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[edit] Предпочитания на потребителя и Теми (Themes)

След като настроите Blender така, както Ви харесва, можете да запишете тези настройки чрез менюто File->Save user Defaults и всеки път, когато стартирате Blender, той ще изглежда по Вашия начин. Ако някога пожелаете да върнете първоначално заложените настройки, можете да го направите от менюто File->Load Factory Settings

В Blender има няколко настройки, които не се записват във всеки файл, но влияят на всички файлове на потребителя. Тези настройки се отнасят главно за характеристики на потребителския интерфейс и на системата, като мишка, шрифтове и езици.

Тъй като тези настройки рядко са необходими, те са удобно скрити зад главното меню. За да ги направите видими, дръпнете надолу границата на менюто (обикновено това е най-горната граница на екрана). Настройките са групирани в седем категории, които могат да се избират с виолетовите бутони, показани в прозореца (User preferences window).

Тъй като повечето бутони говорят сами за себе си, или с появяващите се подсказки, когато задържите мишката над тях, ние няма да ги описваме подробно тук. Вместо това, ние ще Ви предоставим само един преглед на категориите и някои предложения.

Дръпнете надолу границата на прозореца и ще видите много настройки, които можете да променяте. Всяка от секциите тук е показана в първоначалното и състояние по подразбиране.

[edit] View & Controls

Настройки, относно това как трябва да реагира потребителският интерфейс на командите на потребителя, като например кой метод на въртене да се използва в 3D изгледа. Тук можете също да активирате 3-бутонна емулация на мишката, ако имате мишка с два бутона. След това ще можете да имитирате натискане на MMB File:Template-MMB.png чрез AltLMB File:Template-LMB.png.

По-специално, аз просто искам да ползвам Smooth View настройката, използвана в 3D прозореца при прехода от една гледна точка към друга (например от Топ view към Side view). По-висока стойност (1000) прави прехода от изглед към изглед плавен, вместо наведнъж. Много добър, приятен за окото ефект, съществуващ и в други продукти.

[edit] Edit Methods (Методи при редактиране)

Позволява да конкретизирате детайли за работата на някои команди за редактиране като duplicate. Можете също да променяте броя на стъпките Отмяна (Undo) и дали отмяната да работи глобално или локално. Цъкнете тук за повече информация относно Отмяна и Повторение (Undo и Redo).

Add New Objects (Добавяне на нови обекти):

Enable Switch to Edit Mode. Разрешава превключването в режим Редактиране, ако искате Blender автоматично да превключва в този режим, когато добавяте обект.
Enable Aligned to View. Разрешава подравняването и автоматичното завъртане на новопоставяния обект към изгледа в който сте, така че да виждате съответната му страна. Инъче той ще бъде подравняван към глобалните оси.

Auto key framing за анимациите също се контролира от тук.

  • Automatic Keyframing опциите
    • Auto-Keying Enabled Автоматично определя ключовете след трансформацията на обекти или костите, като премахва нуждата от натискането на клавиша I.
      • Add/Replace Keys Състояние по подразбиране. Добавя нови ключове при трансформацията и, ако ключът вече съществува в Ipo на този фрейм, ключът се заменя с нов.
      • Replace Keys Без добавяне на нови ключове към Ipo. Тази опция само заменя съществуващите ключове.
    • Други Automatic Keyframing превключватели
      • Available Само добавя keyframes към съществуващите Ipo криви. Така например, ако е разрешено, в 3D изгледа могат да бъдат зададени транслиране и въртене, но ще бъде създаден само транслиращ ключ, ако има само транслираща Ipo, а въртяща Ipo липсва.
      • Needed Стандартното поведение на autokeying е да създава ключове всеки път, когато настъпи трансформация, във всеки от наличните канали. С опцията Needed, стойностите не получават нови ключове, когато те не се променят между предния и следващия ключ. С други думи, ако местите обект само по оста Y, няма да бъдат създавани нови ключове за осите X и Z, тъй като техните стойности не се променят.
      • Use Visual Keying Използва метода Visual Keying за обекти и кости, които имат някои ограничения (Constraints), които могат да повлияят върху стойността на ключове. Например, определянето на ключ върху обект с Copy Location ограничение, обикновено определя ключа за положението му, за което няма ограничение. Разрешаването на тази опция, задава определянето на ключ за положения с ограничение.

[edit] Language & Fonts (Език и шрифтове)

International Fonts, когато е разрешено, позволява ползването на английски шрифтове, както и такива, различни от латинската азбука като Кирилица (Kanji, Pharsi) за етикетите на бутоните на Blender. Когато го разрешите, Вие трябва да посочите (Select Font) файл, от който да бъде зареден шрифта. Можете също да зададете големината на шрифта. По подразбиране Blender изглежда чудесно, чист sans-serif шрифт, но Вие можете да използвате каквото пожелаете, дори и Wingdings!

