PGCRYPT/OpenBlender_Train huggingface dataset:
user: Show practical ways to work with Controls in a Blender add-on or script – include code.

assistant: ### Overlap Mode

Overlap Mode defines the result of transforming a strip so that it overlaps another strip.

Expand:
:   All strips on the right side of (each) transformed will be shifted forward to accommodate the overlapping strip.

Overwrite:
:   The overlapped strip will be overwritten, trimmed or split by the overlapping strip.

Shuffle:
:   The overlapping strip will be moved to the nearest free space so that it does not overlap.

### Snapping

Snapping can be toggled by clicking  (Snap Off) /  (Snap On)
in the 3D Viewport’s header, or temporarily by holding `Ctrl` after starting to drag a strip.

The drop-down arrow offers the following options:

Snap to
:   Frame Range
    :   Snap to preview or scene start and end frame.

    Current Frame
    :   Snaps the transformed selection to the Playhead.

    Hold Offset
    :   Snaps the transformed selection to the [Hold Offset](../../../editors/video_sequencer/sequencer/sidebar/strip.xhtml#sequencer-duration-hard).

    Markers
    :   Snaps the transformed selection to [Markers](../../../animation/markers.xhtml).

    Retiming Keys
    :   Snaps the transformed selection to [Retiming Keys](#sequencer-editing-retiming).

Ignore
:   Muted Strips
    :   Muted Strips are not considered as snap targets.

    Sound Strips
    :   Sound Strips are not considered as snap targets.
user: Show practical ways to work with Inherited Properties in a Blender add-on or script – include code.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") - [`Space.type`](bpy.types.Space.html#bpy.types.Space.type "bpy.types.Space.type") | - [`Space.show_locked_time`](bpy.types.Space.html#bpy.types.Space.show_locked_time "bpy.types.Space.show_locked_time") - [`Space.show_region_header`](bpy.types.Space.html#bpy.types.Space.show_region_header "bpy.types.Space.show_region_header") |
user: Provide the full official documentation entry for Fades, preserving all code examples.

assistant: This submenu contains tools to add or remove fades to strips.
In case of visual strips the tools will animate the opacity or volume in case of audio strips.

Clear Fades
:   Removes fade animation from selected sequences.

Fade In and Out
:   Fade selected strips in and out.

Fade In
:   Fade in selected strips.

Fade Out
:   Fade out selected strips.

From Current Frame
:   Fade from the current frame to the end of overlapping sequences.

To Current Frame
:   Fade from the start of sequences under the Playhead to the current frame.
user: Give a detailed overview of Sculpt Curves Operators: syntax, arguments, return values, common patterns.

assistant: # Sculpt Curves Operators

bpy.ops.sculpt_curves.brush_stroke(*\**, *stroke=None*, *mode='NORMAL'*, *pen_flip=False*)
:   Sculpt curves using a brush

    Parameters:
    :   - **stroke** (`bpy_prop_collection` of `OperatorStrokeElement`, (optional)) – Stroke
        - **mode** (enum in [`'NORMAL'`, `'INVERT'`, `'SMOOTH'`, `'ERASE'`], (optional)) –

          Stroke Mode, Action taken when a paint stroke is made

          - `NORMAL`
            Regular – Apply brush normally.
          - `INVERT`
            Invert – Invert action of brush for duration of stroke.
          - `SMOOTH`
            Smooth – Switch brush to smooth mode for duration of stroke.
          - `ERASE`
            Erase – Switch brush to erase mode for duration of stroke.
        - **pen_flip** (*boolean**,* *(**optional**)*) – Pen Flip, Whether a tablet’s eraser mode is being used

bpy.ops.sculpt_curves.min_distance_edit()
:   Change the minimum distance used by the density brush

bpy.ops.sculpt_curves.select_grow(*\**, *distance=0.1*)
:   Select curves which are close to curves that are selected already

    Parameters:
    :   **distance** (*float in* *[**-inf**,* *inf**]**,* *(**optional**)*) – Distance, By how much to grow the selection

bpy.ops.sculpt_curves.select_random(*\**, *seed=0*, *partial=False*, *probability=0.5*, *min=0.0*, *constant_per_curve=True*)
:   Randomizes existing selection or create new random selection

    Parameters:
    :   - **seed** (*int in* *[**-inf**,* *inf**]**,* *(**optional**)*) – Seed, Source of randomness
        - **partial** (*boolean**,* *(**optional**)*) – Partial, Allow points or curves to be selected partially
        - **probability** (*float in* *[**0**,* *1**]**,* *(**optional**)*) – Probability, Chance of every point or curve being included in the selection
        - **min** (*float in* *[**0**,* *1**]**,* *(**optional**)*) – Min, Minimum value for the random selection
        - **constant_per_curve** (*boolean**,* *(**optional**)*) – Constant per Curve, The generated random number is the same for every control point of a curve
user: What is Brush Asset and how is it used in Blender Python scripting?

assistant: # Brush Asset

[image reference removed]

Brush data-block panel.

