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Doc_talk:Manual/Data System/Scenes

Last edit: 2009-02-13

need also to document scene link in Output panel that can link scenes

Confused Context?

The text of this article seems a little scattered and has more to do with moviemaking that what blender's concept of a scene is. The one attention-drawing callout box near the beginning is a defintion of a particular kind of camera shot, for example.

The timeline section is all moviemaking, and the 1800 vs 2500 frames thing is kind of confusing even when I'm thinking moviemaking.

... *shrug* Should this be changed around somehow? --Star Weaver 00:18, 20 March 2008 (CET)

Doc_talk:Manual/Textures/UV

Last edit: 2009-02-18

imho, reading what is currently here and Broken's ideas and suggestions, this whole section and related section organization needs to be rethought. I suggest one section that transitions the user from procedural materials (the previous section) to texture painting by the natural evolution of skills and complexity and process they follow. So the section title would be "Painting" (users think of it as this, but also add Shading in keeping with Pixar's terminology for this step in the animation process) and a TOC would be:


C&C

It would be great if this section was updated, and I'm be glad to answer any technical questions on the subject.

Thanks! You can be my Technical Editor. You're hired, but the pay sucks.--Roger 15:18, 9 December 2006 (CET)

Sculpting and Painting

  • Sculpting
    • ...
      Sculpting is a process and tools used to modify a mesh or its physical appearance, not paint it or color it. correct? If so, I don't think it should go under Painting, but under mesh modeling.--Roger 13:30, 9 December 2006 (CET)

The reason I would like to see group things is also because of how I see things evolve. And I will be making more changes to this area in the releases after 2.43.

  • The painting modes and sculpting will become more integrated in the future, sharing (saveable) brushes and settings, and possibly also allowing e.g. sculpting and vertex painting at the same time. This is why I would like to see them under the same chapter.
ok, so I will put in the effort to write something that will address our user's needs for 2.42 though 2.43. I will be your baby for 2.44 release. When and if it does, and I can see it, and it works reliably, we can talk about moving it. But I will probably object because the sculpt tools I used over a year ago dealt with clay modeling and working with the mesh, smoothing, pulling, pushing, etc, and while FanTasTic, had nothing to do with painting the mesh. --Roger 21:39, 9 December 2006 (CET)
  • I don't like to see the texture painting tools and UV mapping tangled up too much, because:
    • Many people use external applications to paint their textures, but still need to use UV mapping them.
Agreed. we need to show them how to do that. I'd like to reference Gimp. ok?--Roger 21:39, 9 December 2006 (CET)
    • Texture painting can be done in 2D in the image window as well.
Agreed. and we need to explain that to users. that section is blank right now--Roger 21:39, 9 December 2006 (CET)
    • Right now texture painting depends very much on UV mapping. But with projection painting (likely the release after 2.43), an automatic unwrap should be sufficient.
and when it is released, I think it should be another section right after vertex painting and before UV. I think it would be great if it did away with the whole UV thing anyway, in my stupid user opinion. --Roger 21:39, 9 December 2006 (CET)
    • UV mapping is just one way to map a texture to a mesh. Texture painting with other mapping types may be supported in the future.
But right now, with users and functionality we have right NOW, UV mapping is the only way, correct? AND, the features we have right now are not explained well, or even correctly (e.g. old, outdated)--Roger 21:39, 9 December 2006 (CET)

I prefer to have a logical structure rather than a tutorial style ordering, since that seems to me more in line with the other parts of the manual.

--Brecht 18:05, 9 December 2006 (CET)

Reference Manual versus User Manual, my man. Reference Manual can call out all the features organized by technical approach or whatever. User manual needs to be organized by user task, taking them from the rock simple stuff to the complicated stuff. People read a book front to back, building on knowledge gained in previous chapters. Asking them to jump around, when they dont even know what they're jumping around in is unreasonable. 'Stuff' in this case is coloring their little doodad. Otherwise, we get wayyyyy too many noob questions in the forums, and no coherent thought in how the material is presented. See Broken's user talk page for more info.--Roger 21:39, 9 December 2006 (CET)
Ok, I can agree with that, and I'm fine with the general ordering now. We should indeed not try to document 2.44, but rather 2.43 :).--Brecht
Hey, we agree. good. Building on your idea, I agree that the Reference Manual should have a section called Mapping all to itself, separate from Painting, because UV Mapping is a type of mapping, is a significantly different code set than painting, and deserves its own topic, separate from painting. If I'm doing UV mapping, and forget how to strectch the map, I want to go the reference manual and look up UV Mapping, cause that is the feature I am specifically using.

Useful Links

UV Mapping

Since we never really explain what this ominous UV-mapping is I've collected some links that might prove useful when writing a nice&short description. The problem is that one can find heaps of tutorials and howtos how to make&use UV-maps in the various 3D-programs, but i found not one good (i.e newbie-friendly) explaination. --Hoehrer 16:44, 12 December 2006 (CET)

What do you think of this image as basis to explain uv-mapping?

http://static.flickr.com/135/320521892_317793c497_o.png
http://www.flickr.com/photos/63231715@N00/320521892/

--Hoehrer 16:44, 12 December 2006 (CET)

Please don't cripple my statements. If I'm wrong here please comment here and/or point me to the place where the basics of UV Mapping (relation of 3d space to uv space) are explained to the inexperienced user. At least I couldn't find it anywhere, maybe i missed it. --Hoehrer 09:41, 20 December 2006 (CET)

Sorry; I was hoping I did a good job of explaining UV wrapping under "UV Explained", so that I could remove your partial comment that we didn't. I don't know what else we could say. I am trying to respond to C&C by adding to the text and thus removing the criticism. If you do think that the User Manual now explains to a new user, using common terms and real-world examples, please remove all of this diatribe and leave your links, because they are good reference material. If not, please add to the User Manual and what is there to explain what UV mapping is using words that mean something to you, and then remove your phrase "Since we never really explain what this ominous UV-mapping is". --Roger 19:30, 20 December 2006 (CET)

Sorry, my comment came out completely wrong ... I didn't meant to offend you or your work. I really like what you did in the "UV Explained" section actually - I don't know why I didn't see it sooner though since. :) But please don't edit comments with a time-stamp or signature in the future, because that's very similar to editing forum-entries for other people or putting words into mouths of others.

What do you think about the image above .. would it fit into "UV Explained" section as well? Since the cut-open cardboard box is really cool, but doesn't show the 'warp' of faces as good as the one above?

--Hoehrer 20:36, 20 December 2006 (CET)

Sure, more the merrier. upload to the wiki; ensure you created the image or that it is the public domain, and add it after the cartography example. talk about how the igloo faces are rectangles, but the UV faces are trapezoids. have fun!--Roger 00:16, 21 December 2006 (CET)

Terms

For multi-lingual translations and user clarity, I think we need to come up with or reuse a CG term that is different, and be consistent:

  • Painting - verb - the act of coloring a mesh
  • Mesh - noun - the appearance of an object; what an object physically looks like. Note: Meshes can be re-used and instanced multiple times as individual objects.
  • Vertex - noun - little dots that define the surface of a mesh
  • Vertex Painting - verb - the act of painting directly to a mesh
  • Texture - noun - a layer of information that affects the appearance of a mesh
  • Texture Painting - the act of painting a mesh indirectly by painting a UV Image
  • Image - a picture, a series of pictures, or movie clip, saved in any of a wide variety of formats (JPG, AVI)
  • UV Image - noun - an image that is UV mapped to the mesh and used to color the mesh
  • UV Map - noun - a set of coordinates that map an image to a shape.
  • UV Mapping - verb - a process of wrapping an image around a mesh
  • UV Mapped - verb, past tense - an image that has been wrapped around a mesh and is now used to color the mesh
  • Shape - how a mesh appears to a viewer/camera
  • Surface - the physical geometry of a mesh. The surface could be a cube, but with the subsurf modifier on, the shape could be sphere
  • Sculpting - verb - a process of modifying the shape?surface? of a mesh



Doc_talk:Manual/Render/Camera/Perspective

Last edit: 2009-03-01

I think there is a mismatch in the two last sections ("orthographic render", and "isometric render"):

  • First, the example for the ortho render seems to me to be in 30°, not in 45°, so there are sentences like "[…] and that the building is as deep as it is wide and high; if you measured the edges with a ruler, they would all be the same." and "[…] and that the camera is positioned perfectly off at a 45 degree angle to the object/building, and is rotated exactly 45 degrees to face the building. Thus, the near edge is aligned with the back edge (since the object is square)." that are quite wrong, but might be true for the isometric example;
  • In a more general way, I think that isometric render is the only orthographic render that preserves real length on the three axes (iso-metric)…

So, I'm not an expert, but I think these last two parts might need some corrections…

--Mont29 14:44, 8 July 2008 (UTC)

Doc_talk:Manual/Materials/Properties/Diffuse Shaders

Last edit: 2009-04-18

I think the description of the Minnaert Shader is wrong. Values larger than 1 do actually darken not the edges, but the points in direct view. See: http://de.wikibooks.org/wiki/Bild:Blender3D_Minnaert1.2Movie.gif --Soylentgreen 11:06, 19 July 2006 (CEST)

The description of the minnaert shader is still wrong, the description of the fresnel shader is plain useless. --Soylentgreen 20:08, 27 May 2007 (CEST)

Troubling Screenshots

The screenshots provided for the different diffuse shaders are definitely a good idea, but they seem a little misguided. The inclusion of different specular shaders seems needlessly confusing, especially for new users who are trying understand the differences between the two. This is especially troubling for examples like the Oren-Nayar shader, which is shown with different spec shaders, but does not have examples of Oren-Nayar's own different roughness settings.

I'd like to propose a new set of screenshots that display the diffuse shaders alone, in the absence of specular highlights, so that the effect of their settings will be more clear from the examples. If have time, I'll produce the necessary series of screenshots myself.

Spectre-7 20:53, 9 October 2008 (UTC)

Other Options

I just moved the Cubic shading interpolation information from the Lamps section. We should produce new screenshots with proper terminology, however. The current screenshots refer to cubic and non-cubic shadows, when they should refer to cubic surface shading (surface shading and shadows being distinctly different subjects).Spectre-7 02:31, 18 April 2009 (UTC)

Doc_talk:Manual/Lighting/Lamps/Spot/Buffered Shadows

Last edit: 2009-05-02

moved tutorial content here temporarily --Matt Ebb 15:21, 19 July 2006 (CEST)


Tweaking Buffer Shadows

Light tweaking setup.

Now that you've got the basics we can talk further of about light properties. We will look at a single example that is more complex than a simple "sphere over a plane" setup in order to see what we can achieve in realistic lighting with Blender.

We will use the setup in (Light tweaking setup). The simian figure is Cornelius, Suzanne's baby brother. He has a somewhat shiny light brown material with the following properties:

  • R=0.8,G=0.704B=0.584,
  • Ref=0.7,
  • Spec=0.444,
  • Hard=10

Yes, not very monkey-like, but we are talking of lights, not of materials! He also stands on a blue plane with the following properties:

  • R=0.275,G=0.5,B=1.0,
  • Ref=0.8,
  • Spec=0.5,
  • Hard=50.

For now he's lit by a single spot light:

  • (Energy=1.0,
  • R = G = B=1.0,
  • SpotSi=45.0,SpotBl=0.15,
  • ClipSta=0.1,ClipEnd=100,
  • Samples=3,
  • Soft=3,
  • Bias=1.0,
  • BufSize=512).


A rendering of Cornelius, with OSA=8 and Shadows enabled, gives the result in (Simple Light Spot set up). The result is not very pleasant. You have very black, unrealistic shadows on Cornelius, and the shadow cast by Cornelius himself is unacceptable.

Simple Light Spot set up.
Appropriate Clipping.

The first tweak is on ClipSta and ClipEnd, if they are adjusted so as to encompass the scene as tightly as possible:

  • ClipSta=5,
  • ClipEnd=21

the results is definitely better, at least for the projected shadow. Cornelius's own shadow is still too dark (Appropriate Clipping).









Doc_talk:TR/Manual/Extensions/Python

Last edit: 2010-01-14

Blender Türkiye ekibi sizce yeterlimi?

Blender Türkiye

www.blendertr.org

Doc_talk:Manual/Render/Bake

Last edit: 2010-01-17

Is Margin working?

Shrinkwrap image to object?

Is there any way to take an image with transparency and wrap only the non-transparent portion to a mesh? I want the non-trans. area to fit the mesh exactly.

E.g., an image of a horse, with all non-horse areas as transparent, will get wrapped to a cube (or some other mesh). I imagine this image being treated as a UV map, even though it is not the correct shape.

Shrinkwrap seems pretty close, but I wouldn't know how to make the non-trans. portion of an image into a mesh that I could shrinkwrap. If I could get the non-trans. portion to wrap completely around a sphere (seamlessly), that may be a solution, but I'm not sure how to do it.



Doc_talk:Manual/Textures/Options/Map Input

Last edit: 2010-03-26

Thanks to "z3r0 d" for the method for backface culling. http://www.elysiun.com/forum/viewtopic.php?t=55510

Don’t know what to do with this…
--Mont29 15:08, 26 March 2010 (UTC)

Temporarily removing 'techniques'

As part of my BSoD wiki restructure and cleanup project ( User:Broken/SummerOfDocs2006Restructure, I'm removing the 'techniques' section from this page, since it doesn't fit with the reference documentation. However, it's very cool stuff, and I think each chapter should have a page dedicated to cool tips and tricks like this. I've moved the text here (User:Broken/Techniques) until I get to the high-level restructure part of the project.

cheers

--Matt Ebb 14:18, 12 July 2006 (CEST)

This page is still in Broken’s pages… Anyway, I think it might be better as a tutorial one!
--Mont29 15:08, 26 March 2010 (UTC)





Doc_talk:Manual/Introduction/History

Last edit: 2010-04-01

This history is great as far as it goes, but is short on details that even I know a little about. These include the attempt to fund Blender with sales of the Blender manual at one point and the C-key approach of selling advanced features only to people who paid extra, and an attempt to generate funds for development by selling the game engine.

I suppose this would be of interest to relatively few people now that Blender has been successfully turned into a Open Source project. But I think that it would be a great service to fully and accurately report the steps that finally freed Blender from its proprietary birthplace into a global Open Source project.

Don’t know who could write this (except perhaps Ton and a few others – but I doubt they have time for this!), so…
--Mont29 13:29, 1 April 2010 (UTC)



Doc_talk:Manual/Textures/UV/Painting the Texture

Last edit: 2010-04-07

Several suggestions:

  • please explain the sampler (eye dropper). It seems that the way to use it is to LMB Template-LMB.png click on the eyedropper button and then RMB Template-RMB.png click on the relevant pixel. However I cannot find this stated anywhere. Also can one click on any pixel in any window, or does it have to be the same window?... I have since noticed that there is a description of the eyedropper under Manual/Vertex Paint, perhaps this just needs to be linked or copied.
  • I cannot understand the texture brush in the texture painter. Is this just a way of saving one's colour settings? Does one get a solid brush by default? In which cases does one get something else?
  • Might a few lines on the difference between the texture painter and the vertex painter at the head of those two pages help? I initially I confused the two.

M.e 12:02, 27 April 2007 (CEST) — 09:00, 30 April 2007 (CEST)

Last paragraph of the page might be wrong?

I think the last paragraph, called "options" tells something that is not working anymore? If you press H to hide faces from the 3d view, if you paint on some isolated faces, you'll continue to paint on the adjacent faces, being visible or not... I'm not sure, maybe I did something wrong. Someone else could check? --Yorik 01:15, 15 April 2008 (UTC)


Doc_talk:Manual/Textures/Types/Environment Maps

Last edit: 2010-04-09

-Needs update for Cube Plane Zoom --Roger 03:48, 31 January 2008 (CET) Can the following be deleted? Temporarily moving tutorial content here. --Matt Ebb 06:19, 19 July 2006 (CEST)

Setup

The first step to follow when creating an environment map is to define the viewpoint for the map. To begin, add an empty to the scene and place it in the specular position of the camera with respect to the reflecting surface. (This is possible, strictly speaking, only for planar reflecting surfaces.) Ideally, the location of the empty would mirror the location of the camera across the plane of the polygon onto which it is being mapped. It would be ridiculously difficult to create a separate environment map for every polygon of a detailed mesh, so we take advantage of the fact that the human eye is very gullible. In particular, for relatively small and complex objects, we can get away with simply placing the empty near the center. We name the empty env so that we can refer to it by name in the environment map settings.

Environment Map utilisation example. 1: Camera, 2: Empty, 3: Reflecting Plane.

We will create a reflective sphere over a reflective plane, using the set up depicted in Environment Map utilisation example.

Note the 'env' Empty is placed exactly below the camera, at a distance from the reflecting plane equal to 3 blender units, which is equal to the height of the camera over the same plane. Now, let's place some lights, leave the sphere without a given material, and move (M) the plane to a different layer. For example, say that everything is on layer 1, except for the plane which is in layer 2.

Reflecting plane material.

Give the plane a low Ref and Spec material and add a texture on channel two with the parameters in Reflecting plane material. Note both the Refl mapping and the Cmir effect. We use channel 2 and not 1 because we will need channel 1 later on in this example.

Reflecting plane EnvMap settings.

Now define the newly assigned texture as an EnvMap in the Texture Buttons (F6) (Reflecting plane EnvMap settings.). In the Envmap Panel, note the Ob: field containing the name of the Empty with respect to which we compute the EnvMap. Note also the resolution of the cube on which the EnvMap will be computed and, most important, the Don't render layer: buttons. Because the EnvMap is computed from the Empty location it must have an unobstructed view of the scene. Since the reflecting plane would completely hide the sphere, it must be on its own layer which must be marked as Don't render layer for the EnvMap calculation.

Pressing F12 starts the rendering process. First, six different square images comprising the EnvMap are computed, after which the final image is produced, of the sphere reflected over the plane.

Sphere on a reflecting surface.

To add more visual appeal to the scene, add a texture in the World Buttons.

Then add a new Empty in the center of the Sphere and move the Sphere to Layer 3. Next, give the sphere an EnvMap exactly as you did for the plane (but this time layer 3 must not be rendered!) Now add some cylinders, to make the environment even more interesting, and, before pressing F12 return to the plane's texture and press the Free Data button. This will force Blender to recalculate the EnvMap for the new, different, environment. This time in the rendering process twelve images, six for each EnvMap, will be computed. The result is in Reflecting sphere on a reflecting surface.. The sphere is shiner than the plane due to slightly different settings in the materials.

Reflecting sphere on a reflecting surface.

But wait, there is a problem! The Sphere reflects the Plane, but the Plane reflects a dull grey Sphere! This is because the Plane EnvMap is computed before the sphere EnvMap. As such, when it is computed the sphere is still dull grey, while when the Sphere EnvMap is computed the plane already has its Reflection. To fix this locate the Depth Num Button in the Envmap panel of the Texture buttons and set it to 1 both for the plane and the sphere EnvMap texture. This forces recursive computation of EnvMaps. Each EnvMap is computed, then they are recomputed as many times as 'Depth' is set to, always one after the other. The result is in to fix this Reflecting sphere on a reflecting surface with multiple reflections..

Reflecting sphere on a reflecting surface with multiple reflections.

Now, if you are still wondering why the first texture channel of the Plane material was kept empty... Add a new texture to the first channel of the plane material. Make it Glob, affecting the Nor with a 0.25 intensity (Additional texture set-up for BumpMapping.).

Additional texture set-up for BumpMapping.

This new texture should be of Stucci type; tune the Noise Size down to 0.15 or so. If you now render the image the plane will look like rippled water (Reflecting sphere on a reflecting water with multiple reflections.).

Reflecting sphere on a reflecting water with multiple reflections.

You must have the BumpMap on a channel preceding the EnvMap because textures are applied in sequence. If you were to do this the other way around the reflection would appear to be broken by waves. You can save EnvMaps for later use and load them with the pertinent buttons in the Texture Buttons. You can also build your own envmap. The standard is to place the six images mapped on the cube on two rows of three images each, as in The EnvMap as it is stored..

The EnvMap as it is stored.

Additional Settings for Environment Maps

Note

You can animate the water of the previous example by setting an IPO for the ofsX and ofsY values of the texture placement in the Material Buttons. Rendering the animation would then show moving ripples on the surface, with reflections changing accordingly!


Note

The EnvMap of the Plane needs to be computed only once at the beginning if nothing else moves! Hence it can be static. The Envmap on the sphere is another matter, since it won't reflect the changes in the reflections in the water unless it is computed at each frame of the animation. Hence it should be of type Anim.


If the camera is the only moving object and you have a reflecting plane, the Empty must move too and you must use Anim EnvMaps. If the object is small and the Empty is in its center, the EnvMap can be Static, even if the object itself rotates since the Empty does not move. If, on the other hand, the Object translates the Empty should follow it and the EnvMap be of Anim type. Other settings are:

  • Filter: - With this value you can adjust the sharpness or blurriness of the reflection.
  • Clipsta, ClipEnd - These values define the clipping boundaries when rendering the environment map images.
Note

EnvMap calculation can be disabled at a global level by the EnvMap Tog Button in the Render Panel of the Rendering Buttons.



Doc_talk:Manual/Physics/Force Fields and Deflection

Last edit: 2010-04-12

Nice to see people starting to include stuff :)

The head template has now changed to take into account next/previous links too

THe images should be flushed right and resized, as the style guide specifies!

Please do not define new templates, there are the standard ones... well, actualli note might not be there yet, but it will!