Заедно с International Fonts, можете да изберете и Вашия роден език (Английският е по подразбиране), и дали текстовете в появяващите се подсказки (Tooltips), бутоните и кутиите с инструменти (Toolbox) да се изобразяват на родния Ви език. Ползвайте Textured Fonts за по-добро изобразяване.

[edit] Themes

Blender allows the utilization of Themes to define custom interface colors and icons. You can manage themes from here, and two are built-in: Default and Rounded. Many others are available from the Internet, such as Dark Alpha and GONX. Each theme is a python script, usually ending in *_theme.py. You can import other people's themes by simply copying their .python script into your Blender/Scripts directory and restarting Blender. Once Blender has restarted, switch to the script window, click "scripts" and choose "themes", then you can select each theme that is there one at a time. Close Blender. When you restart Blender, you will see your themes listed under user preferences -> themes. Finally, press CtrlU to save it as your default.

To preserve your current theme when opening a new file, disable the Load UI button.

[edit] Customizing Theme

Click on a custom theme from the selection box, or Add a copy of the default. When you do, many more columns of buttons will be shown. The second column of buttons, in order:

Name of the theme. Click into the field and change what is there)
Section of the theme to change, mostly organized by window type, and has the tool tip "Specify theme for...". (3D View is the default choice)
Element within that part to customize (Background is the default choice)

The next column over shows the current color for that element. Change it using the RGB sliders, or clicking on the color swatch and using the eyedropper.

[edit] Creating / Saving a Theme

File -> Export ->Save Current Theme

[edit] Customizing Icons

Blender uses LOTS of icons to represent functions; clicking an icon invokes that function. You can change many icons to suit your preference.

Default
All images in this wiki have been screenshot using the Default icon and theme, so that it all looks consistent and less confusing. If you are looking at a private tutorial, or a forum sceenshot, keep in mind they might have changed all the colors and icons, and you will have to match up based on icon placement.


To use custom icons within Blender, first create an icon file. It is a graphical image, created as a Blender Render or your favorite graphical image manipulation program as a 14x22 pixel image. Create a directory "icons" inside the ".blender" directory in Your Blender's installation. Copy the icon file set there.

In Blender, enter the "Themes" area in the "User preferences" window. Click on a custom theme, or Add a copy of the default. When you do, many more columns of buttons will be shown as described above. In the second column, the top field allows you to change the theme name. The button below it allows you to select what part of the theme to change and has the tool tip "Specify theme for...". Select 'UI and Buttons' from the drop down selection that reads '3D View'. After you did this you can select 'Icon File' from the drop down selection that's named 'Outline' (the Element to change within that . A new selection next to 'UI and Buttons' will appear and you can select your icon set there.Now You can browse icons that are in mentioned in the "icons" directory and use your favourite ones!

[edit] Auto Save

The creative process is very involving, and the artist often gets so deep into modeling and animation that he or she often forgets to bathe, eat, and especially save copies of their work. A computer crash, power outage, or simply taking a bad fork in the creative path can result in lost work or corruption of the desired product. Have no fear of immersing yourself, because Blender provides several ways to automatically save backup copies of work in progress. This sub-panel allows you to configure the two ways that Blender allows you to regress to a prior file version.

Save Versions
The "Save Versions" button tells Blender, when you manually select File/Save, to save the specified number of previous versions of your file. In your current working directory, these files will be named .blend, .blend1, .blend2, etc. on up to the number of versions you specify, with the older files named with a higher number. Typically, 9 versions are more than sufficient.
Auto Save Temp Files
Clicking the "Auto Save Temp Files" button tells Blender to automatically save a hot backup copy of your work-in-progress to the temp directory. Selecting this button reveals two more buttons. The first, "Minutes" button specifies the number of minutes between automatic saves. The second "Open Recent" button allows you to open the most-recent auto-save file. The auto-save file is named using a random number, has a .blend extension, and is placed in the Temp directory (refer to the "File Paths" tab). We recommend that you use these buttons to autosave into your temp folder filepath, and set how many minutes go between automatic saves (5 to 10 minutes is sufficient).
Then, when you have done something terrible to your beautiful model, you have four choices: 1) keep working forward and try to cover up or build on your accident, 2) undo with CtrlZ, 3) regress to (open) a previously saved version in your working directory, or 4) regress to the prior auto-saved version (which is where the next button comes in). To regress to the last auto-save version, simply click the "Open Recent") button and the most recently saved work-in-progress version from the Temp directory will be loaded.
Warning
Clicking the "Open Recent" button will immediately load the most recent save, and you will lose any changes that you have made in the intervening minutes.
Upon loading the Temp version, you may File/Save it over the current file in your work directory as a normal .blend file.
Exit No Save
When you close Blender and exit the program, Blender does not prompt you to save your work if changed. However, it automatically saves the current work-in-progress in a file called "quit.blend" in your Temp directory. If you realize that you have forgotten to save before exiting Blender, simply manually navigate to the Temp directory and open the "quit.blend" file, and save it over your work file.
Recent Files
When you use File -> Open Recent, this control specifies how many recent files to keep track of, and how many will appear in that list.
Save Preview Images
TBD.

