[Bf-docboard] Some edits
Matt Ebb
bf-docboard@blender.org
Sun, 29 Dec 2002 13:53:49 +1100
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Hi,
I just saw the post on blender.org about this. I've had a look through
what you've done so far and it looks like you're making some great
progress. I've found a few very small things that may be edited? Maybe
you'll think them too insignificant, but I thought I may as well send
through my opinion anyway :)
I have edited the chapter_mesh_modelling.xml file for spelling, grammar
and clarity of English. I have also removed redundant sentences such as
those explaining that meshes can be modified in editmode. The file is
attached.
Other edits:
----
* Section title "Linear 3D->Mesh Modelling"
change to
Section title "Linear 3D->Mesh Modeling"
The US English spelling of Modeling has been used in most other places
in the Documentation. It would be a good idea to keep spelling
consistent in either US english or UK English, not both together.
----
* Section title "Linear 3d->Mesh Modelling->Boolean operations (WKEY)"
change to
"Linear 3d->Mesh Modelling->Boolean operations"
None of the other section titles have the relevant hotkeys in the
titles. Description of how to use the functions should be in the section
text itself.
To compensate for taking it out of the title, you could add a paragraph
such as this to the top of the section:
"Boolean operations are invoked by selecting two meshes and pressing
WKEY. There are three types of boolean operations to choose from in the
popup menu, Intersect, Union and Difference"
----
Interactive 3d->Usage of Blender 3D plug-in->Introduction
* "we have created a so-called ActiveX control"
change to
"we have created an ActiveX control"
Using 'so-called' sounds like it's mocking the ActiveX name - sounds a
bit unprofessional to me.
----
Interactive 3d->Usage of Blender 3D plug-in->Functionality
Figure 1 Blender functionality diagram
* Change 'Play game' in the diagram to 'Run file'
There are many more uses for the plug-in than just games
----
Interactive 3d->Usage of Blender 3D plug-in->Creating content for the
plug-ins
* "The messages "Body:" should..."
change to
"The message's "Body:" should..."
Grammar
----
Glossary->AVI
* "A AVI-file can contain..."
change to
"An AVI file can contain..."
Grammar
----
Glossary->Graphical User Interface
* "Blenders GUI is designed for a efficient modeling process"
change to
"Blender's GUI is designed for an efficient modeling process"
Spelling
----
Cheers!
Matt
--------------030106020808080604070203
Content-Type: text/xml;
name="chapter_mesh_modelling.xml"
Content-Transfer-Encoding: 7bit
Content-Disposition: inline;
filename="chapter_mesh_modelling.xml"
<chapter id='chapter_mesh_modelling'>
<title>Mesh Modelling</title>
<!-- basic objects -->
<!-- author: droddl@gmx.de -->
<section id='mesh_modelling_basic_objects'>
<title>Basic objects</title>
<bridgehead renderas="sect3">Plane</bridgehead>
<para>
A standard plane is made out of 4 vertices, 4 edges and one face. It is like
a piece of paper lying on a table. A plane is not a real 3-dimensional object,
because it is flat and has no 'thickness'. Example objects can be created out
planes are ground surfaces or flat objects like tabletops or mirrors.
</para>
<para>
<figure>
<title>An example plane</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/plane.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<para>
<figure>
<title>An example plane in editmode</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/plane_edit.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<bridgehead renderas="sect3">Cube</bridgehead>
<para>
A standard cube is made out of 8 vertices, 12 edges and 6 faces and is a real
3-dimensional object. Example objects that can be created out of cubes are
dice, boxes or crates.
</para>
<para>
<figure>
<title>An example cube</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/cube.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<para>
<figure>
<title>An example cube in editmode</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/cube_edit.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<bridgehead renderas="sect3">Circle</bridgehead>
<para>
A standard circle is made out of n vertices. The number of vertices can be specified
in the popup window shown when the circle is created. The more vertices it consists of,
the smoother the circle's contour becomes. Example objects that can be
created out of circles are discs, plates or any kind of flat round object.
</para>
<para>
<figure>
<title>An example circle</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/circle.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<para>
<figure>
<title>An example circle in editmode</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/circle_edit.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<bridgehead renderas="sect3">UVSphere</bridgehead>
<para>
A standard UVsphere is made out of n segments and n rings. These levels of
detail can be specified in the popup window shown when the UVsphere
is created. The higher the number of segments and rings is, the smoother
the surface of the result UVsphere becomes. Example objects that can be
created out of UVspheres are balls, heads or pearls for a necklace.
</para>
<para>
<figure>
<title>An example UVSphere</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/uvsphere.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<para>
<figure>
<title>An example UVsphere in editmode</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/uvsphere_edit.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<bridgehead renderas="sect3">Icosphere</bridgehead>
<para>
A standard Icosphere is made out of triangles. The number of subdivisions
can be specified in the popup window shown when the Icosphere is created.
The higher the number of subdivisions is, the smoother the surface of the
result Icosohere becomes. This object is normally used to achieve a more
symmetrical and economical layout of vertices than the UVsphere.
</para>
<para>
<figure>
<title>An example Icosphere</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/icosphere.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<para>
<figure>
<title>An example Icosphere in editmode</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/icosphere_edit.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<bridgehead renderas="sect3">Cylinder</bridgehead>
<para>
A standard cylinder is made out of n vertices. The number of vertices in the
circular cross-section can be specified in the popup window shown when the
object is created. The higher the number of vertices is, the smoother the
circular cross-section becomes. Example objects that can be
created out of cylinders are handles or rods.
