docs.blender.org | Landing page for Blender Documentation | Document Editor library

 by   blender HTML Version: Current License: No License

kandi X-RAY | docs.blender.org Summary

kandi X-RAY | docs.blender.org Summary

docs.blender.org is a HTML library typically used in Editor, Document Editor applications. docs.blender.org has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

The index.html gets served up by The HEADER.html and FOOTER.html are just a split version of index.html that are used to wrap around the directory listing at thus they need to all be updated separately.
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              docs.blender.org has a low active ecosystem.
              It has 23 star(s) with 15 fork(s). There are 10 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of docs.blender.org is current.

            kandi-Quality Quality

              docs.blender.org has 0 bugs and 0 code smells.

            kandi-Security Security

              docs.blender.org has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              docs.blender.org code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              docs.blender.org does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              docs.blender.org releases are not available. You will need to build from source code and install.
              It has 518 lines of code, 0 functions and 4 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            docs.blender.org Key Features

            No Key Features are available at this moment for docs.blender.org.

            docs.blender.org Examples and Code Snippets

            No Code Snippets are available at this moment for docs.blender.org.

            Community Discussions

            QUESTION

            Efficient Graph Traversal for Node Editor Evaluation
            Asked 2021-Dec-12 at 19:14

            I have a directed acyclic graph created by users, where each node (vertex) of the graph represents an operation to perform on some data. The outputs of a node depend on its inputs (obviously), and that input is provided by its parents. The outputs are then passed on to its children. Cycles are guaranteed to not be present, so can be ignored.

            This graph works on the same principle as the Shader Editor in Blender. Each node performs some operation on its input, and this operation can be arbitrarily expensive. For this reason, I only want to evaluate these operations when strictly required.

            When a node is updated, via user input or otherwise, I need to reevaluate every node which depends on the output of the updated node. However, given that I can't justify evaluating the same node multiple times, I need a way to determine the correct order to update the nodes. A basic breadth-first traversal doesn't solve the problem. To see why, consider this graph:

            A traditional breadth-first traversal would result in D being evaluated prior to B, despite D depending on B.

            I've tried doing a breadth-first traversal in reverse (that is, starting with the O1 and O2 nodes, and traversing up the graph), but I seem to run into the same problem. A reversed breadth-first traversal will visit D before B, thus I2 before A, resulting in I2 being ordered after A, despite A depending on I2.

            I'm sure I'm missing something relatively simple here, and I feel as though the reverse traversal is key, but I can't seem to wrap my head around it and get all the pieces to fit. I suppose one potential solution is to use the reverse traversal as intended, but rather than avoiding visiting each node more than once, just visiting each node each time it comes up, ensuring that it has a definitely correct ordering. But visiting each node multiple times and the exponential scaling that comes with that is a very unattractive solution.

            Is there a well-known efficient algorithm for this type of problem?

            ...

            ANSWER

            Answered 2021-Dec-12 at 19:14

            Yes, there is a well known efficient algorithm. It's topological sorting.

            Create a dictionary with all nodes and their corresponding in-degree, let's call it indegree_dic. in-degree is the number of parents/or incoming edges to that node. Have a set S of the nodes with in-degree equal to zero.

            Taken from the Wikipedia page with some modification:

            Source https://stackoverflow.com/questions/70326029

            QUESTION

            How do I define the class for isinstance()
            Asked 2021-Aug-09 at 17:35

            I am trying to build a function that affects only items in a certain class. This happens within the Python API - intro here

            Currently I do

            ...

            ANSWER

            Answered 2021-Aug-09 at 10:31

            You can try this instead.

            Source https://stackoverflow.com/questions/68710358

            QUESTION

            How to read image info from python bytes string using Boost::GIL?
            Asked 2020-May-08 at 00:55

            I write a function to read image width and height from file header

            ...

            ANSWER

            Answered 2020-May-08 at 00:55

            So, ignoring the python stuff, let's just assume you got a hold of the bytes in some way:

            Source https://stackoverflow.com/questions/61656110

            QUESTION

            Are morph target animations possible in Threejs using a Blender object?
            Asked 2020-Feb-12 at 14:10

            I'm attempting to animate a figurehead for use in a project that utilizes speech recognition and talks back to the user. The main library I was planning on using to display the figurehead is Three.js, which has two different methods for animation - animation clips and morph targets.

            Multiple animation clips might be too cumbersome for the project, but morph targets seem to fit the criteria of being able to animate the face depending on certain sounds being present. I want to use Blender to set up the morph targets, but much of the literature I'm reviewing seems contradictory. The Blender manual itself seems to suggest they are synonymous, but this article suggests that they are not the same (although they're trying to morph between two different object, so it may not be applicable).

            Any insight from more experienced individuals on this course of action?

            ...

            ANSWER

            Answered 2020-Feb-12 at 14:10

            Three.js, which has two different methods for animation - animation clips and morph targets.

            I'm afraid this is not true. An instance of THREE.AnimationClip is nothing else than a reusable set of keyframe tracks which represent an animation.

            You are referring to animation techniques. Skeletal animation as well as morph target animation are both supported in three.js.

            If you author Shape Keys in Blender and export the asset to glTF, it's possible to import them as morph targets into three.js via THREE.GLTFLoader.

            three.js R113

            Source https://stackoverflow.com/questions/60189717

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install docs.blender.org

            You can download it from GitHub.

            Support

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            CLONE
          • HTTPS

            https://github.com/blender/docs.blender.org.git

          • CLI

            gh repo clone blender/docs.blender.org

          • sshUrl

            git@github.com:blender/docs.blender.org.git

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