S.

GUI images is unreadable if we resize them. Thats why I didn't follow the rules. If we use small images we should/could use them as is... K.

You are probably right on resizing, let's see what spidey manages to hack for images :)

Anyhow, flushing them to the right allows text to nicely flow around, obtaining a better look, IMHO

S.

Image links

Hello Styken, I see you fixed the image linking, but I think you should not have to use these. I'd rather see a good text & image flow, in such a way that the reader doesn't need to be redirected. It's only confusing to the reader when he/she is suddenly taken to another position on the page, while he/she was actually in the same position in the text!

Another thing to keep in mind is the fact that this text will be used for print aswell. In print of course, there are no hyperlinks, so the images would have to be positioned properly. You can either do this by floating them to the right of the text (read this page with examples to get an idea of how you can do that and also clearing the space below a paragraph) or, alternatively, put them in a nice table, like I did in the Sandbox. As you can see, it would be nice if all the images ware the same size aswell, that makes it easier on the eyes.

I really appreciate your work on these documents, so don't get me wrong! I just want to make sure we can all benefit from this in the best way possible!

--Ewout 00:02, 21 October 2005 (CEST)


Temporarily adding tutorial here: --Matt Ebb 07:13, 28 July 2006 (CEST)

Example

Here is a small example demonstrating particle deflectors.

1. Start with default scene with a cube object.
2. In top view, add a Circle Mesh and accept default 32 vertices. Press ⇆ Tab to exit EditMode. Switch to side view and move circle up 5 units.
3. With circle selected, press S, and scale it down to 0.1 in all directions.
4. Now press F7 and go to the Effects tab. Press NEW Effect and in the Popup-list select Particles.
Effects panel.
Example frame 40.
5. Increase particle life from default 50 to 100 by changing the Life field to 100. In the force field in the lower section of the tab, set the Force Z to -0.100. If you press AltA you should see an animation of particles moving down towards our cube. See: Example frame 40. So far, the particles travel straight through without taking notice of the cube. This will change!
6. Now select our cube. With the Effect context still active, go to the Particle Interaction tab and set the Deflector settings as shown in th picture below
Example Deflection settings.

Example end result.
7. Now select the circle and press RecalcAll in the Effects tab. If you play the animation, AltA, you will see the particles bounce off the cube straight up and down. The problem is that the bounce is a bit away from the cube. This is an effect of too few Keys. In the Keys field enter 50, and press RecalcAll. Play the animation and the particles will now bounce on the cube, or close enough.
8. Select the cube and tilt it 10 degrees in either direction. Select the circle and recalculate the particles. Now play the animation and you will see the particles bounce off in the direction you tilted the cube!


Example Render

Here a Meta object is added and the circle is set as parent. Activate DupliVerts on the circle and set the material Alpha low to simulate a fluid. Play with the Rnd Damping setting to get a nice splash effect. Select a nice frame or whole animation and render away...

Modified end result.


Doc_talk:Manual/Render/Options

Last edit: 2010-04-12

temporarily adding fake dof blur tutorial content here --Matt Ebb 09:13, 27 July 2006 (CEST)


Depth of Field

Depth of Field (DoF) is an interesting effect in real world photography which adds a lot to CG generated images. It is also known as Focal Blur. The phenomenon is linked to the fact that a real world camera can focus on a subject at a given distance, so objects closer to the camera and objects further away will be out of the focal plane, and will therefore be slightly blurred in the resulting photograph. The amount of blurring of the nearest and furthest objects varies a lot with the focal length and aperture size of the lens and, if skilfully used, can give very pleasing effects. Blender's renderer does not provide an automatic mechanism for obtaining DoF, but there are two alternative way to achieve it. One relies solely on Blender's internals, and will be described here. The other requires an external sequence plugin and will be outlined in the Sequence Editor Chapter. The hack to obtain DoF in Blender relies on skilful use of the Motion Blur effect described before, making the Camera move circularly around what would be the aperture of the 'real world camera' lens, constantly pointing at a point where 'perfect' focus is desired. Assume that you have a scene of aligned spheres, as shown on the the left of Depth of Field test scene.. A standard Blender rendering will result in the image on the right of Depth of Field test scene., with all spheres perfectly sharp and in focus.

Depth of Field test scene.

The first step is to place an Empty (Space>>Add>>Empty) where the focus will be. In our case at the center of the middle sphere (Setting the Focus Empty.).

Setting the Focus Empty.

Then, assuming that your Camera is already placed in the correct position, place the cursor on the Camera (Select the Camera, ⇧ ShiftS>>Curs>>Sel) and add a NURBS circle (Space>>ADD>>Curve>>NURBS Circle). Out of EditMode (⇆ Tab) scale the circle. This is very arbitrary, and you might want to re-scale it later on to achieve better results. Basically, the circle size is linked to the physical aperture size, or diaphragm, of your 'real world camera'. The larger the circle the narrower the region with perfect focus will be, and the more blurred near and far objects will be. The smaller the circle the less evident the DoF blurring will be. Now make the circle track the Empty whith a constraint or the old Tracking as in NURBS circle tracking the focus Empty.. Since the normal to the plane containing the circle is the local z-axis, you will have to set up tracking correctly so that the local z-axis of the circle points to the Empty and the circle is orthogonal to the line connecting its centre to the Empty.

NURBS circle tracking the focus Empty.

Select the Camera and then the circle and parent the Camera to the circle (CtrlP). The circle will be the Path of the Camera so you can either use a normal parent relationship and then set the circle CurvePath Toggle Button on, or use a Follow Path Parent relationship. With the circle still selected, open an IPO window select the Curve IPO type. The only available IPO is 'Speed'. CtrlLMB Template-LMB.png twice at random in the IPO window to add an IPO with two random points. Then set these points numerically by using N to Xmin and Ymin to 0, Xmax and Ymax to 1. To complete the IPO editing make it cyclic via the Curve>>Extend Mode>>Cyclic Menu entry. The final result should be as shown in Speed IPO for the NURBS circle path..

Speed IPO for the NURBS circle path.

With these settings we have effectively made the Camera circle around its former position along the NURBS circle path in exactly 1 frame. This makes the Motion Blur option take slightly different views of the scene and create the Focal Blur effect in the end. There is still one more setting to perform. First select the Camera and then the focal Empty, and make the Camera track the Empty the way you prefer. The Camera should now track the Empty, as in Camera tracking the focal Empty..

Camera tracking the focal Empty.
Motion Blur settings (F10).

If you press AltA now you won't see any movement because the Camera does exactly one full circle path in each frame, so it appears to be still, nevertheless the Motion Blur engine will detect these moves. The last touch is then to go to the rendering buttons window (F10) and select the MBLUR button. You most probably don't need the OSA button active, since Motion Blur will implicitly do some antialiasing. It is strongly recommended that you set the Motion Blur factor to 1, since this way you will span the entire frame for blurring, taking the whole circle length. It is also necessary to set the oversamples to the maximum level (16) for best results (Motion Blur settings (F10).).

A rendering (F12) will yield the desired result. This can be much slower than a non-DoF rendering since Blender effectively renders 16 images and then merges them. Motion Blur final rendering. shows the result, to be compared with the one in Depth of Field test scene.. It must be noted that the circle has been scaled much less to obtain this picture than has been shown in the example screenshots. These latter were made with a large radius (equal to 0.5 Blender units) to demonstrate the technique better. On the other hand, Motion Blur final rendering. has a circle whose radius is 0.06 Blender units.

Motion Blur final rendering.

This technique is interesting and with it it's pretty easy to obtain small degrees of Depth of Field. For big Focal Blurs it is limited by the fact that it is not possible to have more than 16 oversamples.





Doc_talk:Manual/Game Engine/Logic/Sensors/Sensor pulses

Last edit: 2010-04-27

I would like to add a diagram (png) with a visible representation of the sensor pulses. But I have no clue how to upload a file.

DasMonster 17:00, 31 August 2009 (UTC)

Mindrones, a good idea for FAQ ;)
--Mont29 15:15, 27 April 2010 (UTC)

Doc_talk:Manual/Game Engine/Logic/Object type/Soft body

Last edit: 2010-05-05

Hello. Nice tutorial but it lacks one thing i came across while trying to understand the whole physics and logic section. When i create an object. Let's say an UVsphere and then under F4 logic panel i set it to have soft body it's ok. It has soft body and it's all gooey/jelly like. But when i want to put it in a container like a cup or tube it's start's to get hard. The ball doesn't fit the tube so i resize the ball because the tube is masterpiece and created the way it suppose to be. So i resize the ball and what happends? The ball is resized (scaled down to 90% from 1 blender unit radius to 0.9 blender unit so it's about 1.8 blender unit after full circle) but it's bounding box stays the same so even if i resize/scale an object down or up it's original size stays untouched and it bounces off the beginning of a tube it suppose to fit inside.

I once red that this was a bounding bug but i don't know if it is still unsolved/unfixed.

So the question is how to fix this bounding box/sphere disorder without deleting any object? (Because my phere might not be a sphere in the future and if i would spend couple of hours just modeling the thing and then i couldn't use it even after scaling down to one point it would still be as big as orginal then i would be mad) I belive there is an answer to my question somewhere.





Doc_talk:Manual/Physics/Fluids

Last edit: 2010-11-22

I just gotta say that this new feature is totally rad. thx!

bug in template

there's a bug in the mediawiki template that kept example3 from being displayed right-justified on the page. The error even exists in the style guide. I tried both to guess the none was right, and the right|thumb settings, but both are broke.


viscocities

There still some things that aren’t correct in this table, I think. Let me put as clear as I can:

  • The dynamic viscosity international unit is the Pascal-seconds (Pa.s). There are also Poise (P = 0.1 Pa.s), and centiPoise (cP = 0.001 Pa.s).
  • The kinematic viscosity international unit is in m2.s-1.
  • The density international unit is in kg.m-3.

Which implies that a Pascal corresponds to 1 kg.m-1.s-2, or else you cannot divide Pa.s by kg.m-3 to obtain m2.s-1!

So if I take the kinematics values given bellow, and try to get the corresponding dynamic values, I have:

  • water: density: about 1000 (kg.m-3); kinematic viscosity: 1×10-6 (m2.s-1)
→ dynamic viscosity is 1000 × 1×10-6 = 1×10-3 Pa.s, hence 1 cP.
→ COHERENT
  • Oil: density: more or less like water, so about 1000; Kinematic viscosity: 5×10-5
→ dynamic viscosity is 1000 × 5×10-5 = 1×10-2 Pa.s, hence 50 cP, and not 500 cP
→ NOT COHERENT, unless Oil SAE 50 is ten times heavier than water!
  • Honey: density: about 1250 (kg.m-3); kinematic viscosity: 2×10-3
→ dynamic viscosity is 1250 × 2×10-3 = 2.5 Pa.s, hence 2500 cP, and not 1×104 cP
→ NOT COHERENT, unless honey is five times heavier than water!
  • And so on,
    • chocolate syrup density should be of 1×104 kg.m-3 (ten times water density),
    • ketchup density should be of 1×103 kg.m-3 (same as water density, coherent I think),
    • melting glass density should be of 1×1012 kg.m-3 (a thousand million times water density, it’s more like black hole!)

In general, there should be six orders of magnitude between (dynamic) values in cP, and (kinematic) values in m2.s-1 (unless for realy heavy things like melting lead, where there should seven orders of magnitude…).

So, either the values in the tables are wrong (one way or the other), or the law to pass from dynamic viscosity to kinematic viscosity is just a “trick”, an approximation, only working with fluids around water viscosity…

I don’t know, I’m not a physicist, but there’s definitively something wrong here, so if someone who knows better about this matter could check and correct it, it would be nice!

--Mont29 13:35, 7 August 2009 (UTC)

PS: here is the table:

Blender Viscosity Unit Conversion
Fluid dynamic viscosity (in cP) kinematic viscosity (Blender, in m2.s-1)
Water (20°C) 1.002×100 (1.002) 1.002×10-6 (0.000001002)
Oil SAE 50 5.0×102 (500) 5.0×10-5 (0.00005)
Honey (20°C) 1.0×104 (10,000) 2.0×10-3 (0.002)
Chocolate Syrup 3.0×104 (30,000) 3.0×10-3 (0.003)
Ketchup 1.0×105 (100,000) 1.0×10-1 (0.1)
Melting Glass 1.0×1015 1.0×100 (1.0)

Mont29: what can we say? the values in the user manual are the values supplied in Blender, and we cannot change them. I was only trying to give a more "normal" measurement in the dynamic column. Regarding the oil, the oil is SAE 50 which is thicker and denser than oil. I guess the honey is hot, and the chocolate is very sweet and cold, so it is denser. --Roger 18:13, 10 January 2008 (CET)




















Doc_talk:Manual/Constraints/Relationship/Follow Path

Last edit: 2011-01-03

Thank you for the tutorial I now understand how to get one object to follow the path but how can I get multiple objects to follow the same path at different times?

































Doc_talk:Manual/Modeling/Objects/Tracking

Last edit: 2011-04-19

Old Track section

I think that "Old Track" section is to long and, doubles things. Should be rewritten or cut :)

Szczuro -- 7 Jan 2007

Tracking constraints

The track-to constraints appear to be documented twice, here and at Manual/Constraints/Track_To. M.e 08:25, 25 April 2008 (UTC)


All this is true – but would need a full rewrite of the page (perhaps even its full deletion!), so good for 2.5 now, IMO --Mont29 15:01, 15 April 2011 (CEST)





Doc_talk:Manual/Your First Animation/2.Animating the Gingerbread Man

Last edit: 2011-06-25

Started updating this page on Jan 8th contact me on the docboard mailing list for any question

Vertice Selection

How do you get the neat squares when selecting vertices?

Vertex groups

Could some put a link to the place where it is descibed how to let the eyes and decoration move correctly when Gus is moving? Even when this needs knowledge one does not have, it is IMHO better to have a problem to solve than to go through the documentation step by step (rather boring ;) )...

Selecting all Armatures or not?

In Rigging section it says "Now place the cursor in the center and select all bones with A". It is not clear that there is one armature being created before the mirror, as adding a bone with the 3DCursor relocated to the hip really means that there are, at that point, one armature with three bones, two of which are for the hip and one left for the arm.


Button missing

The Tutorial says Press the "Draw Names" Button, but the Button is labled "Names"

Problems following this tutorial

I have followed this tutorial step by step,but when into the skinning process(vertex group part) I cannot find the buttons described in there such as assign or remove in the vertex group panel.

And secondly pressing I doesn't seem to store my pose to the current frame,what I suppose is that when I go back to some frame I stored my pose before,the pose automatically go back to what it had stored,instead of the one I'm working,or does Blender do not have such features?But from what I get from the tutorial,it seems it does have such feature,like this one: We now need a third pose at frame 21, with the right leg up, because we are in the middle of the other half of the stride. This pose is the mirror of the one we defined at frame 1. Therefore, return to frame 1 and, with all the bones selected, in the Pose Menu in the 3D Window header select the Copy Current Pose entry, see (Pose menu). You have now copied the current pose to the buffer.

I think is it something associated with the edition?I am using the 2.49b,but I found this tutorial was written long time ago,so,anyone could help?Thanks~

"I have followed this tutorial step by step,but when into the skinning process(vertex group part) I cannot find the buttons described in there such as assign or remove in the vertex group panel."
  • They appear in Edit mode but not Object mode. I'm a newbie too, using v.2.46. 89.125.83.36 16:16, 10 January 2010 (UTC)


I am also stuck at the skinning process part. After doing the skinning bit, switch to edit mode and the mentioned panel Link and Materials has nothing except 2 items at the top. Usind blender 2.48a.

My problem was that python was not installed. After installing python 2.5.2, the link and materials panel was populated correctly.

Armature Bones panel

shows an extra bone

"The six vertex groups" pic

contains two Arm.R captions but no Arm.L

Vertex groups menu only shows 5 items

I'm at the stage of adjusting the vertex groups, and all goes fine, except the Vertex Groups menu button only lists 5 items instead of 6; it's missing the Arm.L item. Arm.L appears everywhere else and I'm certain I set it up correctly. I'm using v. 2.46. Any ideas anybody? 89.125.83.36 17:19, 10 January 2010 (UTC)

Movie Creating

How do you put a file of blender to a movie so it is able to open in a video player?

Parenting the armature

Following this tutorial i found some trouble getting parent the armature. In my blender version(2.49a) i can see only these options: "don't create groups", "name groups", "create from envelops", "create from bone heat". There isn't "Create from closest bone". thanks

--151.51.4.141 11:47, 14 April 2010 (UTC)

Sorry i found the following note:

"With Blender v2.46, the option Create From Closest Bones is no longer available, use Create From Bone Heat instead."

--151.51.4.141 13:15, 14 April 2010 (UTC)

Import/Export link

It would be nice to add some links to tutorial that explain how to export the animation project and how to import it in a small snippet of code (i.e. c/opengl or c++/opengl) to let us see how to use it.

--151.51.4.141 14:22, 14 April 2010 (UTC)

Losing Gus texture after animating it

Before I animated Gus, I had rendered it and saw that it was normal, fairly looked like Gus of the authors. But after I added bones, skinned Gus, I lost all texture applied to it. Gus now has a plain material, no texture, no 'stucci' although the preview still shows it. I tried to remove that texture and added new one, but nothing has changed.

Doc_talk:Manual/Your First Animation/1.A static Gingerbread Man

Last edit: 2011-07-11

Possible new improvements

Went through the tutorial and found these places interesting, that may need an improvement. GREAT article by the way, I got my gingerbread man walking :) If you don't believe me, here is a link to my version of Gus :P http://www.youtube.com/watch?v=tPUqCtmA5WM

Heres my thoughts:

PART I

  • Clipping should be 50 to correct the shading on the spot
  • Adding additional Texture Grain [A little confusing, Added it via Texture area or on the GingerTex pulldown?]
  • Had a little trouble trying to mirror the eye.

PART II

  • Be nice to show all the poses in screenshots
  • Eyes do not move in time with the body, I knew from my future study that it is a parent linking.

LAST THOUGHT How easy is it to discuss how to import multiple versions of Gus into different scenes? Something I've recently been struggling anyway :P So you could have an army of Gus's animated doing different things maybe.

Simple Animation

How about a simple animation? Make a cube move in a circle. It shouldn't take 30 - 60 minutes for somebody's "first" animation. Keeping things simple allows concepts to be built upon for later. In other words, take out all of the noise: someobody who wants to learn about animating does not necessarily need to learn about rigging and modelling. Simplify.

Thangalin 04:17, 7 January 2007 (CET)

Saving Animation?

The section that explains how to save a single frame of an animation is a great start. It would be nice to read about how you can save all the frames (that is, the entire animation).

Thangalin 12:10, 5 January 2007 (CET)

Missing Paragraphs

After "Gus Needs a head:" section, there's about 4 paragraph missing. Are they missing or simply deleted?. If we omit this paragraphs, we'll no see Gus like it's shown into the snapshots.

Also, 2 paragraphs before that, it's missing a paragrah and the Full body screenshot.

Thanx!

First issue is fixed, for the second, it looks Ok to me, can you be more specific?--S68 13:52, 29 October 2005 (CEST)
The second usue is the explication to make the "middle body" of Gus. It's only 1 paragraph and 1 pic. It's needed to show how the Gus half-body should be. --franzrogar 20:35, 29 October 2005 (Spain)
I really think it is there, I noticed that image of "gus halfbody" was missing and I placed it this afternoon, just below "Gus should now have a left [...] shown in Half body", is there still text missing? --Ewout 20:48, 29 October 2005 (CEST)
It's perfect now. -- franzrogar 1:58, 30 October 2005 (Spain)

Hey guys ! Started updating this page on Jan 8th contact me on the docboard mailing list for any question

Hello, there's something wrong with imagesizes... are you following the Style Guide for images? --KungfuPT 00:45, 10 January 2006 (CET)

don't understand

is sentence below is correct? I don't understand it. maybe it's because my english is poor :):

"In our case we will check the Cage Mode button so we can see the transparent faces in EditMode of whatever Blender is itself to our mesh."

Looks like this has been corrected already. --djaquay

from an old version?

Is the flipping thing from an older, pre-modifier version?

"This is usually avoided if you used the Mirror Modifier but it might happen when extruding and flipping, as it was done before the modifier was introduced."

Similar text shows up in the eye-creation section:

"Flip a duplicate around the cursor by following the sequence you learned when flipping Gus's body"

I changed the latter occurence. It was confusing (me doing the tutorial). Plz correct it if neccessary (I am noob).--Nabla 18:41, 21 August 2006 (CEST)

Camera Angle

Okay, I know this sounds stupid. So I got to all the way to looking Gus make smooth, and then when it said press and drag the mouse to look at Gus from different angles, I couldn't. I guess I was doing something wrong but couldn't find out what! Please help.

Ground material image out of date

There's an image for the ground material on this page

http://wiki.blender.org/index.php/Doc:Manual/Your_First_Animation/1.A_static_Gingerbread_Man

http://wiki.blender.org/index.php/File:Manual-Part-I-Quick39v241.png

http://wiki.blender.org/uploads/8/86/Manual-Part-I-Quick39v241.png

The image is for blender version 2.41 however, the last 2.4x stable release was 2.49.

I have a new image to replace the current out of date version, however, I'm not sure how to upload content to the blender wiki commons.

Thanks, Rigel

Doc_talk:Manual/Vitals/Screenshots

Last edit: 2011-08-03

Hi,

I`m a relative newbie but with some experience in large software dev projects.