Brush
:   The [Data-Block Menu](../../../../interface/controls/templates/data_block.xhtml#ui-data-block) to select a preset brush type or a custom brush.

    Add Brush
    :   When you add a brush, the new brush is a clone of the current one.

    Brush Specials
    :   Reset Brush
        :   Reset the current brush to its default settings.

        Reset All Brushes
        :   Reset all brushes to their default settings.

        Custom Icon
        :   Allows definition of a custom brush icon.

            Image Path
            :   Defines the path to the image to use as custom icon.
user: Describe Simplify Modifier from the Blender manual or Python API, including usage steps and snippets.

assistant: # Simplify Modifier

The *Simplify* modifier allows you to reduce the amount of points in the strokes.
The goal of this modifier is reduce points while maintaining the lines shape.

Apply the modifier can help to obtain a better performance (more FPS) while animating.
user: Show practical ways to work with Utilities (bpy.utils) in a Blender add-on or script – include code.

assistant:  Parameters:
    :   - **resource_type** (*str*) – Resource type in [‘DATAFILES’, ‘CONFIG’, ‘SCRIPTS’, ‘EXTENSIONS’].
        - **path** (*str*) – Optional subdirectory.
        - **create** (*bool*) – Treat the path as a directory and create it if its not existing.

    Returns:
    :   a path.

    Return type:
    :   str

bpy.utils.execfile(*filepath*, *\**, *mod=None*)
:   Execute a file path as a Python script.

    Parameters:
    :   - **filepath** (*str*) – Path of the script to execute.
        - **mod** (*ModuleType* *|* *None*) – Optional cached module, the result of a previous execution.

    Returns:
    :   The module which can be passed back in as `mod`.

    Return type:
    :   ModuleType

bpy.utils.expose_bundled_modules()
:   For Blender as a Python module, add bundled VFX library python bindings
    to `sys.path`. These may be used instead of dedicated packages, to ensure
    the libraries are compatible with Blender.
user: Describe Introduction from the Blender manual or Python API, including usage steps and snippets.

assistant: # Introduction

The rigid body simulation can be used to simulate the motion of solid objects.
It affects the position and orientation of objects and does not deform them.

Unlike the other simulations in Blender, the rigid body simulation works closer with the animation system.
This means that rigid bodies can be used like regular objects and be part of parent-child relationships,
animation constraints and drivers.
user: Explain Curves in complete detail according to the official Blender documentation.

assistant: # Curves

Shape
:   Strand:
    :   Render curves as a thin strand roughly a pixel wide.
        Curve diameter parameters are ignored with this setting.

    Strip:
    :   Render curves as a flat ribbon with rounded normals.

Additional Subdivisions
:   Additional subdivisions to be applied on top of the curve resolution set in the
    hair system settings. Increasing this value will smooth out the curves of the strands.
user: How do I use Options in Blender? Include parameters, examples, warnings and best practices.

assistant: Threshold
:   Areas brighter than the *Threshold* are blurred.

Clamp
:   The maximum luminosity that is added.

Boost Factor
:   Multiplier of the brightness.

Blur Distance
:   The size of the blur.

Quality
:   Improves the quality of the glow by giving smoother results but will be slower.

Only Boost
:   This checkbox allows you to only show/use
    the “modified” version of the image, without the base one.
user: Give a detailed overview of Q: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| - [**Quad**](glossary/index.html#term-Quad) - [**Quadrangle**](glossary/index.html#term-Quadrangle) | - [**Quadrilateral**](glossary/index.html#term-Quadrilateral) - [**Quaternion**](glossary/index.html#term-Quaternion) - [**Quaternion Rotation**](glossary/index.html#term-Quaternion-Rotation) |
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Resolution
:   Number of edges on the arc.

Radius
:   The radius of the arc. *Radius* mode only.

Start Angle
:   Starting angle of the arc. *Radius* mode only.

Sweep Angle
:   Length of the arc. *Radius* mode only.

Connect Center
:   Connect the arc at the center.

Invert Arc
:   Invert and draw opposite arc.

Start, Middle, End
:   The three points on the arc. *Points* mode only.
    The order of the points determines the direction (clockwise or counterclockwise) of the arc.
    The arc will always draw from Start to End via the Middle point. This can be changed by using
    the Invert Arc option.

Offset Angle
:   Offset angle of the arc. *Points* mode only.
user: How do I use Settings in Blender? Include parameters, examples, warnings and best practices.

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: Describe Options from the Blender manual or Python API, including usage steps and snippets.

assistant: [image reference removed]

The Remesh modifier.

