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docs: fix typos #8012

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Fix typos
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vuittont60 committed Dec 18, 2023
commit a8668e1b8127e0559940d0f12cc55837f3b84f10
Original file line number Diff line number Diff line change
@@ -35,7 +35,7 @@ This Block is compatible with the following Contexts:
| **Blend Position** | Float | The blend percentage between the current position attribute value and the newly calculated position value.<br/>This property only appears if you set **Composition Position** to **Blend**. |
| **Blend Axes** | Float | The blend percentage between the current axis attribute value and the newly calculated axis value.<br/>This property only appears if you set **Composition Axes** to **Blend**. |
| **Blend Direction** | Float | The blend percentage between the current direction attribute value and the newly calculated direction value.<br/>This property only appears if you set **Composition Direction** to **Blend**. |
| **Transform** | Transform | The transform to apply after sampling. If you set **Source** to **Skinned Mesh Renderer** and **Skinned Transfrom** to a setting other than **None**, Visual Effect Graph applies the transform after the root bone transform. If you set **Skinned Transform** to **Apply World Root Transform**, Visual Effect Graph converts the transform to world space. |
| **Transform** | Transform | The transform to apply after sampling. If you set **Source** to **Skinned Mesh Renderer** and **Skinned Transform** to a setting other than **None**, Visual Effect Graph applies the transform after the root bone transform. If you set **Skinned Transform** to **Apply World Root Transform**, Visual Effect Graph converts the transform to world space. |

## Limitations

Original file line number Diff line number Diff line change
@@ -21,7 +21,7 @@
| **Edge** | float | The interpolation value the Block uses to sample along the edge. This is the percentage along the edge, from start position to end position, that the sample position is taken.<br/>This property only appears if you set **Placement mode** to **Edge** and **Spawn Mode** to **Custom**. |
| **Barycentric** | Vector2 | The raw barycentric coordinate to sample from the triangle at. The input is two-dimensional (**X** and **Y**) and the block calculates the **Z** value with the values you input: **Z** = **1** - **X** - **Y**. This sampling method does not constrain the sampled position inside the triangle edges.<br/>This property only appears if you set **Placement mode** to **Surface**, **Surface coordinates** to **Barycentric**, and **Spawn Mode** to **Custom**. |
| **Square** | Vector2 | The uniform coordinate to sample the triangle at. The Block takes this value and maps it from a square coordinate to triangle space. To do this, it uses the method outlined in the paper [A Low-Distortion Map Between Triangle and Square](https://hal.archives-ouvertes.fr/hal-02073696v2) (Heitz 2019).<br/>This property only appears if you set **Placement mode** to **Surface**, **Surface coordinates** to **Uniform**, and **Spawn Mode** to **Custom**. |
| **Transform** | Transform | The transform to apply after sampling. If you set **Source** to **Skinned Mesh Renderer** and **Skinned Transfrom** to a setting other than **None**, Visual Effect Graph applies the transform after the root bone transform. If you set **Skinned Transform** to **Apply World Root Transform**, the Visual Effect Graph converts the transform to world space. |
| **Transform** | Transform | The transform to apply after sampling. If you set **Source** to **Skinned Mesh Renderer** and **Skinned Transform** to a setting other than **None**, Visual Effect Graph applies the transform after the root bone transform. If you set **Skinned Transform** to **Apply World Root Transform**, the Visual Effect Graph converts the transform to world space. |

| **Output** | **Type** | **Description** |
| ---------------------- | --------- | ------------------------------------------------------------ |