I recently installed blender 2.58a upgrading from 2.46 . I was shocked to find that i could no longer navigate the 3d viewport . I use a laptop so alt+lmb gives me rotation of the view.

I posted the problem here http://blenderartists.org/forum/showthread.php?226798-View-port-Navigation-mmb-no-longer-rotates-vport-in-2.58

Now my question is - should I update the wiki for 2.5 to explain that you have to go to preferences and tick emulate mmb, or (preferred) should future 2.5x versions ship with mmb emulation on by default. I think the latter is a much better solution since it gives backward compatibility to all laptop users.

I`ve notice a big problem with blender in general - that you often search for help on a topic and find a solution, but written using a previous version. Now the gui has changed and the fix that was out there no longer works. This happens so often that it`s becoming quite frustrating to use blender (and i really love blender). So please can the top mangos on this project give some thought as to how this backwards compatability with unregulated help communities can work more smoothely.

kesten

Doc_talk:2.4/Manual

Last edit: 2011-11-10

To Do List

Every author should visit Wiki Tasks to see what has to be done to the wiki in order to keep it up-to-date, especially with regard to upgrades and the impending 2.43 release. --Roger 00:18, 11 January 2007 (CET)

(User Note: There really needs to be a way to look up various Blender commands. For example, if I want to know what "Loc" does, I should be able to type it into a search or find an index of commands that explain what each one does. Speaking of which, inserting a search engine into these pages would be extremely helpful. If I've forgotten something or want to look up only one thing, it's tremendously time-consuming to pore through the entire manual.)

Exercises Section and wikibook

  • Maybe adding a "Exercises" section at the end of each part with the solution to themselves to show the using of the tools into a real project. Maybe, all exercises could be part of a "big" project... -- franzrogar 1 November 2005
  • Integrate the wikibook Blender 3D Noob to Pro as the mentioned exercises? -- franzrogar 1 November 2005

Versioning?

  1. Some sections are severely outdated (esp. with Version 2.4).
  2. There are a few errors in the documentation.
  3. Some sections are much too technically written.
  4. There is missing much information in some parts.

Will updated sections be flagged in the TOC? Is there a kind of review system? How does one make suggestions on error corrections and the like? --Soylentgreen 11:21, 2 November 2005 (CET)

After having read your User page, and see the wikibook you're helping in [Blender Dokumentation WikiBook], maybe you can update some parts of the Official Documentation with the updated info of that project and deprecate the WikiBook. -- franzrogar 2 November 2005
Well, I think we do have approx. twice as much text in some parts. I'm pretty sure that the WikiBooks project will merge sooner or later in the blender.org Mediawiki, but I don't know who to make the transition smooth and accepted.
Whom should I ask how to proceed? --Soylentgreen 22:31, 2 November 2005 (CET)
You can read it at Writer Guide. The bf-docboard must accept it first. It's a convenion. -- franzrogar 2 November 2005

Level of Subchapters

Some pages get very long. Shoudn't there be separate subpages? --Soylentgreen 11:21, 2 November 2005 (CET)

I agree with this opinion. Maybe we can split the doc like in Your First Animation in 30 + 30 Minutes. But it depends on what kind of info is stored in. -- franzrogar 2 November 2005 (Spain)
I have split the composition section and other pages up when I get the warning from wiki. I think we all should do this.--Roger 19:28, 27 November 2006 (CET)

Mixing two sections presents rightnow

Related both to Lattices:

  1. Mix the homeless document Modelling with Lattices with VIII BASIC DEFORMATIONS Lattice Animation, or
  2. Add the homeless document Modelling with lattices into XIII SPECIAL MODELLING TOOLS

-- franzrogar 2 November 2005 (Spain)

Uppercase headings

Some of the translations already have their manuals' headings with a capital, and the rest of the letters are lowercase (f.e. INTRODUCTION = Einleitung in .de). Should we make all translations like so? -- Sylph

Uppercase headings are extremly unusual in german and definitely don't look good. --Soylentgreen 22:26, 10 November 2005 (CET)

I wonder whether it looks better than normal text in any language... My point was, should all the headings be like, with one capital letter, and the rest lowercase. Sorry if I didn't make myself clear. --Sylph 10:41, 12 November 2005 (CET)

-I would prefer that, yes. --Soylentgreen 13:31, 12 November 2005 (CET)
-I second the motion. It's called Title Case in Microsoft Word. The Important Words are Capitalized, but Little Ones are Not.--Roger 00:53, 30 November 2006 (CET)
-I vote for one uppercase letter and the rest lowercase as well. Except for names directly taken from e.g the menus. --Hoehrer 16:10, 22 November 2006 (CET)

Chapter images/illustrations

Wouldn't it be cool to have the character-images from Carlos Gonzalez Morcillo's Yet One Way to Learn Blender in the various (matching) chapters of the blender-manual? Just a thought. --Hoehrer 21:35, 6 March 2006 (CET) Suzanne is the way go. simple, clean, and very sexy.--Roger 05:09, 19 November 2006 (CET)

Licensing of new pages? (issue resolved)

The copyright page linked to in the edit page is now filled in. So the issue is now resolved!

- Joeedh 05:20, 12 July 2006 (CEST)

Hi. For the new node editor pages I wrote for the reference section, I had to figure out how to deal with licensing issues. It would be nice if there was an official way for an author to explicitly put new pages under the manual's license. Myself, I added the following to the talk page of each page I wrote:


---start--- (wiki syntax preserved)

Copyright Notice (not really)

This document (Reference/Windows/Nodes/Composite_Nodes) can be licensed under either a) the license of the official Blender Foundation version of the Blender User Manuel, or b) under the Open Content Licsense. Which at the moment are one and the same.

This notice is to forstall potential copyright issues pertaining to printing the reference section. Since I don't believe printers will print a document with ambiguous licensing.

---end--- (ignore the "(not really)", that's just to make it clear in the menu that it's an example and not a real notice).


As you can see, it states that my pages are available for licensing under either whatever license the manual is using, or the Open Content License. This assumes that if the two ever differ, they will remain compatible, which seems a reasonable assumption to me.

The reason I worry about this, is that I think it's important that the manual's licensing remains clear for printing. It would be sad, if parts of the manual couldn't be printed because someone didn't license new pages then dropped off the face of the earth.

Of course, as far as I can tell, already-licensed pages that are edited or revised won't cause any problems, since they've already been licensed under Open Content.

-- Joeedh 06:08, 8 July 2006 (CEST)

I think it's pretty safe to say that, even though I started with the ref doco, the forum doco, a few tuts, and my own doodles, the H-Man and I have edited each and every Composite Node for the wiki User Manual, so the UM can be printed and copied. --Roger 05:13, 19 November 2006 (CET)

You can find orphaned pages at http://mediawiki.blender.org/index.php/Special:Lonelypages.


General Manual Organization

Heuristics says we should have 7 +/- 2 topics before breaking it down further or rolling it up more. So, for the User Manual, we have too many topics right now. Can we try to keep the sequence and major topics organized around:

  1. Getting to know Blender = Intro, Navigating in 3d, scene mgt
  2. Models = Modelling, Modifiers
  3. Lighting
  4. Shading = Materials, Textures, Painting, Worlds & Backgrounds
  5. Animation = Basics, Characters, Advanced, Effects & Physical Sim
  6. Rendering = Rendering, Compositing, Video Seq Edit
  7. Beyond Blender = Extending Blender

Thanks. I might even go so far as to suggest these become 1st level headings in our book. PS-these also align with Pixar's organization and CG approach, which should make Blender that much more familiar with people crossing over from the dark side.

Manual Navigation - structure

The manual navigation system uses following convention:

Each TOC page (example http://mediawiki.blender.org/index.php/Manual/Interaction_in_3D) has following links: -previous page (up and down) - links to the last page of the previous chapter. If it is the first TOC, links back to the main page of the manual. -next page (up and down) - links to the first page of the chapter -Contents - links to main page of the manual -Guidelines - links to Guidelines

Each page of each chapter links to previous and following page.

If the page is the first page of the chapter, its "previous" link leads to the TOC of the chapter.

If the page is the last page of the chapter, its "next" link leads to the TOC of the following chapter.

--BeBraw 12:37, 3 January 2007 (CET)


Doc_talk:2.4/Manual/3D interaction/Navigating/3D View Options

Last edit: 2011-11-10

Maximize/minimize window(s)

"Note that this feature is available for nearly every window types in Blender."

This a rather unnear statement. I found that the User Preferences Window (on my Windows XP Pro SP3) is one of the nearly few that does not expand to full screen? Would there be others and why is that?

I hope to find out some time later in the Manual an explanation of things like the "Ve", "Fa","OB","LA","Mem",Time" data that are shown there. Unless somebody would feel like telling me now? Andre anckaert 10:38, 8 December 2009 (UTC)

Make Links/Make Proxy

Would "Make Links > To Scene" make another thing than "Make Proxy"? See the image on this link :

[[1]]

Andre anckaert 13:53, 9 December 2009 (UTC)

Doc_talk:2.4/Manual/3D interaction/Navigating/Camera View

Last edit: 2011-11-10

certainly camera settings are somewhere else, arent they?

I think there should be a Camera page in Render chapter, but have no time to address this right now (Have enough with Animation and pending Modeling work!)
--Mont29 13:15, 1 April 2010 (UTC)

num pad

I don't have a num pad because I'm using a little mac book. Is there a way around the num pad commands? Like positioning the camera?

Thanks.

Unless your mac book has a “fn” key and virtual keyboard (like all descent laptops, hin hin!), I see no solution… Using Blender in this conditions is going to be hard (try 2.5, here you can reassign all shortcuts…).
mindrones, another good FAQ question!
--Mont29 13:15, 1 April 2010 (UTC)

where are the camera settings?

Where are the camera settings? I'm on the "Doc:Manual/3D interaction/Navigating/Camera View" page and it shows the "camera panel" but shows no way of opening it. I've looked all over. Where is it?












Doc_talk:2.6/Manual/Physics/Dynamic Paint

Last edit: 2011-11-15

to do
 Good starting page, but really needs extended doc (prob. split in subpages too).

Doc_talk:ZH/2.4/Manual

Last edit: 2011-11-17

.

Doc_talk:SV/2.4/Manual

Last edit: 2011-11-17

Skall vi vänta med att göra så mycket översättningar innan alla rättningar är gjorda?

styken 15:24, 25 January 2007 (CET)


Oj, här händer inte mycket! Förslagsvis översätter vi modulerna en och en; uppifrån och ned. Jag håller forfarande på att lära mig grunderna i Blender, men hoppas jag tar mig tid att komma tillbaka hit. Släng in gärna in en brasklapp på min diskussionssida om ni kommer igång med projektet.
/ Mats Halldin 14:02, 28 June 2007 (CEST)

Doc_talk:SV/2.4/Manual/Introduction/Installing Blender

Last edit: 2011-11-17

Finns det någon som vill hjälpa till att översätta Linux/Irix/Solaris-avsnitten så vore det kanonbra!

Vem är "jag" i texten?

Den engelska originaltexten är stundtals skriven i jag-form, och läsaren får lite inblick i den här personens liv (några projekt han/hon gjort, vilken bil han/hon har och att han/hon har en dotter). Vill man inte se vem avsändaren är i de fallen?

Doc_talk:RU/2.4/Manual/Materials/Nodes/Editor

Last edit: 2011-11-17

Обсуждаем корявости перевода

Милости прошу! Оставляйте комментарии :) Будем расти над собой вместе.

Doc_talk:RU/2.4/Manual/Your First Animation/1.A static Gingerbread Man

Last edit: 2011-11-17

Я перевожу эту страницу у себя на компе так что не тратте времени для ее редактирования ЗЫ: а вот уже после того как я ее выложу нужна будет помощь -- nd

Рем

Ага, теперь я попробую. через 10 месяцев можно другому передавать :-)

Doc_talk:RO/2.4/Manual/Data System

Last edit: 2011-11-17

---EN Hi, I want to translate "The Datablocks" page in romanian, but I can't find the link for that page on Documentation Page ( http://wiki.blender.org/index.php/Doc:RO/Manual ), section Data System. Can you help me? Thanks.

---RO Buna, Vreau sa traduc pagina "The Datablocks" in romana, dar nu gasesc link la aceasta pagina pe http://wiki.blender.org/index.php/Doc:RO/Manual in sectiunea Data System. Puteti sa ma ajutati? Ms.

Doc_talk:RO/2.4/Manual/Interface

Last edit: 2011-11-17

Valy nu uita de oldid= , cred ca stii ce e .

Doc_talk:RO/2.4/Manual/Introduction

Last edit: 2011-11-17

What is corect wiki page ? http://wiki.blender.org/index.php/Doc:RO/Manual/Introducere or http://wiki.blender.org/index.php/Doc:RO/Manual/Introduction Thank you !

The 2nd. I've rfedirected the first to the 2nd to help you understand, hope it does :) --mindrones 22:29, 1 October 2009 (UTC)

Doc_talk:RO/2.4/Manual/Introduction/Installing Blender

Last edit: 2011-11-17

Nu uita exista niste cerinte legate de versiunea la care treaduci precum si anumite formate care te ajuta : vezi : http://wiki.blender.org/index.php/Doc:RO/Manual/Introduction (da modifica ) o sa vezi

|100| reprezinta progresbarul la 100% oldid=84947 reprezinta un numarul versiunii paginii traduse din limba engleza !

Doc_talk:RO/2.4/Manual/Modeling/Objects/Booleans

Last edit: 2011-11-17

This page (Booleans) is in Meshes section (in English version) and in Objects section (in Romanian version).


Pagina Booleeni se afla in sectiunea Retele/Meshes (in versiunea engleza) si in sectiunea Obiecte (in versiunea romana).

Doc_talk:PT/2.4/Manual

Last edit: 2011-11-17

Manual PT!

Sugestões?

Há muitos termos que não têm tradução adequada para o Português... Quais traduzir e quais deixar em inglês?...

Podemos deixar aqui uma lista de todos os termos difíceis de traduzir e as nossas sugestões:

  • to scale: escalar
  • scale: escalamento
  • constraint: confinamento --Yorik 01:09, 25 June 2007 (CEST)

Tradução de termos específicos do Blender

Proponho o seguinte: escrevemos todas as palavras que aparecem na tela do Blender, ou que são termos específicos do Blender, como por exemplo EditMode, sempre deste jeito:

{{literal|EditMode}} (modo de edição)

Assim aparecerá desta maneira:

EditMode (modo de edição)

Assim tanto as pessoas que usam o Blender na versão inglês como os que usam a interface traduzida podem entender do que se trata. Alem disso, as imagens contidas nesta documentação são sempre em inglês. --Yorik 01:09, 25 June 2007 (CEST)

Doc_talk:PT/2.4/Manual/Interface

Last edit: 2011-11-17

atualizado cf versão inglesa - updated according to english version --Yorik 03:50, 9 April 2007 (CEST)

Doc_talk:PT/2.4/Manual/Interface/Configuration

Last edit: 2011-11-17

added header and footer --Yorik 16:42, 23 April 2007 (CEST)

Doc_talk:PT/2.4/Manual/Interface/Keyboard and Mouse

Last edit: 2011-11-17

atualizado cf versão inglês - updated cf english version --Yorik 04:36, 16 April 2007 (CEST)

Doc_talk:PT/2.4/Manual/Interface/Window system

Last edit: 2011-11-17

página atualizada cf versão inglês - page updated cf english verion --Yorik 17:45, 17 April 2007 (CEST)

Doc_talk:PT/2.4/Manual/Interface/Window types

Last edit: 2011-11-17

página atualizada cf versão inglesa - page updated cf english version --Yorik 03:24, 19 April 2007 (CEST)

Doc_talk:PT/2.4/Manual/Introduction

Last edit: 2011-11-17

página atualizada conforme versão inglês corespondente hoje - page updated according to the corresponding english version today --Yorik 02:56, 7 April 2007 (CEST)

Doc_talk:PT/2.4/Manual/Introduction/Installing Blender

Last edit: 2011-11-17

Página atualizada hoje conforme versão inglesa - page updated today according to the corresponding english one. O nome deverá ser modificado para refletir a estrutura nova - the name will need to be changed to reflect the new user manual structure. --Yorik 02:25, 8 April 2007 (CEST)

Doc_talk:PL/2.4/Manual/3D interaction/Navigating/3D View Options

Last edit: 2011-11-17

Witam, Czy ktoś już myśli o przetłumaczeniu tej strony? Ja chcę się pokusić.

Pozdrawiam, Leszek.



Doc_talk:KO/2.4/Manual/Introduction/Installing Blender

Last edit: 2011-11-17

Dear Blender team,


Please, separate mixed Nation Flag of South and North Korea.

We, south Korean, don't want to be mixed with North Korea, at any situation,

since the North Korean, is a notorious terrorist country.


Regards,


Doc_talk:IT/2.4/Manual

Last edit: 2011-11-17

Ho uniformato il sommario della guida in Italiano a quello del manuale in Inglese

Doc_talk:IT/2.4/Manual/Extensions

Last edit: 2011-11-17

I'm going to work onthis part of the manual. Aleppax

Doc_talk:IT/2.4/Manual/Introduction

Last edit: 2011-11-17

Buon inizio

manca l'header e il footer, date un'occhiata alla versione inglese e fate come hanno fatto gli spagnoli, definendo due template analoghi all'inglese (ccopia e incolla) e modificando solo il testo

Stefano

I template li ho definiti già io

Stefano

Doc_talk:IT/2.4/Manual/Lighting/Lamps/Spot/Buffered Shadows

Last edit: 2011-11-17

I will work on this article, if someone else is interested or has planned to work on it, please contact me Aleppax

Doc_talk:IT/2.4/Manual/Materials

Last edit: 2011-11-17

Prenoto questa pagina per la traduzione, se vuole pensarci qualcun'altro aggiunga un commento qui di seguito. Lusque

Doc_talk:IT/2.4/Manual/Materials/Assigning a material

Last edit: 2011-11-17

Prenoto questa pagina per la traduzione, se vuole pensarci qualcun'altro aggiunga un commento qui di seguito. Lusque

Doc_talk:IT/2.4/Manual/Materials/Properties/Diffuse Shaders

Last edit: 2011-11-17

Prenoto questa pagina per la traduzione, se vuole pensarci qualcun'altro aggiunga un commento qui di seguito. Lusque

Doc_talk:IT/2.4/Manual/Materials/Properties/Ramps

Last edit: 2011-11-17

Prenoto questa pagina per la traduzione, se vuole pensarci qualcun'altro aggiunga un commento qui di seguito. Lusque

Doc_talk:IT/2.4/Manual/Materials/Properties/Specular Shaders

Last edit: 2011-11-17

Prenoto questa pagina per la traduzione, se vuole pensarci qualcun'altro aggiunga un commento qui di seguito. Lusque

Doc_talk:IT/2.4/Manual/Physics/Fluids

Last edit: 2011-11-17

translation

I'm going to update this page. Aleppax

Doc_talk:IT/2.4/Manual/Physics/Rigid Bodies

Last edit: 2011-11-17

translation

I'm going to update this page. Aleppax

Doc_talk:IT/2.4/Manual/Physics/Soft Bodies

Last edit: 2011-11-17

translation

I'm going to update this page. Aleppax

Doc_talk:FR/2.4/Manual

Last edit: 2011-11-17

Doit on mettre "PART I" ou "PARTIE I" dans les pages? --Eon 14:27, 12 November 2005 (CET)

C'est parti pour PART I on dirait ;-) --user:kenden

La version anglaise ne semble plus utiliser le découpage "part I / part II / ..." (voir le code de la page "manual/manual"). Je suppose qu'il va faloir faire de même pour la française? Et que faire des formules mathématiques en LATEX (Chapitre "Lighting/Lamp")? Essayer le mathML ou un formatage texte simple? --mont29 10:00, 06 september 2006


Changement de version de la documentation. La documentation officiel à beaucoups évolué en une année. Un grand ménage est à entreprendre pour recoller à la documentation officiel. J'ai préparer en bas de page le nouveau plan identique à la version Anglaise. Pour passer en douceur de la version 2.3x à la 2.4x. --user:Mooky

Mise à jour de la traduction de la documentation vers la version 2.4x

La documentation officielle à beaucoups évoluées en une année. Un grand ménage est à entreprendre pour recoller à la documentation officiel. J'ai préparer en bas de page le nouveau plan identique à la version Anglaise. Pour passer en douceur de la version 2.3x à la 2.4x.

Une grande partie à été magnifiquement traduite par Blenderman (fr)qu'il a mis à disposition dans la partie Upload et download de blender-doc.fr Si vous souhaitez les liens direct vers les fichiers je peux les déposer ici. 17/02/2007--Mooky.


