    init_socket(*node*, *socket*, *data_path*)
    :   Initialize a node socket instance

        Parameters:
        :   - **node** ([`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), (never None)) – Node, Node of the socket to initialize
            - **socket** ([`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), (never None)) – Socket, Socket to initialize
            - **data_path** (*string**,* *(**never None**)*) – Data Path, Path to specialized socket data

    from_socket(*node*, *socket*)
    :   Setup template parameters from an existing socket

        Parameters:
        :   - **node** ([`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), (never None)) – Node, Node of the original socket
            - **socket** ([`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), (never None)) – Socket, Original socket

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Explain PackedFile(bpy_struct) in complete detail according to the official Blender documentation.

assistant: # PackedFile(bpy_struct)

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

*class* bpy.types.PackedFile(*bpy_struct*)
:   External file packed into the .blend file

    data
    :   Raw data (bytes, exact content of the embedded file)

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

    size
    :   Size of packed file in bytes

        Type:
        :   int in [-inf, 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 Bisect in Blender? Include parameters, examples, warnings and best practices.

assistant: # Bisect

The Bisect tool is a quick way to cut a mesh in two along a custom plane.

Use `LMB` click and drag to draw cut line.
Once the cut is done the [Adjust Last Operation](../../../../interface/undo_redo.xhtml#bpy-ops-screen-redo-last) panel gives a few options:

Plane Point, Plane Normal
:   The plane can be numerically adjusted for precise values.

Fill
:   Cuts can optionally fill in the holes created,
    with materials, UV maps, and Color Attributes based on the surrounding geometry.

Clear Inner, Clear Outer
:   Cuts may remove geometry on one side.

Axis Threshold
:   Cut along the straight plane or along the existing geometry below the distance from the plane.
user: Describe Clay Strips from the Blender manual or Python API, including usage steps and snippets.

assistant: # Clay Strips

Similar to the [Clay](clay.xhtml) brush,
but it uses a square tip shape instead of a round one.

Just like the *Clay* brush, it’s useful for building and removing volumes
and shapes like real clay, because it flattens details as you add/subtract from the surfaces.

Clay Strips is very commonly used for aggressive building of volumes
and deliberate control over shapes on the surface.
This brush alone can be used for a fast rough pass over the entire sculpt,
with additional smoothing or polishing often required afterwards.
This brush can be very versatile with varying stroke directions, repeated strokes
and pen pressure to achieve various results.

If used together with [Dyntopo](../tool_settings/dyntopo.xhtml#bpy-ops-sculpt-dynamic-topology-toggle)
it’s easy to continuously build shapes, even in a single stroke.
user: Give a detailed overview of FileBrowserFSMenuEntry(bpy_struct): syntax, arguments, return values, common patterns.

assistant: # FileBrowserFSMenuEntry(bpy_struct)

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

*class* bpy.types.FileBrowserFSMenuEntry(*bpy_struct*)
:   File Select Parameters

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

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

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

    use_save
    :   Whether this path is saved in bookmarks, or generated from OS

        Type:
        :   boolean, default False, (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: Show practical ways to work with References in a Blender add-on or script – include code.

assistant: |  |  |
| --- | --- |
| - [`IDOverrideLibraryProperty.operations`](bpy.types.IDOverrideLibraryProperty.html#bpy.types.IDOverrideLibraryProperty.operations "bpy.types.IDOverrideLibraryProperty.operations") - [`IDOverrideLibraryPropertyOperations.add`](bpy.types.IDOverrideLibraryPropertyOperations.html#bpy.types.IDOverrideLibraryPropertyOperations.add "bpy.types.IDOverrideLibraryPropertyOperations.add") | - [`IDOverrideLibraryPropertyOperations.remove`](bpy.types.IDOverrideLibraryPropertyOperations.html#bpy.types.IDOverrideLibraryPropertyOperations.remove "bpy.types.IDOverrideLibraryPropertyOperations.remove") |
user: What is Tool Settings and how is it used in Blender Python scripting?

assistant: Each tool has the following settings to change how the unmasked mesh will be transformed.

