Updating Manual images and text to reflect changes made in recent versions of Blender #75511

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opened 2020-04-08 05:27:10 +02:00 by Alaska · 67 comments
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At the moment some pages in the Blender manual show images from Blender 2.7X. I will attempt to go through as many pages as possible and update these images to match more recent versions of Blender. If I don't know how a feature works and as a result can't replicate the image, then I will make a note of it here and let someone else update it.

This is simply a quality of life feature. Many of these images still show settings available in later versions of Blender, but it may confuse some new users.

While searching for these images, I will also check to see if the pages that contains the images also contain outdated information like incorrect menu locations or old keyboard shortcuts and fix them where possible.

I will also submit this fix as a series of patches, breaking the patch up into the sections defined in the manual (Getting started, User interface, Editors, etc).

Projects Status:

  • User Interface Text: rBM6496, rBM6501
  • User Interface Images: rBM6491, rBM6504
  • Editors Text (Partially done): rBM6498, rBM6507, rBM6507, rBM6540
  • Editors Images (Partially done): rBM6497, rBM6506, rBM6539
  • Scenes and Objects Text: rBM6545
  • Scenes and Objects Images: rBM6544
  • Modelling Text: -
  • Modelling Images: -
  • Sculpting and Painting Text: -
  • Sculpting and Painting Images: -
  • Grease Pencil Text: -
  • Grease Pencil Images: -
  • Animation and Rigging Text: -
  • Animation and Rigging images: -
  • Physics Text: -
  • Physics Images: -
  • Rendering Text: rBM6578, rBM6600, rBM6630
  • Rendering Images: rBM6577, rBM6599, rBM6629
  • Compositing Text: rBM6655, rBM6678
  • Compositing Images: rBM6654, rBM6677
  • Tracking and Masking Text: -
  • Tracking and Masking Images: -
  • Video Editing Text: -
  • Video Editing Images: -

Others (E.G. Addons): Outside of my knowledge.

Sections I haven't updated (Primarily due to a lack of knowledge on my part):

Section Part that needs updating
Editors->Dope Sheet Text needs to be checked.
Editors->NLA Entire sections text and images needs to be checked.
Editors->File Browser Entire page needs updating for the 2.82 file browser #73319.
Scenes and objects->Objects->Editing->Relations Text needs to be checked.
Render->Eevee->Materials->Nodes Support Node support needs to be checked over by someone with more experience with EEVEE. This information should be fairly up to date.
Render->Render output All the images seem up to date, the text needs to be checked over by someone more knowledgeable
At the moment some pages in the Blender manual show images from Blender 2.7X. I will attempt to go through as many pages as possible and update these images to match more recent versions of Blender. If I don't know how a feature works and as a result can't replicate the image, then I will make a note of it here and let someone else update it. This is simply a quality of life feature. Many of these images still show settings available in later versions of Blender, but it may confuse some new users. While searching for these images, I will also check to see if the pages that contains the images also contain outdated information like incorrect menu locations or old keyboard shortcuts and fix them where possible. I will also submit this fix as a series of patches, breaking the patch up into the sections defined in the manual (Getting started, User interface, Editors, etc). **Projects Status:** - [x] User Interface Text: rBM6496, rBM6501 - [x] User Interface Images: rBM6491, rBM6504 - [x] Editors Text (Partially done): rBM6498, rBM6507, rBM6507, rBM6540 - [x] Editors Images (Partially done): rBM6497, rBM6506, rBM6539 - [x] Scenes and Objects Text: rBM6545 - [x] Scenes and Objects Images: rBM6544 - [ ] Modelling Text: - - [ ] Modelling Images: - - [ ] Sculpting and Painting Text: - - [ ] Sculpting and Painting Images: - - [ ] Grease Pencil Text: - - [ ] Grease Pencil Images: - - [ ] Animation and Rigging Text: - - [ ] Animation and Rigging images: - - [ ] Physics Text: - - [ ] Physics Images: - - [x] Rendering Text: rBM6578, rBM6600, rBM6630 - [x] Rendering Images: rBM6577, rBM6599, rBM6629 - [x] Compositing Text: rBM6655, rBM6678 - [x] Compositing Images: rBM6654, rBM6677 - [ ] Tracking and Masking Text: - - [ ] Tracking and Masking Images: - - [ ] Video Editing Text: - - [ ] Video Editing Images: - Others (E.G. Addons): Outside of my knowledge. Sections I haven't updated (Primarily due to a lack of knowledge on my part): |Section|Part that needs updating| | -- | -- | |Editors->Dope Sheet|Text needs to be checked.| |Editors->NLA|Entire sections text and images needs to be checked.| |Editors->File Browser|Entire page needs updating for the 2.82 file browser #73319.| |Scenes and objects->Objects->Editing->Relations|Text needs to be checked.| |Render->Eevee->Materials->Nodes Support|Node support needs to be checked over by someone with more experience with EEVEE. This information should be fairly up to date.| |Render->Render output|All the images seem up to date, the text needs to be checked over by someone more knowledgeable|
Alaska self-assigned this 2020-04-08 05:27:10 +02:00
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Added subscriber: @Alaska

Added subscriber: @Alaska
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If anyone is opposed to this patch, please say so. For example, the only con I can see with updating this information is that we will need to store separate images for the 2.79 manual and 2.8X manual. However, with the images taking up 150MB as of writing, I don't believe this to be an issue.

If anyone is opposed to this patch, please say so. For example, the only con I can see with updating this information is that we will need to store separate images for the 2.79 manual and 2.8X manual. However, with the images taking up 150MB as of writing, I don't believe this to be an issue.
Alaska changed title from Manual needs images updated to Blender 2.8X to Updating Manual images to 2.8X 2020-04-08 08:13:07 +02:00
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Added subscriber: @Blendify

Added subscriber: @Blendify
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If you search all the manual files for .. TODO2.8: you will find a lot of images that need update.

I will also submit this patch as a series of patches, breaking the patch up into the sections defined in the manual (Getting started, User interface, Editors, etc).

I would also like to ask. How is updating the images handled? I've only just started work on the manual and as a result don't know how exactly this all works. Do I just use the "svn diff > filename.diff" command and the images will be attached?

I can give you commit access to the SVN repository so you can commit changes directly. This is a lot easier on me than working with patches.

If you search all the manual files for `.. TODO2.8:` you will find a lot of images that need update. > I will also submit this patch as a series of patches, breaking the patch up into the sections defined in the manual (Getting started, User interface, Editors, etc). > > I would also like to ask. How is updating the images handled? I've only just started work on the manual and as a result don't know how exactly this all works. Do I just use the "svn diff > filename.diff" command and the images will be attached? I can give you commit access to the SVN repository so you can commit changes directly. This is a lot easier on me than working with patches.
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@Blendify So I've made my first commit rBM6491. Just had some questions.

At the bottom of /interface/window_system/regions we have a todo "Hiding and showing the Header". What kind of images do we want here? Should headers-hide.png just be the arrow at the top of the window and headers-show.png be a mouse over the arrow? Or should headers-hide be the RMB menu and headers-show be an image with a mouse over the arrow then an image below it with the header back to normal?

In /interface/controls/nodes/introduction I've updated the icons for shader nodes, compositing nodes, and texture nodes, however they don't look that great on the site. What would you recommend we do about this?
Nodes introduction.png

I've also made some edits to the text to include changes made in 2.8X, however, I have not commited those yet as I would like your opinion on what to do with them? Should I commit them directly or should I send them to you as a patch for review.

@Blendify So I've made my first commit rBM6491. Just had some questions. At the bottom of /interface/window_system/regions we have a todo "Hiding and showing the Header". What kind of images do we want here? Should headers-hide.png just be the arrow at the top of the window and headers-show.png be a mouse over the arrow? Or should headers-hide be the RMB menu and headers-show be an image with a mouse over the arrow then an image below it with the header back to normal? In /interface/controls/nodes/introduction I've updated the icons for shader nodes, compositing nodes, and texture nodes, however they don't look that great on the site. What would you recommend we do about this? ![Nodes introduction.png](https://archive.blender.org/developer/F8460576/Nodes_introduction.png) I've also made some edits to the text to include changes made in 2.8X, however, I have not commited those yet as I would like your opinion on what to do with them? Should I commit them directly or should I send them to you as a patch for review.
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@Blendify I've updated the text in the user interface section rBM6496.

I had a few things relating to this:

In /interface/window_system/regions is "Footer" still a thing? Should we remove it?

In /interface/window_system/tabs_panels I have removed the "horizontal scrolling" part of "Switching and cycling" section as I'm unable to find a horizon tab that follows this rule with the default keymap. Revert this change if there is a tab system that follows this rule.

/interface/window_system/tabs_panels I have removed the pin icon information as I'm unable to find a menu that has a pin icon visible by default.

In /interface/keymap/introduction and /interface/keymap/blender_default I have left the "TODO" sections as TODO. This project is to update images, keymaps, and menu locations to Blender 2.8X. If I'm unable to explain something, then I'll leave it as a TODO.

ln /interface/controls/nodes/groups the second paragraph doesn't make much sense (check below), but I don't really know how to reword it. Any suggestions?