Mode
:   There are three basic modes available in the *Remesh* modifier.
    The output topology is almost identical between the three modes, what changes is the smoothing.

    Blocks
    :   There is no smoothing at all.

    Smooth
    :   Output a smooth surface.

    Sharp
    :   Similar to *Smooth*, but preserves sharp edges and corners.

        Sharpness
        :   Higher values produce edges more similar to the input, while lower values filter out noise.

    Voxel
    :   Uses an OpenVDB to generate a new manifold mesh from the current geometry
        while trying to preserve the mesh’s original volume.

        Adaptivity
        :   Reduces the final face count by simplifying geometry where detail is not needed.
            This introduce triangulation to faces that do not need as much detail.

        Smooth Shading
        :   Outputs faces with [Smooth Shading](../../../scene_layout/object/editing/shading.xhtml#bpy-ops-object-shade-smooth) instead of flat shading.

Octree Depth
:   Sets the resolution of the output. Low values will generate larger faces relative to the input,
    higher values will generate a denser output.

Scale
:   The result can be tweaked further by this, lower values effectively decrease the output resolution.

Remove Disconnected
:   Filter out small disconnected pieces of the output.

    Thin parts of the input mesh can become loose, and generate small isolated bits of mesh.
    This option will remove those.

    Threshold
    :   Use this to control how small a disconnected component must be to be removed.

Smooth Shading
:   Output faces with smooth shading rather than flat shading.
    The smooth/flat shading of the input faces is not preserved.
user: Provide the full official documentation entry for Move to Nodes Operator, preserving all code examples.

assistant: Creates a new geometry node tree with the name of the current node tree with `.wrapper` appended to the name.
This operation moves all inputs and outputs from the old modifier into a new node group.
In order for this operator to function, there **must** be a Group Input **and** a Group Output
each with a Geometry socket attached to the node group.
This action causes all *Output Attributes* to become *Internal Dependencies* utilizing the
[Store Named Attribute Node](../geometry_nodes/attribute/store_named_attribute.xhtml).
All modifier “inputs” will then also become inputs of the newly created node group.

This operator is useful to easily allow a node tree to be reused in other trees
or to mark it as an [Asset](../../glossary/index.xhtml#term-Asset) to be reused in other projects.
user: How do I use References in Blender? Include parameters, examples, warnings and best practices.

assistant: |  |  |
| --- | --- |
| - [`GreasePencil.attributes`](bpy.types.GreasePencil.html#bpy.types.GreasePencil.attributes "bpy.types.GreasePencil.attributes") | - [`GreasePencil.color_attributes`](bpy.types.GreasePencil.html#bpy.types.GreasePencil.color_attributes "bpy.types.GreasePencil.color_attributes") |
user: What is Spline IK and how is it used in Blender Python scripting?

assistant: # Spline IK

Spline IK is a constraint which aligns a chain of bones along a curve. By leveraging the ease
and flexibility of achieving aesthetically pleasing shapes offered by curves and
the predictability and well-integrated control offered by bones,
Spline IK is an invaluable tool in the riggers’ toolbox.
It is particularly well suited for rigging flexible body parts such as tails, tentacles,
and spines, as well as inorganic items such as ropes.

Full description of the settings for the spline IK can be found on
the [Spline IK](../../../../constraints/tracking/spline_ik.xhtml) page.
user: Show practical ways to work with [Draw Brushes](draw.xhtml) in a Blender add-on or script – include code.

assistant: Draw brushes are the special type of brushes that uses Grease Pencil for drawing tools.
The brush can be changed in the Tool Settings.
The different draw brushes (pencil, Ink, marker, etc.) are settings variations of the same *Draw Brush*.
You can create many brushes, each with unique settings to get different artistic result while drawing.
user: What is Outputs and how is it used in Blender Python scripting?

assistant: Vertex Count
:   This output is simply the number of sides of each face, or how many corners each face has.

Neighboring Face Count
:   The number of faces that connect to this face with at least one edge. On a regular manifold
    mesh with only quads and triangles, this will be the same as the vertex count, otherwise it might
    be completely different.
user: Give a detailed overview of World Volume: syntax, arguments, return values, common patterns.

assistant: A volume shader can also be applied to the 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: What is Ocean Modifier and how is it used in Blender Python scripting?

assistant: # Ocean Modifier

The *Ocean* modifier is a tool to simulate and generate a deforming ocean surface,
and associated texture, used to render the simulation data.
It is intended to simulate deep ocean waves and foam.

It is a port from the open source [Houdini Ocean Toolkit](https://code.google.com/archive/p/houdini-ocean-toolkit/).
user: Describe Visibility from the Blender manual or Python API, including usage steps and snippets.

assistant: # Visibility

The Visibility panel controls how objects are interacted with in the viewport and in the final render.
These visibility options can also be set in the [Outliner](../../../editors/outliner/editing.xhtml).

