[Bf-docboard] Corporate Identity & manual structure

Tobias Heinke heinke.tobias at t-online.de
Fri Apr 15 16:12:29 CEST 2016


Hi,

Campbell brought up another solution: To use the Sphinx html logo, which 
inserts an image between title and version. (better fallback)

We have to choose between:
3 lines or 2 lines.
The aim should be a compact version - if it doesn't looks to bad.

Working logo versions: Color on dark or white.

https://github.com/tobiasHeinke/demo/blob/master/htmlLogo.MD

The small screen/ mobile needs a logo too. There I can use the previous 
way:
(icon) Blender Reference Manual
     or
(icon blender) Reference Manual

So please vote!

Tobias


Am 24.03.2016 um 22:02 schrieb Tobias Heinke:
> Hello doc team,
>
> |> Blender branding: my resent patch
>
> The aim is to communicate to the user that she's on a Blender side.
> By Corporate Identity / Design. That means logo's and colors.
>
> While colors can be changed by simply overwriting them.
> The challenge is the "injection" of the logo:
>
> The rules are: minimal invasive, CSS only, with fallback.
> A fallback is always available, because the theme gets overwritten and
> not replaced.
>
> The Loge could be added to every existing HTML element by the ::before
> selector
> The image is drawn as a background.
>
> So where to place an logo (thats visible on all pages):
>
> The only place I see is before the "Blender Reference Manual"-header,
> but theres already sits an *ugly home icon.
> Witch only purpose it is to indicate to the user that the header is a
> clickable link.
>
> (home)  (B. logo) "Blender Reference Manual"
>
> Next I converted the header visually to a button and show (home) only on
> hover.
>
> Demo time screenshots:
> https://github.com/tobiasHeinke/demo
>
> I've made 3 button versions:
> 3D, glass plain, light frame
>
> Which one looks best? Or send me an link to an "inspiration" screenshots
> of a button.
>
> |> Manual Structure or There lures a Monster in the Deep!
>
> Diffrent approaches to CG are causing structural weaknesses in the manual:
> While the technical (micro) approach is omnipresent (explain CG over the
> description of what every button does = tooltips)
> The structure defined by technical (macro) colliding with the production
> pipeline structuring.
>
> Technical view micro: interface
> Technical view macro: editors
>
> Editors, Data System (technical)
> Model; Paint. & Sculp; Rig; Anima; Physics (production pipeline)
> Render, Compositing (technical)
>
> The problem arising: stumps (if missing - links to section), duplicates,
> separation.
>
>       Stump:https://www.blender.org/manual/editors/index.html#settings  
> [link: Preferences ]
>
>       Dublication: Texturing is in 3 places: editors> UV, 3D paint,
> Rendering > (engine) > texturing
>
>       Separation:
>       object mode:
> https://www.blender.org/manual/editors/3dview/selecting.html
>       edit mode:
> https://www.blender.org/manual/modeling/meshes/selecting/introduction.html
>
> Solution:
> 1. Decide for one way (technical/ production pipeline /...)
> 2. Apply approach where it's strength lay.
> 3. ( ? )
>
> yay no tldr;
>
> Tobias
>
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