Node groups are similar to functions in programming.
You can then reuse them inside, which are then called "NodeGroups",
or in other blend-file(s), when appending called "NodeTrees".

I've also sent /.htaccess by accident. For some reason it keeps changing in my local edits and I don't know why. (I'm running Linux if that makes any difference)

I've also started work on the editors section: rBM6498. Once again I have questions about this.

In /editors/3Dview/navigate I removed this (see below).

It's also possible to send objects out of local view,
using :menuselection:Object --> Move Objects out of Local View,
which can be useful to further isolate a selection.

I couldn't find the option "Object>Move objects out of Local View" and the "Remove from Local View" option is covered later on in this page which I believe replaces this menu. Revert this change if you need too.

In /editors/3Dview/toolbar/measure I was unable to get these shortcuts to work, should we remove them?

:kbd:Ctrl-LMB Adds new ruler
:kbd:Ctrl-C Copies the rulers value to the clipboard.

In /editors/3dview/properties/sidebar the end of this paragraph (see below) doesn't make sense, what would you recommend?

View Lock
Lock to Object
Lock to Object lets you define an object in the Object Data ID as the center of the view. In that case, the view can be rotated around or zoomed towards that central object, but not while, unless you move that itself object (this option is not available in a camera view).

@Blendify I've updated the text in the user interface section rBM6496. I had a few things relating to this: In /interface/window_system/regions is "Footer" still a thing? Should we remove it? In /interface/window_system/tabs_panels I have removed the "horizontal scrolling" part of "Switching and cycling" section as I'm unable to find a horizon tab that follows this rule with the default keymap. Revert this change if there is a tab system that follows this rule. /interface/window_system/tabs_panels I have removed the pin icon information as I'm unable to find a menu that has a pin icon visible by default. In /interface/keymap/introduction and /interface/keymap/blender_default I have left the "TODO" sections as TODO. This project is to update images, keymaps, and menu locations to Blender 2.8X. If I'm unable to explain something, then I'll leave it as a TODO. ln /interface/controls/nodes/groups the second paragraph doesn't make much sense (check below), but I don't really know how to reword it. Any suggestions? >Node groups are similar to functions in programming. >You can then reuse them inside, which are then called "NodeGroups", >or in other blend-file(s), when appending called "NodeTrees". I've also sent /.htaccess by accident. For some reason it keeps changing in my local edits and I don't know why. (I'm running Linux if that makes any difference) I've also started work on the editors section: rBM6498. Once again I have questions about this. In /editors/3Dview/navigate I removed this (see below). >It's also possible to send objects out of local view, >using :menuselection:`Object --> Move Objects out of Local View`, >which can be useful to further isolate a selection. I couldn't find the option "Object>Move objects out of Local View" and the "Remove from Local View" option is covered later on in this page which I believe replaces this menu. Revert this change if you need too. In /editors/3Dview/toolbar/measure I was unable to get these shortcuts to work, should we remove them? > :kbd:`Ctrl-LMB` Adds new ruler > :kbd:`Ctrl-C` Copies the rulers value to the clipboard. In /editors/3dview/properties/sidebar the end of this paragraph (see below) doesn't make sense, what would you recommend? >View Lock >Lock to Object >Lock to Object lets you define an object in the Object Data ID as the center of the view. In that case, the view can be rotated around or zoomed towards that central object, but not while, unless you move that itself object (this option is not available in a camera view).

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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In #75511#906926, @Alaska wrote:
@Blendify So I've made my first commit rBM6491. Just had some questions.

At the bottom of /interface/window_system/regions we have a todo "Hiding and showing the Header". What kind of images do we want here? Should headers-hide.png just be the arrow at the top of the window and headers-show.png be a mouse over the arrow? Or should headers-hide be the RMB menu and headers-show be an image with a mouse over the arrow then an image below it with the header back to normal?

If you look into the images folder the old images still exist. The updated image should convey that if you click and drag down the header it will be hidden.

In /interface/controls/nodes/introduction I've updated the icons for shader nodes, compositing nodes, and texture nodes, however they don't look that great on the site. What would you recommend we do about this?
Nodes introduction.png

The images look fine to me.

I've also made some edits to the text to include changes made in 2.8X, however, I have not commited those yet as I would like your opinion on what to do with them? Should I commit them directly or should I send them to you as a patch for review.

Commit directly, please.

> In #75511#906926, @Alaska wrote: > @Blendify So I've made my first commit rBM6491. Just had some questions. > > At the bottom of /interface/window_system/regions we have a todo "Hiding and showing the Header". What kind of images do we want here? Should headers-hide.png just be the arrow at the top of the window and headers-show.png be a mouse over the arrow? Or should headers-hide be the RMB menu and headers-show be an image with a mouse over the arrow then an image below it with the header back to normal? If you look into the images folder the old images still exist. The updated image should convey that if you click and drag down the header it will be hidden. > > In /interface/controls/nodes/introduction I've updated the icons for shader nodes, compositing nodes, and texture nodes, however they don't look that great on the site. What would you recommend we do about this? > ![Nodes introduction.png](https://archive.blender.org/developer/F8460576/Nodes_introduction.png) The images look fine to me. > > I've also made some edits to the text to include changes made in 2.8X, however, I have not commited those yet as I would like your opinion on what to do with them? Should I commit them directly or should I send them to you as a patch for review. Commit directly, please.
Member

In /interface/window_system/regions is "Footer" still a thing? Should we remove it?

The footer is used in the text editor, so the information is relevant.

/interface/window_system/tabs_panels I have removed the pin icon information as I'm unable to find a menu that has a pin icon visible by default.

This is still relevant please revert that.

In /interface/keymap/introduction and /interface/keymap/blender_default I have left the "TODO" sections as TODO. This project is to update images, keymaps, and menu locations to Blender 2.8X. If I'm unable to explain something, then I'll leave it as a TODO.

Sounds good, it gets a bit complicated to combine things.

ln /interface/controls/nodes/groups the second paragraph doesn't make much sense (check below), but I don't really know how to reword it. Any suggestions?

This more a UI issue, they should both be called nodegroups whether they are appended or reused within a blend file.

Node groups are similar to functions in programming,
they can be reused in many places in a node tree and
can be customized by changing the "parameters" of the node group.

I've also sent /.htaccess by accident. For some reason it keeps changing in my local edits and I don't know why. (I'm running Linux if that makes any difference)

don't worry about it, there is something wrong with the SVN ignore. I will try to fix.

I couldn't find the option "Object>Move objects out of Local View" and the "Remove from Local View" option is covered later on in this page which I believe replaces this menu. Revert this change if you need too.

"Object>Move objects out of Local View" was renamed to "Remove from Local View" which can be found in View --> Local View --> Remove from Local View.

In /editors/3Dview/toolbar/measure I was unable to get these shortcuts to work, should we remove them?

See blender/blender#72767

In /editors/3dview/properties/sidebar the end of this paragraph (see below) doesn't make sense, what would you recommend?

Try this:

Lock to Object
   A :ref:`ui-data-id` that defines an object as the center of the view.
   In that case, the view can be rotated around or zoomed towards that central object,
   but not while, unless you move that itself object
   (this option is not available in a camera view).
> In /interface/window_system/regions is "Footer" still a thing? Should we remove it? The footer is used in the text editor, so the information is relevant. > /interface/window_system/tabs_panels I have removed the pin icon information as I'm unable to find a menu that has a pin icon visible by default. This is still relevant please revert that. > In /interface/keymap/introduction and /interface/keymap/blender_default I have left the "TODO" sections as TODO. This project is to update images, keymaps, and menu locations to Blender 2.8X. If I'm unable to explain something, then I'll leave it as a TODO. Sounds good, it gets a bit complicated to combine things. > ln /interface/controls/nodes/groups the second paragraph doesn't make much sense (check below), but I don't really know how to reword it. Any suggestions? This more a UI issue, they should both be called nodegroups whether they are appended or reused within a blend file. ``` Node groups are similar to functions in programming, they can be reused in many places in a node tree and can be customized by changing the "parameters" of the node group. ``` > I've also sent /.htaccess by accident. For some reason it keeps changing in my local edits and I don't know why. (I'm running Linux if that makes any difference) don't worry about it, there is something wrong with the SVN ignore. I will try to fix. > I couldn't find the option "Object>Move objects out of Local View" and the "Remove from Local View" option is covered later on in this page which I believe replaces this menu. Revert this change if you need too. "Object>Move objects out of Local View" was renamed to "Remove from Local View" which can be found in `View --> Local View --> Remove from Local View`. > In /editors/3Dview/toolbar/measure I was unable to get these shortcuts to work, should we remove them? See blender/blender#72767 > In /editors/3dview/properties/sidebar the end of this paragraph (see below) doesn't make sense, what would you recommend? Try this: ``` Lock to Object A :ref:`ui-data-id` that defines an object as the center of the view. In that case, the view can be rotated around or zoomed towards that central object, but not while, unless you move that itself object (this option is not available in a camera view). ```
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@Blendify I've made those changes. rBM6501 rBM6504
I'll probably start work on the rest of the User interface section today or tomorrow.

