<div dir="ltr"><div><div>Ok, so at the moment this is how the structure looks (with some notes of mine below it):<br><br>- Getting Started<br> - Introduction<br> - Installation<br> - Basics<br> - Interface<br> - Navigation<br> - Help System<br>- Editors (reference for functions in each editor not covered in other sections - e.g. layers, outliner usage...)<br>- Data System (data blocks, scenes, link/append...)<br>- Modeling<br> - Sculpting<br>- Physics (particles, smoke, forces...)<br>- Modifiers<br>- Rigging<br> - Constraints<br>- Animation<br>- Rendering<br> - Blender Render<br> - Materials<br> - Textures<br> - Lighting<br> - World<br> - Cycles<br> - Materials<br> - Lighting<br> - World<br>- Compositing<br>- Motion Tracking<br>- Video Editing<br>- Grease Pencil<br>- Game Engine<br>- Extending Blender<br>- User Preferences<br>- Troubleshooting<br>- Glossary<br><br></div>(<a href="http://upl.io/view/nhporj/proposal.rst">raw</a> - in case you want to edit it)<br><br></div><b>Notes:</b><ul><li>No need to classify things as '2D' - each of those topics could be considered 3D by at least some stretch of your imagination anyway (depth channels, deep compositing...)</li><li>The "Getting Started" section should be as simple and brief as possible. Troubleshooting is it's own thing that shouldn't be needed to start using Blender. Same for: Render Engines, User Preferences, Data System, Game Engine, Extending Blender - all important info, but you don't *have* to know any of that to start using Blender.</li><li>As mentioned in my previous mail, Materials/Lighting/Textures/World have been moved under Rendering, since those all change based on which engine is used.</li><li>Constraints are under Rigging - I think of constraints as a tool for rigging, but this is just my opinion.</li><li>Should Import/Export be its own topic? Or under Data System or Extending Blender?</li></ul><p>Cheers,<br>Greg<br></p><br></div><div class="gmail_extra"><br><div class="gmail_quote">On 3 January 2015 at 10:54, Campbell Barton <span dir="ltr"><<a href="mailto:ideasman42@gmail.com" target="_blank">ideasman42@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div class="HOEnZb"><div class="h5">On Sat, Jan 3, 2015 at 12:50 AM, Greg Zaal <<a href="mailto:gregzzmail@gmail.com">gregzzmail@gmail.com</a>> wrote:<br>
> We have two currently supported renderers (game engine is it's own thing<br>
> imo, and not technically a renderer in the same context):<br>
><br>
> Cycles<br>
> Blender Render<br>
><br>
> Freestyle is not a renderer, rather a post-effect as I understand it (it<br>
> works on top of either BI or Cycles renders).<br>
><br>
> Currently we have `Materials`, `Textures`, `Lighting` and `World` as their<br>
> own sections - which made sense when BI was the only supported renderer.<br>
> However now that Cycles is around, It'd make more sense to me to move the<br>
> materials, textures, lighting and world sections into the folder for each<br>
> renderer. So the structure would be:<br>
><br>
> Rendering<br>
><br>
> Blender Render<br>
><br>
> Materials<br>
> Textures<br>
> Lighting<br>
> World<br>
><br>
> Cycles<br>
><br>
> Materials<br>
> Lighting<br>
> World<br>
> [no need for a textures folder for Cycles]<br>
><br>
> One problem with that is that textures can be used for brushes and particles<br>
> too - should we then add `Textures` folders under those categories as well?<br>
> Or instead keep it as it is currently with `Textures` in the root, and cover<br>
> all the applications (BI/Brushes/Particles...) there?<br>
><br>
> Alternatively, since Cycles is technically an external renderer, should we<br>
> remove all Cycles docs from this manual, and instead have them documented<br>
> elsewhere separately?<br>
><br>
> Cheers,<br>
> Greg<br>
<br>
</div></div>This is an awkward case, especially since Blender-Internal isnt having<br>
much development and we may make Cycles default soon.<br>
<br>
Suggest have 'Render -> Blender Internal', 'Render -> Cycles'<br>
sections, as suggested.<br>
<br>
Brush docs can just link to `Render -> Blender Internal -> Textures`<br>
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