Selectable
:   The object is able to be selected in the 3D Viewport.

Show In
:   Viewports
    :   The object will be displayed in the 3D Viewport.

    Renders
    :   The object is able to be in the final render, note that it will still be visible in rendered shading view.

Mask
:   Holdout
    :   Render objects as a holdout or matte, creating a hole in the image with zero [Alpha](../../../glossary/index.xhtml#term-Alpha-Channel),
        to fill out in [compositing](../../../compositing/index.xhtml) with real footage or another render.
user: How do I use LineStyleAlphaModifier(LineStyleModifier) in Blender? Include parameters, examples, warnings and best practices.

assistant: # LineStyleAlphaModifier(LineStyleModifier)

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

subclasses —
[`LineStyleAlphaModifier_AlongStroke`](bpy.types.LineStyleAlphaModifier_AlongStroke.html#bpy.types.LineStyleAlphaModifier_AlongStroke "bpy.types.LineStyleAlphaModifier_AlongStroke"), [`LineStyleAlphaModifier_CreaseAngle`](bpy.types.LineStyleAlphaModifier_CreaseAngle.html#bpy.types.LineStyleAlphaModifier_CreaseAngle "bpy.types.LineStyleAlphaModifier_CreaseAngle"), [`LineStyleAlphaModifier_Curvature_3D`](bpy.types.LineStyleAlphaModifier_Curvature_3D.html#bpy.types.LineStyleAlphaModifier_Curvature_3D "bpy.types.LineStyleAlphaModifier_Curvature_3D"), [`LineStyleAlphaModifier_DistanceFromCamera`](bpy.types.LineStyleAlphaModifier_DistanceFromCamera.html#bpy.types.LineStyleAlphaModifier_DistanceFromCamera "bpy.types.LineStyleAlphaModifier_DistanceFromCamera"), [`LineStyleAlphaModifier_DistanceFromObject`](bpy.types.LineStyleAlphaModifier_DistanceFromObject.html#bpy.types.LineStyleAlphaModifier_DistanceFromObject "bpy.types.LineStyleAlphaModifier_DistanceFromObject"), [`LineStyleAlphaModifier_Material`](bpy.types.LineStyleAlphaModifier_Material.html#bpy.types.LineStyleAlphaModifier_Material "bpy.types.LineStyleAlphaModifier_Material"), [`LineStyleAlphaModifier_Noise`](bpy.types.LineStyleAlphaModifier_Noise.html#bpy.types.LineStyleAlphaModifier_Noise "bpy.types.LineStyleAlphaModifier_Noise"), [`LineStyleAlphaModifier_Tangent`](bpy.types.LineStyleAlphaModifier_Tangent.html#bpy.types.LineStyleAlphaModifier_Tangent "bpy.types.LineStyleAlphaModifier_Tangent")

*class* bpy.types.LineStyleAlphaModifier(*LineStyleModifier*)
:   Base type to define alpha transparency modifiers

    name
    :   Name of the modifier

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

    *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 Paintcurve Operators and how is it used in Blender Python scripting?

assistant: # Paintcurve Operators

bpy.ops.paintcurve.add_point(*\**, *location=(0, 0)*)
:   Add New Paint Curve Point

    Parameters:
    :   **location** (*int array* *of* *2 items in* *[**0**,* *32767**]**,* *(**optional**)*) – Location, Location of vertex in area space

bpy.ops.paintcurve.add_point_slide(*\**, *PAINTCURVE_OT_add_point=None*, *PAINTCURVE_OT_slide=None*)
:   Add new curve point and slide it

    Parameters:
    :   - **PAINTCURVE_OT_add_point** (`PAINTCURVE_OT_add_point`, (optional)) – Add New Paint Curve Point, Add New Paint Curve Point
        - **PAINTCURVE_OT_slide** (`PAINTCURVE_OT_slide`, (optional)) – Slide Paint Curve Point, Select and slide paint curve point

bpy.ops.paintcurve.cursor()
:   Place cursor

bpy.ops.paintcurve.delete_point()
:   Remove Paint Curve Point

bpy.ops.paintcurve.draw()
:   Draw curve

bpy.ops.paintcurve.new()
:   Add new paint curve

bpy.ops.paintcurve.select(*\**, *location=(0, 0)*, *toggle=False*, *extend=False*)
:   Select a paint curve point

    Parameters:
    :   - **location** (*int array* *of* *2 items in* *[**0**,* *32767**]**,* *(**optional**)*) – Location, Location of vertex in area space
        - **toggle** (*boolean**,* *(**optional**)*) – Toggle, (De)select all
        - **extend** (*boolean**,* *(**optional**)*) – Extend, Extend selection

bpy.ops.paintcurve.slide(*\**, *align=False*, *select=True*)
:   Select and slide paint curve point