Thanks for the help. This has also been bit of a fun project for me as I'm learning about new short cuts and small actions that I didn't know about before.

@Blendify I've made those changes. rBM6501 rBM6504 I'll probably start work on the rest of the User interface section today or tomorrow. Thanks for the help. This has also been bit of a fun project for me as I'm learning about new short cuts and small actions that I didn't know about before.
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@Blendify
I've done a bit more on updating the "editors" section. rBM6507
Also had to make a correction for a mistakes: rBM6507

Once again I have a few questions and clarifications.

In "/manual/editors/uv/introduction.rst" I've added a description for UDMIN grid but it probably needs review by someone who knows more about UDIMs than me.

In "/editors/uv/navigating" it states the view menu has an option for "Display Other Objects". I'm unable to find this option in 2.8X and believe it's been removed due to multi-object editing. So I have removed this. Please correct me if I'm wrong. (There was a "TODO" labeled "Blender Internal Only?")

I have quickly brushed over "texture_node" section in /manual/editors/ as I can't seem to get it to work reliably. Just to list a few issues:

  1. Texture previews don't work. (2.82 and 2.83) - I used 2.79 to get the previews and 2.83 for the nodes for the images I updated.
  2. The "world" section has no functionality from a first look.
    Has this been mostly discontinued with Blender Internal?

I did notice that while going through different pages for nodes that I kept finding "Properties - This node has no properties". Should I remove them when I start work on the compositing section or leave them in for consistency?

In /manual/editors/dope_sheet there is a TODO from 2.78. Are you able to notify the right person about this or offer something to fill it in?

Dope Sheet Modes
...
Cache File: Alembic Todo 2.78.

I have left most of "/editors/dope_sheet" untouched as I haven't used the dope-sheet before and some of the stuff goes straight over my head. However, all the images appear up to date, so someone just needs to check over the keymaps and menus.

The same thing of my lack of knowledge will probably occur in many other areas of the manual, I will let you know what areas I have trouble with when I get round to them.

"/editors/graph_editor/fcurves/editing" has the operation "extend" marked as "Todo". Seems to have been missed during the 2.82 manual, are you able to notify the right person about this or offer something to fill it in?

I've started work on some of the TODO stuff in "/editors/graph_editor/fcurves/editing" but I'm unsure about some of them so someone else will have to fill them in or make suggestions.

I have left the editors Compositor, Video Sequence, and Movie clip unedited so far as it helps me keep a track of changes I make. (Compositor, video sequence, and movie are all in separate folders which is half the way I'm managing this project.)

I also haven't finished the "editors" section yet. But this is as far as as I can really go today.

@Blendify I've done a bit more on updating the "editors" section. rBM6507 Also had to make a correction for a mistakes: rBM6507 Once again I have a few questions and clarifications. In "/manual/editors/uv/introduction.rst" I've added a description for UDMIN grid but it probably needs review by someone who knows more about UDIMs than me. In "/editors/uv/navigating" it states the view menu has an option for "Display Other Objects". I'm unable to find this option in 2.8X and believe it's been removed due to multi-object editing. So I have removed this. Please correct me if I'm wrong. (There was a "TODO" labeled "Blender Internal Only?") I have quickly brushed over "texture_node" section in /manual/editors/ as I can't seem to get it to work reliably. Just to list a few issues: 1. Texture previews don't work. (2.82 and 2.83) - I used 2.79 to get the previews and 2.83 for the nodes for the images I updated. 2. The "world" section has no functionality from a first look. Has this been mostly discontinued with Blender Internal? I did notice that while going through different pages for nodes that I kept finding "Properties - This node has no properties". Should I remove them when I start work on the compositing section or leave them in for consistency? In /manual/editors/dope_sheet there is a TODO from 2.78. Are you able to notify the right person about this or offer something to fill it in? >Dope Sheet Modes >... >Cache File: Alembic Todo 2.78. I have left most of "/editors/dope_sheet" untouched as I haven't used the dope-sheet before and some of the stuff goes straight over my head. However, all the images appear up to date, so someone just needs to check over the keymaps and menus. The same thing of my lack of knowledge will probably occur in many other areas of the manual, I will let you know what areas I have trouble with when I get round to them. "/editors/graph_editor/fcurves/editing" has the operation "extend" marked as "Todo". Seems to have been missed during the 2.82 manual, are you able to notify the right person about this or offer something to fill it in? I've started work on some of the TODO stuff in "/editors/graph_editor/fcurves/editing" but I'm unsure about some of them so someone else will have to fill them in or make suggestions. I have left the editors Compositor, Video Sequence, and Movie clip unedited so far as it helps me keep a track of changes I make. (*Compositor, video sequence, and movie are all in separate folders which is half the way I'm managing this project.*) I also haven't finished the "editors" section yet. But this is as far as as I can really go today.
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In "/manual/editors/uv/introduction.rst" I've added a description for UDMIN grid but it probably needs review by someone who knows more about UDIMs than me.

rBM6510

I have quickly brushed over "texture_node" section in /manual/editors/ as I can't seem to get it to work reliably. Just to list a few issues:

Texture previews don't work. (2.82 and 2.83) - I used 2.79 to get the previews and 2.83 for the nodes for the images I updated.

The "world" section has no functionality from a first look.

Has this been mostly discontinued with Blender Internal?

Correct I would skip over it for now, these nodes will either be changed a lot in the near future or removed.

In /manual/editors/dope_sheet there is a TODO from 2.78. Are you able to notify the right person about this or offer something to fill it in?

This is kind of an incomplete feature currently, it will likely be expanded in the future but for now I can write a brief text about it when I get a chance.

"/editors/graph_editor/fcurves/editing" has the operation "extend" marked as "Todo". Seems to have been missed during the 2.82 manual, are you able to notify the right person about this or offer something to fill it in?

rBM6511


If you are unsure of a todo please leave it for someone else, it will get done eventually.

> In "/manual/editors/uv/introduction.rst" I've added a description for UDMIN grid but it probably needs review by someone who knows more about UDIMs than me. rBM6510 > I have quickly brushed over "texture_node" section in /manual/editors/ as I can't seem to get it to work reliably. Just to list a few issues: > # Texture previews don't work. (2.82 and 2.83) - I used 2.79 to get the previews and 2.83 for the nodes for the images I updated. > # The "world" section has no functionality from a first look. > > Has this been mostly discontinued with Blender Internal? Correct I would skip over it for now, these nodes will either be changed a lot in the near future or removed. > In /manual/editors/dope_sheet there is a TODO from 2.78. Are you able to notify the right person about this or offer something to fill it in? This is kind of an incomplete feature currently, it will likely be expanded in the future but for now I can write a brief text about it when I get a chance. > "/editors/graph_editor/fcurves/editing" has the operation "extend" marked as "Todo". Seems to have been missed during the 2.82 manual, are you able to notify the right person about this or offer something to fill it in? rBM6511 ---------- If you are unsure of a todo please leave it for someone else, it will get done eventually.
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Shifted to most recent comment.

Shifted to most recent comment.

Added subscriber: @jamjchai

Added subscriber: @jamjchai

Hello Alaska,
I would like to find out more about how I may help you with this task. I am new to contributing but the first time I picked Blender up was 2.5/2.49ish.

Hello Alaska, I would like to find out more about how I may help you with this task. I am new to contributing but the first time I picked Blender up was 2.5/2.49ish.
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In #75511#914497, @jamjchai wrote:
Hello Alaska,
I would like to find out more about how I may help you with this task. I am new to contributing but the first time I picked Blender up was 2.5/2.49ish.

I personally don't know much about committing work that others have done as I have only recently started contributing to the manual myself (started about two weeks ago). So you'll probably need to talk to @Blendify about it. However, if you do start work on it, here's some recommendations based on what I've done so far:

  1. Stick to a section. I've broken this project up into parts based on the sections defined in the manual. User interface, Editors, etc. What you may find when working in these sections is that a link will take you to a different section. So, the "Editors>Compositor" is actually a link to "Compositing>Index". The "Compositing>index" page is in a different section to "Editors", so I've put that off to the side so I can work on it when I get to that part. This is simply so I don't repeat the same work.

  2. Test everything. If you make a change to the manual, make sure you test it out on your local version before proceeding to the next page. I personally do this as I'm new to RST (the format the site is written in) and sometimes make formatting mistakes.

  3. Commit once you've finished for the day. For example, I've broken the "Editors" section up into three main commits because I did the update over three separate days. This is simply to make sure you don't end up in a situation where you spend a few days working on something then commit it, over-writing some of the work that the lead developers have done. I believe the system has a way of working around this, but I'm not 100% sure as I haven't tested it.

  4. Please send me a message (probably in this thread) if you're starting work on a section and when you make a commit. This is simply so both of us don't go over the same work.