Bien sûr, mets-les, ces liens. Ca m'évitera peut-êre de traduire des pages qui le sont déjà!
Tant que j'y suis, ne devrait-on pas garder les noms anglais des pages dans les chemins (c'est ce que je fait!)? (Par ex., pour la doc française sur l'utilisation des neuds, Manual.fr/Using Nodes, et pas Manual.fr/Utiliser les Neuds). Cela me semble bien plus facile à maintenir: pour les références entre pages, par ex., pas besoin de chercher le titre exact en français (si tant est qu'il ait été traduit), il suffit de copier/coller le lien de la version anglaise, en rajoutant juste .fr après Manual! --mont29 15:00, 18 mars 2007

Bonjour,
Je compte mettre les pages d'introductions aux chapitres dans les listes comme dans la version de référence en anglais, au lieu de garder les liens dans les titres.
Je mettrais aussi un liens vers les version anglophone lorsqu'un article est à traduire.
Je commencerais tous ça demain, comme j'ai lu qu'il est d'usage de le faire Meta/Writer Guide.fr.
Merci,
--J-m 12:28, 1 April 2007 (CEST)

Voilà, j'ai commencé.
J'ai remarqué qu'il y a une incohérence dans le nommage des pages au passage de la partie interaction en 3D à Scene management. La proposition de Mont29 de garder les noms en anglais me semble la plus systématique.
--J-m 12:24, 2 April 2007 (CEST)

Suite

Bonjour à vous,

Puisque je vois que ça n'a pas beaucoup bougé (on a tous tellement de choses à faire ! ;-)), je me suis permis d'attaquer dans le lard. J'ai déjà reporté la partie "Modélisation" de TOC de la version anglaise ici.

Je ne reprends pas la même hiérarchie que l'ancienne partie (manual.fr/partX/) pour éviter les voies sans issue qui existent dans la version actuelle et qui m'ont beaucoup gêné (perdu) quand j'ai bossé avec le wiki pour apprendre.

J'utilise désormais le titre de la partie pour ranger les pages. P.e. "manual.fr/modélisation/titre_de_la_page" pour la partie modélisation.

Si je fais mal, dites-le moi ;-)


A mon avis, il vaudrait mieu conserver le titre des pages anglaises, pour les raisons que j'ai exposé ci-dessus!
22/06/2007, Mont29.

• Salut Mont29. Je comprends tes préoccupations. Ce qui m'ennuie dans ce procédé, c'est qu'on peut indiquer un titre en français dans la TOC, mais que le titre de la page, lui, qui reprend le chemin de la page (Manual.fr/PartX/Truc Machin) resterait en anglais dans ce cas. Or, trois réflexions : 1) si nous traduisons, ce sont pour les gens qui ne maitrisent pas la langue et, donc, ne comprendraient pas ces titres. 2) On cherche quelquefois une information en passant de page en page, les titres sont alors très importants. Les non anglophones ne pourraient pas s'y référer. 3) Si nous faisons une traduction, autant la faire jusqu'au bout, à commencer par… le titre lui-même de la page.
• Le mieux ne serait-il pas, en début de page, en commentaire HTML (invisible au lecteur) de préciser la source ? Ça permettrait au traducteur, en éditant la page, de savoir où se trouve l'original. C'est la méthode que je vais adopter pour poursuivre, voir par exemple Manual.fr/PartIX/Cinématique_Inverse.
• Bien sûr, je reste ouvert à la discussion à ce sujet, mais j'aimerais que des décisions soient prises rapidement, que je puisse continuer d'avancer dans le bon sens.

Bonjour, PhilippePerret (?, d'après l'historique de cette page, essaye de "signer" à chaque fois, c'est plus simple!), je sais bien que nous traduisons pour les non-anglophones, mais (normalement) le chemin de la page n'est pas son titre... et même si mettre la source en commentaires HTML est une bonne idée, cela ne résout pas le problème du traducteur qui doit retrouver le titre français d'une page qu'il n'a pas téléchargée (et oui, avec ma RTC, je suis obligé de travailler off-line!)...
Pour résoudre ce dilem, on pourrait, en plus d'indiquer la source dans la page, créer un tableau (au sommet de cette page de discussion, par exemple) qui relierait chaque page traduite à son équivalent anglais, sur ce modèle:
Relation des pages françaises <-> anglaises
Version française Version anglaise
Manual.fr/Cinématique_Inverse Manual/Inverse_Kinematics
Manual.fr/Influence_sur_le_Skinning Manual/Mesh_Skin_Weighting
Une ligne par page!
Tu remarqueras également que je n'ai pas inclu les PartXI etc... en effet, ils ne sont plus du tout utilisés dans la version anglaise... Mieux vaut à mon avis s'y conformer!
Fait-moi savoir ce que tu penses de tout ça...
05/07/2007, Mont29.
Il m'est venu une nouvelle idée à ce propos: il serait assez simple de créer les pages françaises avec le nom anglais (en rajoutant juste le ".fr" au "manual"), puis de les renommer ensuite en français: on crée ainsi une sorte de raccourcis, qui permet de garder les références anglaises dans la traduction, tout en ayant des noms de page en français! Je ne pense pas que cela change grand chose pour la base de donnée!
Donnez moi votre avis à ce sujet!
04/01/2008, mont29.

Autre problème, il y a "collision" sur la traduction du chapitre sur VSE (et oui, j'en avais aussi commencé une!). Ce sont "les risques du métiers", mais pour éviter que cela ne se reproduise, si nous sommes plusieurs à travailler activement sur ce wiki, on aurait intérêt à indiquer, dès qu'on commence un chapitre à L'indiquer clairement dans l'index!
En attendant, je vais te laisser le chapitre sur VSE et m'en choisir un autre (ce n'est pas ce qui manque!)
05/07/2007, Mont29.

Doc_talk:FR/2.4/Manual/3D interaction/Navigating/3D View

Last edit: 2011-11-17

Salut J-m,

Heureux de ne pas être seul à traduire. ;-)

Concernant les termes, je trouve que "Projection parallèle et centrale" ne sont pas très parlant (moi, ils ne me disent rien, alors que je sais de quoi il en retourne). Je pense qu'il faut au moins garder "Projection en perspective". Pour le second terme, c'est plus délicat. Ça pourrait être "Projection sans perspective", ou "Projection sans point de fuite" (un peu long…) ou peut-être même "Projection Orthonormée" (qui serait je crois le terme le plus approprié, même s'il n'est pas très parlant pour les non mathématiciens…). "Projection parallèle" pourrait être gardé aussi, mais ça demande d'avoir compris pour comprendre…

Ça serait bien quand même que tu vois bien de quoi il en retourne, pour être performant sur l'article. Ils doivent le dire sur le texte, mais tu peux faire l'expérience toute bête de lancer Blender, et d'appuyer sur le 5 de ton pavé numérique. En lançant Blender, tu es en projection orthonormée (aucune perspective), et en tapant 5 NumPad tu te retrouves en perspective, tu peux voir le cube en perspective, voir ses bords. C'est aussi simple que ça.

Bonne chance (et merci pour tes relectures)

Phil-Pantin

Ok pour la perspective. Pour la projection parallèle, j'aime bien parce qu'il y a l'idée que ça conserve les parallèles. Orthonormé c'est pour un système d'axes perpendiculaires et avec une même unité de grandeur, peut être Projection orthogonale :)
Je vais me replonger dans un cours de communication graphique que j'ai eu il y a quelques temps, afin d'être plus précis. Je sens bien que mes notions se sont quelque peu évaporées avec le temps. Notamment pour traduire les Détails technique de façon convaincante.
--J-m 19:07, 27 June 2007 (CEST)

OK J-m, on y va comme ça. On se tient à "Projection en perspective" et "Projection en parallèle", ça me semble pas mal du tout. J'ajoute ça à la page traducteur Phil-Pantin

Warning

Une autre chose, que j'ai oubliée. Ne t'attaque pas à la longue page suivante (Outils de la vue 3D), je suis en train de plancher dessus. Phil-Pantin

Doc_talk:FR/2.4/Manual/Animation/Editors/Action

Last edit: 2011-11-17

If someone can hear me…

Malgré toutes les qualités du manuel de la version anglaise, je regrette que, souvent, ne soit pas explicité clairement l'utilité de ces fenêtres (quel avantage, par exemple, à travailler dans l'Editeur d'actions plutôt que dans l'Éditeur de courbes Ipos ?). Moi qui débute dans l'animation 3D, j'ai du mal à percevoir leurs intérêts propres, alors que je suis certain qu'ils existent, et j'aimerais beaucoup qu'on m'en touche deux mots dans ce manuel. Il me semble que toute page d'un manuel comme celui-là devrait commencer par répondre à la question : "À quoi ça sert ?" ou "Comment — dans quelle situation — a-t-on intérêt à utiliser ça ?".

Doc_talk:FR/2.4/Manual/Animation/Techs/Shape/Shape Keys

Last edit: 2011-11-17

Petite remarque personnelle : c'est très pénible d'avoir à reprendre la version anglaise pour essayer d'améliorer une page. Je pense que lorsque le traducteur ne comprend pas ce qu'il traduit (comprendre = voir exactement ce qui se passe dans Blender), il vaudrait mieux ne rien traduire du tout, laisser la partie anglaise (je l'ai fait ici pour deux phrases obscures).

Cette page est particulièrement complexe, je trouve. Elle mériterait d'être plus développée pour permettre au lecteur de comprendre. J'ai tenté de le faire dans la mesure de mes moyens.

Doc_talk:FR/2.4/Manual/Composite Nodes/Types/Color

Last edit: 2011-11-17

Le dernier encart sur "L'homme invisible" pourrait se traduire comme ceci :

"Si vous utilisez une image en premier plan qui possède un Alpha supérieur à celui de l'arrière-plan et fusionnez les 2 avec un Z-combine, l'arrière-plan sera altéré sur cette surface. La solution consiste alors à utiliser un matériau transparent (grâce au Fresnel-lens) jusqu'à ce qu'il devienne un objet invisible."

Doc_talk:FR/2.4/Manual/Interface/Contexts

Last edit: 2011-11-17


Je trouve très "confusionnant" qu'il soit fait allusion au "mode" à la fin de l'article.

Personnellement (pour m'y être moi aussi essuyé les dents…), je trouve qu'il serait intéressant dans la description de cette interface, de faire le distingo net entre "mode", "contexte" et "sous-contexte". Ça manque au manuel original.

Phil-Pantin

Doc_talk:FR/2.4/Manual/Modelling/Meshes/Basic Tools

Last edit: 2011-11-17

Pédagogie de la partie Vissage

Ne faudrait il pas donner des précisions sur le type d'objet avec lesquels ont peu appliquer le vissage. Chez moi ça ne marchait pas avec des courbes de béziers, j'ai transformé ma courbe en maillage (mesh) avec Alt + C, et ça a soudain marché...

--J-m 11:15, 31 March 2007 (CEST)

Doc_talk:FR/2.4/Manual/Modelling/Meshes/Remaking the Topology

Last edit: 2011-11-17

Je trouve le didactitiel pas du tout clair (dommage…). Des zones d'ombre (notamment avec le recours au second maillage dont on détruit tous les vertices) et des manipulations pas suffisamment bien expliquées je trouve au niveau de leur raison et de leur contexte.

Doc_talk:FR/2.4/Manual/Modelling/Meshes/Subdivision Surfaces

Last edit: 2011-11-17

Je ne sais pas comment traduire "weight creases", j'ai mis: "Plis à poids", mais ca ne me plait pas beaucoup... qqun à une meilleure idée?

Je propose pli pondéré. Et à la place de "coupant" d'une arrête je parlerais plutôt du tranchant...
--J-m 14:35, 29 March 2007 (CEST)


Doc_talk:ES/2.4/Manual

Last edit: 2011-11-17

Hola, a partir de esta semana voy a empezar a actualizar el manual de Blender para llevarlo hasta el nivel de la versión 2.46. Si alguien quiere ayudar que lo diga y si no que calle para siempre :-).

Doc_talk:ES/2.4/Manual/Animation/Editors/Action

Last edit: 2011-11-17

<malefico>: Hay errores, en la version inglesa esta pagina fue omitida. </malefico>

Doc_talk:ES/2.4/Manual/Interface/Configuration

Last edit: 2011-11-17

Gracias Queria saber como hago para poner el programa en español,.

Doc_talk:ES/2.4/Manual/Render

Last edit: 2011-11-17

Notas

Como apuntan en el documento original, la información contenida en esta página no debería estar al comienzo de la misma, sino información más general. Sugieren introducir este texto en una sección introductoria. Estoy de acuerdo con ello. -- franzrogar - 30 Octubre 2005

Doc_talk:ES/2.4/Manual/Rigging/Skinning

Last edit: 2011-11-17

En la version en ingles han mezclado con la nota "Bake Actions" del capitulo siguiente, creo que es un error, y lo he omitido.

Doc_talk:ES/2.4/Manual/Your First Animation/1.A static Gingerbread Man

Last edit: 2011-11-17

cuando intento mover a gus los ojos, boca y botones se quedan en su lugar y el cuerpo se mueve, que puedo hacer? Prueba a seleccionar en este orden, ojos, boca, botones y cuerpo (el último), pulsa Ctrl+P y elige Make Parent. entonces cuando muevas el cuerpo todo lo demás se moverá con el mismo. También lo puede hacer individualmente, ojos + cuerpo Ctrl+P y Make Parent... y así con todos los objetos que quieras que se muevan con el cuerpo.

Doc_talk:DE/2.4/Manual

Last edit: 2011-11-17

Hallo,

ich habe mit der Übersetzung von Kapitel V (Licht) begonnen. Dieses Thema interessiert mich im Moment am meisten, deshalb geh ich nicht nach der Reihenfolge.

Hans Josef (hc3d@gmx.de)

Hallo!

Es existiert auf http://de.wikibooks.org/wiki/Blender_Dokumentation ja bereits eine deutsche Teil-Übertragung des Handbuches. Ich kann nur dazu auffordern, von dort Texte zu übernehmen, soweit das möglich ist. Insbesondere ist die Übertragung aktualisiert und deutlich erweitert, diese Teile müssten hier entfernt werden.

Vielleicht läuft die Dokumentation ja auch irgendwann zusammen. --Soylentgreen 11:14, 2 November 2005 (CET)

Übersetzung vs. Erweiterung

Hi,

ich kenne die deutsche Wikibooks-Seite. Die Richtlinien zur Übersetzung der Blender-Dokumentation geben allerdings exakt vor, eine wirkliche Übersetzung des offiziellen englischen Textes anzufertigen (siehe i18n.htm).

Der Weg wäre also, um Überarbeitung des englischen Manuals zu bitten und den Text dann in die Übersetzung zu übernehmen. Ist natürlich umständlich, aber Regeln sind da, um eingehalten zu werden. Andersherum könnte man ja bei Wikibooks mitmachen, weils da bislang die breitere Basis und mehr Raum zur Entfaltung gibt. Mir ist es aber wichtiger, eine deutsche Version der Blender-Dokumentation zu bekommen. Das Übernehmen der Textstruktur ist auch hier sinnvoll, denn die ganzen Bilder brauchen nicht neu gemacht zu werden, was bei Wikibooks ein Copyright-Problem wäre, würden sie von hier genommen.

Auch beim Licht ist es so, dass bspw. Area Lights nicht beschrieben werden. Da muss die offizielle Doku halt nachlegen...

Ich benötige z.B. manche Teile der Dokumentation auf Deutsch, die einfach noch nicht fertig oder veraltet ist. Von daher ist die reine Übersetzung hier für mich nicht ausreichend. Es wäre auch z.B. unsinnig (IMHO) z.B. die Booleans zu übersetzen, die sich in vier Wochen sowieso völlig anders verhalten werden.
Dabei denke ich. dass hier eben eine reine Übersetzung hingehört. Die deutsche Wikibooks Seite wird demnächst die Artikelstruktur anpassen, außerdem schreibe ich gerade entsprechende Vorlagen, so dass man Texte zwischen den Wikis möglichst unproblematisch austauschen kann. Die Bilder müssen vermutlich tatsächlich wegen der liberaleren Lizenz für Wikibooks neu gemacht weren. --Soylentgreen 20:46, 2 November 2005 (CET)

Doc_talk:DE/2.4/Manual/Animation/Editors/NLA

Last edit: 2011-11-17

Die Vorlagen hier leiden leider daran, dass insbesondere für die Tasteneingaben zu wenig Vorlagen vorhanden sind. So gibt es auf einer deutschen Tastatur kein "Ctrl" sondern ein "Strg". Abgesehen davon ist im deutschen die Kombination K-Key oder so ähnlich nicht gut. Ich denke, man sollte doch für die deutschen Übersetzungen auf die Tastaturvorlagen nach Möglichkeit verzichten. --Soylentgreen 05:51, 19 March 2006 (CET)

Ja, ich weiß, ich hab mir das auch gedacht (und in den Richtlinien gelesen, aber halt mal alles auf vorhandene templates umgestellt (die kann man dann per Skript bzw. Suchen+Ersetzen leicht austauschen) Ich wäre ja für eigene lokalisierte Templates für die nicht-englischen Sprachen (was spricht dagegen?).... natürlich nur wo nötig. Wird ja schon bei den footer/headern im Handbuch so gemacht, warum nicht für die Tasten-templates. Die umsetzung müsste natürlich noch diskutiert werden (z.B benennung der templates) .. Weitere Diskussionen hierTalk:Meta/Templates.de --Hoehrer 12:11, 19 March 2006 (CET)

Doc_talk:DE/2.4/Manual/Introduction

Last edit: 2011-11-17

Der Artikel ist aus vier Teilen zusammenkopiert:

http://de.wikibooks.org/wiki/Blender_Dokumentation:_Was_ist_Blender Autor: Wilhelm, Soylentgreen, Kristjan', Anonym001

http://de.wikibooks.org/w/index.php?title=Blender_Dokumentation:_Die_Geschichte_von_Blender Autor: Wilhelm, Shelmton, Soylentgreen

http://de.wikibooks.org/wiki/Blender_Dokumentation:_%C3%9Cber_Freie_Software_und_die_GPL Autor: Wilhelm

http://de.wikibooks.org/w/index.php?title=Blender_Dokumentation:_Immer_hilfsbereit:_Die_Blender_Community Autor: Wilhelm

--Soylentgreen 17:05, 1 November 2005 (CET)

Doc_talk:DE/2.4/Manual/Introduction/Installing Blender

Last edit: 2011-11-17

Falls jemand weiß, wie "1000s of colors" und "System Preferences -> Displays" auf einem deutschen OSX bezeichnet werden, möge er dies im Text bitte entsprechend anpassen oder mir Bescheid sagen, damit ich die betreffende Stelle ändern kann. Danke.

-- Sandur 18:55 29 May 2006 (CET)

Doc_talk:DE/2.4/Manual/Lighting/Radiosity

Last edit: 2011-11-17

Text kopiert von

http://de.wikibooks.org/w/index.php?title=Blender_Dokumentation:_Wie_Blender_Radiosity_berechnet Autoren: Soylentgreen, Psycho

http://de.wikibooks.org/w/index.php?title=Blender_Dokumentation:_Radiosity_rendern, Autoren: Soylentgreen, Psycho

--Soylentgreen 13:26, 2 November 2005 (CET)

Doc_talk:DE/2.4/Manual/Modelling/Curves

Last edit: 2011-11-17

Der erste (große) Teil über Kurven fehlt (noch), da er im deutschen Wiki bereits - mit einem anderne Beispiel - fertig ist. --Soylentgreen 21:05, 7 November 2005 (CET)


Doc_talk:BG/2.4/Manual

Last edit: 2011-11-17

Dear Mindrones, I saw that BG/ is added everywhere, but decided that was my mistake. Hours later I saw your edit. I would like to be without BG/ at the beginning. Thus the links will lead to pages in English, rather than missing pages. Cheers and please excuse me! Laskov 21:13, 31 July 2009 (UTC)

Doc_talk:BG/2.4/Manual/Interface

Last edit: 2011-11-17

Страницата е преведена. Подканвам, който желае да внесе граматични и смисловни корекции, както и корекции по форматирането на текста. Syziph

Премахнах от страницата следното съдържание:

Не съм сигурен дали не се появява в някоя друга страница. Laskov 20:04, 2 October 2009 (UTC)

Doc_talk:BG/2.4/Manual/Interface/Window system

Last edit: 2011-11-17

  • Главно горно меню: Това е главното меню свързано с прозореца "User Preferences". За да видите информацията в прозореца, кликнете и теглете областта между 3D прозореца и заглавната лента на менюто; Ако поставите мишката на границата между тях, курсора ще се промени на двупосочна стрелка с която можете да теглите нагоре/надолу прозореца "User Preferences".

Премахнато от страницата. Laskov 20:29, 7 October 2009 (UTC)

Doc_talk:BG/2.4/Manual/Introduction

Last edit: 2011-11-17

Не можах да преведа изречението, съдържащо "an incredibly small footprint, and a tightly integrated workflow" в секцията "Какво е Blender". Моля за помощ! Laskov 20:02, 2 August 2009 (UTC)

... както и 2-ри и 3-ти абзац отдолу нагоре. Дали да превеждаме секцията "Версии / Редакции / Важни събития" Laskov 13:54, 26 August 2009 (UTC)

- А бе защо няма кирилица отдолу за копиране и вмъкване?

Не разбрах въпроса ... Laskov 07:31, 16 December 2009 (UTC)

Doc_talk:AR/2.4/Manual

Last edit: 2011-11-17

بدء نقاش حول المساعدة العربية

نريد عمل فريق لترجمة ملفات المساعدة الأنجليزية , نريد مجموعة من الأفكار حول ذلك

Doc_talk:2.4/Manual/Render/Camera/Depth Of Field

Last edit: 2011-11-18

to do
 2.4 page… See also the DoF page in Post Process section.

Doc_talk:2.6/Manual/3D interaction/Navigating

Last edit: 2011-12-15

From the page (about Panning) :

(note: you can replace Ctrl by ⇧ Shift)

My 2.55B does not do that (Windows XP Pro)

--Andre anckaert 10:13, 29 November 2010 (UTC)

Doc_talk:2.6/Manual/3D interaction/Sketching/Converting to geometry

Last edit: 2011-12-15

"Armature" as a convert-to option does not seem to be available in 2.56a rev 34371, so I removed that section Ysengrin 23:16, 21 January 2011 (UTC)

Doc_talk:2.6/Manual/3D interaction/Sketching/Drawing

Last edit: 2011-12-15

As of r34552 (if not before), the shortcuts for the grease pencil do not seem to work in Node Editor and Video Sequence Editor.

