[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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