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[edit] Errata corrige for Essential Blender

Corrections and additions are sorted by Chapter. The tagging format at the beginning of a correction is Page:Paragraph:Line. If the correction is more generalized, Line and/or Paragraph reference may be omitted.

Edits tagged with "(r2, RH)" are considered official and will appear in the next edition of the book.

[edit] Chapter 0

[edit] Chapter 1

7.1 Mb archive of the images http://download.blender.org/documentation/essential/chapter01.zip

  • 24:1:2: Screen resolution should be 1024x768, not 1024x728.-(r2, RH)

[edit] Chapter 2 - The Blender Interface

1.9MB .zip file of Chapter 2 screenshots http://wiki.blender.org/uploads/2/2a/EB02images.zip

  • 33: bottom left figure caption should read "A wireframe view of a room in Ortho mode"-(r2, RH)
  • 35:2:2: "Figure 2.8" should read "the illustration above"-(r2, RH)

[edit] Chapter 3 - Object Manipulation and Animation

7.4MB .zip file of Chapter 3 screenshots http://download.blender.org/documentation/essential/EB03images.zip

  • 51:6:8: There should be a space between "by" and "dragging"-(r2, RH)
  • 54:2:5: Should begin "RMB select one of the icospheres"-(r2, RH)
  • 56:6:1: This paragraph should be changed to refer to the S-key and scaling as opposed to the G-key and moving.

This is because it looks like the electron icosphere is moving even though it is just the "keys" that are moving. The reader might spend hours trying to figure out why it does seem like the object is moving where as if they are told to use the S-key they will see that it is the keys that scale and not the object.

  • 60:4:1: "Each Scene in Blender in comprised" should be "Each Scene in Blender is comprised"-(r2, RH)
  • 65:2:3: The completed final sentence is 'In graphics terminology, you would say that the location of the circle is, "(3)".'-(r2, RH)
  • 76:1:4: "Likewise, if you are only rotating an object, you would choose LocRot." should be "Likewise, if you are only rotating an object, you would choose Rot."-(r2, RH)
  • 79:2: ",and the only one you have seen so far" should be omitted; Extrapolation is used on 61:3 in conjunction with curves
  • 79:3: Insert a blank line before the "Cyclic:" heading-(r2, RH)

[edit] Chapter 4 - Mesh Modeling

10.8MB .zip file of Chapter 4 screenshots http://download.blender.org/documentation/essential/EB04images.zip

  • 86:1st paragraph: States to edge loop select, hit Alt-RMB. In Ubuntu, this brings up a context menu, not the desired result. Two ways of doing this:
    • Ctrl+Alt-RMB results in an edge loop selection.
    • Run gconf-editor in the command line, drill down to apps > metacity > general and you will see a command called mouse_button_modifier, set to <alt>. Instead set it to <Meta> which is the windows key on most keyboards. Now, when you hold the windows key and RMB you can edge loop select. Hurray!
  • 86:5: Flip triangles is Ctrl-Shift-F; Ctrl-F is the faces special menu and allows Flip Triangles to be selected from it but doesn't perform this operation directly.
  • 88:3:3: Should read "...in the illustration to the right."-(r2, RH)
  • 93:5: "Closing the Top". For additional clarity, paragraph 5 should read:

"One last trick to learn: with Alt-RMB, select the upper edge of the pillar. Ensure you are in Edge selection mode when you do this, as using Alt-RMB in Face or Vertex selection mode can lead to different results."-(r2, RH)

  • 108:6: Insert blank line before "Select:" topic.-(r2, RH)

[edit] Chapter 5 - Sculpt Modeling and Multires

2.9MB .zip file of Chapter 5 screenshots http://download.blender.org/documentation/essential/chapter05.zip

  • 112:8 states that you can turn off the grid floor view, but in the default top view when in orthographic mode the grid still remains visible even if it's deselected in view properties. You need to change from orthographic display mode or not be in front, right, or top view points, for the grid to vanish. I am guessing there is a way to do this without going out of orthographic view.
  • 113:1:2 reads "in the Multires Panel of the Editing buttons (F7)." - It should probably read "in the Multires Panel of the Editing buttons (F9)."-(r2, RH)
  • 113:2 states that level 5 multires has 1,536 faces. There are actually only 384 faces 'displayed'.
Screen capture showing the mismatched Face count value when multires levels are first added to an object.
Note
This looks to be a display bug as when you reselect the object or cycle the object mode with the tab key it does indeed display 1,536 faces for the selected object at level 5. This only appears to happen when the object first has a level added to it. The face count update appears to be displayed 1 level behind what it actually is for the selected object (in blender 2.44). When moving through multires levels with the Level spinner for levels that have already been added the values display correctly.