Doc_talk:2.6/Manual/Animation

Last edit: 2011-12-15

to do
 Update to reflect new chapter struct.

Doc_talk:2.6/Manual/Animation/3D View

Last edit: 2011-12-15

to do
 Create based on 2.4 content…

Doc_talk:2.6/Manual/Animation/Armatures/Non Linear Animation

Last edit: 2011-12-15

I read in the page:

"The contents of Action strips can be edited, but you must be in 'Tweak Mode' to do so.

Menu: View → Enter Tweak Mode"

And that the page was edited on 2010/12/20. I am now on 2.57.0 and there I find that it should probably read now:

"Menu: Edit → Start tweaking strip actions" (TAB)

I hope somebody is more qualified than me and will make this and eventually other details,up to date.

--Andre anckaert 17:19, 18 April 2011 (CEST)

Doc_talk:2.6/Manual/Animation/Editors

Last edit: 2011-12-15

to do
 Review (esp. the links, check the new structure [index]).

NOTE: Animation editors heavily changed in blender 2.5 (perhaps the biggest change, together with the UI). A 2.4-2.5 mapping based on page names is hence not possible. I created in the index a new struct, following the same rules as 2.4 one, and made the mappings 2.4->2.5 and 2.5->2.4 (using redirects).
The changes are mainly a full reorg of /Editors, and the addition of /Keyframes (as it was non-sense to keep them in /FCurves only…).
That struct might not be ideal – as usual, discussion is open. But if you want to change it, please note you’ll have to take extra caution about all those #REDIRECTs!

Doc_talk:2.6/Manual/Animation/Editors/DopeSheet/Action

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Animation/Editors/DopeSheet/Concepts

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Animation/Editors/DopeSheet/DopeSheet

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Animation/Editors/DopeSheet/Editing

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Animation/Editors/DopeSheet/GreasePencil

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Animation/Editors/DopeSheet/Selecting

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Animation/Editors/DopeSheet/ShapeKey

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Animation/Editors/Dopesheet

Last edit: 2011-12-15

I'm working with dopesheet for some time and still don't know how to hide permanently some of the objects wisible in it.

I've recorded many f-curves from game sim, and now it is a problem to find a camera within all those objects. In view menu is nothing like 'hide selected items' or anything like that. My searching on the web did not give any positive results. Is this functionality somewhere or it's just a 'future feature'?

piotao

Dopesheet

I am doing a complex animation, and found many difficulties.

1. I have hundreds of objects parented to a empty, I would hide all at once.. 2. I have hundreds of files in dopeshee. How to see only the name with such a ***, the search does not work 3. how to change the order of the layers in dopesheet?

Thanks

vimeo.com/rusbs

Doc_talk:2.6/Manual/Animation/Editors/FModifiers

Last edit: 2011-12-15

to do
 Needs review and extend

Doc_talk:2.6/Manual/Animation/Editors/Graph

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Animation/Editors/Graph/Drivers

Last edit: 2011-12-15

to do
 Review and split in subpages

Doc_talk:2.6/Manual/Animation/Editors/Graph/Drivers/Editing

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Animation/Editors/Graph/Drivers/Window

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Animation/Editors/Graph/FCurves/Editing

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Animation/Editors/Graph/FCurves/Editing/Curves

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Animation/Editors/Graph/FCurves/Editing/Keyframes

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Animation/Editors/Graph/FCurves/Types

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Animation/Editors/Graph/FCurves/Window

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Animation/Editors/NLA

Last edit: 2011-12-15

to do
 Edit based on 2.4 content (this is an intro page)

Doc_talk:2.6/Manual/Animation/Editors/NLA/Editing

Last edit: 2011-12-15

to do
 Create based on 2.4 content.

Doc_talk:2.6/Manual/Animation/Keyframes/Editing

Last edit: 2011-12-15

to do
 Create… (should contain info on editing keyframes outside of animation editors (i.e. GUI, again…)

Doc_talk:2.6/Manual/Animation/Keyframes/Keying Sets

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Animation/Keyframes/Visualization

Last edit: 2011-12-15

to do
 Create (should contain info in visualization of keyframes, esp. in new UI)

Doc_talk:2.6/Manual/Animation/Markers

Last edit: 2011-12-15

to do
 2.4 page, update…

Doc_talk:2.6/Manual/Animation/Techs

Last edit: 2011-12-15

to do
 Create… (based on 2.4 content)

Doc_talk:2.6/Manual/Animation/Techs/Armatures

Last edit: 2011-12-15

to do
 Create (based on 2.4 content)…

Doc_talk:2.6/Manual/Animation/Techs/Armatures/Mocap

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Animation/Techs/Camera

Last edit: 2011-12-15

to do
 Create (based on 2.4 content)…

Doc_talk:2.6/Manual/Animation/Techs/Lamp

Last edit: 2011-12-15

to do
 Create (based on 2.4 content)…

Doc_talk:2.6/Manual/Animation/Techs/Material

Last edit: 2011-12-15

to do
 Create (based on 2.4 content)…

Doc_talk:2.6/Manual/Animation/Techs/Object

Last edit: 2011-12-15

to do
 Create… (based on 2.4 contante)

Doc_talk:2.6/Manual/Animation/Techs/Object/Constraint

Last edit: 2011-12-15

to do
 Review (2.4 content)

Doc_talk:2.6/Manual/Animation/Techs/Object/Path

Last edit: 2011-12-15

to do
 Review (might need a small ex?)…

Doc_talk:2.6/Manual/Animation/Techs/Shape

Last edit: 2011-12-15

to do
 Create (based on 2.4 content)

Doc_talk:2.6/Manual/Animation/Techs/Shape/Indirect Animation

Last edit: 2011-12-15

to do
 Create (based on 2.4 content)…

Doc_talk:2.6/Manual/Animation/Techs/Shape/Shape Keys

Last edit: 2011-12-15

to do
 Create (based on 2.4 content)…

Doc_talk:2.6/Manual/Animation/Techs/Shape/Shape Keys/Animating

Last edit: 2011-12-15

to do
 Create (based on 2.4 content)…

Doc_talk:2.6/Manual/Animation/Techs/Shape/Shape Keys/Editing

Last edit: 2011-12-15

to do
 Create (based on 2.4 content)…

Doc_talk:2.6/Manual/Animation/Techs/Shape/Shape Keys/Examples

Last edit: 2011-12-15

to do
 Create (based on 2.4 content?)…

Doc_talk:2.6/Manual/Animation/Techs/Texture

Last edit: 2011-12-15

to do
 Create (based on 2.4 content)…

Doc_talk:2.6/Manual/Animation/Techs/World

Last edit: 2011-12-15

to do
 Create (based on 2.4 content)…

Doc_talk:2.6/Manual/Animation/Timeline

Last edit: 2011-12-15

to do
 2.4 page, update…

Doc_talk:2.6/Manual/Constraints

Last edit: 2011-12-15

to do
 Need review. In general, this chapter is not in a bad shape, but needs refresh, and some small examples in new constraints pages.

Doc_talk:2.6/Manual/Constraints/Relationship/Script

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Data System/Data System

Last edit: 2011-12-15

Hi,

The Shift-F4 shortcut does not open (or maybe no longer opens) the data browser, it opens the Python console instead.

It does not seem to be anything related to a "Data Browser" in the User Preferences settings, so is the Data browser still existent ? Amreg 02:34, 15 August 2011 (CEST)

Doc_talk:2.6/Manual/Extensions

Last edit: 2011-12-15

to do
 Write this page (is empty!)

Doc_talk:2.6/Manual/Extensions/Python/Console

Last edit: 2011-12-15

Feedback from RickyBlender

i think you have to think that a lot of people go to theses wiki page to learn python and are not programmers but are still trying to understand how it works
so this requires more details explanation to make them understand how it works
and then they can really learn from theses wiki pages


1 -
#########
>>> bpy.context. and press CTRL+SPACE-KEY to list everything inside it.
Names that end in ( are functions (driver_add, get, etc., )
Rest all are variables (mode, object, etc.,)
###################
here i'm having some problems
to see which one are functions and variable
like this get thing
how can you say it's a function or a variable
and may be add an example or 2 for each one to demosntrate this fact
2 -
###################
add_cube = bpy.ops.mesh.primitive_cube_add
>>> for index in range(0, 5):
. . . add_cube(location=(index*3, 0, 0), layer=layers)
###################

this is a very nice example but
i have a problem to understand how this works!
i think this would requires some more details explanations for noobies
how can you pass arguments while there are no arguments in the add_cube var?

3 -selected objects and active object
when you for instance create a cube like your add_cube
does it means that this new created cube becomes the active object ?

also i think that the last selected object is the active object !
which was not indicated i think

4 - the BPY data is not in the API doc yet
so may be you should add a note for this

5- another paragraph i think would be interesting
to indicate that 2.5 is mosty using class
like examples for this can be found in the blende folder
Like UI OP IO

"Try it out!" didn't work

I edited the last section "Try it out!" I found out that the property for bpy.ops.mesh.primitive_cube_add is named "layers", while the script assumes its named "layer". (maybe that was so in former version. So i changed the script to work. But still the screenshot shows a different(and now not working anymore) input... --Maddes 18:53, 14 November 2010 (UTC)

Doc_talk:2.6/Manual/Extensions/Python/Example

Last edit: 2011-12-15

to do
 Create!

Doc_talk:2.6/Manual/Extensions/Python/FAQ

Last edit: 2011-12-15

to do
 Isn’t this page a double with gotchas in API ref? Not adding corresponding 2.4 page for now…

Dead link

During several automated bot runs the following external link was found to be unavailable. Please check if the link is in fact down and fix or remove it in that case!

--Mindrones bot 16:06, 5 January 2011 (UTC)

Doc_talk:2.6/Manual/Extensions/Python/Intro to Python

Last edit: 2011-12-15

to do
 Don’t know what to do with this??? Did not create the 2.4 page for now…

check this tuts http://www.youtube.com/view_play_list?p=EA1FEF17E1E5C0DA

Doc_talk:2.6/Manual/Interface

Last edit: 2011-12-15

Overall, a nice page but statements like this one make no sense: "As it is drawn in OpenGL, you can organize your Blender screen exactly to your taste for each specialized task."

The way of drawing (OpenGL) has absolutely nothing to do with 'how you can organize your screen'.

Alexander, 29 Dec 2010: One comment about the screenshot with locations of different areas, like Editor, Sidebar, Panel, etc (Ui-organization.jpg). The chosen colors are hard to distinguish for a color-blind person.

I think the "sidebar" is now called Tool Shelf TKEY, and the NKEY Properties Shelf. Calli

Doc_talk:2.6/Manual/Interface/Buttons and Controls

Last edit: 2011-12-15

to do
 ID datablock control should have its own section imho, not mixed with dropdown lists!

Hi Everybody - It is nice to be here. Very good manual, condensed language, good grammar everything makes sense!

Doc_talk:2.6/Manual/Interface/Contexts

Last edit: 2011-12-15

to do
 Might need some review in presentation and links

erratic picture behavior

the icon-sized pictures in this section show and vanish seemingly erratic - same thing with their availability via the file list. It might have to do with the file names since the underslash "_" sometimes shows after an upload, sometimes not. If this behavior happens to others, elimination of those pictures will be the best (sorry if I caused trouble here).

Doc_talk:2.6/Manual/Interface/Internationalization

Last edit: 2011-12-15

to do
 Raw starting page, needs developement

Doc_talk:2.6/Manual/Interface/Menus

Last edit: 2011-12-15

to do
 Needs to be extended, imho

Doc_talk:2.6/Manual/Interface/Panels

Last edit: 2011-12-15

Horizontal problems

I've managed to find the menu to arrange the items horizontal. But it's not possible to put e.g. the "Render"-Part and the "Anti-Aliasing"-Part into one column and so I have a lot of free space. How can I do this? Thank you. --Abcde 13:13, 14 September 2011 (CEST)

Doc_talk:2.6/Manual/Interface/Scenes

Last edit: 2011-12-15

a little example

To the new user, all those details about Blenders data-system are quite confusing at first, so I added an example right here at one of the first mentions of it. It might clutter things a bit though. So maybe someone with better overview of the whole manual might think of a better place for this. Or maybe simple deletion of the example might be best.

Doc_talk:2.6/Manual/Interface/Screens

Last edit: 2011-12-15

Is there a way to set it so that Default Screen Layout stays permanent while any Layouts that come with the document will be appended to it?

I found out that whenever I bring in files from old Blender Legacy into Blender 2.5, it's resulting in old Blender Screen Layout, while I am missing the default of Blender 2.5.

Doc_talk:2.6/Manual/Interface/Window types

Last edit: 2011-12-15

"Doc:Reference/Buttons/Window" links to the old wiki page. --ClayRobeson 06:02, 23 July 2010 (UTC) ↑Corrected I reverted the edits of Taby (it seems he changed the text to another polish by accident) back to the english version by me--Sagadur 20:52, 21 September 2010 (UTC)

Doc_talk:2.6/Manual/Introduction/History

Last edit: 2011-12-15

Dead link

During several automated bot runs the following external link was found to be unavailable. Please check if the link is in fact down and fix or remove it in that case!

--Mindrones bot 16:06, 5 January 2011 (UTC)

Doc_talk:2.6/Manual/Introduction/What's new in this series

Last edit: 2011-12-15

Please. I hope I do not offend. When we document open source software there's something in us that can't resist self congratulation declaring it "simple and easy to use" or "it makes it easy to use." Let us allow those using the software and reading the documentation to make that assessment; not insult them if they find it confusing or incomplete as it almost always is.

Doc_talk:2.6/Manual/Lighting

Last edit: 2011-12-15

to do
 Mostly good (some red links though)

Doc_talk:2.6/Manual/Lighting/Ambient Light

Last edit: 2011-12-15

to do
 Really incomplete, could use 2.4 page as inspiration…

Doc_talk:2.6/Manual/Lighting/Ambient Occlusion

Last edit: 2011-12-15

to do
 2.4 content, update!

Doc_talk:2.6/Manual/Lighting/Exposure

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Lighting/Indirect Lighting

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Lighting/Lamps/Area/Raytraced Shadows

Last edit: 2011-12-15

to do
 Move back ray shadows from parent page to here!

Doc_talk:2.6/Manual/Lighting/Lamps/Lamp/Raytraced Shadows

Last edit: 2011-12-15

to do
 Move back ray shadows from parent page to here!

Doc_talk:2.6/Manual/Lighting/Lamps/Lighting Rigs

Last edit: 2011-12-15

to do
 Create… (from 2.4, as this did not changed much :P ).

Doc_talk:2.6/Manual/Lighting/Lamps/Spot/Halos

Last edit: 2011-12-15

to do
 Move back halos from parent page to here!

Doc_talk:2.6/Manual/Lighting/Lamps/Spot/Raytraced Shadows

Last edit: 2011-12-15

to do
 Move back ray shadows from parent page to here!

Doc_talk:2.6/Manual/Lighting/Lamps/Sun/Raytraced Shadows

Last edit: 2011-12-15

to do
 Move back ray shadows from parent page to here!

Doc_talk:2.6/Manual/Lighting/Lights/Light Properties

Last edit: 2011-12-15

to do
 Needs review. Some settings are already tackled in other pages (affecting ones), and there should not be any need of explanation about ID datablock controls here.

Doc_talk:2.6/Manual/Lighting/Radiosity

Last edit: 2011-12-15

to do
 This page won’t be linked in index, but should provide a useful link somewhere in lighting chapter… Indirect Lighting?

Doc_talk:2.6/Manual/Lighting/Radiosity/Baking

Last edit: 2011-12-15

to do
 This page won’t be linked in index, but should provide a useful link somewhere in lighting chapter…

Doc_talk:2.6/Manual/Lighting/Radiosity/Rendering

Last edit: 2011-12-15

to do
 This page won’t be linked in index, but should provide a useful link somewhere in lighting chapter…

Doc_talk:2.6/Manual/Materials/Multiple Materials

Last edit: 2011-12-15

This page talks about assigning materials to vertices, but it appears that the material assignment is to faces, not vertices. Note that the material index property is on the MeshFace object here: http://www.blender.org/documentation/blender_python_api_2_60a_release/bpy.types.MeshFace.html#bpy.types.MeshFace

The MeshVertex object has no materials index (it can have a colour though): http://www.blender.org/documentation/blender_python_api_2_60a_release/bpy.types.MeshVertex.html#bpy.types.MeshVertex

Also, it is not possible to have several halo materials rendered on one mesh. The render picks up only the first material slot.

Doc_talk:2.6/Manual/Materials/Nodes/Editor

Last edit: 2011-12-15

All the images on this page are from the old UI with the old icon set. The text mentions buttons that don't look the same in the 2.5x interface and some of the keyboard shortcuts such as Space instead of ⇧ ShiftA are also from 2.49. I've started to make some corrections to some of the more obvious errors but I'm by no means an expert.

--Cunabula 19:10, 2 July 2011 (CEST)

Doc_talk:2.6/Manual/Materials/Options

Last edit: 2011-12-15

Blender 2.50

needs Strands popup doco for 2.50

Place in manual

This page should come second after the Introduction and before the pages "Material Preview ", "Diffuse Shaders", "Specular Shaders". I.e. both the Manual's TOC and the navigation blocks at the bottom of the affected pages should be edited. I am a beginner at blender and reading the docs to teach myself, and I think this order would make more sense. Overshoot.tv 08:48, 4 November 2008 (UTC)

Doc_talk:2.6/Manual/Materials/Properties/Ramps

Last edit: 2011-12-15

needs editing for 2.45

added example, but see a lot of redundancy. Is ramp=colorband? or do we want to use the term colorband to refer to a specific implemenation and use of the ramp? --Roger 02:10, 16 February 2008 (CET)

Doc_talk:2.6/Manual/Modeling

Last edit: 2011-12-15

to do
 Should be updated based on 2.4 current content… This goes for the whole chapetr!

Doc_talk:2.6/Manual/Modeling/Curves

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Curves/Editing

Last edit: 2011-12-15

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Doc_talk:2.6/Manual/Modeling/Curves/Editing/Advanced

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Curves/Selecting

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Empties

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Groups

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Doc_talk:2.6/Manual/Modeling/Meshes/Editing

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to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Basics

Last edit: 2011-12-15

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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Basics/Adding

Last edit: 2011-12-15

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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Basics/Creating Faces and Edges

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Basics/Deleting

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Basics/Mirror

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Basics/Translation, Rotation, Scale

Last edit: 2011-12-15

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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Deforming

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Deforming/Mirror

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Deforming/Noise

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Deforming/Shrink-Fatten

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Deforming/Smooth

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Duplicating

Last edit: 2011-12-15

to do
 Should be updated based on 2.4 current content…

Question

About creating a face by selecting 2 edges : how is determined the direction of the normal of the newly created face ? Is the selection order of the edges important for the orientation of this normal (and if so, in which order do the edges have to be selected to make sure to get the normal in the correct direction) ?

I'm asking this question because I used this mean to "repair" an accidentally deleted face in the middle of a mesh; I thus filled the "hole", but the resulting normal happened to be on the wrong side (i.e. turned inwards and not outwards the mesh).

Of course I could flip the normal, but if I ever use the "Mesh/Normals/Recalculate Outside" command, this normal reverts to inwards...

Same question of course when a face is created by selecting 3 or 4 vertices.

Amreg

Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Duplicating/Duplicate

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Duplicating/Extrude

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Duplicating/Extrude Dup

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Duplicating/Screw

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Duplicating/Spin

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Duplicating/Spin Dup

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Edges

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Faces

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to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Misc

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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Sculpt Mode

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Subdividing

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Bevel

Last edit: 2011-12-15

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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Knife Subdivide

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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Loop Subdivide

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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Subdivide

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to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Subdivide Smooth

Last edit: 2011-12-15

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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Subdivide fractal

Last edit: 2011-12-15

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Doc_talk:2.6/Manual/Modeling/Meshes/Editing/Vertices

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to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Mesh Structures

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Selecting/Advanced

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Selecting/Basics

Last edit: 2011-12-15

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Doc_talk:2.6/Manual/Modeling/Meshes/Selecting/Edges

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Selecting/Faces

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Smoothing

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Meshes/Tools

Last edit: 2011-12-15

In the page:

Additionally, a selection of vertices can be shrunken and "flattened" along their normals using the Along Normals button.

Should probably be: "fattened" ? The tooltip says so.

--Andre anckaert 16:24, 3 May 2011 (CEST)

UP-TO-DATE

Of course, with Blender evoluating so rapidly, it is not easy to keep the documentation up-to-date. This page says now (May 4, 2011) beingt last changed on May 2nd. I downloaded 2.57.1-r36273 (afaik the latest official relase) on April 30th.

The page shows an image of the "Mesh Tools". It shows and documents, under "Deform" a "Rip"-button and function, which I do not find on my screen.

Maybe it would be wise, when changing the Wiki, to stick to the things that are valid for the latest official version? Or at least to show on each page for which version it is valid: "Manual - 2.57.x-rxxxxx" ?

--Andre anckaert 10:49, 4 May 2011 (CEST)

Doc_talk:2.6/Manual/Modeling/Meshes/Weight Paint

Last edit: 2011-12-15

to do
 Links to WeightVG modifiers and DynPaint Pysics page(s)?

