<div dir="ltr"><div>I've now moved the chapters to match the new structure (thanks to Campbell's magical rst_remap script) and updated/added the index pages where necessary.<br><br></div><div>Thanks for the feedback everyone, especially Gaia for initiating this :)<br></div><div><br>The next time you want to build, I recommend you first delete the 'html' folder so it can build cleanly (otherwise the sidebar navigation and previous/next buttons may get confused on a few pages, probably some caching happening).<br><br></div><div>The `3d_interaction` chapter still remains, but that'll be split up and moved to more appropriate places sometime soon.<br><br></div><div>I'll be adding tasks on phabricator in the next few days (will appear <a href="https://developer.blender.org/maniphest/?statuses=open&allProjects=PHID-PROJ-c4nvvrxuczix2326vlti#R">here</a>), but in the the meanwhile if anyone is looking for something to do, the Editors chapter is pretty much blank :)<br><br></div><div>Cheers,<br></div><div>Greg<br></div></div><div class="gmail_extra"><br><div class="gmail_quote">On 4 January 2015 at 01:12, 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">looks good! some comments inline.<br>
<div><div class="h5"><br>
On Sat, Jan 3, 2015 at 10:28 PM, Greg Zaal <<a href="mailto:gregzzmail@gmail.com">gregzzmail@gmail.com</a>> wrote:<br>
> Ok, so at the moment this is how the structure looks (with some notes of<br>
> 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<br>
> 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>
> (raw - in case you want to edit it)<br>
><br>
> Notes:<br>
><br>
> No need to classify things as '2D' - each of those topics could be<br>
> considered 3D by at least some stretch of your imagination anyway (depth<br>
> channels, deep compositing...)<br>
> The "Getting Started" section should be as simple and brief as possible.<br>
> Troubleshooting is it's own thing that shouldn't be needed to start using<br>
> Blender. Same for: Render Engines, User Preferences, Data System, Game<br>
> Engine, Extending Blender - all important info, but you don't *have* to know<br>
> any of that to start using Blender.<br>
<br>
</div></div>Troubleshooting is useful for developers to add to, we often get bug<br>
reports highlighting common misunderstandings & then dont really have<br>
a good place to collect problem->solutions.<br>
<br>
This would be handy to link users to from the bug tracker, and link<br>
from within the docs (like having a glossary of common problems).<br>
<span class=""><br>
> As mentioned in my previous mail, Materials/Lighting/Textures/World have<br>
> been moved under Rendering, since those all change based on which engine is<br>
> used.<br>
> Constraints are under Rigging - I think of constraints as a tool for<br>
> rigging, but this is just my opinion.<br>
<br>
</span>Its an approximation, but reasonable IMHO. for example you may *rig* a<br>
camera, so constraints are generally useful for rigging on an object<br>
level. even when armatures arent being used.<br>
<span class=""><br>
> Should Import/Export be its own topic? Or under Data System or Extending<br>
> Blender?<br>
<br>
</span>Addons have their own wiki pages, eg:<br>
- <a href="http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX" target="_blank">http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX</a><br>
- <a href="http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Wavefront_OBJ" target="_blank">http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Wavefront_OBJ</a><br>
<br>
We *could* have an import/export section, but it can be more general<br>
information, and link to the pages for each addon to avoid documenting<br>
a lot of details, no rush for this though, we have enough work getting<br>
the existing manual in shape.<br>
<div class="HOEnZb"><div class="h5"><br>
> Cheers,<br>
> Greg<br>
<br>
><br>
><br>
> On 3 January 2015 at 10:54, Campbell Barton <<a href="mailto:ideasman42@gmail.com">ideasman42@gmail.com</a>> wrote:<br>
>><br>
>> 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<br>
>> > 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<br>
>> > the<br>
>> > materials, textures, lighting and world sections into the folder for<br>
>> > 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<br>
>> > particles<br>
>> > too - should we then add `Textures` folders under those categories as<br>
>> > well?<br>
>> > Or instead keep it as it is currently with `Textures` in the root, and<br>
>> > cover<br>
>> > all the applications (BI/Brushes/Particles...) there?<br>
>> ><br>
>> > Alternatively, since Cycles is technically an external renderer, should<br>
>> > we<br>
>> > remove all Cycles docs from this manual, and instead have them<br>
>> > documented<br>
>> > elsewhere separately?<br>
>> ><br>
>> > Cheers,<br>
>> > Greg<br>
>><br>
>> 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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><br>
><br>
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<br>
<br>
<br>
</div></div><span class="HOEnZb"><font color="#888888">--<br>
- Campbell<br>
</font></span><div class="HOEnZb"><div class="h5">_______________________________________________<br>
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</div></div></blockquote></div><br></div>