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docs(blend): document Anchor Point tool spine conversions (#2544)
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bflatastic
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@@ -4057,7 +4057,7 @@ among the objects takes the others in as more key objects, keeping its options,
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A blend's spine is the straight lines between its key centres until it is edited. `object.blend.info` lists it
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(`spine.anchors`, `keyAnchors`: the point each key sits on). `object.blend.spine.addAnchor {x, y}` adds a point where
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the spine passes nearest, `object.blend.spine.moveAnchor {anchor, x, y}` moves a point (a key on it moves along; with
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`handle: "in" | "out"` it places that handle), `object.blend.spine.reshapeSegment {segment, t, dx, dy, perpendicular?}` bends a segment
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`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
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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
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{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
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(`object.blend.release`) leaves the spine as a path that paints nothing (`spines` in the result):
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