Doc_talk:2.6/Manual/Modeling/Metas

Last edit: 2011-12-15

to do
 Should be checked based on 2.4 current content…

Doc_talk:2.6/Manual/Modeling/Metas/Editing

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Objects

Last edit: 2011-12-15

to do
 Should be updated based on 2.4 current content…

How does one change the vertice count when adding say, a Tube object. In 2.4 you could choose the resolution.

Join description

name is also taken from previously active object so description could be :

"whose name and center point are obtained from the previously active object."

Doc_talk:2.6/Manual/Modeling/Objects/Duplication/DupliFrames

Last edit: 2011-12-15

to do
 Should be updated based on 2.4 current content (at least for "skinning" dupliframe)…

Screen shot of Duplication section in Object tab will be appreciated. As I stuck for a while reading http://blenderartists.org/forum/showthread.php?181911-Dupliframes-in-2.5 and others, searching where that Speed checkbox is. I thing it be bets to put this screen shot between Parenting and Orientation tweaks. And one more thing... It should be mentioned, that changing Speed selected should be only object (e.g. monkey), not curve.

Doc_talk:2.6/Manual/Modeling/Objects/Editing

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Objects/Groups and Parenting

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Modeling/Objects/Tracking

Last edit: 2011-12-15

to do
 2.4 content…

Doc_talk:2.6/Manual/Modeling/Scripts

Last edit: 2011-12-15

to do
 Do we really want such script pages into the manual?

Doc_talk:2.6/Manual/Modeling/Surfaces

Last edit: 2011-12-15

to do
 Should be checked based on 2.4 current content (for org mainly)…

Doc_talk:2.6/Manual/Modeling/Surfaces/Editing

Last edit: 2011-12-15

to do
 Should be checked based on 2.4 current content (for org mainly)…

Doc_talk:2.6/Manual/Modeling/Texts/Editing

Last edit: 2011-12-15

to do
 Should be created based on 2.4 current content…

Doc_talk:2.6/Manual/Modifiers

Last edit: 2011-12-15

to do
 This whole section is mainly pure ref. Many pages lack one or two small explanatory examples. Anyway, we might merge this chapter into a wider Modeling one…

Doc_talk:2.6/Manual/Modifiers/Deform/Displace

Last edit: 2011-12-15

2011-05-01: It seems that when we set the displace modifier's coordinates to be based on a 2nd object, moving the original object also changes the coordinates of the mapping. This surprised me and I raised a defect (27248). This was returned as closed claiming that it was as designed. I have updated the article page with this information - Kolban.

Doc_talk:2.6/Manual/Modifiers/Deform/Smooth

Last edit: 2011-12-15

to do
 Screenshots are too small!

Doc_talk:2.6/Manual/Modifiers/Generate/Array

Last edit: 2011-12-15

Can't see all text in Note: Both Fit Curve and Fit Length use the local coordinate.... I use Google Chrome, maybe in other browser it's ok.

Doc_talk:2.6/Manual/Modifiers/Generate/Bevel

Last edit: 2011-12-15

In Blender 2.5 we cant change the edge weight, so the limit method "weight" dont work with this modifier.


There is no direct interface for Edge Weight but you can assign edge weights to edges of a Mesh using the Outliner in Datablocks view mode. It very impractical though. Blender 2.5 does open Blender 2.49 files and respects the edge weight so it likely to be only a matter of time before someone wires up a user friendly interface for it. Terry Wallwork - Date 4th Feb 2010

This is more a Q&A about Blender 2.5!
--Mont29 16:27, 26 March 2010 (UTC)

Brecht said: it's working, but maybe some tool to set it was removed, setting it from 3d view transform panel + use in bevel modifier seems to work

--ValterVB 22:24, 30 November 2011 (UTC)


Found it :)

1) Add the Bevel modifiers and select Weight option

2) In Edit Mode - Edge Select Mode select the Edge that you want to use

3) Set the weight in panel Properties panel (N key) in the field Bevel weight in Transform

4) Optionally check Bevel Weights in Mesh Display

--ValterVB 18:21, 6 December 2011 (CET)

Doc_talk:2.6/Manual/Modifiers/Generate/Decimate

Last edit: 2011-12-15

to do
 Update from 2.4 content (example).

Doc_talk:2.6/Manual/Modifiers/Generate/Multiresolution

Last edit: 2011-12-15

to do
 Add some example!

Doc_talk:2.6/Manual/Modifiers/Modify/UV Project

Last edit: 2011-12-15

to do
 Fix the links!

Doc_talk:2.6/Manual/Modifiers/Simulate/Explode

Last edit: 2011-12-15

to do
 extend from 2.4 content (much more detailed page!).

Doc_talk:2.6/Manual/Modifiers/Simulate/Particle Instance

Last edit: 2011-12-15

to do
 2.4 content, seems good but might need review.

Doc_talk:2.6/Manual/Physics

Last edit: 2011-12-15

to do
 Update!

Doc_talk:2.6/Manual/Physics/Cloth

Last edit: 2011-12-15

to do
 Nearly pure 2.4 content, needs update (and prob. splitting too).

Doc_talk:2.6/Manual/Physics/Collision

Last edit: 2011-12-15

to do
 Needs small update

Doc_talk:2.6/Manual/Physics/Fluid

Last edit: 2011-12-15

to do
 Nearly pure 2.4 content, update!

Doc_talk:2.6/Manual/Physics/Force Fields

Last edit: 2011-12-15

to do
 Needs update and review.

Doc_talk:2.6/Manual/Physics/Particles

Last edit: 2011-12-15

to do
 In general, the particles part is not bad, though nearly pure ref. Needs global review and many small explanatory examples…

Doc_talk:2.6/Manual/Physics/Particles/Children

Last edit: 2011-12-15

to do
 Update/Review (lacks screenshots).

Doc_talk:2.6/Manual/Physics/Particles/Mode

Last edit: 2011-12-15

to do
 Update (2.4 content).

Doc_talk:2.6/Manual/Physics/Particles/Vertexgroups

Last edit: 2011-12-15

to do
 Nearly empty, needs love!

Doc_talk:2.6/Manual/Physics/Particles/Visualization

Last edit: 2011-12-15

to do
 Seems pure 2.4 content…

Doc_talk:2.6/Manual/Physics/Smoke

Last edit: 2011-12-15

to do
 Needs love (and prob. splitting too).

Good work so far.

Hello.

Great work on the tutorial so far. I tried it and works great.

You could also add the following links

From release logs of Blender 2.5 Aplha 0 http://www.blender.org/development/release-logs/blender-250/smoke-simulation/

Introduction to Smoke Simulation tutorial by Andrew Price http://vimeo.com/9442673

blendernut 06:39, 21 February 2010 (UTC)

Doc_talk:2.6/Manual/Physics/Soft Body

Last edit: 2011-12-15

to do
 The softbody part is mostly 2.4 content, needs a full review and update.

Doc_talk:2.6/Manual/Physics/Soft Body/Collisions

Last edit: 2011-12-15

to do
 Update (2.4 content).

Doc_talk:2.6/Manual/Physics/Soft Body/Combination With Armatures

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Physics/Soft Body/Combination With Hair Particles

Last edit: 2011-12-15

to do
 Create

Doc_talk:2.6/Manual/Physics/Soft Body/Exterior Forces

Last edit: 2011-12-15

to do
 Review? (2.4 content)

Doc_talk:2.6/Manual/Physics/Soft Body/Interior Forces

Last edit: 2011-12-15

to do
 Update (2.4 content)

Doc_talk:2.6/Manual/Physics/Soft Body/Reference

Last edit: 2011-12-15

to do
 Create?????

Doc_talk:2.6/Manual/Physics/Using GE

Last edit: 2011-12-15

to do
 Updated, based on 2.4 content (a little…)

Doc_talk:2.6/Manual/Preferences

Last edit: 2011-12-15

test

Doc_talk:2.6/Manual/Preferences/System

Last edit: 2011-12-15

Hi, the internationalization button is not seen on the picture of this page PKHG

Doc_talk:2.6/Manual/Render

Last edit: 2011-12-15

to do
 The whole chapter needs full review/rewrite. I updated the struct, now it should be (more or less) quite good, but content is still often messy… :(

Doc_talk:2.6/Manual/Render/Animations

Last edit: 2011-12-15

to do
 Not bad all in all, review…

Doc_talk:2.6/Manual/Render/Bake

Last edit: 2011-12-15

to do
 Not bad but incomplete, review (and split?)

Doc_talk:2.6/Manual/Render/Camera

Last edit: 2011-12-15

to do
 Might need small review… And then, port back that page to 2.4! :P

Doc_talk:2.6/Manual/Render/Camera/Perspective

Last edit: 2011-12-15

to do
 2.4 content, but still valuable imho.

Doc_talk:2.6/Manual/Render/Command Line

Last edit: 2011-12-15

to do
 Check these are valid Blender 2.5 commands…

Doc_talk:2.6/Manual/Render/Display

Last edit: 2011-12-15

to do
 Update and review…

Doc_talk:2.6/Manual/Render/Engines

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Render/Engines/Cycles

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Render/Engines/Freestyle

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Render/Engines/Luxrender

Last edit: 2011-12-15

to do
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Doc_talk:2.6/Manual/Render/Engines/Yafray

Last edit: 2011-12-15

to do
 Review and update…

Doc_talk:2.6/Manual/Render/Options

Last edit: 2011-12-15

to do
 Rewrite! current content is mostly nice as PostProcess intro…

Doc_talk:2.6/Manual/Render/Options/Antialiasing

Last edit: 2011-12-15

to do
 2.4 content, still valuable imho

Doc_talk:2.6/Manual/Render/Output

Last edit: 2011-12-15

to do
 review…

Doc_talk:2.6/Manual/Render/Output/Video

Last edit: 2011-12-15

to do
 Review (and check with content from Render/animation…)

Doc_talk:2.6/Manual/Render/Performance

Last edit: 2011-12-15

to do
 Create (based on 2.4 content)…

Doc_talk:2.6/Manual/Render/Performance/GPU

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Render/Performance/Renderfarm

Last edit: 2011-12-15

to do
 Create? (based on 2.4 content)

Doc_talk:2.6/Manual/Render/Post Process

Last edit: 2011-12-15

to do
 Minimalistic intor, ectend…

Doc_talk:2.6/Manual/Render/Post Process/CM And Exposure

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Render/Post Process/Depth Of Field

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Render/Post Process/Edges

Last edit: 2011-12-15

to do
 2.4 content (update), and dithering has nothing to do here!

Doc_talk:2.6/Manual/Render/Post Process/Layers

Last edit: 2011-12-15

to do
 2.4 content imho, but good enough

Doc_talk:2.6/Manual/Render/Post Process/Motion Blur

Last edit: 2011-12-15

to do
 2.4 content, update?

Doc_talk:2.6/Manual/Render/Post Process/Passes

Last edit: 2011-12-15

to do
 2.4 content, update at lest the screenshots

Doc_talk:2.6/Manual/Render/Post Process/Stamp

Last edit: 2011-12-15

to do
 minimalistic ref page…

Doc_talk:2.6/Manual/Rigging

Last edit: 2011-12-15

to do
 Nearly empty, should be updated based on 2.4 content

Merge Page

I think we should merge this page with the Armature Objects page: http://wiki.blender.org/index.php/Doc:2.5/Manual/Rigging/Armatures/Object_mode

Reason being that this is just a stub, I think it would fit better if we:

A. Expanded the page (added more content etc.)
B. Merged it with another page.

Your thoughts? JamesNZ 05:51, 29 July 2011 (CEST)

Doc_talk:2.6/Manual/Rigging/Armatures

Last edit: 2011-12-15

to do
 Need review. Note: this whole section is nearly 2.4 content-only, with some screenshots updated. Though the content is globally still valid, it needs a good review!

Doc_talk:2.6/Manual/Rigging/Armatures/Bones

Last edit: 2011-12-15

to do
 2.4 content (but still valid imho)

Doc_talk:2.6/Manual/Rigging/Armatures/Editing/Templating

Last edit: 2011-12-15

to do
 Create (and populate!)

Doc_talk:2.6/Manual/Rigging/Posing

Last edit: 2011-12-15

to do
 This whole section is TODO

Doc_talk:2.6/Manual/Rigging/Posing/Constraints

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Rigging/Posing/Editing

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Rigging/Posing/Inverse Kinematics

Last edit: 2011-12-15

to do
 To be updated based on 2.4 content

Doc_talk:2.6/Manual/Rigging/Posing/Pose Library

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Rigging/Posing/Visualization

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Rigging/Skinning

Last edit: 2011-12-15

to do
 That whole section is TODO…

Doc_talk:2.6/Manual/Rigging/Skinning/ObData

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Rigging/Skinning/Objects

Last edit: 2011-12-15

to do
 Create…

Doc_talk:2.6/Manual/Rigging/Skinning/Retargeting

Last edit: 2011-12-15

to do
 Create…

Doc_talk:AR/2.6/Manual

Last edit: 2011-12-15

x

Doc_talk:BG/2.6/Manual

Last edit: 2011-12-15

.

Doc_talk:CA/2.6/Manual

Last edit: 2011-12-15

.

Doc_talk:CZ/2.6/Manual

Last edit: 2011-12-15

.

Doc_talk:DE/2.6/Manual

Last edit: 2011-12-15

Diese Startseite ist ziemlich wichtig für die ganze Struktur. Daher möchte ich sie nicht gleich als Seite setzen.

Hier also ein erster Entwurf, der sich nur um die Navigation kümmert. Wenn keine Einwände kommen, dann setze ich sie. (--Gorgonz 20:16, 11 August 2011 (CEST))

Durch Vergleichen mit anderen Übersetzungen wie chinesisch oder französisch hat sich inzwischen gezeigt, dass diese Vorgehensweise für urls richtig ist:

en: http://wiki.blender.org/index.php/Doc:2.5/Manual/Introduction

wird in der deutschen Übersetzung zu

de: http://wiki.blender.org/index.php/Doc:DE/2.5/Manual/Introduction

Die englischen url Strings bleiben also in allen Sprachen gleich, nur das Sprachen-prefix wird eingefügt.

Verschiebe den Entwurf daher auf die Handbuch-Hauptseite und lösche hier den Entwurf

--Gorgonz 01:17, 13 August 2011 (CEST)

Doc_talk:DE/2.6/Manual/Interface

Last edit: 2011-12-15

To-Do

  • Umbenennung von bestimmten englischen Begriffen (Editor, Context Buttons, Controls...)
  • Anpassung der Überblick-Grafik auf deutsche Begriffe
    • eventuelle Vorschläge dazu? (das Ganze sollte ja einheitlich im gesamten Handbuch sein)

Doc_talk:DE/2.6/Manual/Introduction/Installing Blender/Python

Last edit: 2011-12-15

ich bin noch unzufrieden mit den Vorlagen und meiner Umsetzung der Struktur. Noch sind die Informationen zu sehr vermischt. Halte folgenden Aufbau für sinnvoll:

Der Artikel selbst beschreibt nur allgemein Eigenschaften, die betriebsystem unabhängig sind. Die BS abhängigen Informationen kommen in Unterseiten, die den Namen des BS bekommen (Linux, Mac, ...) --Gorgonz 10:51, 13 August 2011 (CEST)

Doc_talk:EL/2.6/Manual

Last edit: 2011-12-15

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Doc_talk:ES/2.6/Manual/Interface/Screens

Last edit: 2011-12-15

  • No me gustó del todo como dejé esta parte : "Suele ser útil poder cambiar entre diferentes entornos para un mismo trabajo. Para cada escena, necesita modelar los polígonos, pintarlos mediante materiales, etc." El texto original es : "It is often useful to quickly switch between different environments within the same file. For each Scene, you need to set the stage by modeling the props, dressing them and painting them through materials, etc."


Partes sin traducir :

  • "Layout dropdown" (Subtexto de la primera imagen).
  • "Default : The layout, Blender or new files are started with, useful to model new objects"
  • "(on the preset screens, this is always at the top of the layout, often confused with a menu bar by those new to Blender - actually it's a window showing only its header."

Doc_talk:ES/2.6/Manual/Interface/Window system/Console window

Last edit: 2011-12-15

Consultas :

  • ¿Sería mejor hablar de la "Ventana de consola" o de la "Consola"?.

Partes que quedaron por traducir :

  • "Cuando se inicia Blender usando el icono en vez de iniciarlo desde la terminal, la ventana de consola de Blender *will most likely be hidden on the Terminal that XWindows was started from.* "
  • "En general, la Ventana de consola sólo será visible en Linux si se inició Blender desde la terminal, *as Blender uses the Console Window it is started from to display it's Blender Console output.* "
  • "Cuando se inicia Blender usando el icono en vez de iniciarlo desde la terminal, la ventana de consola de Blender *will most likely be hidden on the Terminal that XWindows was started from."
  • "Los mensajes pueden ir desde los triviales (Simplemente informando al usuario de lo que está haciendo Blender) a los mensajes críticos (Errores serios *which will most likely prevent Blender carrying out a particular task and may even make Blender non-responsive/shutdown completely).* "
  • "Los mensajes de la ventana de consola de Blender pueden originarse desde diferentes fuentes (Internamente por el código de Blender, externamente desde scripts de Python ejecutados por Blender, and from varied types of TODOLINK-Plugins*, por mencionar algunos."

Doc_talk:ES/2.6/Manual/Interface/Window types

Last edit: 2011-12-15

Hice las siguientes traducciones que no sé si son las más acertadas :

  • Outliner -> Esquematizador / Organizador.
  • It controls the animation playback -> Controla la reproducción en las animaciones.

Aparte quedaron partes sin traducir.

Doc_talk:ES/2.6/Manual/Introduction/Installing Blender/Linux

Last edit: 2011-12-15

Estoy traduciendo esta página y me doy cuanta que en la parte donde describe que binarios descargar se contemplan algunas opciones que ya no están disponibles para la versión 2.4x. Considerare que lo mejor es dejarlo como esta por el momento y esperar a que 1. Se establezca que tipo de binarios existirán para la nueva versión. Y 2. Que la versión en ingles este actualizada para traducir desde ahí.

Si tu terminas este trabajo o ves que alguien mas lo a hecho por favor borra este comentario. Hernando Ramos

Por alguna razón muestra la parte de instalación de windows :S

Poniendo loe headers y footers de las páginas me encontré con que en esta al terminar de escribirlos y guardar la página de desplegaba la parte anterior del manual que se refiere a la instalación de windows. Esto no pasaba antes. ¿Alguna idea de porque pasa ahora? Revise de nuevo y no encontré nada malo... No debería de pasar.

Doc_talk:ET/2.6/Manual

Last edit: 2011-12-15

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Doc_talk:FA/2.6/Manual

Last edit: 2011-12-15

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Doc_talk:FR/2.6/Manual

Last edit: 2011-12-15

Précision sur le texte de l'encadré sur la destination future du manuel 2.5

Bonjour,

Le texte français de cet encadré commence ainsi :

Après une large acceptation de Blender 2.5 nous pouvont'COPIER...

Le texte anglais original dit :

After a wide acceptance of Blender 2.5 we could COPY...

Donc normalement on devrait trouver en français :

Après une large acceptation de Blender 2.5 nous pourrions COPIER...

Sauf que je n'ai pas les droits pour corriger... En tout cas, d'une façon ou d'une autre "pouvont" est une coquille.  ;-))

Amreg

Question

Dans les en-têtes et pieds de page français, la version du manuel apparaît comme 2.5 alors que dans la version anglaise c'est 2.5x. Est-ce volontaire ?

Amreg

Mise à jour du sommaire

J'ai essayé de poursuivre la traduction française du manuel (à défaut d'être techniquement assez compétent avec Blender -je suis un newbie- pour rédiger des pages nouvelles), et je viens de traduire la page sur l'enregistrement des fichiers (faut bien commencer, j'espère avoir appliqué correctement les conventions).

Par contre, dans le sommaire cette page figure avec un nom anglais et non français (c'est d'ailleurs aussi le cas pour d'autres pages non encore écrites du sommaire français), et ça je n'ai pas les droits pour le changer...

Amreg

Doc_talk:ID/2.6/Manual

Last edit: 2011-12-15

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Doc_talk:IT/2.5/Manual

Last edit: 2011-12-15

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Doc_talk:LT/2.5/Manual

Last edit: 2011-12-15

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Doc_talk:NL/2.6/Manual

Last edit: 2011-12-15

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Doc_talk:PT/2.6/Manual

Last edit: 2011-12-15

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Doc_talk:RO/2.6/Manual

Last edit: 2011-12-15

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Doc_talk:RU/2.6/Manual

Last edit: 2011-12-15

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Doc_talk:SV/2.6/Manual

Last edit: 2011-12-15

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Doc_talk:TH/2.6/Manual

Last edit: 2011-12-15

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Doc_talk:2.6/Manual/Extensions/Python/Properties

Last edit: 2011-12-15

Question about using properties in UI

Although the explanation is very good and clear, I am still missing several details about using properties in the UI.