Transform Mode
:   How the transformation is going to be applied to the target.

    All Vertices:
    :   Applies the transformation to all vertices in the mesh.

    Elastic:
    :   Applies the transformation while dynamically simulating elasticity.
        Instead of applying this to all vertices, it uses the radius of the cursor as the area of effect.
user: What is Select Next/Previous Active and how is it used in Blender Python scripting?

assistant: Next Active
:   This uses selection history to select the next vertex, edge, or face based on the surrounding topology.
    Which means that, it will derive the next selection from the previous two selections.

|  |  |  |
| --- | --- | --- |
| ../../../_images/modeling_meshes_selecting_more-less_select-active-1.png   Initial selection. | ../../../_images/modeling_meshes_selecting_more-less_select-active-2.png   Using Next Active once. | ../../../_images/modeling_meshes_selecting_more-less_select-active-3.png   Using Next Active twice. |

Previous Active
:   Only the last selected element will be removed.
user: Give a detailed overview of Relocate Library: syntax, arguments, return values, common patterns.

assistant: When the Outliner is in the *Blender File* [Display Mode](../../editors/outliner/interface.html#bpy-types-spaceoutliner-display-mode),
a right-click on a library (a linked blend-file) will show the *Relocate* option.
It allows to replace it by a different file.
This can be used to either fix a broken linked library (e.g. because the file was moved
or renamed), or to switch to a variation of the same data in a different file.

### Broken Libraries

If Blender cannot find a library while loading a blend-file,
it will create placeholder data-blocks to replace missing linked ones.
That way, references to the missing data are not lost, and by relocating the missing library,
the lost data can be automatically restored.
user: Give a detailed overview of Usage: syntax, arguments, return values, common patterns.

assistant: glTF™ (GL Transmission Format) is used for transmission and loading of 3D models
in web and native applications. glTF reduces the size of 3D models and
the runtime processing needed to unpack and render those models.
This format is commonly used on the web, and has support in various 3D engines
such as Unity3D, Unreal Engine 4, and Godot.

This importer/exporter supports the following glTF 2.0 features:

- Meshes
- Materials (Principled BSDF) and Shadeless (Unlit)
- Textures
- Cameras
- Punctual lights (point, spot, and directional)
- Extensions (listed below)
- Extras (custom properties)
- Animation (keyframe, shape key, and skinning)
user: What is Properties and how is it used in Blender Python scripting?

assistant: From, To
:   The color space of the input image and the color space to convert it to.

    The list of color spaces depends on the active [OCIO config](../../../render/color_management/opencolorio.xhtml#ocio-config).
    The default supported color spaces are described in detail here:
    [Default OpenColorIO Configuration](../../../render/color_management/color_spaces.xhtml#ocio-config-default-color-spaces)
user: Provide the full official documentation entry for Deform, preserving all code examples.

assistant: # Deform

[image reference removed]

The Deform panel.

In this panel you can set deformation options for each bone.

Toggling the checkbox in the panel header off,
prevents the bone from deforming the geometry at all,
overriding any weights that it might have been assigned before; it mutes its influence.

It also excludes the active bone in the automatic weight calculation when the mesh is
parented to the armature using the *Armature Deform* tool with the *With Automatic Weights* option.
user: How do I use Add Marker in Blender? Include parameters, examples, warnings and best practices.

assistant: The simplest way to add a marker is to move to the frame where you would like it to appear,
and press `M`.

### Pose Markers

If [Show Pose Markers](#bpy-types-spacedopesheeteditor-show-pose-markers) is enabled, a pose marker is added.
user: Show practical ways to work with Properties in a Blender add-on or script – include code.

assistant: Bake Mode
:   The *Bake* node can calculate the geometry of a single frame or an animation.

    Animation:
    :   Bakes the geometry data for multiple frames.
        By default the scene frame range is used, however, a *Custom Range* can also be defined.