  5. Use the latest version of Blender. Everyday I start work on updating the manual, I download the latest nightly build of 2.83 (the version of the manual we're updating). I also have a version of 2.79 installed so I can check to see if a certain setting that I can't find is in 2.79 and work my way from there to help me find it in 2.83.

Now that's out of the way, onto what this project is and how you may be able to help.

The main goal of this project is to simply update the images in the Blender manual to reflect changes made in Blender 2.8X. However, I have since adapted it by also looking at the text to see if menus or keymaps are listed incorrectly or some other issue. This means, going through every page in the Blender manual and reading them checking for mistakes or things that need updating.

And anyone can do that. Open up the manual, make changes, and submit them to the developers for review. The issue is that any image changes you make (the most common change) will simply show up to the developers as "an image has been changed" and we won't be able to see the image that was changed or apply the change. This means the person that changes the images needs to make the change directly to the manual which means you need commit access which I am not in a position to give. You will need to talk to @Blendify or some other manual manager for this access.

However, if you did want to start out with some text stuff, you can do that. You can find a guide for everything you need to start editing the manual here: https://developer.blender.org/tag/documentation/

Make sure you read through every step.

Also, just a quick tip. Once you get to the build section, the process of making a local copy of the manual, you will have to open the manual either through a command or through opening the .html file. Once that's done, when you next use the "make" command to rebuild the manual to update the changes you've made, all you have to do is refresh the manual in your web-browser. No need to reopen the file or use the command to open it.

And because I don't know where else to put it, if you start to update the manual, try and make the new images roughly the same size (in pixels) as the current images. You can go bigger or smaller, just stick to generally the same size.

And lastly. If you don't know how to update a part of the manual or believe a large change should be made, such as a the reworking of the file browser page to match the complete overhaul in 2.82, skip it and make a note so we know it's not complete.

Also, I'm not a Blender developer. I'm just doing this project in my free time. I am also not 100% knowledgeable in Blender. As a result, many little things that I'm unsure about, and you're unsure about when updating the manual, should be passed onto someone more involved with the documentation and development of this stuff like @Blendify.

> In #75511#914497, @jamjchai wrote: > Hello Alaska, > I would like to find out more about how I may help you with this task. I am new to contributing but the first time I picked Blender up was 2.5/2.49ish. I personally don't know much about committing work that others have done as I have only recently started contributing to the manual myself (started about two weeks ago). So you'll probably need to talk to @Blendify about it. However, if you do start work on it, here's some recommendations based on what I've done so far: 1. Stick to a section. I've broken this project up into parts based on the sections defined in the manual. User interface, Editors, etc. What you may find when working in these sections is that a link will take you to a different section. So, the "Editors>Compositor" is actually a link to "Compositing>Index". The "Compositing>index" page is in a different section to "Editors", so I've put that off to the side so I can work on it when I get to that part. This is simply so I don't repeat the same work. 2. Test everything. If you make a change to the manual, make sure you test it out on your local version before proceeding to the next page. I personally do this as I'm new to RST (the format the site is written in) and sometimes make formatting mistakes. 3. Commit once you've finished for the day. For example, I've broken the "Editors" section up into three main commits because I did the update over three separate days. This is simply to make sure you don't end up in a situation where you spend a few days working on something then commit it, over-writing some of the work that the lead developers have done. I believe the system has a way of working around this, but I'm not 100% sure as I haven't tested it. 4. Please send me a message (probably in this thread) if you're starting work on a section and when you make a commit. This is simply so both of us don't go over the same work. 5. Use the latest version of Blender. Everyday I start work on updating the manual, I download the latest nightly build of 2.83 (the version of the manual we're updating). I also have a version of 2.79 installed so I can check to see if a certain setting that I can't find is in 2.79 and work my way from there to help me find it in 2.83. Now that's out of the way, onto what this project is and how you may be able to help. The main goal of this project is to simply update the images in the Blender manual to reflect changes made in Blender 2.8X. However, I have since adapted it by also looking at the text to see if menus or keymaps are listed incorrectly or some other issue. This means, going through every page in the Blender manual and reading them checking for mistakes or things that need updating. And anyone can do that. Open up the manual, make changes, and submit them to the developers for review. The issue is that any image changes you make (the most common change) will simply show up to the developers as "an image has been changed" and we won't be able to see the image that was changed or apply the change. This means the person that changes the images needs to make the change directly to the manual which means you need commit access which I am not in a position to give. You will need to talk to @Blendify or some other manual manager for this access. However, if you did want to start out with some text stuff, you can do that. You can find a guide for everything you need to start editing the manual here: https://developer.blender.org/tag/documentation/ Make sure you read through every step. Also, just a quick tip. Once you get to the build section, the process of making a local copy of the manual, you will have to open the manual either through a command or through opening the .html file. Once that's done, when you next use the "make" command to rebuild the manual to update the changes you've made, all you have to do is refresh the manual in your web-browser. No need to reopen the file or use the command to open it. And because I don't know where else to put it, if you start to update the manual, try and make the new images roughly the same size (in pixels) as the current images. You can go bigger or smaller, just stick to generally the same size. And lastly. If you don't know how to update a part of the manual or believe a large change should be made, such as a the reworking of the file browser page to match the complete overhaul in 2.82, skip it and make a note so we know it's not complete. Also, I'm not a Blender developer. I'm just doing this project in my free time. I am also not 100% knowledgeable in Blender. As a result, many little things that I'm unsure about, and you're unsure about when updating the manual, should be passed onto someone more involved with the documentation and development of this stuff like @Blendify.

Thanks for the thorough explanation, I appreciate your time on this. I will contact Aaron as you suggest and I was looking for a good foothold to start contributing and images seemed hard to mess up while learning the process, I understand now how images may be a little more involved than I initially anticipated.

I have already studied documentation concerning formatting, how to use RST, built Blender and the docs, joined the mail group, etc .... I just haven't made an edit or created a diff and have yet to contact anybody in the community. So I guess I will find my edits next.

I have been using Blender for modeling for some time now and figured working on the manual would be a great way to dig deeper to use features I may not have used before. I wouldn't have as much time to spend as you in this endeavor as I have a full time job as a Solidworks Drafter and I am taking courses toward a second degree in computer science (my first degree was in fine art). My current class I am taking is in open source development and my contributions here can apply to my grade, so I am motivated to help. I don't know how much time I will be able to devote going forward after this but I do want to continue contributing, Blender in part motivated me to pursue software engineering, and I have a capstone project coming up which I am hoping to incorporate Blender into also.

Thanks again for your advice.

Thanks for the thorough explanation, I appreciate your time on this. I will contact Aaron as you suggest and I was looking for a good foothold to start contributing and images seemed hard to mess up while learning the process, I understand now how images may be a little more involved than I initially anticipated. I have already studied documentation concerning formatting, how to use RST, built Blender and the docs, joined the mail group, etc .... I just haven't made an edit or created a diff and have yet to contact anybody in the community. So I guess I will find my edits next. I have been using Blender for modeling for some time now and figured working on the manual would be a great way to dig deeper to use features I may not have used before. I wouldn't have as much time to spend as you in this endeavor as I have a full time job as a Solidworks Drafter and I am taking courses toward a second degree in computer science (my first degree was in fine art). My current class I am taking is in open source development and my contributions here can apply to my grade, so I am motivated to help. I don't know how much time I will be able to devote going forward after this but I do want to continue contributing, Blender in part motivated me to pursue software engineering, and I have a capstone project coming up which I am hoping to incorporate Blender into also. Thanks again for your advice.
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@Blendify I've made another patch and once again have questions:

  1. Blender 2.90 is under development. How does this affect the manual? Are 2.83 and 2.90 made available for modification at a certain point or is only 2.83 available for editing until 2.83 has officially released?
  2. In regards to the Blender manual release cycle. Should I stop making these changes with the start of bcon4?
  3. I'd also like to apologize for being a bit slow in committing changes. Some personal things have been popping up and I probably won't be able to meet the goal of "A manual section every other day".

Now onto questions I had while making changes. rBM6540

  1. I have left NLA mostly untouched as once again it goes over my head.

  2. In the text editor, should "Format>Indent" (from the header) have a shortcut tool tip in Blender. The shortcut is in the manual but not in Blender.

Same question also applies for the python console under "Console>Indent". However Autocomplete has the same shortcut in both these cases.

  1. In the info editor in Blender (Not the manual), should we still have the "Toggle selection" option under the "info" menu in the header. Seems to do the same as select all and deselect all?

  2. In "editors/outliner" it says

Selecting some data-blocks with LMB will toggle into the relevant interaction mode. For example, selecting the mesh data of the cube will select the cube and enter Edit Mode. Selecting the data-block again will toggle back into Object Mode.
If the data-block type supports multi-editing, you can use Shift to add/remove objects from the Edit Mode.

I was unable to reproduce this last part "Shift to add/remove from the edit mode". Is this a bug?