Some of static properties can be edited in the UI, some not. For example:

import bpy
class VIEW3D_PT_test(bpy.types.Panel):
    bl_label = "Testing Panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    val_n2=bpy.props.IntProperty(name="Another non-editable value")
    def draw(self, context):
        layout = self.layout
        layout.prop(context.scene, "val_e")
        layout.prop(context.space_data, "val_n")
        layout.prop(context.space_data, "grid_lines", text="Another editable value")
        layout.prop(self, "val_n2")
bpy.types.Scene.IntProperty(attr="val_e", name="Editable value")
bpy.types.SpaceView3D.IntProperty(attr="val_n", name="Non-editable value")
bpy.types.unregister(VIEW3D_PT_test)
bpy.types.register(VIEW3D_PT_test)

EDIT: --~~ This works in 2.61

import bpy
class VIEW3D_PT_test(bpy.types.Panel):
    bl_label = "Testing Panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    val_n2=bpy.props.IntProperty(name="Another non-editable value")
    def draw(self, context):
        layout = self.layout
        layout.prop(context.scene, "val_e")
        layout.prop(context.space_data, "val_n")
        layout.prop(context.space_data, "grid_lines", text="Another editable value")
        layout.prop(self, "val_n2")
bpy.types.Scene.val_e = bpy.props.IntProperty(attr="val_e", name="Editable value")
bpy.types.SpaceView3D.val_n = bpy.props.IntProperty(attr="val_n", name="Non-editable value")
#bpy.types.unregister(VIEW3D_PT_test)
bpy.utils.register_class(VIEW3D_PT_test)

When a property is added to Scene, it can be edited, when added to SpaceView3D, it cannot. What is the logic behind?

And dynamic properties seem to be unaccessible through UI at all. Following code works:

bpy.types.Scene.invisible=property(lambda self: 10)
print (bpy.context.scene.invisible)

But when trying the following:

        # (...)
        layout.prop(context.scene, "invisible")

I get just an error "rna_uiItemR: property not found: invisible".

Could this topic be explained more deeply, please?

--emu 10:06, 7 August 2010 (UTC)

Clarify which "Custom Properties" section to look in for ID-Properties

Great intro. I find there are so many different properties in blender it's hard to keep track. I tried following the code and everything made sense except I didn't see any of my new properties showing up in the Custom Properties section. It turns out, that's because I needed to be in Properties->Object, whereas I was in Properties->Materials. It might be worth mentioning. Also, pressing "n" to open the 3d-ViewPort properties panel does show the new properties.

Manual-Part25-WhichCustomPropertiesToFindID-Properties.png

Also note that I was adding these properties by scripting them with python. When I tried to Add Game Property from the logic panel (shown above) it didn't show up.

--Kesten

Doc_talk:PL/2.6/Manual/Interface/Window types

Last edit: 2011-12-16

Tłumaczenie Window

Window to okno, okienko, nie edytor.

Okno 
Oknem nazywa się każdy prostokątny obszar, który posiada swoją tzw. procedurę obsługi. Okno jest zatem specjalizacją widżetu.
Edytor 
Program służący do wprowadzania zmian (edycji) w jakimś dokumencie (pliku).

Tracerneo 05:44, 24 August 2011 (CEST)

Doc_talk:2.6/Manual/Extensions/Python

Last edit: 2011-12-20

"addons" / "add-ons" : spelling should be consistent throughout the manual. --Dougborter 03:08, 20 December 2011 (CET)

There should be some discussion of ScriptLinks (Scriptlinks?) somewhere is this section, preferably mentioning each of the different types and how they're used, with examples. --Dougborter 03:20, 20 December 2011 (CET)

Doc_talk:PT/2.4/Manual/Introduction/Installing Blender/Python

Last edit: 2011-12-21

Hi I have a problem installing the python, i think i am doing everything right but the keep saying; -Compiled with Python version 2.6.2. `import site` failed;use-v for traceback Checking for installed Python...No installed Python found. Only built-in modules are available.Some scripts may not run. Continuing happily.

well that is something that im not is happy :)

could you help me please?

Thank you

Doc_talk:2.6/Manual/Extensions/Python/Text editor

Last edit: 2012-01-02

Complete noob having problems with exercise (2.56.0 beta Win 64 bit).

The line "layers = [False]*32" needed to be changed to "layers = [False]*20".

In the line "add_cube(location=(x, y, z), layer=layers)", "layer=" needs to be changed to "layers=".

Worked fine after these changes in the python interpreter.

Tried to run from text editor with the changes, got: "name 'bpy' is not defined error in line 5".

Added "import bpy" in line 1, tried again, script worked.

I was unable to edit the .png file to reflect these changes.


I had the same problem and the above solution worked.


If you have ever had problems with "make internal" or files not seeming to save or execute properly, I have written a basic intro to the Text Editor here

Doc_talk:RO/2.6/Manual/Interface/Window system/Arranging frames

Last edit: 2012-01-07

Cum se poate schimba pagina "Arranging frames" din engleza (/2.6/Manual/Interface/Window system/Arranging frames)

cu cea tradusa in romana? (RO/2.6/Manual/Interface/Window system/Arranging frames)

How can we change the page "Arranging frames" from English (/2.6/Manual/Interface/Window system/Arranging frames)

with the page translated into Romanian? (RO/2.6/Manual/Interface/Window system/Arranging frames)

Doc_talk:2.6/Manual/Interface/Window system/Arranging frames

Last edit: 2012-01-07

In the image illustrating "Joining two frames" the "Outliner" shows a widget in the LOWER LEFT corner, similar to the splitter in the upper right corner.

Elsewhere, in some videotutorial, I learned that its purpose was to put the frame in a separate window.

One would expect to find, here in this manual-page, info about the widget and the purpose it and its separate window serve?

--Andre anckaert 11:43, 26 November 2010 (UTC)


[EN] Hi,

How can we change in Romanian manual, the address of the page "Arranging frames" from English (/2.6/Manual/Interface/Window system/Arranging frames) with the page translated into Romanian? (RO/2.6/Manual/Interface/Window system/Arranging frames)

Thanks ----

[RO] Salut,

Cum se poate schimba in Manualul in romana adresa paginii "Arranging frames" din engleza (/2.6/Manual/Interface/Window system/Arranging frames) cu cea tradusa in romana? (RO/2.6/Manual/Interface/Window system/Arranging frames)

Multumesc ----

--User:Ed62 7 Jan 2012

Doc_talk:2.6/Manual/Animation/Editors/Graph/FCurves

Last edit: 2012-01-17

to do
 Rewrite! This is supposed to be an intro page…


also: many entries are plain wrong.Josef 14:46, 17 January 2012 (CET)

Doc_talk:2.6/Manual/Animation/Editors/DopeSheet

Last edit: 2012-01-17

to do
 Create…

There's a duplicate page with some content here: http://wiki.blender.org/index.php/Doc:2.6/Manual/Animation/Editors/Dopesheet .Josef 15:53, 17 January 2012 (CET)

Doc_talk:2.6/Manual/Vitals/Quick render

Last edit: 2012-01-26

Hi, I'd like to review this page. I've always had problems with rendering as the quick preview doesn't match the "render" doesn't match the "openGL render". I'd like to get to the bottom of it. I'm on the wiki team http://wiki.blender.org/index.php/User:Kesten or solarmobiletrailers at gmail.

Hi Kesten, we reviewed the page, we hope you like it ! Join US ! Thank you !

Greylica ! greylica at gmail

Doc_talk:2.6/Manual

Last edit: 2012-01-28

Organizing Blender 2.5 manual

Hi all,

After some discussions on #blenderwiki irc, I want to make some suggestion for the new 2.5 manual organization :

More accessible

I think, one of the most important problem in the actual Blender manual organization is that there is a sort of big messy in the structure. I mean to find something, there are plenty of page where you can get informations :

  • The manual
  • The external links (tutorial page)
  • The tutorial
  • The theory
  • The glossary
  • ...

All these page do not refer to each other. And when you want to learn Blender, you loose a lot of time by searching it (or you find only a part of the informations that are contained in the Blender wiki).

I think (suggest), each page/chapter of the manual should be structured this way :

  • Theory : Why this function, how it works in the theory, uses...
  • Practice : The function in blender, available options... in a world : the manual part,
  • Tutorial : Blender Wiki page or external links which present the function with a tutorial.
  • Read more : Wiki page or external links which talk about the function (theory or practice). It can also refer to other function which can be combined...

Remember that a lot of (and more and more) people start 3D with Blender (it was my case, and other students in my CG school start 3D with Blender, even if we use Maya or latter). It mean that Blender documentation must contain 2 types of informations :

  • Theory : What is 3D, how it work, what does technicals world refer to...
  • Practice : 3D in Blender

In fact, a lots of technical world of the manual are not explain on manual pages (some of them are explain on the glossary, but no visible linked refer to it).

...

I am not sure theory should come first. Users who come to the online manual probably came here with a specific question in mind. They need to see the instructions or answer that solves their immediate problem. If they don't find it here, they won't stay to read the manual anyway. You described "Practice" as "the manual part." I think that makes my point. Practice should come first.

The practice section should be organized based on tasks that the Blender user wants to accomplish. A rough example of that would be: 1. Viewing and moving the views, 2. Adding 3D objects with the Add Objects menu, 3. Modifying object shapes, 4. Cameras, 5. Lighting, 6. Rendering, etc.

Mooncaine 19:22, 8 December 2010 (UTC)

More medias

I think images and videos are better than text when you learn something. Some of the Blender Wiki page contain only text. Blender Manual must be illustrated with screenshots of course, but also examples (images, animations...) to show what you can do with the function.

Secondly, I think that it would be a good think to convert some (not all) pages on video (I make it for this page).

Conclusion

Well, that's just suggestions about the future 2.5 (or 2.6 ;-) ) manual. I'm waiting for other ideas and point of view...

--Guillaume22 13:28, 31 December 2009 (UTC)

Manual not even close to being complete

I think images and video are better for some people. Images and video are great to have in some situations. Text is always important. There must be text. There are many advantages to text that I won't list here, but one comes to mind immediately: easier translation to other languages. Another advantage: it's random-access, vs. the sequential-access nature of video or audio. Text is much more easily searched.

This manual is not even near completion. Hugely important sections are completely empty.

Mooncaine 19:22, 8 December 2010 (UTC)

Incomplete or missing pages

Why was Blender released as stable before the documentation was finished? It seems to me that supporting a product is part of a stable release. The idea is to make the product stable for the end user. A product that the user can't learn for lack of documentation doesn't make the user feel very stable using the product?

As a follow up. Some time ago, I created many a page, with a singled underscore simply so that I could save them for watching. It wasn't until after that I discovered that there's a watch link at the top of the page. At the time I was using the watch checkbox. If some of these pages were 'un-created' would they be easier to catch for documentation completion?

Hi, I reverted all your underscore-pages, these are completely unuseful because they make it seem the manual it completed but in effect it's not. These create false expectancies in the reader.
If you want to contribute, just write actual pages, one at a time. Thanks! --mindrones 01:05, 6 July 2011 (CEST)

Suggestions from a newbie

I'm a newbie to Blender (but not to 3D modelling), and as such I browse the manual. May I suggest a few improvements (sorry, I'm not yet familiar enough to Blender to make those changes myself) ?

- A typical question of a new Blender user is : where do I set the units (e.g. meters, inches, ...) ? Usually it's in a Preferences menu (and preferably before starting to work !), but in Blender it's located in the Scene Properties panel (but this is described nowhere - or I have not found it yet). Maybe dropping a simple "nota bene" about it in the general Configuring preferences page (Doc:2.5/Manual/Interface/Configuration), because it is there it would be searched for in the first place, would help the new user to locate this setting ?

- I am also a bit confused by the Outliner, but I made my comments directly to the "Discussion" page of the Outliner Window wiki page.

- Finally, some pages of the 2.5 Manual still seem to use the 2.4 manual screen captures, which don't look the same in 2.5.

I've not yet read the entire Wiki, maybe I'll find other issues (and I hope to be then able to make the changes myself). Amreg 20:00, 11 August 2011 (CEST)

Romanian

Hi How can I create a similar start page, like http://wiki.blender.org/index.php/Doc:2.6/Manual in other language (RO). In the above page I haven't Modify buttons to copy the contents of the page. If I use copy/paste, I get an incorrect design page - without formatting. And after that, if the start page in English is modified, how can we do the same in other language? Thank you. Best regards, ed62

PDF Availability

Is there a way that we could covert the Wiki to PDF as blender gets updated, and make links to areas in the PDF that users could go to if they were curious about something?

Doc_talk:ZH/2.6/Manual/Introduction/About this Manual

Last edit: 2012-02-10

“Concept”在一般字典里解释为“概念”,不过我根据文章内容译为“理论知识”,这是有先例的,例如accounting concept/会计基础理论,不知是否有偏误。--iamlixiao 15:18, 10 February 2012 (CET)




Doc_talk:JA/2.6/Manual

Last edit: 2012-02-12

記事の翻訳

手順のまとめ

  1. まずアカウントを作る

  2. 翻訳ガイドを読む。ポイントは、
    • 独自の情報ではなく、あくまで英語版を訳したものでなければいけない。
    • 英語版で「Doc:xxxxx」となっている他ページへのリンクは、日本語版の世界では「Doc:JA/xxxxx」とする。
    • ただし画像などは英語版と同じファイルを使うので、英語版と同じリンクのままにする。
    • ソフトを英語インターフェースで使っている人も多いので、用語を無理に訳さなくてもいい。

  3. 訳したい英語版ページを表示し、「View Source(または編集)」をクリックするとWikiのソーステキストが表示される。それを自分のテキストエディタにコピーする。

  4. ソースの英語部分を訳す。リンクも日本語版用に書き換える。

  5. 英語版のページをまた表示し、言語メニューからJapaneseを選択。するとその記事の日本語版のページに移動するが、そこにはまだ記事が無いので編集ページになるはず。そこに訳したソーステキストをペーストし、「プレビュー」ボタンを押す。

  6. 間違いがなければ、「保存」ボタンを押す。reCaptchaが出た場合は単語を入力してEnter。

  7. もし間違ったテキストを保存してしまったら、「View Source(または編集)」をクリックして編集しなおすか、「History(または履歴)」から自分の編集内容を取り消す。

  8. 目次も編集したい場合はする。目次はちゃんとプレビューされないみたいなのでばんばん保存してみるしかないです…。


その他

  • 自分がどの項目を編集しようとしているか、それは日本語版のページであるか、よく確認してください。
  • タグの書き換え方とかいろんなことがよくわからない場合は、他の人が訳したソースを見たり、自分のユーザーページ(ユーザー名のメニューから、ユーザー名をクリック)を編集して実験するといいです。
  • 詳しい使い方はテンプレートMediaWikiのヘルプ(外部)を読んでください。
  • 翻訳ページを作ったのになぜか目次からリンクされない(リダイレクトに関連してそういうことがありえる)とか、問題がある場合はこのページに追加でメモっとくと誰かがやるかも…。

--Sato 12:09, 12 February 2012 (CET)

Doc_talk:ZH/2.6/Manual

Last edit: 2012-02-13

各位好,我把内容清空了。

我们的编辑还是按照wiki的哲学:存在即合理。

翻译的目的是为了方便觉得中文资料少的人。

我们还是先把手里已经翻译完的放到wiki,就像lixiao说的Blender资料太少。基本没有什么中文可看。那么现在英文文档在wiki里面这么多,不如先各人把手里的内容都转换为中文。 等看的人越来越多了再综合用户意见来完善,一份文档始终是在修改和进步的。

只要是官方英文有2.6文档的,BlenderCN社区出的人力,只将翻译后的文章放到对应的目录里面。我们只管正确内容添入,如果有更多精力,保证文档样式与官方的一直。 其余的要怎么弄,等以后的用户提出意见再做修改,也仅限于内容调整。

Blender中国社区优先保证大部分已翻译完成文档放入官方wiki,尽力确保Blender新功能发布时,在wiki中存在的英文文档都为中文。

其余的条条框框,我们先只确保和官方要求一致,

http://wiki.blender.org/index.php/Meta:ZH/Guides/Translation_Guide

Doc_talk:ZH/2.6/Manual/Introduction/What's new in this series

Last edit: 2012-02-14

Shape Keys我译为“形状关键帧”,不知道对否,对这方面不甚了解……

另外Animato/活泼乐章的翻译也不知道对不对,还望高人指点。

--iamlixiao 10:55, 14 February 2012 (CET)

Doc_talk:2.6/Manual/Introduction/Installing Blender/DirectoryLayout

Last edit: 2012-03-11

Hallo, is it not nice to replace 2.57 by e.g 2.6.x (x = 2 and soon 3 ;-) )

Documents and Settings is XP way of personalize. Vista it would be and I think in W7 too (W8??)

c:\Users\Nameofuser\

And I work with if * is the directory where blender.exe lives

  • \2.62\config\ (hier lives startup.blend, bookmarks.txt, recent-files.txt)

--16:48, 11 March 2012 (CET)PKHG

Doc_talk:2.6/Manual/Textures/Mapping/UV/Unwrapping

Last edit: 2012-03-13

The picture is not usable it is 2.49 I think. Replacement needed?!

--PKHG 08:23, 13 March 2012 (CET)

Doc_talk:2.6/Manual/Render/Performance/Netrender

Last edit: 2012-03-17

to do
 Review…

At first glance

Saving the file first(it sends the last saved file at this point) is the first thing to look at right now, and the target output directory should be accessible for change when in network render/client mode.

I suggest to allow the user to change the output format of images from EXR to other formats.

Other things that need some attention

The connection management seems a bit brutal at this stage and although not crashing ( yeee :D ) it happily returns tons of errors concerning broken and forcibly closed connections.


Need test users

Definitely need some people testing this, if you want to test this feature and you have no network don't worry! Blender 2.5 easily runs 3 x on an old p4, so no need for multiple computers in your (initial) test environment.


Conclusion

That said it seems an awesomely powerful addition to blender, one that definitely deserves to be further developed !


Addition by NpsIt1 (Mar 17, 2012):

Initial observation: I've been using Netrender at my workplace, with 13 machines total:

(1) 2 core client (winxp pro, 32bit) (1) 2 core master (winxp pro, 32bit) (2) 2 core slave (winxp pro, 32bit) (2) 4 core slave (win7 pro, 64 bit) (4) 16 core slave (server 2008, 64 bit) (2) 4 core slave (server 2003, 32 bit) (1) 2 core slave (server 2003, 32 bit)

It seems that part of the problem with returning errors is that the master does not wait long enough for the slaves to return a rendered frame. Obviously a 2 core processor won't be nearly as fast as a 16 core server. If I try to render a material with a mirror surface and transparency, it takes much longer and causes errors. When they slaves are rendering, they will also disappear from the slaves listing, probably for the same reason the master thinks that there are errors during rendering. During a frame render, with Blender eating up so many compute cycles, it may cause the other computer services to stall until there is a break in the render sequence, so maybe every 9 seconds, there should be a 1 second pause in the render engine on each slave machine so they can report back to the master that they are still rendering, and also report back a % done of the frame or chunk. I have my chunks set to 1 frame, and it slightly decreased the error rate, mostly among the servers. The other boxes still take a long time to render so it didn't really help those.

Trying to bake on the network just causes a "refused connection" error from the master and makes the slaves try to render until I delete the job from the temp folders they render in.

It would be nice to be able to stop a frame render while it is rendering. It seems currently that I have to wait until it finishing rendering before it will stop the render process, which may be related to the first paragraph about the compute cycles Blender takes up and the master dropping slaves from the list. If I delete the job, it stays on the master until each of the slaves is finished rendering their chunks. So if I try to render again, I have to wait until they are all done, which may take a long time, depending on the scene I am rendering.

Summary:

Overall, this will be a fantastic tool to utilize, once the kinks are worked out. Kudos!

Doc_talk:2.6/Manual/World/Stars

Last edit: 2012-03-24

Which renderer does this work in? This page doesn't mention which rendering engine this panel shows up in. So far as I can tell, it only shows up for the Blender Internal engine, and not for the new Cycles engine. Raceimaztion 08:27, 24 March 2012 (CET)

Doc_talk:JA/2.6/Manual/Physics/Soft Body

Last edit: 2012-04-06

軟体のほうが一般的かもしれん

Doc_talk:2.6/Manual/Modeling/Objects/Duplication/DupliVerts

Last edit: 2012-04-07

to do
 miniatures are too small!

The linked .blend is an empty file!

Doc_talk:2.6/Manual/Game Engine/Python API/VideoTexture

Last edit: 2012-04-08

These demos and the instructions for this page do not work for Blender 2.6. A quick fix for the instructions would include:

 import bge
 GameLogic = bge.logic

In addition, the instruction to use:

 GameLogic.video.source.scale = True

results in horribly pixelated output. Set to False instead.

The instruction:

"Texture width and height must be a power of 2. If the video picture size is not a power of 2, rescaling is required."

is ambiguous. It is not clear what is meant by "texture width and height" being a power of 2. Is this a ratio between width and height, of what? What aspect of the texture? Is this a pixel size requirement of the movie, or the object the texture will be mapped to or the image texture that is attached to the movie screen? While the instruction may be important to the pixelation issue and setting the scale value to True, it is not clear what needs to be a power of 2 to get the optimal result.

Doc_talk:DE/2.6/Manual/Render/Cycles/

Last edit: 2012-04-20

Leider Seite falsch angelegt. Sollte nicht unter .../Render/Cycles/, sondern unter .../Render/Cycles liegen, damit die Links korrekt funktionieren. Wenn möglich, bitte Seite löschen. --Floric 18:05, 20 April 2012 (CEST)(Sign)

Doc_talk:2.6/Manual/Modeling/Meshes/Vertex Groups

Last edit: 2012-04-25

to do
 Update (vgroups were enhanced recently)

Nowhere in the Vertex Groups page does it mention that you need to click on the inverted triangle (object data) in the properties panel, to get the vertex groups dialog box. Please add.