    Parameters:
    :   - **align** (*boolean**,* *(**optional**)*) – Align Handles, Aligns opposite point handle during transform
        - **select** (*boolean**,* *(**optional**)*) – Select, Attempt to select a point handle before transform
user: How do I use References in Blender? Include parameters, examples, warnings and best practices.

assistant: |  |  |
| --- | --- |
| - [`BlendData.libraries`](bpy.types.BlendData.html#bpy.types.BlendData.libraries "bpy.types.BlendData.libraries") - [`BlendDataLibraries.remove`](bpy.types.BlendDataLibraries.html#bpy.types.BlendDataLibraries.remove "bpy.types.BlendDataLibraries.remove") - [`BlendImportContextItem.source_library`](bpy.types.BlendImportContextItem.html#bpy.types.BlendImportContextItem.source_library "bpy.types.BlendImportContextItem.source_library") - [`ID.library`](bpy.types.ID.html#bpy.types.ID.library "bpy.types.ID.library") | - [`Library.archive_libraries`](#bpy.types.Library.archive_libraries "bpy.types.Library.archive_libraries") - [`Library.archive_parent_library`](#bpy.types.Library.archive_parent_library "bpy.types.Library.archive_parent_library") - [`Library.parent`](#bpy.types.Library.parent "bpy.types.Library.parent") |
user: Explain Tool Settings in complete detail according to the official Blender documentation.

assistant: ### Common

Color
:   Adjust the color of existing and new strokes.

Annotation Layer
:   A pop-over menu, showing the name of the current layer, to access the [Annotation Layers](#annotation-layers).

Placement
:   Determines where the annotations are drawn.

    3D Cursor:
    :   Only available in the 3D Viewport. The new annotations become part of the 3D scene;
        they’re drawn on an imaginary plane that goes through the [3D Cursor](../editors/3dview/3d_cursor.xhtml)
        and is aligned to your view.

    Surface:
    :   Only available in the 3D Viewport. The new annotations become part of the 3D scene;
        they’re drawn onto the surface of the object under the mouse. If there is no surface,
        you get the same behavior as *3D Cursor*.

    Image:
    :   Only available in 2D editors such as the [Image Editor](../editors/image/introduction.xhtml).
        The annotations become part of the 2D space, meaning their position and size change as you
        pan and zoom in the editor.

    View:
    :   The new annotations are 2D and get stuck to the screen. They keep the same position,
        rotation and size no matter how you pan, orbit or zoom in the editor.

Only End Points Surface Placement
:   Only use the first and last parts of the stroke for snapping.

Project Onto Selected Surface Placement
:   Only project the strokes onto selected objects.

Stabilize Stroke
:   Helps to reduce jitter of the strokes while drawing by delaying and correcting the location of points.

    Radius
    :   Minimum distance from the last point before the stroke continues.

    Factor
    :   A smooth factor, where higher values result in smoother strokes
        but the drawing sensation feels like as if you were pulling the stroke.

### Annotate Line

Style Start, End
:   The decoration to use at the beginning or end of the line segment.
    This can be used for example to create arrows to point out specific details in a scene.
user: Show practical ways to work with Inputs in a Blender add-on or script – include code.

assistant: Image
:   Standard color input.

Space
:   Coordinate Space to scale relative to.

    Relative:
    :   Percentage values relative to the dimensions of the image input.

    Absolute:
    :   Size of an image by using absolute pixel values.

    Scene Size:
    :   Sizes an image to the size of the final render resolution for the scene.
        For example, rendering a scene at the standard 1080p resolution but setting the render percentage at 50%,
        will produce a 1080p image with the scene scaled down 50% and leaving the rest of the image as alpha.

    Render Size:
    :   Image dimensions set in the Render panel.

Frame Type Render Size
:   How the image fits in the camera frame.

    Stretch:
    :   Distorts the image so that it fits into the render size.

    Fit:
    :   Scales the image until the bigger axis “fits” into the render size.

    Crop:
    :   Cuts the image so that it is the same aspect ratio as the render size.

X, Y
:   Scale in the axis directions, only available if *Space* is set to *Relative* or *Absolute*.

### Sampling

Interpolation
:   Determines how pixel values are interpolated when scaling or transforming images.

    Nearest:
    :   Uses the value of the closest pixel with no smoothing.
        This is the fastest method and is well-suited for pixel art or low-resolution images
        where sharp, blocky edges are desirable.
        In animations, motion appears in single-pixel steps, which can cause visible jittering.

    Bilinear:
    :   Averages the values of surrounding pixels to create a smoother result than *Nearest*.
        Provides a good balance between performance and visual quality.

