### changed format doc and one mistake in format article

parent db26f3c0
 ... ... @@ -145,7 +145,7 @@ another. It can be straight or curved. To know on which plane the curve occurs, we consider two vectors: $\vec v$ the direction of the movement and $\vec y$ the upper vector $(0,1,0)$. If $\vec v$ and $\vec y$ are not colinear, the default curve is clockwise on the oriented plane $[\vec y,\vec v]$. For instance, a move from right to left will be curveed to the top by default. If $\vec v$ and from right to left will be curved to the top by default. If $\vec v$ and $\vec y$ are colinear, replace $\vec y$ by $\vec x = (1,0,0)$. Atop of the default plane, one can reach three other oriented planes, obtained by rotation of $90\degree$ around the vector $\vec v$. ... ... @@ -174,18 +174,17 @@ inner move are \texttt{1 False none 0}, default \texttt{repeat back shape plane} for the outer move are \texttt{1 False straight 0}. \begin{lstlisting}[language=yaml] Move: speed: Int # from 1 to 5 In: repeat: Int back: Bool shape: String # none or straight or circle orient: Int # multiples of 90 if straight, multiples of 180 if circle Out: repeat: Int back: Bool shape: String # straight or curved plane: Int # multiples of 90 speed: Int # from 1 to 5 In: repeat: Int back: Bool shape: String # none or straight or circle orient: Int # multiples of 90 if straight, multiples of 180 if circle Out: repeat: Int back: Bool shape: String # straight or curved plane: Int # multiples of 90 \end{lstlisting} With no curve (straight shape), the curve of the outer move should be $0$. ... ...
 ===================== Face Configurations =====================
 ====================== Hands configurations ======================
 ... ... @@ -2,10 +2,5 @@ The Format ============ .. toctree:: :maxdepth: 1 :caption: Parts hands face shoulders Avatar ENSignes uses its own format to represent and manipulate signs, written in the YaML markup langage.
 ========================== Shoulders Configurations ==========================
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