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Hi andre,

  • Please will somebody explain to this newbie where in the Blender desktop I can see which real-world unit the maker of the scene shown had in his mind? Am I looking at something measuring 27 mm or 27 km ?
Well, you have no way to know what was the “real” scale the author had in mind, unless he specifies it in a README file and/or text buffer! Blender has its own unit system, which can be mapped to whatever real one you like (or to none either!)
Note that for meshes, in the Edit, you can enable the display of edges length, using the Mesh Tools More panel in the Editing context (F9)…
  • My findings (2.492)are that clicking RMB on a selected object does nothing. Clicking ShiftRMB on a selected object does indeed toggle its selection off…
Right! I’ll fix the doc right now…

--Mont29 14:52, 10 December 2009 (UTC)

hi, I've edited Doc:Manual/3D_interaction/Manipulation/Hotkeys to answer your questions, check now

cheers, --mindrones 16:58, 20 December 2009 (UTC)

Hi, sorry for being so late, but I’m not often online. In fact, RMB is the default (and historical) factory setting… So no need to modify the page again :)

--Mont29 12:53, 29 December 2009 (UTC)

About Camera manipulations

Hi Andre, as I’m cleaning up talk pages of 2.49 manual, I moved your question here (anyway, it would have been better to ask it on a forum, talk pages are strictly for doc matters…):

Move active camera to view

See Camstuff1.jpeg:

[1]

"Moves the selected camera to current 3D view. Select a camera and then move around in 3D view to a desired position and direction for your camera. Now press CtrlAlt0 NumPad and your selected camera positions itself at your spot, and switches to camera view."

See camstuff2.jpeg:

[2]

Camera001 is visible in the cam-view but not the active one ??? It is certainly not at the location where it was before. See Camstuuf3:

[3]

Andre anckaert 15:46, 16 December 2009 (UTC)

This tool is designed to position and rotate the active camera so it exactly mimics the current point of view in the current 3D view, and then it switch to this camera’s view. So, img.2 is in active camera view (the pink frame is your active, translated and rotated camera), and img.3 shows the camera view of your other non-active camera (which didn’t changed)…
I hope this will help you understand it ;) .
--Mont29 13:03, 1 April 2010 (UTC)

Aiming the camera

"Press ShiftF to enter “Camera Fly Mode”, then move the mouse around to aim the camera. LMB to set the new orientation; RMB or Esc to cancel."

Look at Camstuff4:

[4]

I do not know where my cube is going to, nor where my active camera is.

Anybody feel like telling me? Thanks.

Andre anckaert 15:46, 16 December 2009 (UTC)

Here again, this tool automatically switches to camera view, so your active camera is the pink frame around the picture. Once you activated this mode, you rotate your camera by moving the mouse, exactly as in a FPS video game. Of course, the view change accordingly – your cube didn’t moved at all, you just changed the camera point of view (angle)! Note you can also make the camera move forward/backward with the mouse wheel…
--Mont29 13:03, 1 April 2010 (UTC)

About Sketching and frames

You wrote:

  1. Go to first relevant frame. Draw.
  2. Jump to next relevant frame. Draw some more.
  3. Keep repeating process, and drawing until satisfied. Voila! Animated sketches.

Voilà! This is a really short and simple explanation.That I do not understand.

See my image "GP-Layers" at the following URL:(image may eventually be downloaded)

[[5]]

I have 3 GP-Layers. All are in "frame(1)". Question: how do I "jump to the next relevant frame? How do I create that one?

Andre anckaert 11:15, 18 December 2009 (UTC)

When it says “jump to next relevant frame”, it just means that: if you first draw at frame 1, and want to have a new draw (sketch) at frame 10, just go to this frame (arrow keys), and start a new drawing. The grease pencil will automatically add a new “sketch keyframe”!
--Mont29 14:44, 1 April 2010 (UTC)