    Bicubic:
    :   Computes a weighted average of a larger neighborhood of pixels for even smoother results.
        Ideal for photographic images or gradients where preserving fine detail is important.

    Anisotropic:
    :   Adjusts interpolation based on the direction and scale of the transformation.
        Helps reduce blurring or aliasing when scaling at steep angles or uneven resolutions,
        especially useful in textures viewed at oblique angles or in detailed 3D projections.

Extension X/Y
:   The extension mode applied to the X axis.

    Clip:
    :   Areas outside of the image are filled with transparency.

    Extend:
    :   Areas outside of the image are filled with the closest boundary pixel in the image.

    Repeat:
    :   Areas outside of the image are filled with repetitions of the image.
user: How do I use Clock in Blender? Include parameters, examples, warnings and best practices.

assistant: The simulation is tied to the animation system, with support for sub-steps.
It will only be evaluated while the animation frame changes, and is cached like
the existing physics simulations in Blender.
user: Explain Plane in complete detail according to the official Blender documentation.

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

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

Adjusting plane corners will keep it following the plane defined by tracks it was originally created from.
user: Provide the full official documentation entry for Surface, preserving all code examples.

assistant: Surface
:   The curve surface is an optional mesh that is used to anchor the curves, and behave as a scalp for hair grooming.
    When adding a new Curves object via the **Add Menu** the active object is automatically set as the surface.

    To set a new surface press `Ctrl`-`P` and select *Object (Attach Curves to Surface)*
    in the *Set Parent To* pop-up menu. This option can be seen as part of the Curves settings in the Properties
    Editor.

    [image reference removed]

Surface UV Map
:   The name of the attribute on the surface mesh used to define the attachment of each curve.
user: Explain SmoothModifier(Modifier) in complete detail according to the official Blender documentation.

assistant: # SmoothModifier(Modifier)

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

*class* bpy.types.SmoothModifier(*Modifier*)
:   Smoothing effect modifier

    factor
    :   Strength of modifier effect

        Type:
        :   float in [-inf, inf], default 0.5

    invert_vertex_group
    :   Invert vertex group influence

        Type:
        :   boolean, default False

    iterations
    :   Type:
        :   int in [0, 32767], default 1

    use_x
    :   Smooth object along X axis

        Type:
        :   boolean, default True

    use_y
    :   Smooth object along Y axis

        Type:
        :   boolean, default True

    use_z
    :   Smooth object along Z axis

        Type:
        :   boolean, default True

    vertex_group
    :   Name of Vertex Group which determines influence of modifier per point

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

    *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 Keyed in complete detail according to the official Blender documentation.

assistant: # Keyed

The path of Keyed particles is determined between particles of any two (or more) particle systems.
This allows the creation of a chains of systems to create long strands or groovy moving particles.
Basically the particles have no dynamics but are interpolated from one system to the next each frame.

To setup *Keyed* particles you need at least two particle systems in the *Keys* list.
user: How do I use References in Blender? Include parameters, examples, warnings and best practices.

assistant: |  |  |
| --- | --- |
| - [`GeometryNodeForeachGeometryElementOutput.input_items`](bpy.types.GeometryNodeForeachGeometryElementOutput.html#bpy.types.GeometryNodeForeachGeometryElementOutput.input_items "bpy.types.GeometryNodeForeachGeometryElementOutput.input_items") |  |
user: Give a detailed overview of Properties: syntax, arguments, return values, common patterns.

assistant: Data Type
:   The type of data stored in the grid (e.g. *Float*, *Integer*, *Boolean*, or *Vector*).
    Determines the expected data type of the *Grid* input and ensures that the
    grid is stored correctly in the volume container.
user: Provide the full official documentation entry for Clamp To Constraint, preserving all code examples.

assistant: # Clamp To Constraint

The *Clamp To* constraint snaps an object or bone to a [Curve](../../../modeling/curves/introduction.xhtml).
Specifically, it works as follows:

- If no explicit *Main Axis* is chosen, the constraint picks one automatically based on the longest
  side of the Curve’s bounding box.
- Using this axis, it compares the original coordinate of the object or bone to the minimum and maximum
  coordinates of the Curve, and remaps it to the range 0-1 accordingly.
- This remapped coordinate is then used as a “curve time” to determine the position along the Curve,
  where a value of 0 corresponds to the first control point and 1 to the last.

Unless the Curve is a perfectly straight line, the object’s/bone’s coordinate along the *Main Axis*
will likely change.