</para>
<para>
<figure>
<title>An example cylinder</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/cylinder.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<para>
<figure>
<title>An example cylinder in editmode</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/cylinder_edit.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<bridgehead renderas="sect3">Tube</bridgehead>
<para>
A standard tube is made out of n vertices. The number of vertices in the
hollow circular cross-section can be specified in the popup window shown when the
object is created. The higher the number of vertices is, the smoother the
hollow circular cross-section becomes. Example objects that can be
created out of tubes are pipes or drinking glasses.
</para>
<para>
<figure>
<title>An example tube</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/tube.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<para>
<figure>
<title>An example tube in editmode</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/tube_edit.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<bridgehead renderas="sect3">Cone</bridgehead>
<para>
A standard cone is made out of n vertices. The number of vertices in the
circular base can be specified in the popup window shown when the
object is created. The higher the number of vertices is, the smoother the
circular base becomes. Example objects that can be created out of cones
are spikes or pointed hats.
</para>
<para>
<figure>
<title>An example cone</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/cone.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<para>
<figure>
<title>An example cone in editmode</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/cone_edit.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<bridgehead renderas="sect3">Grid</bridgehead>
<para>
A standard grid is made out of n vertices. The resolution of the x-axis and
y-axis can be specified in the popup window shown when the object is created.
The higher the resolution is, the more vertices are created. Example objects that
can be created out of grids are a landscapes (whith the proportional editing tool)
or other organic surfaces.
</para>
<para>
<figure>
<title>An example grid</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/grid.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<para>
<figure>
<title>An example grid in editmode</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/grid_edit.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<bridgehead renderas="sect3">Monkey</bridgehead>
<para>
This is a gift from NaN to the community and is seen as a programmer's joke or
'Easter Egg'. It creates monkey's head after you have pressed
the 'Oooh Oooh Oooh' button.
</para>
<para>
<figure>
<title>An example monkey</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/monkey.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<para>
<figure>
<title>An example monkey in editmode</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/monkey_edit.png" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
</section>
<section><title>Editmode</title><para>(to be written)</para></section>
<section><title>Smoothing</title><para>(to be written)</para></section>
<section><title>Proportional editing tool</title><para>(to be written)</para></section>
<section><title>Extrude</title><para>(to be written)</para></section>
<section><title>Spin and SpinDup</title><para>(to be written)</para></section>
<section><title>Screw</title><para>(to be written)</para></section>
<!-- booleans -->
<!-- author: Carsten Wartmann -->
<section id='mesh_modelling_booleans'>
<title>Boolean operations (<keycap>WKEY</keycap>)</title>
<indexterm>
<primary>boolean operations</primary>
</indexterm>
<para>
The boolean operations will work for all objects but is
really intended for use with solid closed objects with a
well defined interior and exterior region. In the case of
open objects the interior and is defined in a rather
mathematical way by extending the boundary faces of the
object off into infinity. So results may be unexpected for
these objects. A boolean operation never affects the
original operands, the result is always a new blender
object.
</para>
<para>
The boolean operations also take Materials and UV-Textures
into account, producing objects with material indices or
multi UV-mapped objects.
</para>
<para>
<figure>
<title>Options for boolean operations</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/BooleanMenu" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<para>
For the "Difference" operation the order of selection is
important. The active object (light purple in wire-frame
view) is subtracted by the selected object.
</para>
<para>
<figure>
<title>Resulting objects, original top, intersect, union, difference</title>
<mediaobject>
<imageobject>
<imagedata fileref="gfx/chapter_mesh_modelling/BooleanOps" format="PNG"/>
</imageobject>
</mediaobject>
</figure>
</para>
<para>
This functionality is currently under heavy development. To
make it possible for you to use this functions for
your work we list here the current limitations:
</para>
<itemizedlist>
<title>Known problems of the Boolean Operations</title>
<listitem>
<para>
The number of polygons generated can be very large
compared to the original meshes. This is especially true
for complex concave objects
</para>
</listitem>
<listitem>
<para>
Output polygons can be of generally poor quality, meaning
they can be very long and thing and sometimes very
small, you can try the Mesh Decimator (EditButtons
<keycap>F9</keycap>) to fix this
</para>
</listitem>
<listitem>
<para>
Vertices in the resulting mesh falling on the boundary
of the 2 oirignal objects do not match up
</para>
</listitem>
<listitem>
<para>
Boundary vertices are duplicated. This is good in some
respects because it means you can select parts of the
original meshes by selecting one vertex in the result
and hitting the select linked button
(<keycap>LKEY</keycap>) in Blender. Handy if you want
to assign materials etc to the result. To get rid of the
doubled vertices use the "Remove Doubles" button in the
EditButtons <keycap>F9</keycap>.
</para>
</listitem>
<listitem>
<para>
The boolean operation can fail, a message is popped up
saying ("An internal error occurred -- sorry"). Try to
move or rotate the objects just a very small amount.
</para>
</listitem>
<listitem>
<para>
Operations are between two objects only, there is no way
to perform operations on more than 2 operands, such as
intersect all these selected objects with the active
object.
</para>
</listitem>
</itemizedlist>
</section>
<section><title>Noise</title><para>(to be written)</para></section>
<section><title>Warp Tool</title><para>(to be written)</para></section>
<section><title>Catmull-Clark Subdivision Surfaces</title><para>(to be written)</para></section>
<section><title>Metaballs</title><para>(to be written)</para></section>
</chapter>
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