docs(blend): document Anchor Point tool spine conversions (#2544)

This commit is contained in:
makesomethingshit
2026-10-18 01:11:39 +07:00
committed by bflatastic
parent 286a1fb8b3
commit e1a6e373d5
+1 -1
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@@ -4057,7 +4057,7 @@ among the objects takes the others in as more key objects, keeping its options,
A blend's spine is the straight lines between its key centres until it is edited. `object.blend.info` lists it
(`spine.anchors`, `keyAnchors`: the point each key sits on). `object.blend.spine.addAnchor {x, y}` adds a point where
the spine passes nearest, `object.blend.spine.moveAnchor {anchor, x, y}` moves a point (a key on it moves along; with
`handle: "in" | "out"` it places that handle), `object.blend.spine.reshapeSegment {segment, t, dx, dy, perpendicular?}` bends a segment
`handle: "in" | "out"` it places that handle), `object.blend.spine.convertAnchor {anchor, to: "smooth" | "corner", x?, y?}` converts a point's handles (a Smooth drag with `x, y` creates opposite handles; Corner retracts both), `object.blend.spine.reshapeSegment {segment, t, dx, dy, perpendicular?}` bends a segment
so its point at `t` moves by (dx, dy), turning a straight spine into a curve (`perpendicular` works as in `path.reshapeSegment`), and `object.blend.spine.removeAnchor
{anchor}` deletes a point no key sits on; the first edit turns the spine into a path. Moving a key moves its end of the spine. Release
(`object.blend.release`) leaves the spine as a path that paints nothing (`spines` in the result):