[Bf-docboard] Some edits

Bart Veldhuizen bf-docboard@blender.org
29 Dec 2002 09:46:42 +0100


Hi Matt,

thanks a lot! I've integrated all your corrections except for the one of
the diagram. I don't have the source of that and I don't have time to
re-do it. Maybe someone else on this list would like to create a new
graphic?

Thanks again,

Bart

On Sun, 2002-12-29 at 03:53, Matt Ebb wrote:
> 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
> 
> ______________________________________________________________________
> 
> 	<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>
-- 
Bart Veldhuizen <bart@vrotvrot.com>