  1. The text in /editors/file_browser needs quite a bit of reworking. I've updated the image and will leave the rest to someone else as I'm unsure how to word everything.

  2. In "/editors/preferences/navigation" it says:

Walk Speed
Base speed for walking and flying.

However this option is not made available when you select "Fly" as your view navigation. Is this a bug or incorrect documentation.

  1. In "/editors/preferences/system" I've added TODOs for disk cache

  2. In "/editors/preferences/system" I have removed the parts that said "The available options are:..." On the basis of this in the writing style guide:

Avoid including specific details

Correct me if I am wrong in doing this.

  1. In "/editors/preferences/save_load" I've updated the two images there. However the second image doesn't fit properly in my personal opinion. Should I remove it?

  2. In "/editors/preferences/file_paths" it describes a "Scripts" section that I've been unable to find in Blender (2.82 and 2.83). Should I remove this?


@Blendify I've made another update for the manual and once again have questions. rBM6545

  1. In "/scene_layout/object/editing/transform/basics" it talks about a "texture space option". This is no longer in the last operator panel and has no keyboard shortcut so I've removed it from this page. However, it needs to go somewhere as removing this section causes errors in other parts of the manual that link to it, I just don't know where to put it.

.. _modeling_transform_edit-texture-space:

Edit Texture Space :kbd:Shift-T:kbd:Shift-Alt-T
This operation lets you transformation the :ref:Texture Space <properties-texture-space>,
instead of the object or element itself. Only available in translation and scale.

Also may need a bit of rewording, I've just removed the stuff that doesn't apply to Blender 2.8X.

  1. In "/scene_layout/object/editing/parent" there's a link to a blend file to "follow along with parenting". I don't see why this is necessary as a Suzanne, and two empties are used for the demonstration. Should I remove it, and what about the .blend file? It's on the Blender wiki, something I don't know how to edit.

f you want to follow along with the above description here is the blend-file used to describe
Object (Keep Transform) parenting method:

File:Parent_-_Object_(Keep_Transform)_(Demo_File).blend <https://wiki.blender.org/wiki/File:Parent_-_Object_(Keep_Transform)_(Demo_File).blend>__.

  1. I've skipped over "/scene_layout/object/editing/relations" as it just went over my head. There are no images on this page so only the text needs to be checked.

  2. "/scene_layout/object/properties/introduction" is just a "TODO". Are you able to notify someone about this as it's been like this since the 2.80 manual.

  3. In "/scene_layout/collections/collections" it describes the use of a keyboard shortcut "Ctrl-G" to create a new collection. This collection is created but not added to the current scene. Is this a bug or is it working as intended? If it's working as intended, tell me and I'll update the manual to signify this.

The same page also describes a keyboard shortcut "Remove from All Unlinked Collections Shift-Ctrl-Alt-G" which just seems to remove the selected objects from all collections rather than do what the manual describes (see below). Is this a bug?

Remove the selected objects from all collections not used in a scene.

  1. In "/scene_layout/object/properties/display" it describes a setting:

Color
Allows to specify the object’s color when using the Workbench renderer.

This doesn't seem to work for mesh objects. I remember talking to Brecht about this and he said it should stay in Blender for things like images, but I don't understand why it's still in Blender for mesh objects. Am I missing something?

  1. I also get a error "malformed hyperlink target" in regards to "/scene_layout/object/properties/relations". The error is related to:

.. _bpy.types.Object.track_axis:/editing

But I don't know what to do to fix it.

@Blendify I've made another patch and once again have questions: 1. Blender 2.90 is under development. How does this affect the manual? Are 2.83 and 2.90 made available for modification at a certain point or is only 2.83 available for editing until 2.83 has officially released? 2. In regards to the Blender manual release cycle. Should I stop making these changes with the start of bcon4? 3. I'd also like to apologize for being a bit slow in committing changes. Some personal things have been popping up and I probably won't be able to meet the goal of "A manual section every other day". Now onto questions I had while making changes. rBM6540 1. I have left NLA mostly untouched as once again it goes over my head. 2. In the text editor, should "Format>Indent" (from the header) have a shortcut tool tip in Blender. The shortcut is in the manual but not in Blender. Same question also applies for the python console under "Console>Indent". However Autocomplete has the same shortcut in both these cases. 3. In the info editor in Blender (Not the manual), should we still have the "Toggle selection" option under the "info" menu in the header. Seems to do the same as select all and deselect all? 4. In "editors/outliner" it says >Selecting some data-blocks with LMB will toggle into the relevant interaction mode. For example, selecting the mesh data of the cube will select the cube and enter Edit Mode. Selecting the data-block again will toggle back into Object Mode. >If the data-block type supports multi-editing, you can use Shift to add/remove objects from the Edit Mode. I was unable to reproduce this last part "Shift to add/remove from the edit mode". Is this a bug? 5. The text in /editors/file_browser needs quite a bit of reworking. I've updated the image and will leave the rest to someone else as I'm unsure how to word everything. 6. In "/editors/preferences/navigation" it says: >Walk Speed >Base speed for walking and flying. However this option is not made available when you select "Fly" as your view navigation. Is this a bug or incorrect documentation. 7. In "/editors/preferences/system" I've added TODOs for disk cache 8. In "/editors/preferences/system" I have removed the parts that said "The available options are:..." On the basis of this in the writing style guide: >Avoid including specific details Correct me if I am wrong in doing this. 9. In "/editors/preferences/save_load" I've updated the two images there. However the second image doesn't fit properly in my personal opinion. Should I remove it? 10. In "/editors/preferences/file_paths" it describes a "Scripts" section that I've been unable to find in Blender (2.82 and 2.83). Should I remove this? --- @Blendify I've made another update for the manual and once again have questions. rBM6545 1. In "/scene_layout/object/editing/transform/basics" it talks about a "texture space option". This is no longer in the last operator panel and has no keyboard shortcut so I've removed it from this page. However, it needs to go somewhere as removing this section causes errors in other parts of the manual that link to it, I just don't know where to put it. >.. _modeling_transform_edit-texture-space: > >Edit Texture Space :kbd:`Shift-T`:kbd:`Shift-Alt-T` > This operation lets you transformation the :ref:`Texture Space <properties-texture-space>`, > instead of the object or element itself. Only available in translation and scale. Also may need a bit of rewording, I've just removed the stuff that doesn't apply to Blender 2.8X. 2. In "/scene_layout/object/editing/parent" there's a link to a blend file to "follow along with parenting". I don't see why this is necessary as a Suzanne, and two empties are used for the demonstration. Should I remove it, and what about the .blend file? It's on the Blender wiki, something I don't know how to edit. >f you want to follow along with the above description here is the blend-file used to describe >*Object (Keep Transform)* parenting method: > >`File:Parent_-_Object_(Keep_Transform)_(Demo_File).blend ><https://wiki.blender.org/wiki/File:Parent_-_Object_(Keep_Transform)_(Demo_File).blend>`__. 3. I've skipped over "/scene_layout/object/editing/relations" as it just went over my head. There are no images on this page so only the text needs to be checked. 4. "/scene_layout/object/properties/introduction" is just a "TODO". Are you able to notify someone about this as it's been like this since the 2.80 manual. 5. In "/scene_layout/collections/collections" it describes the use of a keyboard shortcut "Ctrl-G" to create a new collection. This collection is created but not added to the current scene. Is this a bug or is it working as intended? If it's working as intended, tell me and I'll update the manual to signify this. The same page also describes a keyboard shortcut "Remove from All Unlinked Collections Shift-Ctrl-Alt-G" which just seems to remove the selected objects from all collections rather than do what the manual describes (see below). Is this a bug? >Remove the selected objects from all collections not used in a scene. 6. In "/scene_layout/object/properties/display" it describes a setting: >Color >Allows to specify the object’s color when using the Workbench renderer. This doesn't seem to work for mesh objects. I remember talking to Brecht about this and he said it should stay in Blender for things like images, but I don't understand why it's still in Blender for mesh objects. Am I missing something? 7. I also get a error "malformed hyperlink target" in regards to "/scene_layout/object/properties/relations". The error is related to: >.. _bpy.types.Object.track_axis:/editing But I don't know what to do to fix it.
Member

In the text editor, should "Format>Indent" (from the header) have a shortcut tool tip in Blender. The shortcut is in the manual but not in Blender.

I think this is because tab is shared between the autocomplete function (when you have a python file opened), I think in this case it is okay to reference in the manual and not in Blender

In the info editor in Blender (Not the manual), should we still have the "Toggle selection" option under the "info" menu in the header. Seems to do the same as select all and deselect all?

I am a bit unsure what you are talking about, I am not sure what "Info" menu you are talking about.

I was unable to reproduce this last part "Shift to add/remove from the edit mode". Is this a bug?

I would create bug report for this. Another developer might know better whether it is really a bug or not.

However this option is not made available when you select "Fly" as your view navigation. Is this a bug or incorrect documentation.

I believe the documentation is wrong

In "/editors/preferences/save_load" I've updated the two images there. However the second image doesn't fit properly in my personal opinion. Should I remove it?