If the object or bone moves along the Curve in the opposite direction than the expected one,
use [Switch Direction](../../../modeling/curves/editing/segments.xhtml#bpy-ops-curve-switch-direction) to flip the order of the Curve’s control points.
user: Explain Inputs in complete detail according to the official Blender documentation.

assistant: Closure
:   The closure to evaluate.
    This input expects a connection from a [Closure Zone](../../../interface/controls/nodes/types/utilities/closure/closure.xhtml).
    If no closure is connected, the node operates in *pass-through mode* (see below).

### Interface

The node can define additional inputs manually, which are matched by name to the corresponding inputs of the connected
closure. When the closure is connected, these sockets automatically sync to reflect the closure’s defined interface.
user: Describe Scene Strip from the Blender manual or Python API, including usage steps and snippets.

assistant: # Scene Strip

Scene strips are a way to insert the render output of another scene into your sequence.
Instead of rendering out a video, then inserting the video file, you can insert the scene directly.

The strip length will be determined based on the animation settings in that scene.
user: What is Properties and how is it used in Blender Python scripting?

assistant: Data Type
:   The data type that is used for mixing.
    The node supports float, vector, color, and rotation data types.

Factor Mode (Vector only)
:   The factor mode can be set to *Uniform* and *Non-Uniform*.
    In uniform mode, a single float controls the factor.
    In non-uniform mode, a vector controls the factor for
    each XYZ channel separately.

Mix (Color only)
:   The Blend modes can be selected in the select menu.
    See [Color Blend Modes](../../../../glossary/index.xhtml#term-Color-Blend-Modes) for details on each blending mode.

    Add, Subtract, Multiply, Screen, Divide, Difference,
    Darken, Lighten, Overlay, Color Dodge, Color Burn,
    Hue, Saturation, Value, Color, Soft Light, Linear Light

Clamp Factor
:   Limit the factor value between 0.0 and 1.0. If this option is
    unchecked then the node operates using *Extrapolation*.

Clamp Result (Color only)
:   Limit the Result to the range between 0.0 and 1.0.
user: What is Example Use and how is it used in Blender Python scripting?

assistant: Below is an example of subscription to changes in the active object’s location.

```
import bpy

# Any Python object can act as the subscription's owner.
owner = object()

subscribe_to = bpy.context.object.location

def msgbus_callback(*args):
    # This will print:
    # Something changed! (1, 2, 3)
    print("Something changed!", args)

bpy.msgbus.subscribe_rna(
    key=subscribe_to,
    owner=owner,
    args=(1, 2, 3),
    notify=msgbus_callback,
)
```

Some properties are converted to Python objects when you retrieve them. This
needs to be avoided in order to create the subscription, by using
`datablock.path_resolve("property_name", False)`:

```
subscribe_to = bpy.context.object.path_resolve("name", False)
```

It is also possible to create subscriptions on a property of all instances of a
certain type:

```
subscribe_to = (bpy.types.Object, "location")
```

bpy.msgbus.clear_by_owner(*owner*)
:   Clear all subscribers using this owner.

bpy.msgbus.publish_rna(*key*)
:   Parameters:
    :   **key** ([`bpy.types.Property`](bpy.types.Property.html#bpy.types.Property "bpy.types.Property") | [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") | tuple[[`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct"), str]) –

        Represents the type of data being subscribed to

        Arguments include
        - A property instance.
        - A struct type.
        - A tuple representing a (struct, property name) pair.

    Notify subscribers of changes to this property
    (this typically doesn’t need to be called explicitly since changes will automatically publish updates).
    In some cases it may be useful to publish changes explicitly using more general keys.

bpy.msgbus.subscribe_rna(*key*, *owner*, *args*, *notify*, *\**, *options=set()*)
:   Register a message bus subscription. It will be cleared when another blend file is
    loaded, or can be cleared explicitly via [`bpy.msgbus.clear_by_owner()`](#bpy.msgbus.clear_by_owner "bpy.msgbus.clear_by_owner").

    Parameters:
    :   - **key** ([`bpy.types.Property`](bpy.types.Property.html#bpy.types.Property "bpy.types.Property") | [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") | tuple[[`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct"), str]) –

          Represents the type of data being subscribed to

          Arguments include
          - A property instance.
          - A struct type.
          - A tuple representing a (struct, property name) pair.
        - **owner** (*Any*) – Handle for this subscription (compared by identity).
        - **options** (*set**[**str**]*) –

          Change the behavior of the subscriber.

          - `PERSISTENT` when set, the subscriber will be kept when remapping ID data.
user: Explain Options in complete detail according to the official Blender documentation.

assistant: [image reference removed]

Blur Visual Effect.

Samples
:   Number of blur samples (0 disabled the blur effect).

Use Depth of Field
:   When enabled, the blur effect uses the focal plane distance of the actual camera to
    calculate the object blur. Only available in camera view.

Size X, Y
:   Control the blur scale in pixels on the X and Y axis.

