[Bf-docboard] Blender Documentation Last modified September 22 2003 S68

Andreas Haferburg bf-docboard@blender.org
Wed, 31 Dec 2003 16:19:30 +0100


Hi,

I've just read through the introduction, and to do something useful I've compiled
a list with the  typos and mistakes I've noticed. It includes the file name, the
original sentence(s), and my proposed corrections. The places of mistakes are
marked with a *.

It doesn't claim to be complete.

I could also send corrected HTML, if the person in charge would appreciate this
more.

Anyway, great work!

Best regards
Andreas Haferburg

The list:
-----------------------------------------
documentation/html/chapter_interface.html
-----------------------------------------

Blender's interface makes use of three mouse buttons and a wide range of hotkeys
(for a quick copact*
-> compact

If your mouse have* a wheel * MMB refears* to clicking the wheel as if it were a
buttom*, while MW means to roll the wheel.
-> has, missing comma, refers, button

Most windows have a header (the strip with a lighter grey background containing
icon buttons - for thisreasom* we will also refear* to the header as the window
ToolBar);
-> this reason, refer

Operation* Button. Toggle buttons come in various sizes and colours (Figure 5).
-> should be: Toggle Button

The colours green, violet and grey do notchange* functionality, they just help
the eye to group them and recognize contents of the interface quicker*.
-> not change, more quickly

Number buttons (Figure 7*) can be identified in that their caption contains a
colon followed bya* number.
-> 6(also fix link), by a

Menu buttons are used to choose from * dinamically* created list.
-> a dynamically  (or dynamically created lists?)

Their principaluse* is to link datablocks to each other.
-> principal use

The second button displays the type and name of the linked datablock and lets you
edit the name it* after clicking LMB.
-> delete "it"? (or "lets you edit the name by clicking with LMB" ?)

Unlinked data is not lost untill* you quit Blender. This is a powerfull* Undo
feature. if* you delete an object * the material assigned to it becomes
unlinked,but is still there!
-> until, powerful, If, missing comma

------------------------------------
documentation/html/interface_3d.html
------------------------------------
Remember that most hotkeys affect the focused window, so check* that the mouse
cursor is in the area you want to work in first*!
-> maybe better: "so make sure that", delete "first"

If you start * the edge and don't move towards the middle,
-> start at

------------------------------------------
documentation/html/chapter_quickstart.html
------------------------------------------
In the following * allactions* will be described as step-by-step* as possible,
anyway* it will be assumed that you have read the whole* the chapter called
Understanding the interface and have understood the conventions used throughout
this manual.
-> In the following, all actions will be described in as much detail as possible,
although it will be assumed that you have read the chapter called Understanding
the interface entirely, and have understood the conventions used throughout this
manual.

Now it is time to create the other half of Gus, select all vertices (AKEY) and
press the 3DWindow toolbar button which resembes* a cross-hair (Figure 13).
-> resembles

A box will appear, notifying you that 8* vertices have been removed.
-> Shouldn't it be 6? We split each edge, so one edge of the cube now consists of
3 vertices. We want 2 edges of the former cube to join, so we delete 2x3=6
vertices.

--------------------------------------------------
documentation/html/quickstart_still_rendering.html
--------------------------------------------------
Make this one a Hemi type with Energy of 0.6* (Figure 26).
-> The figure shows 0.5