Note
All tutorials were written with 2.43 and the bug in 2.44 was pointed out prior to printing but apparently the correction didn't make it in


Note
Sculpt Panel images in 2.44 are slightly different from 2.43 - the Flatten Brush feature was slipped into 2.44 after the chapter was written and finalized.


[edit] Chapter 6 - Character Animation

6.9MB .zip file of Chapter 6 screenshots http://download.blender.org/documentation/essential/EB06images.zip

  • 130:5 This paragraph, the first of the "Setting Up Your Workspace" section, should read:

"When you first open the file with Hank, you are in the "1-Animation" screen. This is the default animation screen that comes with Blender, and as it works fairly well, you can use it with some minor adjustments."-(r2, RH)

Default screen layout when opening characteranimation.blend
  • 131:3 states that "With the armature selected, check out the Armature panel in the Edit buttons (F7)." It should probably read "With the armature selected, check out the Armature panel in the Edit buttons (F9)."-(r2, RH)
Note
Pressing F7 allows you access to the Draw panel which the X-Ray button is contained in. You may need to press F7 more than once to get to the Draw panel as F7 can toggle between the Object buttons where the Draw panel is and the Physics buttons.
Location of the X-ray button when using F7 key navigation


  • 132:3 reads "Very difficult, no? One thing you may have noticed when rotating the bones was that as soon as you moved them, they turned a bright blue. The blue color is an indication that a bone has at least one keyframe set. Because of the automatic keyframing you enabled a moment ago, each rotation resulted in a keyframe."

This is not entirely correct as when a bone is first selected it will turn to an outlined light blue/cyan color. A picture is shown below.

Hank's lower arm bone, selected but automatic keyframe not yet set.

Then when a bone position is accepted it will still be outlined light blue/cyan but also get a slightly darker blue solid color running through the bone. This is the state when a keyframe will have been made (assuming automatic keyframing was activated). A picture is shown below.

Hank's lower arm bone, selected and accepted with LMB, automatic keyframe now set.

When a bone has been modified but is not the currently selected it will display with a solid blue color and no light blue/cyan outline. A picture is shown below.

Hank's lower arm bone, modified but not selected, showing that a keyframe for it has been set.
  • 132:9:1 extract states "With the manipulator set to the default Global mode" - The manipulator mode may be in Normal mode.
  • 133:5:1: The last part of the sentence should read "or by pressing the Right Arrow key four times."-(r2, RH)
  • 136: Figures: check bottom-most figures, they appear to be the same, but should not be.-(r2, RH)
  • 137:4:1:Flipping the Pose: extract states "Select all bones in the armature with the A-key. Click the "Copy Pose" button at" - "Copy Pose" should probably be "Copy Current Pose" (at least for Blender 2.44).
  • 142: Bottom right figure: this is the wrong illustration-(r2, RH)
  • 144:2:3: Change "Right Arrow key" to "Left Arrow key"-(r2, RH)
  • 148:5: "In the above illustration" should read "In the illustration to the right"-(r2, RH)

[edit] Chapter 7

7.4 Mb archive of chapter 7 screenshots http://download.blender.org/documentation/essential/chapter07.zip

  • 158:4: reads "Before things get out of hand with more bones, you should name the ones you just created." - This paragraph should read:

"Before things get out of hand with more bones, you should name the ones you just created. The next section shows you how." -(r2, RH)

  • 167:4: reads:

"LMB select the root of "spine.base" and use the Snap menu to place the 3D cursor there. LMB select the tip of "spine.base" and Ctrl-LMB away from it to extrude a connected child bone. Select the tip of the new child bone, and use the Shift-S Snap menu to move "Selection -> Cursor." If you've done it correctly, you'll have a new bone in the same location as the spine base, but upside down."

It should probably read:

"RMB select the root of "spine.base" and use the Snap menu to place the 3D cursor there. RMB select the tip of "spine.base" and Ctrl-LMB away from it to extrude a connected child bone. Select the tip of the new child bone, and use the Shift-S Snap menu to move "Selection -> Cursor." If you've done it correctly, you'll have a new bone in the same location as the spine base, but upside down."-(r2, RH)

  • 170:Figure 4: Change "tweak" to "tweaked"-(r2, RH)
  • 181:11-12: - These sections describe the uses of the 'Hinge' & 'Deform' buttons on the 'Armature Bones' panel. Although you can set these options in edit mode, you will not see the results of these settings until Pose mode is entered. When in Edit mode for example, a child bone in Hinge mode which is attached to a rotating parent bone, does not appear to move any differently when the child bone is not in Hinge mode. To see the difference in movement you have to be in Pose mode.