    Still:
    :   Bakes the geometry data of the current frame.

Bake
:   Preforms all necessary geometry calculations and saves the data on disk or packed into the .blend file.

    Pack/Unpack
    :   Packs or unpacks already baked data. When unpacking, there are different options to control where the data will
        be stored. The options are the same as for the [Unpack Resources](../../../../files/blend/packed_data.html#bpy-ops-file-unpack-all) operator.

    Delete Geometry Node Bake
    :   Deletes the bake data.

Bake Target
:   Specifies where the baked data should be stored.

    Inherit from Modifier:
    :   The setting is copied from the modifier that contains the bake node. This is the default.

    Packed:
    :   The baked data is packed into the .blend file. So no separate file is necessary.

    Disk:
    :   The baked data is stored in a separate directory on disk.

Custom Path
:   Specify a path where the baked data should be stored manually.

    Bake Path
    :   Location on disk where the baked data is stored.
        Note, this path is also used for [simulation zones](../../simulation/simulation_zone.html).

Custom Range Animation
:   Override the simulation frame range from the scene.

Start, End
:   The start and end frame numbers for the custom range.
user: Explain Hints in complete detail according to the official Blender documentation.

assistant: Procedural textures can either produce colored textures, intensity only textures,
textures with alpha values and normal textures.
If intensity only ones are used the result is a black-and-white texture,
which can be greatly enhanced by the use of ramps.
If on the other hand you use ramps and need an intensity value,
you have to switch on *No RGB* in the *Mapping* panel.
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: The inputs are dynamic: they become available if needed depending on the node properties.

Vector
:   Texture coordinate to evaluate the noise at;
    defaults to *Generated* texture coordinates if the socket is left unconnected.

W
:   Texture coordinate to evaluate the noise at.

Scale
:   Scale of the base noise octave.

Detail
:   Number of noise octaves. This can have a fractional part, in which case a blend
    is performed (e.g. a Detail of 2.5 results in a 50% blend between 2 and 3 octaves).

Roughness
:   Blend between a smoother noise pattern, and rougher with sharper peaks.

Lacunarity
:   The difference between the scale of each two consecutive octaves.
    Larger values corresponds to larger scale for higher octaves.

Offset
:   An added offset to each octave, determines the level where the highest octave will appear.

Gain
:   An extra multiplier to tune the magnitude of octaves.

Distortion
:   Amount of distortion.
user: Provide the full official documentation entry for Target, preserving all code examples.

assistant: The *Target* is the object which the constraint should refer to.
For example, the [Copy Location Constraint](../transform/copy_location.xhtml) copies the location of the
target object to the constrained object.

Initially, the *Target* is empty and the constraint’s icon is red, indicating it’s inactive:

[image reference removed]

Once a target is selected, the icon will turn gray and the constraint will start working.

By default, the constraint uses the location of the target’s [Origin](../../../glossary/index.xhtml#term-Object-Origin),
but if the target is a [Mesh](../../../glossary/index.xhtml#term-Mesh) or [Lattice](../../../glossary/index.xhtml#term-Lattice), it’s possible to change this by
selecting a [Vertex Group](../../../glossary/index.xhtml#term-Vertex-Group). The constraint will then use the weighted average of
the target’s vertex positions.

[image reference removed]

Alternatively, if the target is an [Armature](../../../glossary/index.xhtml#term-Armature), it’s possible to select a [Bone](../../../glossary/index.xhtml#term-Bone)
and choose an interpolated position between its [Head](../../../glossary/index.xhtml#term-Head) and [Tail](../../../glossary/index.xhtml#term-Tail).
The  button enables following the curved shape of
[Bendy Bones](../../armatures/bones/properties/bendy_bones.xhtml).

[image reference removed]
user: Describe Toolbar from the Blender manual or Python API, including usage steps and snippets.

assistant: # Toolbar

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

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

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

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

Cursor
:   Change the location of the 3D Cursor.

Move
:   Translation tool.

Rotate
:   Rotation tool.