This image does seem a bit redundant, removing it is okay.

In "/editors/preferences/file_paths" it describes a "Scripts" section that I've been unable to find in Blender (2.82 and 2.83). Should I remove this?

I made a fix in rBM6551


In "/scene_layout/object/editing/transform/basics" it talks about a "texture space option". This is no longer in the last operator panel and has no keyboard shortcut so I've removed it from this page. However, it needs to go somewhere as removing this section causes errors in other parts of the manual that link to it, I just don't know where to put it.

Fixed in rBM6552

In "/scene_layout/object/editing/parent" there's a link to a blend file to "follow along with parenting". I don't see why this is necessary as a Suzanne, and two empties are used for the demonstration. Should I remove it, and what about the .blend file? It's on the Blender wiki, something I don't know how to edit.

I would leave for now, it can be addressed as part of #56342

"/scene_layout/object/properties/introduction" is just a "TODO". Are you able to notify someone about this as it's been like this since the 2.80 manual.

I had a vision for what I wanted here but forgot what it was. Removed in rBM6553

In "/scene_layout/collections/collections" it describes the use of a keyboard shortcut "Ctrl-G" to create a new collection. This collection is created but not added to the current scene. Is this a bug or is it working as intended? If it's working as intended, tell me and I'll update the manual to signify this.

I think this is a bug, I would report it.

The same page also describes a keyboard shortcut "Remove from All Unlinked Collections Shift-Ctrl-Alt-G" which just seems to remove the selected objects from all collections rather than do what the manual describes (see below). Is this a bug?

This again looks like a bug.

This doesn't seem to work for mesh objects. I remember talking to Brecht about this and he said it should stay in Blender for things like images, but I don't understand why it's still in Blender for mesh objects. Am I missing something?

You need to use object color in the viewport shading options

image.png

I also get a error "malformed hyperlink target" in regards to "/scene_layout/object/properties/relations". The error is related to:

Seems like you accidentally pasted something. should be .. _bpy.types.Object.track_axis: fixed in rBM6554

> In the text editor, should "Format>Indent" (from the header) have a shortcut tool tip in Blender. The shortcut is in the manual but not in Blender. I think this is because tab is shared between the autocomplete function (when you have a python file opened), I think in this case it is okay to reference in the manual and not in Blender > In the info editor in Blender (Not the manual), should we still have the "Toggle selection" option under the "info" menu in the header. Seems to do the same as select all and deselect all? I am a bit unsure what you are talking about, I am not sure what "Info" menu you are talking about. > I was unable to reproduce this last part "Shift to add/remove from the edit mode". Is this a bug? I would create bug report for this. Another developer might know better whether it is really a bug or not. > However this option is not made available when you select "Fly" as your view navigation. Is this a bug or incorrect documentation. I believe the documentation is wrong > In "/editors/preferences/save_load" I've updated the two images there. However the second image doesn't fit properly in my personal opinion. Should I remove it? This image does seem a bit redundant, removing it is okay. > In "/editors/preferences/file_paths" it describes a "Scripts" section that I've been unable to find in Blender (2.82 and 2.83). Should I remove this? I made a fix in rBM6551 -------------------------- > In "/scene_layout/object/editing/transform/basics" it talks about a "texture space option". This is no longer in the last operator panel and has no keyboard shortcut so I've removed it from this page. However, it needs to go somewhere as removing this section causes errors in other parts of the manual that link to it, I just don't know where to put it. Fixed in rBM6552 > In "/scene_layout/object/editing/parent" there's a link to a blend file to "follow along with parenting". I don't see why this is necessary as a Suzanne, and two empties are used for the demonstration. Should I remove it, and what about the .blend file? It's on the Blender wiki, something I don't know how to edit. I would leave for now, it can be addressed as part of #56342 > "/scene_layout/object/properties/introduction" is just a "TODO". Are you able to notify someone about this as it's been like this since the 2.80 manual. I had a vision for what I wanted here but forgot what it was. Removed in rBM6553 > In "/scene_layout/collections/collections" it describes the use of a keyboard shortcut "Ctrl-G" to create a new collection. This collection is created but not added to the current scene. Is this a bug or is it working as intended? If it's working as intended, tell me and I'll update the manual to signify this. I think this is a bug, I would report it. > The same page also describes a keyboard shortcut "Remove from All Unlinked Collections Shift-Ctrl-Alt-G" which just seems to remove the selected objects from all collections rather than do what the manual describes (see below). Is this a bug? This again looks like a bug. > This doesn't seem to work for mesh objects. I remember talking to Brecht about this and he said it should stay in Blender for things like images, but I don't understand why it's still in Blender for mesh objects. Am I missing something? You need to use object color in the viewport shading options ![image.png](https://archive.blender.org/developer/F8490298/image.png) > I also get a error "malformed hyperlink target" in regards to "/scene_layout/object/properties/relations". The error is related to: Seems like you accidentally pasted something. should be `.. _bpy.types.Object.track_axis:` fixed in rBM6554
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@Alaska please make sure the images you update are properly sized:

https://docs.blender.org/manual/en/dev/editors/timeline.html#playback-popover

There is no need to make image an overly high resolution either as it slows down page loading times.

Images can be scaled using :width: for example:

.. figure:: /images/physics_dynamic-paint_canvas_surface-type-waves.jpg
   :width: 320px

   Waves Surface.
@Alaska please make sure the images you update are properly sized: https://docs.blender.org/manual/en/dev/editors/timeline.html#playback-popover There is no need to make image an overly high resolution either as it slows down page loading times. Images can be scaled using `:width:` for example: ``` .. figure:: /images/physics_dynamic-paint_canvas_surface-type-waves.jpg :width: 320px Waves Surface. ```
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Hi @jamjchai if you would like to use the Blender Documentation Project to apply for your class reach out to me via email: carlisle.b3d@gmail.com and I can help you with with something that would qualify for your requirements.

Hi @jamjchai if you would like to use the Blender Documentation Project to apply for your class reach out to me via email: carlisle.b3d@gmail.com and I can help you with with something that would qualify for your requirements.
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@Blendify

I am a bit unsure what you are talking about, I am not sure what "Info" menu you are talking about.

In the header of the workspace "Info" there's a option for "Info>Toggle selection". I probably could of been a bit more clear on that.
Screenshot from 2020-04-23 14-47-51.png


please make sure the images you update are properly sized:

I did not change that image and on my local version of the documentation the size was not an issue. I will take a look at it when I start work on this project again (probably tomorrow).


In "/scene_layout/collections/collections" it describes the use of a keyboard shortcut "Ctrl-G" to create a new collection. This collection is created but not added to the current scene. Is this a bug or is it working as intended? If it's working as intended, tell me and I'll update the manual to signify this.

I think this is a bug, I would report it.

The same page also describes a keyboard shortcut "Remove from All Unlinked Collections Shift-Ctrl-Alt-G" which just seems to remove the selected objects from all collections rather than do what the manual describes (see below). Is this a bug?

This again looks like a bug.

Reported here: #76013 #76014


I was unable to reproduce this last part "Shift to add/remove from the edit mode". Is this a bug?

I would create bug report for this. Another developer might know better whether it is really a bug or not.

Found out it's ctrl to add. Updated it here: rBM6557


This image does seem a bit redundant, removing it is okay.

I've removed it here: rBM6557


This doesn't seem to work for mesh objects. I remember talking to Brecht about this and he said it should stay in Blender for things like images, but I don't understand why it's still in Blender for mesh objects. Am I missing something?

You need to use object color in the viewport shading options

I was talking about the option in this section of Blender: Screenshot from 2020-04-23 15-09-07.png


Thank you for helping out.

@Blendify > I am a bit unsure what you are talking about, I am not sure what "Info" menu you are talking about. In the header of the workspace "Info" there's a option for "Info>Toggle selection". I probably could of been a bit more clear on that. ![Screenshot from 2020-04-23 14-47-51.png](https://archive.blender.org/developer/F8490409/Screenshot_from_2020-04-23_14-47-51.png) --- >please make sure the images you update are properly sized: I did not change that image and on my local version of the documentation the size was not an issue. I will take a look at it when I start work on this project again (probably tomorrow). --- >>In "/scene_layout/collections/collections" it describes the use of a keyboard shortcut "Ctrl-G" to create a new collection. This collection is created but not added to the current scene. Is this a bug or is it working as intended? If it's working as intended, tell me and I'll update the manual to signify this. >I think this is a bug, I would report it. >>The same page also describes a keyboard shortcut "Remove from All Unlinked Collections Shift-Ctrl-Alt-G" which just seems to remove the selected objects from all collections rather than do what the manual describes (see below). Is this a bug? >This again looks like a bug. Reported here: #76013 #76014 --- >>I was unable to reproduce this last part "Shift to add/remove from the edit mode". Is this a bug? >I would create bug report for this. Another developer might know better whether it is really a bug or not. Found out it's ctrl to add. Updated it here: rBM6557 --- > This image does seem a bit redundant, removing it is okay. I've removed it here: rBM6557 --- >>This doesn't seem to work for mesh objects. I remember talking to Brecht about this and he said it should stay in Blender for things like images, but I don't understand why it's still in Blender for mesh objects. Am I missing something? >You need to use object color in the viewport shading options I was talking about the option in this section of Blender: ![Screenshot from 2020-04-23 15-09-07.png](https://archive.blender.org/developer/F8490411/Screenshot_from_2020-04-23_15-09-07.png) --- Thank you for helping out.
Alaska changed title from Updating Manual images to 2.8X to Updating Manual images and text to reflect changes made in Blender 2.8X 2020-04-23 12:58:40 +02:00
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@Blendify I've continued work on the manual and once again have questions. rBM6578

Note: I may need to take an extended break from this project in the near future. Personal things are popping up. I'm fairly certain I won't have this finished by the release of Blender 2.83 and I'm personally going to take a step back from making changes to the manual during bcon 4 and 5. Hopefully that break is long enough, but I may need longer.
On the topic of future releases and manual documentation. Should I wait for Blender 2.90 to enter bcon2 before starting work on updating the manual or do you believe the changes made during the end of bcon 1 will be so small that I should just start work then? I can't actually remember if Blender 2.90 will enter bcon 2 at the release of Blender 2.83.