[edit] Chapter 8 - Shape Animation

3.3MB .zip file of Chapter 8 screenshots http://download.blender.org/documentation/essential/EB08images.zip

  • 196:1:12: change "using the left and right arrows that the" to "using the left and right arrow buttons on the Shapes panel that the"-(r2, RH)
Action Editor window & Suzanne model with start Shape Keys and animated Nose Long Shape Keys Added
* 200:4: Describes what position the reader should see Shape Keys at within the Action Editor Window, however the screen shot on the page only shows the Shape Keys for the starting position of the Shape Keys. Although the picture caption mentions this it may be confusing, so here is a screen shot showing what the screen would look like when it also includes the Shape Keys for when the nose has been animated.
  • 200:5: The paragraph that reads "The Action Window also indicates the current frame number with a vertical green line. LMB in the Action Window and the indicator will move to the mouse cursor and set the current frame accordingly" - Appears to have text missing at the end and has a title header directly below it with no gap between the paragraph above it. The sentence should end with a period, and a line break should be worked in afterward. -(r2, RH)
  • 201:6:5: remove the word "to" in "Holding Ctrl to limits movement"-(r2, RH)
  • 207:2:last line: "than it is create several" should read "than it is to create several"-(r2, RH)

[edit] Chapter 9 - Material and Texturing

9.8MB .zip file of Chapter 9 screenshots http://download.blender.org/documentation/essential/EB09images.zip

  • The coffee stain image from the tutorial was omitted from the provided .blend file.

Image:556px-Coffee-stain1.jpg

  • 214:5:4: The name for the CD file "materials_desktop.blend" in the text is incorrect and should be "materials_tutorial.blend".
    Shows the PSU made visible by shift-LMB selecting the 2nd Layer Visibility button. Area highlighted by red rectangle.
    -(r2, RH)

When first opening the "materials_tutorial.blend" file, the model of the PSU is not visible, this is because it is on Visibility Layer number 2. To see that the PSU is there, shift-LMB on Visibility Layer number 2 button. How to make the PSU visible is mentioned later on in the chapter. It's mentioned here so you know ahead of time why the PSU isn't showing. Once you have confirmed that the PSU is there, de-select Visibility Layer 2 so that only layer 1 is visible.

  • 220:3:
    Screen shot showing the results of pressing F12 at the point mentioned on Page 220 Paragraph 3 Chapter 9 of The Essential Blender Book
    Shows a picture titled "A full render of the desktop with materials and textures", this picture does not appear to match with the results of the actual render you get if you do press F12 at the point suggested. A picture is included of what it may look like. I'm assuming that the picture you do get is the correct one, because later on in the tutorial you are asked to warp your 3 textures (2nd-diffuse, wood-veins, small-veins), and upon doing so the resulting render looks identical (as far as I can tell), to the picture on page 221 titled "A new render with warp in effect.".
  • 226:
    Screen shot showing the location of the Extend & Clip buttons in the Map Image Panel. Area surrounded by red rectangular outline.
    If you find after altering the sizeX, sizeY, and sizeZ values of the coffee-stain texture that it repeats multiple times across the desktop, select the Extend or Clip button from the Map Image Panel, which is located on the Texture buttons area (F6 KEY).

For future manuscripts, this should be added to the beginning of the paragraph that starts with "If you render the scene now...":

One last thing to do. Back in the Texture buttons (F6), change the repetition/stretch settings from "Repeat" to "Clip." Otherwise, you'll find that the coffee stain will repeat itself across the surface.-(r2, RH)


  • 227:
    Screen shot showing the location of the HSV color mode selector button. Area surrounded by a red rectangular area.
    The screen shot on page 227 reading "The Map To settings for the second coffee stain channel" (near the bottom of the page), shows the color slider values displayed in HSV mode. To set your color slider values to HSV mode press F5 and select the HSV button from the Material Panel.
  • 227:4:
    Screen shot showing the location of CalcAlpha and UseAlpha buttons in the Map Image Panel
    States "Switch to the Texture buttons (F6) and in the Image tab select CalcAlpha and UseAlpha. This will make the black area of the image transparent." - The name of the panel is Map Image the location of the buttons is surrounded by a red rectangular area.
  • 230:Figure 2: Fix border on highlight.-(r2, RH)
  • 231:Figure caption: "setting" should be "settings"-(r2, RH)
  • 238:1:4: Clip is no longer the default setting in 2.44. Therefore, the words "(the default)" should be removed from line 4 after "Clip", and reinserted after the word "Repeat" on line 6 to indicate the new default setting for 2.44.-(r2, RH)

[edit] Chapter 10 - UV Unwrapping and Paint

7.2MB .zip file of Chapter 10 screenshots http://download.blender.org/documentation/essential/EB10images.zip

  • 247: bottom figure: Highlight subject-(r2, RH)
  • 248:9: After opening file uvunwrap.blend from the examples folder of The Essential Blender CD, ensure that Suzanne is selected by pressing the A-Key in the 3D window. You will know when this has been done correctly because the UV/Image Editor window will show an unwrapped mesh of Suzanne. If you do not do this then when adding a new Image from the UV/Image Editor window later in the tutorial, Suzanne will not turn black and you will not be able to paint on her.