Rotation
:   Control the Rotation of the blur.
user: How do I use Collections and Dynamic Linking in Blender? Include parameters, examples, warnings and best practices.

assistant: See [Appending and Linking](../../../../files/linked_libraries/index.xhtml)
to understand how to dynamically link data from another blend-file into the current file.
You can dynamically link collections from one blend-file to another.
When you do so, the linked collection does not appear anywhere in your scene
until you create an object controlling where the collection instance appears.
user: Give a detailed overview of Transform: syntax, arguments, return values, common patterns.

assistant: Move `G`
:   Move the selected strips in time or to a different track.

Extend `E`
:   Lets you quickly move the selected strips that are on a certain side of the Playhead.
    This is handy if you need to, say, move all the strips after a certain time point to
    the right to make space for new ones.

    To use this operator, first select some or all strips and place your mouse cursor to
    the left or right of the Playhead. Then, press `E`, move the mouse to move (only)
    the strips on that side of the Playhead, and press `LMB` to confirm
    (or `RMB` to cancel).

    If a strip straddles the Playhead, only its starting/ending point will be moved
    (again depending on the position of the mouse cursor).

Scale `S`
:   Scales the selected strips, using the Playhead as the pivot point.

### Swap

Swap the order of the selected strips in their track.

### Move Up

Move selected strips up a track if there is room.

### Move Down

Move selected strips down a track if there is room.
user: How do I use MeshNormalValue(bpy_struct) in Blender? Include parameters, examples, warnings and best practices.

assistant: # MeshNormalValue(bpy_struct)

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

*class* bpy.types.MeshNormalValue(*bpy_struct*)
:   Vector in a mesh normal array

    vector
    :   3D vector

        Type:
        :   [`mathutils.Vector`](mathutils.html#mathutils.Vector "mathutils.Vector") of 3 items in [-inf, inf], default (0.0, 0.0, 0.0), (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: Explain Select Grouped in complete detail according to the official Blender documentation.

assistant: Select all tracks from specified group.

Action
:   The group of tracks to select.

    Keyframed Tracks:
    :   Select all keyframed tracks.

    Estimated Tracks:
    :   Select all estimated tracks.

    Tracked Tracks:
    :   Select all tracked tracks.

    Locked Tracks:
    :   Select all locked tracks.

    Disabled Tracks:
    :   Select all disabled tracks.

    Track with Same Color:
    :   Select all tracks with same color as active track.

    Failed Tracks:
    :   Select all tracks which failed to be reconstructed.
user: Give a detailed overview of Options: syntax, arguments, return values, common patterns.

assistant: [image reference removed]

Clamp To constraint.

[Target](../interface/common.html#rigging-constraints-interface-common-target)
:   The Curve object to snap to.

Main Axis
:   The axis for determining the constraint owner’s coordinate and the Curve’s minimum/maximum
    coordinates.

Cyclic
:   When disabled, the constraint owner will stop at the start/end of the Curve when it leaves
    the range of the Curve’s bounding box. When enabled, it will jump to the opposite side
    and begin another run along the Curve.

    This option is mainly useful for Curves that are also [cyclic](../../../modeling/curves/editing/curve.html#bpy-ops-curve-cyclic-toggle)
    (closed).

[Influence](../interface/common.html#bpy-types-constraint-influence)
:   How strongly the constraint affects the object.
user: How do I use FreestyleModules(bpy_struct) in Blender? Include parameters, examples, warnings and best practices.

assistant: # FreestyleModules(bpy_struct)

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

*class* bpy.types.FreestyleModules(*bpy_struct*)
:   A list of style modules (to be applied from top to bottom)

    new()
    :   Add a style module to scene render layer Freestyle settings

        Returns:
        :   Newly created style module

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

    remove(*module*)
    :   Remove a style module from scene render layer Freestyle settings

        Parameters:
        :   **module** ([`FreestyleModuleSettings`](bpy.types.FreestyleModuleSettings.html#bpy.types.FreestyleModuleSettings "bpy.types.FreestyleModuleSettings"), (never None)) – Style module to remove

    *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 Musgrave Texture Node, preserving all code examples.

assistant: # Musgrave Texture Node

The Musgrave texture node was replaced by the
[Noise Texture](noise.xhtml) node,
which includes all the same functionality.

- The Dimension input was replaced by a Roughness input, where \(Roughness = Lacunarity^{-Dimension}\).
- The Detail input value must be subtracted by 1 compared to the old Musgrave Texture node.
user: Describe Mesh to Volume Modifier from the Blender manual or Python API, including usage steps and snippets.

assistant: # Mesh to Volume Modifier

The *Mesh to Volume* modifier uses a mesh to create a new volume grid.
All previously existing volume grids on the volume object are discarded.
So this modifier is usually added to an empty volume object.
The new volume grid is called “density”.