Scale
:   Scale tool.

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

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

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

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

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

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

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

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

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

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

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

    [Add Icosphere](../../../editors/3dview/toolbar/add_icosphere.html#tool-add-icosphere)
    :   Interactively add an icosphere mesh object.
user: Explain Transferring UV Maps in complete detail according to the official Blender documentation.

assistant: You can copy a UV map from one mesh to another in several ways. If the meshes have
the exact same topology and only differ in vertex positions, you can use
[Copy UV Maps](../../../../scene_layout/object/editing/link_transfer/link_data.xhtml#bpy-ops-object-join-uvs). If they have (approximately) the same surface
but different topology, you can instead use
[Transfer Mesh Data](../../../../scene_layout/object/editing/link_transfer/transfer_mesh_data.xhtml).
user: What is Asset and how is it used in Blender Python scripting?

assistant: If you want to move a tool into a menu of your choice, reuse it in other blend-files,
or share it with other people, you need to turn it into an
[asset](../../files/asset_libraries/introduction.html). Simply right-click the node group name
in the Geometry Node Editor’s header and choose *Mark as Asset*.

Once this is done, the node group will appear in the [Asset Browser](../../editors/asset_browser.html)’s
*Unassigned* [catalog](../../files/asset_libraries/catalogs.html). You can then move it into a catalog
named after a menu to make it appear at the end of that menu.

Finally, you can save the blend-file as an [asset bundle](../../editors/asset_browser.html#asset-bundles) and copy it into
an asset library (described on linked page). From then on, the tool will be available in any
blend-file you work with. You can also share the asset bundle file with others.
user: Provide the full official documentation entry for Footer, preserving all code examples.

assistant: The Text editor footer displays whether the text is saved internally or externally and
if there are unsaved changes to an external file.
For external files, this region also displays the file path to the text file.
user: Show practical ways to work with Select Random in a Blender add-on or script – include code.

assistant: Selects a random subset of points in the point cloud.

Seed
:   The [seed](../../glossary/index.html#term-Seed) value used by the pseudo-random number generator.
    Adjusting this value changes which points are randomly selected.

Probability
:   A value between 0.0 and 1.0 that determines the percentage of points to be selected.
    For example, a value of 0.25 selects roughly 25% of the points.

This operator is useful for procedural modeling, scattering, or testing effects with a random distribution.
user: Provide the full official documentation entry for Platform Specific, preserving all code examples.

assistant: ### Windows

#### Mixed Python Libraries (DLLs)

If Python is raising errors or you have an add-on that just fails when enabled with an error – e.g: `... is not a
valid Win32 application.` – this may be caused by some inconsistency in the Python libraries. While Blender comes
with its own bundled Python interpreter, duplicate, incompatible libraries can cause problems.

[image reference removed]

A Python traceback.

To find out which Python Library caused the Problem check the error message.

This is normally reported somewhere around the bottom line of the traceback. With the error above you see the problem
is caused while trying to import `_socket`. This corresponds to either a file named `_socket.py` or
`_socket.pyd`.

To help troubleshoot this problem, the following script can be pasted into the Text editor and run to check for
duplicate libraries in your search path.
(The output will show in [Command Line Window](../advanced/command_line/index.xhtml).)

```
import os
import sys

# Change this based on the library you wish to test
test_lib = "_socket.pyd"

def GetSystemDirectory():
    from ctypes import windll, create_string_buffer, sizeof
    GetSystemDirectory = windll.kernel32.GetSystemDirectoryA
    buffer = create_string_buffer(260)
    GetSystemDirectory(buffer, sizeof(buffer))
    return os.fsdecode(buffer.value)

def library_search_paths():
    return (
        # Windows search paths
        os.path.dirname(sys.argv[0]),
        os.getcwd(),
        GetSystemDirectory(),
        os.environ["WINDIR"],  # GetWindowsDirectory
        *os.environ["PATH"].split(";"),

        # regular Python search paths
        *sys.path,
        )

def check_library_duplicate(libname):
    paths = [p for p in library_search_paths()
             if os.path.exists(os.path.join(p, libname))]

    print("Library %r found in %d locations:" % (libname, len(paths)))
    for p in paths:
        print("- %r" % p)

check_library_duplicate(test_lib)
```
user: How do I use Naming Conventions in Blender? Include parameters, examples, warnings and best practices.

assistant: Naming conventions in Blender are not only useful for you in finding the right bone,
but also to tell Blender when any two of them are counterparts.

