[Bf-docboard] Bf-docboard Digest, Vol 133, Issue 5
John Roper
johnroper100 at gmail.com
Fri Mar 25 12:44:15 CET 2016
Hi,
Your approach is interesting. Are you aware that we are using Sphinx as the builder? The only problem I have with that is that on the first image, you move the logo to above the text. I do not have enough authority for this, so put this all in a task on developer.blender.org and set Campbell Barton and Ton Roosendaal as the reviewers. Also, make sure the project is the blender manual.
Hope that helps!
On March 25, 2016, at 7:00 AM, bf-docboard-request at blender.org wrote:
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Today's Topics:
1. Corporate Identity & manual structure (Tobias Heinke)
----------------------------------------------------------------------
Message: 1
Date: Thu, 24 Mar 2016 22:02:54 +0100
From: Tobias Heinke <heinke.tobias at t-online.de>
Subject: [Bf-docboard] Corporate Identity & manual structure
To: bf-docboard at blender.org
Message-ID: <56F455FE.3050406 at t-online.de>
Content-Type: text/plain; charset=windows-1252; format=flowed
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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