So, the second sentence of the last paragraph should read:

"Make sure that Suzanne is the active selection in the 3D view and create a brand new, blank image in the UV Editor by choosing "New" from the "Image" menu on the header."-(r2, RH)

  • 258:2:1: "Is" should be lower case "is"-(r2, RH)

[edit] Chapter 11 - Lighting

44.6MB .zip file of Chapter 1 screenshots http://download.blender.org/documentation/essential/EB11images.zip

Example files from the chapter:

Now available -- additional lighting files! Organized by section:

  • 262:2: reads:

"Open the scene called "Lighting Tutorial.blend" that is found in the "examples" folder of the included CD."

However the "Lighting Tutorial.blend" file is contained in the "lighting" folder not the "examples" folder.

So it should probably read:

"Open the scene called "Lighting Tutorial.blend" that is found in the "lighting" folder of the included CD."-(r2, RH)

  • 262:5:3: Upper case for "Scaling" at beginning of sentence.-(r2, RH)
  • 270:5:7: "distance value suggests can result is" should be "distance value suggests can result in"-(r2, RH)
  • 280:5:1: "incluence" should be "influence"-(r2, RH)
  • 288:1:1 line extract "luorescent lights are common in public places," should probably read "Fluorescent lights are common in public places,"-(r2, RH)

[edit] Chapter 12 - Particles

9.1MB .zip file of Chapter 12 screenshots http://download.blender.org/documentation/essential/EB12images.zip

  • 292:6: The F7 key switches the current mode to Object mode but also acts as a toggle between the "Object buttons" and "Physics buttons" sub-contexts. So you can either directly click on the Physics sub-context button to select it or press the F7 key repeatedly.
  • 293:5: Mentions that you have to press Alt-A in the 3D view window to get a preview of particle animation. This will only work if the 3D view is in Object mode. This is mentioned because if you chose to model the objects in scene yourself rather than using the supplied ones, you may not be in Object mode.
  • 297:3:4: "and materials to make to get the same" should be "and material to get the same"-(r2, RH)
  • 299:1:1: should read "like the image on the left."-(r2, RH)
  • 299:Note 2:1: "Do not worry it you don't" should be "Do not worry if you don't"-(r2, RH)
  • 305:4:Hard Section: The values for Hard run from 1 to 127, not 0 to 1. So, the value given in the text as (1.0) should be (127), and the value given as (0.0) should be (1).-(r2, RH)

[edit] Chapter 13 - Compositing and Rendering

12.4MB .zip file of Chapter 13 screenshots http://download.blender.org/documentation/essential/EB13images.zip

  • 315:Sidebar: Remove the entire line that reads "Figure RCT.3: A good compositing layout"-(r2, RH)
  • 318:4: states "Don't confuse the LMB-drag motion for deleting Compositor connections with the typical LMB-drag selection method of other programs. If you tried to select multiple nodes by LMB-dragging, you'll find your connections gone. Of course, if this happens, an Undo (Ctrl-Z) will fix it." - Ctrl-Z only appears to work in the Node window when in Object mode.
  • 319:2:2: the first sentence should read "Remove the link between the RenderLayer node's output and the Composite node's input by LMB dragging across the connector."-(r2, RH)
  • 325:Note: "blender" should be capitalized to "Blender" in the first line of the second paragraph.-(r2, RH)
  • 326:Figure 1: "THis" should be "This"-(r2, RH)
  • 342:Note: the note should read: "As you need a good Alpha channel with which to composite, remember to switch the Renderer from Sky to Key mode on the Render tab."-(r2, RH)

[edit] Chapter 14 - Preferences and Options

0.9MB .zip file of Chapter 14 screenshots http://download.blender.org/documentation/essential/EB14images.zip

  • 360:Figure 1:Caption: make lowercase "e" on "Enabled"-(r2, RH)
  • 361:1:1: "The last image shows one" should be "The second from the left image shows one"-(r2, RH)

[edit] Chapter 15 - Bonuses

3.0MB .zip file of Chapter 15 screenshots http://download.blender.org/documentation/essential/EB15images.zip