In case your armature can be mirrored in half (i.e. it is bilaterally symmetrical),
it is worthwhile to stick to a left/right naming convention.
This will enable you to use some tools that will probably save you time and effort
(like the *X-Axis Mirror* editing tool).

[image reference removed]

An example of left/right bone naming in a simple rig.

1. First you should give your bones meaningful base-names,
   like “leg”, “arm”, “finger”, “back”, “foot”, etc.
2. If you have a bone that has a copy on the other side (a pair),
   like an arm, give it one of the following separators:

   - Left/right separators can be either the second position
     “L**_**calf_bone” or last-but-one “calf_bone**.**R”.
   - If there is a lower or upper case “L”, “R”, “left” or “right”, Blender handles the counterpart correctly.
     See below for a list of valid separators.
     Pick one and stick to it as close as possible when rigging; it will pay off.

   Examples of valid separators:

   - (nothing): handLeft –> handRight
   - “_” (underscore): hand**_**L –> hand**_**R
   - “.” (dot): hand**.**l –> hand**.**r
   - “-” (dash): hand**-**l –> hand**-**r
   - “ “ (space): hand LEFT –> hand RIGHT
3. Before Blender handles an armature for mirroring or flipping,
   it first removes the number extension, e.g. “.001”.
4. You can copy a bone named “blah.L” and flip it over using [Flip Names](#bpy-ops-armature-flip-names).
   Blender will name the copy “blah.L.001” and flipping the name will give you “blah.R”.
user: Give a detailed overview of Inherited Properties: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") | - [`SpreadsheetTableID.type`](bpy.types.SpreadsheetTableID.html#bpy.types.SpreadsheetTableID.type "bpy.types.SpreadsheetTableID.type") |
user: Describe Pose Library from the Blender manual or Python API, including usage steps and snippets.

assistant: # Pose Library

This section describes the pose library, which is based on the [Asset Browser](../../../../editors/asset_browser.xhtml).
For an overview of the asset system, see the [Asset Libraries](../../../../files/asset_libraries/index.xhtml) section.
The pose library is meant to be used in Pose Mode. In other words, it only works
when posing an armature, and not for general object animation.
user: Describe Volume from the Blender manual or Python API, including usage steps and snippets.

assistant: A volume shader can be applied to the entirely world, filling the entire space.

Currently this is most useful for night time or other dark scenes,
as the world surface shader or sun lights will have no effect if a volume shader is used.
This is because the world background is assumed to be infinitely far away,
which is accurate enough for the sun for example.
However, for modeling effects such as fog or atmospheric scattering,
it is not a good assumption that the volume fills the entire space,
as most of the distance between the sun and the earth is empty space.
For such effects it is be better to create a volume object surrounding the scene.
The size of this object will determine how much light is scattered or absorbed.
user: Explain Attribute Type With Auto Items in complete detail according to the official Blender documentation.

assistant: # Attribute Type With Auto Items

AUTO:
:   Auto.

FLOAT:
:   Float.

    Floating-point value.

INT:
:   Integer.

    32-bit integer.

BOOLEAN:
:   Boolean.

    True or false.

FLOAT_VECTOR:
:   Vector.

    3D vector with floating-point values.

FLOAT_COLOR:
:   Color.

    RGBA color with 32-bit floating-point values.

QUATERNION:
:   Quaternion.

    Floating point quaternion rotation.

FLOAT4X4:
:   4x4 Matrix.

    Floating point matrix.

STRING:
:   String.

    Text string.