Doc_talk:PL/2.6/Manual

Last edit: 2012-05-05

Tracerneo, mam pytanie dlaczego "Buttons and Controls" tłumaczysz jako "opcje i elementy sterujące" przecież nawet w angielskiej wersji tego rozdziału nie ma mowy o jakiś opcjach tylko są opisane przyciski i innych elementy sterujące Blendera. No i jeszcze "Konteksty widoku" jakoś to nie po polsku. W nie przetłumaczonej wersji jest o "przełącznikach - przyciskach" kontekstowych a nie o widokach.

Bo ta strona manuala opisuje różne metody/możliwości zmieniania wartości (opcji) różnych zmiennych (przełączniki, radio buttons, wartości liczbowe, kolory) i elementy sterujące (guziki, menu wyboru, suwaki) - to nie to samo co przyciski.
Co do kontekstów widoku to głównym celem strony jest opis widoków, a nie guzików do ich zmieniania. Chociaż w sumie można zmienić na "Konteksty" bez zbędnego precyzowania.
Tracerneo 23:21, 25 November 2011 (CET)
(Pamiętaj o podpisywaniu się - 4 tyldy.)

Doc_talk:ES/2.6/Manual/Render/Cycles/Materials

Last edit: 2012-05-21

Pienso que la palabra shader es de difícil traducción en español, y que debería dejarse tal cual. Sombreador me parece un término que conduce a error. La traducción sería algo así cómo programas de ordenador que pintan o generan gráficamente superficies, pero algo así es complicado de utilizar, y sobre todo con los shaders de volumen. --Elbrujodelatribu 23:28, 21 May 2012 (CEST)

Doc_talk:ES/2.6/Manual/Render/Cycles

Last edit: 2012-05-24

Cambiaría los términos recorridos por trayectorias y sombreador la dejaría como shader. El primero por ser un término más común en física y el segundo por no tener una traducción a una palabra. Un shader son las partes del programa encargadas de 'dibujar' la superficie de los objetos con sus propiedades específicas (brillo, sombra, transmisión, etc) e incluso hay shader de volumen. No se entendería 'sombreador de volumen'. --Elbrujodelatribu 11:18, 24 May 2012 (CEST)

Doc_talk:2.6/Manual/Render/Cycles/Nodes/Shaders

Last edit: 2012-06-05

In mix node, I would change 'Blend Weight node' for 'Layer Weight node'

Doc_talk:2.6/Manual/Render/Cycles/Nodes/Textures

Last edit: 2012-06-05

This page needs explaining in Musgrave Texture ("TBD" value). --Elbrujodelatribu 14:48, 5 June 2012 (CEST)

Doc_talk:2.6/Manual/Render/Cycles/Nodes/More

Last edit: 2012-06-05

Mapping node needs to add two parameters:

Min
Minimum number for repeating a texture.
Max
Maximum number for repeating a texture.

--Elbrujodelatribu 16:42, 5 June 2012 (CEST)

Doc_talk:ES/2.6/Manual/3D interaction/Sketching

Last edit: 2012-06-09

Grease Pincel lo tradujeron a "Lápiz de Cera" en la versión oficial idioma español

Doc_talk:JA/2.6/Manual/Materials/Properties/Specular Shaders

Last edit: 2012-06-20

鏡とはちょっと違うらしいから "光沢反射シェーダ"のようにしてもいいかもしれんね

Doc_talk:2.6/Manual/Modifiers/Generate/Booleans

Last edit: 2012-06-29

to do
 Update from 2.4 content (examples).


The text of Difference and Intersection is the same. I think the last should be: "The modified mesh is subtracted from the target mesh. The common space remains." --Elbrujodelatribu 14:44, 28 June 2012 (CEST)

Doc_talk:2.6/Manual/Modifiers/Deform/Simple Deform

Last edit: 2012-07-04

'Relative' checkbox is unexplained. Panel image needs to be updated to version 2.63. I propose new File:263-Manual-Modifiers-SimpleDeform.png --Elbrujodelatribu 09:34, 4 July 2012 (CEST)

Doc_talk:2.6/Manual/Game Engine/Screen Layout

Last edit: 2012-08-04

Initial Review by Kesten

1. The full-screen picture is too low in resolution. At any zoom level it is blurry. It is still useful in the discussion. Acceptable, but improve if possible.

2. On both my laptop and my phone, there is a large gap of whitespace just below item 1. Acceptable.

3. The table of contents on the left panel doesn't show Screen_Layout. It's a little disorienting to have lots of links that aren't in the Game Engine tree. Is this intentional, or is a problem with not including the header correctly to get the page to show in the hierarchy?

4. Start Game with Shift P. I just use "p". Note that the MOUSE HAS TO BE IN THE 3D VIEW or pressing "p" does nothing.

5. Content is clear, concise and complete.


  • Any time your description can suggest an activity that the user can try and confirm, it is of benefit to their learning. Perhaps language slightly more suggestive of activities could be used:

1. Select Game Engine Layout
2. Create some node blocks and connect them (configuration comes later).
3. With mouse in node editor, zoom in and out (middle mouse), grab-move (right mouse)
4. Set a property that changes something. (I still don't really get how they work. If there's a simple activity to show what they do, great.)

This isn't typical format for the wiki, but I think it would be great in the ADHD world to add a few exercises like this at the bottom of the page to test the reader's comprehension. For now, perhaps we could place such extra info (links to vid tutorials, exercises) on the discussion page.

Doc_talk:2.6/Manual/Render/Output/Frameserver

Last edit: 2012-08-06

Using command-line ffmpeg with the frameserver

I thought someone else might find this helpful, but if this doesn't belong on this discussion page feel free to move or delete it.

The sample client for encodedv will work for ffmpeg too. The tricky part is setting the correct ffmpeg input format parameters to accept PPM images from the Blender frameserver over a pipe. One must use -vcodec ppm -f image2pipe and manually specify a framerate with -r.

For example, the follwoing encodes a movie with libtheora at a bitrate of 6000 kb/s:

#!/bin/sh
BLENDER=http://localhost:8080
OUTPUT=/tmp/output.ogv
eval `wget ${BLENDER}/info.txt -O - 2>/dev/null |
    while read key val ; do
      echo R_$key=$val  
    done`
i=$R_start
{
  while [ $i -le $R_end ] ; do
       wget ${BLENDER}/images/ppm/$i.ppm -O - 2>/dev/null
       i=$(($i+1))
  done
} | ffmpeg -vcodec ppm -f image2pipe -r $R_rate -i pipe:0 -b 6000k -vcodec libtheora $OUTPUT
wget ${BLENDER}/close.txt -O - 2>/dev/null >/dev/null

--zagaeski 21:14, 19 June 2011 (UTC)

Doc_talk:2.6/Manual/Game Engine/Path Finding/Navigation Mesh

Last edit: 2012-08-19

Notes from former GSoC project. http://wiki.blender.org/index.php/User:Nicks/Gsoc2010/Docs#Path-finding_using_navigation_mesh_in_the_Blender_Game_Engine

Have to see if this all made it into trunk.

Doc_talk:2.6/Manual/Animation/Keyframes

Last edit: 2012-09-05

to do
 Edit (this should be an intro to keyframe concepts)

In the sentence with "hover over an attribute", a picture would be helpful here. I'm not finding anything to hover over.

Doc_talk:2.6/Manual/3D interaction/Transformations/Basics/Rotate

Last edit: 2012-09-17

TODO: Clean up beyond this point - it's messy and needs pictures

Rotating through the manipulator widget

The rotation manipulator widget looks like this <insert a rotation widget screenshot here> the axis colors are: Red = X
Green = Yellow
Blue = Z

-gif of different manipulator modes (global, view, gimbal, normal, local) and how they affect rotation on the x axis. There are different types of object rotations: Global : rotates on the global </b> X, Y, and Z axis </b>
//insert GIF demonstrating rotation on X axis global
Local : rotates on the object's local </b> X, Y, and Z axis </b>
//insert GIF demonstrating rotation on X axis local
Normal : rotates on the object's Normal </b> X, Y, and Z axis </b>
//insert GIF demonstrating monkey rotation on X axis local
View : rotates on the 3dview </b> X, Y, and Z axis </b>
//insert GIF demonstrating rotation on X axis 3d view
Gimbal : rotates on the gimbal default? </b> X, Y, and Z axis </b>
//insert GIF demonstrating rotation on X axis gimbal
http://en.wikipedia.org/wiki/Gimbal <placeholder>
to use this, select the rotation widget from the manipulator menu <placeholder manipulator menu>
1. RMB Template-RMB.png the object 2.LMB Template-LMB.png click on the the axis of your choice
3. let go of the mouse button to accept changes, pressEscto cancel changes or Ctrl+Z.

Rotating through the properties menu

This is the properties menu.
<placeholder properties menu>

On the top,  options include translation, rotation, and scale. The values are easily seen at all times. 

to

Rotating through a python script

Drag down your window (show GIF) copy the rotation paste in a text file. run script make a small iteration of creating objects and rotating them

Options

R (Trackball)
Pressing R while already rotating toggles the rotation mode between a single axis rotation (either aligned to the screen or around a certain axis) and a two axis, “trackball” rotation. In “Trackball” mode, the rotation of the object is controlled by both the X and Y location of the mouse pointer, similar to the trackball view rotation mode. This can be a quick way to rotate an object into place without changing the view.

See the rest of the Manipulation in 3D space section for additional options available within the transformation modes.

Rotate around different centers

This button <placeholder> opens a menu to change rotation around the different centers Useful for: <example placeholder>

Rotate only centers button

This button only rotates object centers. GIF showing usage





Doc_talk:2.6/Manual/Interface/Modes

Last edit: 2012-09-29

to do
 Create…

[29 Sep 2012-QMoto] I found some of the descriptions on this page confusing. It finally occurred to me that it uses the term "edition" several times as the noun form of "edit", when "editing" is probably better. For example, "Object mode, The default mode, available for all object types, is dedicated to the editing of Object datablock properties (such as position, size, and orientation)." or perhaps simply "allows the user to modify an Object's basic properties such as position, size, and orientation." (I'd like to make more suggestions, but I'm not sure what the next step should be, with all the pages currently under review.)

Doc_talk:2.6/Manual/Modifiers/Generate/Solidify

Last edit: 2012-09-29

It needs change de panel image link from file File:25-Manual-Modifiers-Solidify-Rims.png to file File:263-Manual-Modifiers-Solidify.png. It needs further explanation of invert factor, face material offset and rim material offset. --Elbrujodelatribu 11:07, 2 July 2012 (CEST)

It wasn't immediately obvious to me what the crease parameter did. Perhaps add a note about how it relates to the subsurf modifier and a link. For example, it's explained in the initial release notes here [2] --engel_sanchez 29 Sept 2012

Doc_talk:2.6/Manual/Constraints/Tracking/Locked Track

Last edit: 2012-09-30

[29 Sep 2012:] The warning at the end ("the constraint will be no more functional") doesn't sound natural to me. Perhaps rewording the whole warning to something like: "It is an error to choose the same axis for both 'To' and 'Lock' (indicated by turning red). The constraint has no effect when in an error state."

Doc_talk:2.6/Manual/Constraints/Tracking/Damped Track

Last edit: 2012-09-30

[29 Sep 2012:] Could we/should we add something describing the difference between this and the other "Track To" constraint? I can see by looking at the options available to them that the "Track To" constraint allows you to specify the "UP" direction for the constraint, but I can't quite understand how that leads to different behavior for the "Damped Track To" Constraint.

Doc_talk:NL/2.6/Manual/Your First Animation/2.Animating the Gingerbread Man

Last edit: 2012-10-02

Naamgeving eerder toevoegen Arm.R, Dij.R en Scheen.R b.v. en na het verdubbelen automatich naamgeving laten wijzigen in Arm.L etc?!

PKHG 08:55, 2 October 2012 (CEST)

Doc_talk:2.6/Manual/Game Engine

Last edit: 2012-10-02

K:(please add freshest comments at top)

2012/10/02 - Sculptorjim

Change title to suit rest of wiki

Added image to improve visual effect

2012/09/08 - Agoose77 : Additions/changes

(Greatly improved description of BGE features, especially recent additions - sculptorjim)

2012/7/14 - Initial Review by Kesten 1. Visually, the page would benefit by having headings for each paragraph.

2. Clear, but not very concise.*

3. Might sparkle it up some with links to Yo Frankie or other top blender games. Not sure what the policy is on linking to external sites, but it should be ok since it's a blender foundation project. And a screenshot if nothing else would make this page a bit more sexy.


  • "*" We have different types of users to consider. From blenderwiki discussions the wiki is supposed be a reference manual according to the following definitions:

Reference Manual: concise, used to look up information quickly. May contain some short, illustrative examples when possible. Not the place for a lengthy tutorial on how to do a specific task. Some conceptual information given.

User Guide: more detail than reference manual. Some detailed examples and short tutorials may be included (for the most commone use cases). Expands on conceptual information to give a complete framework of understanding.

Tutorial: A specific topic gone into at length. Narrowly focused, any user should be able to follow along and achieve a specific result.

  • Common User Types

1. FIX_IT_NOW has a particular task they would like to accomplish. Got stuck. Came here to troubleshoot. Hates reading. Likes doing. Came here from a search engine and will leave asap.
2. SEEKING_MASTERY wants to know what every button on every panel does. Likes reading to get a conceptual understanding before trying things out. Will read several pages in order. Gets frustrated when information is not complete enough to do a task successfully the first time.
3. SURVEYOR may not even be using blender yet. Is looking for a tool to solve a problem and wants to know what the capabilities are. Likes to see this information in the first paragraph.
4. Lots more!

We must cater to all user types, but they have conflicting needs. The reference manual must be concise. SEEKING_MASTERY would probably be happiest reading a User Manual/User Guide. We can put extra stuff in the discussion page for now.

Doc_talk:2.6/Manual/Introduction/Installing Blender/Linux

Last edit: 2012-12-17

Added Ubuntu 12.04 command line to disable Alt-click default Ubuntu behavior (grabbing and moving windows). TFuto

Doc_talk:DE/2.6/Manual/Render/Cycles/Reducing Noise

Last edit: 2012-12-25

ich mache mal mit der Übersetzung weiter, bin mir aber nicht sicher, wie ich die englischen Ausdrücke übersetzen soll, also lasse ich sie erstmal stehen.

Doc_talk:2.6/Manual/3D interaction/Navigating/3D View

Last edit: 2013-01-16

I think the technical definition is bad. I had to get to sentence #3 before I understood what the section was about ~~BNewmark

Doc_talk:2.6/Manual/Data System/The Outliner

Last edit: 2013-01-17

I am a bit confused by the Outliner, and I think its description should be completed (but my knowledge of Blender is too low to make this myself).

  • My first remark is that it lacks a kind of general "icon reference" - I mean, a kind of lookup table where the meaning of its various icons are explained - some are explained via the Contexts page (Doc:2.5/Manual/Interface/Contexts), but not all.
  • Additionally, the difference of meaning between the same icon (e.g. the mesh icon) in orange and in white is unclear.
Edited : Finally I guess an orange icon means an object, whereas a white icon means a datablock. Am I true ? Amreg
  • Last, some Outliner icons appear on a kind of "disc" backgroud whose meaning is unclear, because it shows for items of the Outliner even when they are not the currently selected one (i.e. the one whose name is written in white).
Edited : Finally I guess it means that a component (maybe a datablock shared with other objects) is already selected. Am I true ? Amreg

To illustrate the above, refer to the 3rd screen capture of the Outliner window page (the one just below the "Selecting and activating" title), for the "Cube" item : the triangular icon appears in orange at the upper level, and in white at the level below. At the next down level, the "material" icon has this kind of "disc" background, even if it's not the line currently selected( and other lines hame the same "disc" background as well). Amreg 20:05, 11 August 2011 (CEST)


I'm working on rewriting the page. Take a look.

http://wiki.blender.org/index.php?title=User:BNewmark/Doc:2.6/Manual/Data_System/The_Outliner

BNewmark 17.1.2013

Doc_talk:ES/2.6/Manual/Render/Cycles/Nodes/Shaders

Last edit: 2013-02-07

Hola @gab3d. He visto que has modificado la traducción sin hacer uso del procedimiento de "Discusión".

Encuentro ciertas traducciones mejorables que se podrían añadir. Pero has traducido literales, abreviaturas de siglas, y otras cosas que contradicen el manual de estilo de la wiki.

Si quieres puedes poner a continuación las modificaciones que quieras discutir.

Un saludo,

--Elbrujodelatribu 14:31, 7 February 2013 (CET)

Doc_talk:ES/2.6/Manual/Materials/Properties/Subsurface Scattering

Last edit: 2013-02-13

@gab3d, el manual de la wiki tiene unos procedimientos si deseas hacer cambios masivos que creo que debes respetar. Entre ellos está el uso de esta página de discusión si no estás de acuerdo con algún termino, e incluso crear una versión completa en tu perfil para cambiarla por la actual.

Concretamente, me gustaría saber que significa transluminiscencia, porque yo solo he encontrado referencias médicas, y no he encontrado nada relacionado con la implementación de gráficos por ordenador. ¿tienes algún enlace que pueda ver? En cualquier caso el manual de estilo en caso de duda sobre la traducción indica que se deje el término en inglés. Nunca de debería traducir el título. Se deja en inglés y debajo se pone en español.

Un saludo, --Elbrujodelatribu 11:53, 13 February 2013 (CET)

Doc_talk:2.6/Manual/Modeling/Meshes/Selecting

Last edit: 2013-03-01

done
 Should be updated based on 2.4 current content gregzaal 17:40, 1 March 2013 (GMT)
done
 Added vertex/edge/face path selection gregzaal 17:40, 1 March 2013 (GMT)
to do
 Content should be split in relevant sub-pages…

Doc_talk:2.6/Manual/Materials/Special Effects/Vertex Paint

Last edit: 2013-03-04

I am very new to blender, so new in fact, that I have never needed to use the "Blender Render" simply "Cycles"; so feel free to translate what I'm describing into correct Blenderese speak.

The problem that I found is that at the top of this page it states that you need to enable a couple options in order for the painted vertices to show up at render time. However these options are only available for the "Blender Render", not "Cycles". In order to have the painted vertices to render you must enable nodes (something I have zero knowledge of), add an "Attribute" node with the same name as your painted vertex layer (Under "Object Layer">>"Vertex Colors"), and link it to the "Color" input of the next node; whether this next node is an "Emission" or "Diffuse BSDF" node is dependent upon the usage, but the principal is the same.

I guess my point is that I am a true newbie, and I had to Google for a few hours to figure this out, because there is no mention of "Nodes" needing to be used if you have "Cycles" enabled. Or simply a basic example to get people going.

Doc_talk:2.6/Manual/Modeling/Texts

Last edit: 2013-03-06

to do
 Should be updated based on 2.4 current content…


I think it's a mistake in Underline - "using the Bold button", see below

Underline

Toggled with the Underline button before typing. Text can also be set to Underlined by selecting it then using the ""Bold"" button in the Tool Shelf.

Doc_talk:2.6/Manual/Game Engine/Logic/Sensors/Common Options

Last edit: 2013-03-20

I updated this page to make it fit how the BGE really works. The term "Pulse" was pretty misleading and gave the reader incorrect impression. So this was removed and replaced with the "state-less" term triggering.

This means there are changes in nearly all paragraphs to reflect this update.

The notes box "Triggering" is updated and moved above the relevant parameters. The notes box "inv" is removed as it is not relevant anymore.

The examples of "freq" are corrected and placed in a table to separate them from parameter description.

DasMonster 15:03, 20 March 2013 (CET)

Doc_talk:2.6/Manual/Extensions/Python/Add-Ons

Last edit: 2013-03-20

Updated page header/footer. Page seems in good shape to me. I think the page review note can be deleted?

Codepoint92 19:04, 20 March 2013 (CET)

Doc_talk:2.6/Manual/3D interaction/Transform Control/Numeric Input

Last edit: 2013-03-23

Navigator in left pane should not reload, get repainted, reinitialized or in any way change automatically.

While trying to view the Manual pages in slow succession over several hours when after viewing a page we click in the left pane to view another page then as the new page loads in the middle pane, the left pane also gets reloaded to a fresh or even a wrong status. For the next time we are then forced to guess the old status of the left navigation pane. Sometimes the wrong link gets clicked which wastes time and causes unnecessary download of unwanted pages.

There is no useful purpose in automation of the left pane. It is just a map, it is not useful if a map gets changed every time we move somewhere. It should have only deliberate operations like Expand, Collapse, etc. At the most the Scrolling can be kept automatic.

Doc_talk:2.6/Manual/3D interaction/Navigating/3D View Options

Last edit: 2013-04-03

hallo any one... in blender 2.6, I cant insert image as background image, and I try with other my computer, and 2 notebook my friends, but always fails, can you help me please....

==

On this page, under "Background image > settings > size", relating to the size of the background image, the present document states:

    Controls the size, or scale, of the picture in the 3D view (in Blender units).

Since the "size" parameter is a one dimensional value, and the size of the image is most generally two dimensions, it would be more useful to specify the relationship between the size value, and how it relates to the size of the image. Is it a scalar factor which is applied to each of the dimensions of the image, or is some other algorithm applied to derive the one dimensional number from the two dimensions of the image.

--Brasshat 20:34, 16 October 2012 (CEST)

List of valid file types would be nice, I see jpg in the example and I know png works any others?
Stalinvlad 02:23, 3 April 2013 (CEST)

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