[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>