INT8:
:   8-Bit Integer.

    Smaller integer with a range from -128 to 127.

INT16_2D:
:   2D 16-Bit Integer Vector.

    16-bit signed integer vector.

INT32_2D:
:   2D Integer Vector.

    32-bit signed integer vector.

FLOAT2:
:   2D Vector.

    2D vector with floating-point values.

BYTE_COLOR:
:   Byte Color.

    RGBA color with 8-bit positive integer values.
user: How do I use Cycles Render Options in Blender? Include parameters, examples, warnings and best practices.

assistant: Cycles add-on options must be specified following a double dash.

`--cycles-device` `<device>`
:   Set the device used for rendering.
    Valid options are: `CPU` `CUDA` `OPTIX` `HIP` `ONEAPI` `METAL`.

    Append +CPU to a GPU device to render on both CPU and GPU.

    Example:

    ```
    blender -b file.blend -f 20 -- --cycles-device OPTIX
    ```

`--cycles-print-stats`
:   Log statistics about render memory and time usage.
user: Provide the full official documentation entry for Vertex Weight Edit Modifier, preserving all code examples.

assistant: # Vertex Weight Edit Modifier

This modifier is intended to edit the weights of a vertex group.

The general process is the following, for each vertex:

- (Optional) It does the mapping, either through one of the predefined functions, or a custom mapping curve.
- It applies the influence factor, and optionally the vertex group or texture mask
  (0.0 means original weight, 1.0 means fully mapped weight).
- It applies back the weight to the vertex, and/or it might optionally remove the vertex
  from the group if its weight is below a given threshold, or add it if it is above a given threshold.
user: How do I use Rigidbody Constraint Type Items in Blender? Include parameters, examples, warnings and best practices.

assistant: # Rigidbody Constraint Type Items

FIXED:
:   Fixed.

    Glue rigid bodies together.

POINT:
:   Point.

    Constrain rigid bodies to move around common pivot point.

HINGE:
:   Hinge.

    Restrict rigid body rotation to one axis.

SLIDER:
:   Slider.

    Restrict rigid body translation to one axis.

PISTON:
:   Piston.

    Restrict rigid body translation and rotation to one axis.

GENERIC:
:   Generic.

    Restrict translation and rotation to specified axes.

GENERIC_SPRING:
:   Generic Spring.

    Restrict translation and rotation to specified axes with springs.

MOTOR:
:   Motor.

    Drive rigid body around or along an axis.
user: What is Outputs and how is it used in Blender Python scripting?

assistant: Matrix
:   The inverted matrix.

Invertible
:   Returns whether the matrix could be inverted.
    This can be false when a transformation matrix has a scale of zero, for example.
    See [Invertible matrix](https://en.wikipedia.org/wiki/Invertible_matrix) for more information.
user: What is Set Hair Curve Profile and how is it used in Blender Python scripting?

assistant: # Set Hair Curve Profile

The *Set Hair Curve Profile* node defines the radius of hair curves along their length
according to a customizable profile shape.
It allows artists to control the thickness variation from root to tip, producing
natural tapering or stylized width adjustments.
user: What is Development and how is it used in Blender Python scripting?

assistant: Being open source, Blender welcomes development from volunteers. Communication between developers is done mostly
through three platforms:

- The [projects.blender.org](https://projects.blender.org/) system
- [Developer Forum](https://devtalk.blender.org/)
- Online Chat (see below)

If you are interested in helping develop Blender, see the [Get Involved](https://www.blender.org/get-involved/)
page.
user: Explain Temporary Directory in complete detail according to the official Blender documentation.

assistant: The temporary directory is used to store various files at run-time
(including render layers, physics cache, copy-paste buffer and crash logs).

The temporary directory is selected based on the following priority:

- User Preference (see [File Paths](../editors/preferences/file_paths.xhtml#prefs-file-paths)).
- Environment variables (`TEMP` on Windows, `TMP` & `TMP_DIR` on other platforms).
- The `/tmp/` directory.