Blender Summer of Documentation
Stephen's contribution to Blender's Python scripting interface puts him in a great position to provide this introduction to Python. Covering a huge amount of territory, he proposes to lead the reader from the very beginning of learning Python, through a series of progressively more difficult and interesting scenarios useful for the average Blender user. Covering the basics such as introductory Python, the Blender text editor, Scriptlinks and object creation, and leading into applications such as animation, material creation, importers and exporters, this project will bridge a gap many Blender users find difficult to cross.
Mal's knowledge of the game engine is undisputed as a past employee of NaN working on interactive content. In this project he proposes to lead the reader through the complete process of turning an empty scene into a game, teaching things such as level creation, GE materials, logic bricks and user interaction. Utilising the latest Blender Game Engine updates, specifically the Bullet physics engine, further updates and additions will be possible with future developments.
The tutorial that will replace Gus! Ryan's project will cover just about every character animation subject. Introducing the topic with a basic overview of modeling, and texturing a character, Ryan will lead onto the more advanced topics of rigging and character animation, including detailed overviews of posing, actions and the NLA. Furthermore, this project will, along with the next, provide the future entrance point for learning character animation with Blender.
Rob's Introduction to Rigging will provide readers with an incredible reference resource. This project will cover the basics of rigging before leading into the complex rigging of legs/feet and spines, explaining both the theory and implementation of these tricky areas. Furthermore, the coverage of envelopes and weight painting will complete the picture, leaving the user with a series of complete, animatable rigs for different uses.
As a mechanical and aeronautical engineering student, Felipe's knowledge in this area provides him with the capability of not only explaining the effective use of the various physical simulations Blender has to offer, but also the math and theory behind each of them. The insight provided by understanding the background behind each simulation will allow readers to most realistically portray their subjects, through understanding of the effect of each simulation parameter. Covering the topics of particles, softbodies and fluids, this is one project that will provide a great resource for all Blender users.
Michael's tutorial series will be one introduced to new Blender users for a long time to come. As a 'trail' of tutorials through the world of modeling, Michael will begin with a detailed overview of the basics of Blender, including the various modes, the 3D cursor, and window setups, before tackling the subjects of mesh and curve modeling. Michael goes into detail, explaining the effective use of mesh functions such as spin, screw, and bevel, as well as recognising when and where to use each of these functions. A true introduction to perhaps the most important aspect of CG.
Guillermo aims to provide a gentle introduction to the basics of lighting, leading into more advanced concepts such as Ambient Occlusion and Radiosity. Starting with a review of Blender's basic lamps and their correct usage, Guillermo plans to introduce the reader to the basic priniciples of photography and how they apply to CG lighting, as well as the role light plays in setting the mood of a scene. With the inclusion material lighting effects and Blender lamp tips and tricks, this project will certainly shed light on a topic many new CG artists have troubles with.
With this tutorial, we'll soon all be producing animations worthy of Pixar! Willian's project provides a good mix between animation theory and practical Blender implementation. Referencing Disney's 'Illusion of Life', this project will cover an extensive array of animation effects that simulate real life. Some of these topics include stretch and squash - volume preservation, timing, exaggeration and the animated effect of psychology on a character. Using simple-to-assemble scenes, Willian will keep the focus on the principles being described.
Colin, of Cogfilms, is aiming to introduce the reader to the world of realistic procedural material/texture synthesis. Beginning with the inspection and indentification of real life surface properies, and leading into their visualisation and CG approximation, Colin will cover a whole range of topics, ranging from the appropriate use of particular shaders to image mapping and displacement. The end result will be the complete transformation of a scene, changing only materials and textures.
I have started an additional Part 3 to this tutorial detailing Material Nodes and there application creating the waterfall, and lavafall effects. Neither of these topics were covered in the original release.
I have decided to update the whole Materials BSofD to Blender 2.5 once this newer version becomes settled.
Documenting an often misunderstood aspect of Blender, Fred's proposal is to cover Blender's database structure, and object-data relationship. By leading the user through a series of basic tutorials, augmented by specific documentation on each aspect, Fred aims to inform the reader how to utilise Blender's datablock system to best effect. Often being one of the last learnt aspects of Blender, many beginners develop frustrating, painful workflows, based on assumptions made from past software experiences. This will no longer be the case, as this project set to fill the 'documentation void' regarding Blender's datablock system.
- Blender Summer of Documentation Guidelines
- Blender Summer of Documentation FAQ
- Blender Summer of Documentation Template
- Blender Summer of Documentation Forum
The BSoD has been made possible thanks to the support by:
- Blender Foundation
--timmeh 16:31, 13 June 2006 (CEST)