  1. I've removed /modeling/meshes/editing/edge/edge_split in commit rBM6576 on the basis that you removed it from the index in rBM6571. I have kept a backup of the original file if you want me to add it back. I have checked and this doesn't seem to produce errors anywhere else in the manual.

  1. In /render/eevee/render_settings/shadows it says:

Light Threshold
In order to avoid costly setup time, this distance is first computed automatically based on a light threshold. The distance is computed at the light origin and using the inverse square falloff.

What is "this distance". I assume it's the lights distance of influence, but I'm sure there's a better way of explaining this. I really don't use EEVEE much.


  1. In /render/cycles/render_settings/sampling I've added "Setting this value to zero allows the viewport to sample indefinitely" to the viewport sampling section. However I feel like it could be worded in a better way. Any suggestions?

  1. In /render/cycles/render_settings/simplify I've added a TODO for the antialiasing feature in the grease pencil panel. I don't know who to inform about filling this in.

  1. /render/cycles/render_settings/debug seems to be missing a lot of documentation. I understand it's not really focused on because it's primary use is by developers and people who have a lot of technical knowledge in this area. But I would personally love to see this page fully featured.

  1. In /render/cycles/world_settings I rewrote the first paragraph of the "Mist Pass" section, but I feel it isn't well explained. Would like to hear your input on this (I will try to decrease these types of editors as we get closer to bcon 4).

The reason I changed this is because it describes an effect where objects further away from camera become more transparent (blend with the world colour). This is a feature of Blender Internal so is no longer available.


  1. In /render/cycles/gpu_rendering I've made a few modifications. rBM6580
  • I've removed the question "What renders faster, Nvidia or AMD, CUDA or OpenCL?". This is just going to keep changing. Yes, OptiX will be the fastest with a really high end GPU, but not in all cases. From my understanding OptiX with volumetrics is much slower than CUDA. And from research, I believe OpenCL saw a large performance hit with the addition of 4D textures but then someone contributed a patch to mitigate the effects. So the answer "Currently, CUDA and OpenCL are about the same in the newest mid-range GPUs" was correct, then incorrect in the next release of Blender, then mostly correct in the next.
  • I've cut down on the explanation of the error "CUDA Error: Out of memory". From my understanding this occurs on Optix because it lacks out-of-core rendering and may still have the possibility of occurring on CUDA if it fills up RAM during out-of-core rendering. Not 100% sure on that one. I'm happy for you to make suggestions or get someone else to review it.
@Blendify I've continued work on the manual and once again have questions. rBM6578 Note: I may need to take an extended break from this project in the near future. Personal things are popping up. I'm fairly certain I won't have this finished by the release of Blender 2.83 and I'm personally going to take a step back from making changes to the manual during bcon 4 and 5. Hopefully that break is long enough, but I may need longer. On the topic of future releases and manual documentation. Should I wait for Blender 2.90 to enter bcon2 before starting work on updating the manual or do you believe the changes made during the end of bcon 1 will be so small that I should just start work then? I can't actually remember if Blender 2.90 will enter bcon 2 at the release of Blender 2.83. --- 1. I've removed /modeling/meshes/editing/edge/edge_split in commit rBM6576 on the basis that you removed it from the index in rBM6571. I have kept a backup of the original file if you want me to add it back. I have checked and this doesn't seem to produce errors anywhere else in the manual. --- 2. In /render/eevee/render_settings/shadows it says: >**Light Threshold** >In order to avoid costly setup time, **this distance** is first computed automatically based on a light threshold. The distance is computed at the light origin and using the inverse square falloff. What is "this distance". I assume it's the lights distance of influence, but I'm sure there's a better way of explaining this. I really don't use EEVEE much. --- 3. In /render/cycles/render_settings/sampling I've added "Setting this value to zero allows the viewport to sample indefinitely" to the viewport sampling section. However I feel like it could be worded in a better way. Any suggestions? --- 4. In /render/cycles/render_settings/simplify I've added a TODO for the antialiasing feature in the grease pencil panel. I don't know who to inform about filling this in. --- 5. /render/cycles/render_settings/debug seems to be missing a lot of documentation. I understand it's not really focused on because it's primary use is by developers and people who have a lot of technical knowledge in this area. But I would personally love to see this page fully featured. --- 6. In /render/cycles/world_settings I rewrote the first paragraph of the "Mist Pass" section, but I feel it isn't well explained. Would like to hear your input on this (I will try to decrease these types of editors as we get closer to bcon 4). The reason I changed this is because it describes an effect where objects further away from camera become more transparent (blend with the world colour). This is a feature of Blender Internal so is no longer available. --- 7. In /render/cycles/gpu_rendering I've made a few modifications. rBM6580 - I've removed the question **"What renders faster, Nvidia or AMD, CUDA or OpenCL?"**. This is just going to keep changing. Yes, OptiX will be the fastest with a really high end GPU, but not in all cases. From my understanding OptiX with volumetrics is much slower than CUDA. And from research, I believe OpenCL saw a large performance hit with the addition of 4D textures but then someone contributed a patch to mitigate the effects. So the answer *"Currently, CUDA and OpenCL are about the same in the newest mid-range GPUs"* was correct, then incorrect in the next release of Blender, then mostly correct in the next. - I've cut down on the explanation of the error "CUDA Error: Out of memory". From my understanding this occurs on Optix because it lacks out-of-core rendering and may still have the possibility of occurring on CUDA if it fills up RAM during out-of-core rendering. Not 100% sure on that one. I'm happy for you to make suggestions or get someone else to review it.
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On the topic of future releases and manual documentation. Should I wait for Blender 2.90 to enter bcon2 before starting work on updating the manual or do you believe the changes made during the end of bcon 1 will be so small that I should just start work then?

Yes, currently it is just too much work for us to have both versions being worked on at once. Keep an eye on #76164 hopefully later this week I will update it with a list of changes needing documentation.

I've removed /modeling/meshes/editing/edge/edge_split in commit rBM6576 on the basis that you removed it from the index in rBM6571. I have kept a backup of the original file if you want me to add it back. I have checked and this doesn't seem to produce errors anywhere else in the manual.

My bad thank you.

What is "this distance". I assume it's the lights distance of influence, but I'm sure there's a better way of explaining this. I really don't use EEVEE much.

Updated in rBM6581 hopefully, it is clearer now.

In /render/cycles/render_settings/sampling I've added "Setting this value to zero allows the viewport to sample indefinitely" to the viewport sampling section. However I feel like it could be worded in a better way. Any suggestions

I think that wording is good.

In /render/cycles/render_settings/simplify I've added a TODO for the antialiasing feature in the grease pencil panel. I don't know who to inform about filling this in.

If there is a todo it will get done by someone eventually.

/render/cycles/render_settings/debug seems to be missing a lot of documentation. I understand it's not really focused on because it's primary use is by developers and people who have a lot of technical knowledge in this area. But I would personally love to see this page fully featured.

I created this page recently to fix another issue on a different page and didn't want to down the long hole of filling it in. It is meant for developers and it would be nice for developers to understand the available options but it is not a priotity at the moment.

In /render/cycles/world_settings I rewrote the first paragraph of the "Mist Pass" section, but I feel it isn't well explained. Would like to hear your input on this (I will try to decrease these types of editors as we get closer to bcon 4).

Updated in rBM6582

In /render/cycles/gpu_rendering I've made a few modifications.