[edit] System & OpenGL

Solid OpenGL lights
When working in solid view, you can "light" the objects in your workspace with up to three light sources. The direction of each source is set by dragging inside the light sphere, and the colors of the diffuse and specular shading is set by clicking on the color swatch and using the popup color picker
Auto Run Python Scripts
When enabled, selecting a script from any menu runs that script. However, Python is a powerful language and If you suspect a virus or get a blend file from an untrustworthy source, disable this prior to opening the blend file to prevent the script from running.
Win Codecs
Codecs are routines that encode and decode video streams. Enable this to use any codec found in your system. Some codecs can mis-behave, and can falsely assert themselves. If you have one of these pontificating codecs on your system, disable this.
Color range for weight paint
When weight painting, by default we use a colorful band of color to represent weights ranging from 0.0 to 1.0. If you want to use a different set of colors to represent the range of values when weight painting, click ColorBand and use the colorband control to set the colors that correspond to the range.
Audio Mixing Buffer
When mixing audio or using audio in the game engine, this allows you to set aside memory for sound.
Verse
Verse allows multiple users to work on the same blend file. Enter the URL of the Master and your username here. Then use the File->Verse menu to get connected to your buddies.
Keyboard
if you don't have a numerical keypad and want to emulate it (for laptops). if your fat fingers keep pressing the darn caps lock instead of the tab key, disable it.
System
Prefetch allows Blender to get anticipated frames into memory, allowing you work smoother. If you are using the Video Sequence Editor a lot, you might want to increase your MEM Cache Limit. If you are rendering frames on request as a slave, enter the port number to listen for requests on.
OpenGL
Allow you to fine-tune how OpenGL displays textures and functions on your system.

[edit] File Paths

Choose the default paths for various file load dialogs. Remember that the // at the beginning of a pathspec means "where the .blend file is currently saved". "/" at the beginning means the top directory of the currently active drive.

Relative Paths Default
This button is at the top right of the panel. If you enable this button, the internal path to any ancillary file, such as an image texture, will be saved, not as an absolute path starting with the drive letter, but as a pathspec to the file starting with the location of the .blend file. This enables you to zip and move entire projects from one PC to another, and all ancillary files will be found, even if on PC A you save the .blend on drive C: and on PC B you save the .blend on drive D:. Use this feature if you think you will have to be sharing or working on the project across multiple machines.
YFexport
Blender communicates with YafRay by exporting an XML file. This entry tells Blender where to save it. Suggestion: C:\tmp\
Fonts
Where to find TrueType Fonts. Suggestion: C:\Windows\Fonts\
Render
Where to put rendered output. Suggestion: //render\
Textures
Where to find pictures and images for texturing surfaces. Suggest: C:\Blender\lib\tex where lib is your local library. As an alternative, you can use a local copy of the textures relative to your project. This is handy if you are going to be moving the .blend file from machine to machine and want to pack the textures. In this case, you would want to enter //textures\ to mimic the folder that is created when you unpack textures using the write files to current directory option.
Python
Blender's customization scripting language and functionality extensions. If left blank, Blender uses the distributed scripts which are located in your install directory under Blender\.blender\scripts directory. Suggestion: C:\Blender\scripts. The Python pathspec should NOT end in a slash; this is an exception. If you use a local library/repository of scripts, you should remember to refresh it with the latest distributed scripts when you upgrade Blender.
Tex Plugins
Plugin DLL's to augment texturing. Suggest: C:\Blender\bin\plugins\texture\
Sounds
wave files for soundtracks and sound effects. Suggest: C:\Blender\lib\wav\
Seq Plugins
When using the Video Sequence Editor within Blender, Blender has a host of nifty effects that can be augmented by DLLs. Suggest: C:\Blender\bin\Plugins\sequence\
Temp
The generic trash can, where your exist session save file is saved (quit.blend) as well as autosave files. Suggest: C:\tmp

You can manually enter a path, or LMB File:Template-LMB.png click the little file folder icon to the right of the field to use Blender's file browser to navigate you hard drive/network. Doing this is recommended in order to avoid typo's. The folder searcher puts in the pathspec ending in a slash.

If any folder name changes, or the folder is moved or deleted, you will have to come back here and change them again, since Blender has no way of being informed of those changes.

[edit] Saving your Preferences

When you press CtrlU, you will save a file called .B.blend in the .blender folder underneath your Blender installation that contains the present setup, including all screens and scenes. Please note that because of its weird filename, Windows OS's may try to hide it from you. Also, it might be saved in an Application Data directory specific to your User Profile. If it is not saving your changes, be sure you have security rights set to allow changes to files in the folder; this is especially the case with Microsoft Vista OS, as it definitely does not by default allow any program to change any file in the Program Files directory.

In any event, it is a plain old .blend file; so if you have objects etc in your file when you CtrlU, those will also be the default the next time you start.

If the file is lost or accidentally deleted, Blender will re-create it on the next startup.