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

Stefano Selleri bf-docboard@blender.org
Fri, 2 Jan 2004 08:38:58 +0100


Hi!

Thanx a lot for proofreading,
sadly, as I already happened to say before, the online doc
is freezed waiting for the manual to be published, this because we need to
make the manual content free, as for the OC license, and it would be a pain
to merge
that and an 'updated' online content. Expecially because the manual itself
is being heavily
edited!

Anyway I point out a previous message! We need to update/convert old
tutorials and add new ones! So if volunteers are out there...

Stefano
----- Original Message -----
From: "Andreas Haferburg" <ndhmail@gmx.de>
To: <bf-docboard@blender.org>
Sent: Wednesday, December 31, 2003 4:19 PM
Subject: [Bf-docboard] Blender Documentation Last modified September 22 2003
S68


> 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
>
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