See the comments that Brecht and I made on rBM6580

> On the topic of future releases and manual documentation. Should I wait for Blender 2.90 to enter bcon2 before starting work on updating the manual or do you believe the changes made during the end of bcon 1 will be so small that I should just start work then? Yes, currently it is just too much work for us to have both versions being worked on at once. Keep an eye on #76164 hopefully later this week I will update it with a list of changes needing documentation. > I've removed /modeling/meshes/editing/edge/edge_split in commit rBM6576 on the basis that you removed it from the index in rBM6571. I have kept a backup of the original file if you want me to add it back. I have checked and this doesn't seem to produce errors anywhere else in the manual. My bad thank you. > What is "this distance". I assume it's the lights distance of influence, but I'm sure there's a better way of explaining this. I really don't use EEVEE much. Updated in rBM6581 hopefully, it is clearer now. > In /render/cycles/render_settings/sampling I've added "Setting this value to zero allows the viewport to sample indefinitely" to the viewport sampling section. However I feel like it could be worded in a better way. Any suggestions I think that wording is good. > In /render/cycles/render_settings/simplify I've added a TODO for the antialiasing feature in the grease pencil panel. I don't know who to inform about filling this in. If there is a todo it will get done by someone eventually. > /render/cycles/render_settings/debug seems to be missing a lot of documentation. I understand it's not really focused on because it's primary use is by developers and people who have a lot of technical knowledge in this area. But I would personally love to see this page fully featured. I created this page recently to fix another issue on a different page and didn't want to down the long hole of filling it in. It is meant for developers and it would be nice for developers to understand the available options but it is not a priotity at the moment. > In /render/cycles/world_settings I rewrote the first paragraph of the "Mist Pass" section, but I feel it isn't well explained. Would like to hear your input on this (I will try to decrease these types of editors as we get closer to bcon 4). Updated in rBM6582 > In /render/cycles/gpu_rendering I've made a few modifications. See the comments that Brecht and I made on rBM6580
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@Blendify

What is "this distance". I assume it's the lights distance of influence, but I'm sure there's a better way of explaining this. I really don't use EEVEE much.

Updated in rBM6581 hopefully, it is clearer now.

From a quick look, seems clearer. Thanks for updating it.

/render/cycles/render_settings/debug seems to be missing a lot of documentation. I understand it's not really focused on because it's primary use is by developers and people who have a lot of technical knowledge in this area. But I would personally love to see this page fully featured.

I created this page recently to fix another issue on a different page and didn't want to down the long hole of filling it in. It is meant for developers and it would be nice for developers to understand the available options but it is not a priotity at the moment.

Understandable.

In /render/cycles/world_settings I rewrote the first paragraph of the "Mist Pass" section, but I feel it isn't well explained. Would like to hear your input on this (I will try to decrease these types of editors as we get closer to bcon 4).

Updated in rBM6582

Thank you.

In /render/cycles/gpu_rendering I've made a few modifications.

See the comments that Brecht and I made on rBM6580

I've taken a look at the feedback and hope to have resolved the concerns.

@Blendify >>What is "this distance". I assume it's the lights distance of influence, but I'm sure there's a better way of explaining this. I really don't use EEVEE much. >Updated in rBM6581 hopefully, it is clearer now. From a quick look, seems clearer. Thanks for updating it. >>/render/cycles/render_settings/debug seems to be missing a lot of documentation. I understand it's not really focused on because it's primary use is by developers and people who have a lot of technical knowledge in this area. But I would personally love to see this page fully featured. >I created this page recently to fix another issue on a different page and didn't want to down the long hole of filling it in. It is meant for developers and it would be nice for developers to understand the available options but it is not a priotity at the moment. Understandable. >>In /render/cycles/world_settings I rewrote the first paragraph of the "Mist Pass" section, but I feel it isn't well explained. Would like to hear your input on this (I will try to decrease these types of editors as we get closer to bcon 4). >Updated in rBM6582 Thank you. >>In /render/cycles/gpu_rendering I've made a few modifications. >See the comments that Brecht and I made on rBM6580 I've taken a look at the feedback and hope to have resolved the concerns.
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Added subscriber: @jenkm

Added subscriber: @jenkm
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@Blendify I have updated the manual to describe the limitations with the Ctrl-G keyboard shortcut for creating new collections on the advice of @jenkm here blender/blender#53662#920071.

rBM6590
plus small fix to wording in:
rBM6593

I'm just posting this so you know. Just ask if you'd like me to change anything.

@Blendify I have updated the manual to describe the limitations with the Ctrl-G keyboard shortcut for creating new collections on the advice of @jenkm here blender/blender#53662#920071. rBM6590 plus small fix to wording in: rBM6593 I'm just posting this so you know. Just ask if you'd like me to change anything.
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Removed subscriber: @jenkm

Removed subscriber: @jenkm
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@Blendify - I've done a bit more work on the manual and again have questions.
Text: rBM6600
Image: rBM6599
Extra: rBM6601
All the little mistakes I fixed from my original commits: rBM6602, rBM6603

I still haven't finished updating the rendering section of the manual. I only have a few pages to do and it should all be included in the next commit. I've just been working on the manual in one long session and I just couldn't progress any further.


  1. In /render/materials/assignment there are these:

.. |material-icon| image:: /images/interface_controls_nodes_introduction_icons-material.png
.. |node-icon| image:: /images/render_materials_assignment_node-icon-BI.png

They don't show up in the web page. Is this a formatting error? What should I do about these?


  1. At the bottom of /render/materials/assignment it says:

You can also make this new material a copy of an existing material by adding the data-block:

Select the object, get the material, RMB and Copy data to clipboard. When you have renamed the material, click “Link: Data” to link to the existing material. Proceed to assign faces as required. N.b: If you change the material on the original object, the new object color changes too.

I'm not entirely sure how to reproduce this and thus am unable to verify if it still works in Blender 2.8X. Are you able to take a look at it?


  1. I've quickly skipped over /render/materials/legacy_textures/ only updating the images as per our discussion earlier.

I would skip over it for now, these nodes will either be changed a lot in the near future or removed.


  1. In /render/shader_nodes/input/attribute.html this part should probably become part of the Blender manual itself:

For a full list of options see This Thread on the Blender Stack Exchange.

I'll leave it up to you to decide whether or not it should be integrated or left where it is.


  1. In /render/shader_nodes/input/wireframe I tried creating an image for the example section of the wireframe node. After playing around a bit, this was the only usable image I could make. However, I'm not sure whether or not I can use it in the manual due to me being unable to find licensing information. The original source was https://cloud.blender.org/p/characters/5718a967c379cf04929a4247

Possible.jpg
Using the wireframe node to showcase the topology of a mesh.

The difficulties I had with picking a mesh to use was that the image will be viewed at a low resolution (E.G. 800x450) and the wireframe easily starts to take up a lot of pixels.

If we can't use that image I could always use suzanne.


  1. In /render/shader_nodes/shader/emission under the strength input it says:

For materials, a value of 1.0 will ensure that the object in the image has the exact same color as the Color input, i.e. make it ‘shadeless’.

From my own testing, this is no longer true if you're using the filmic color transform (the default in Blender 2.8X). Should I remove it?


  1. I've skipped over the freestyle section on the basis I don't know much about freestyle and I believe it's planned to be replaced with the LANPR patch (Google summer of code 2019?). All the images seem up to date either way.
@Blendify - I've done a bit more work on the manual and again have questions. Text: rBM6600 Image: rBM6599 Extra: rBM6601 All the little mistakes I fixed from my original commits: rBM6602, rBM6603 I still haven't finished updating the rendering section of the manual. I only have a few pages to do and it should all be included in the next commit. I've just been working on the manual in one long session and I just couldn't progress any further. --- 1. In /render/materials/assignment there are these: > .. |material-icon| image:: /images/interface_controls_nodes_introduction_icons-material.png > .. |node-icon| image:: /images/render_materials_assignment_node-icon-BI.png They don't show up in the web page. Is this a formatting error? What should I do about these? --- 2. At the bottom of /render/materials/assignment it says: > You can also make this new material a copy of an existing material by adding the data-block: > > Select the object, get the material, RMB and Copy data to clipboard. When you have renamed the material, click “Link: Data” to link to the existing material. Proceed to assign faces as required. N.b: If you change the material on the original object, the new object color changes too. I'm not entirely sure how to reproduce this and thus am unable to verify if it still works in Blender 2.8X. Are you able to take a look at it? --- 3. I've quickly skipped over /render/materials/legacy_textures/ only updating the images as per our discussion earlier. >I would skip over it for now, these nodes will either be changed a lot in the near future or removed. --- 4. In /render/shader_nodes/input/attribute.html this part should probably become part of the Blender manual itself: > For a full list of options see This Thread on the Blender Stack Exchange. I'll leave it up to you to decide whether or not it should be integrated or left where it is. --- 5. In /render/shader_nodes/input/wireframe I tried creating an image for the example section of the wireframe node. After playing around a bit, this was the only usable image I could make. However, I'm not sure whether or not I can use it in the manual due to me being unable to find licensing information. The original source was https://cloud.blender.org/p/characters/5718a967c379cf04929a4247 >![Possible.jpg](https://archive.blender.org/developer/F8508799/Possible.jpg) >Using the wireframe node to showcase the topology of a mesh. The difficulties I had with picking a mesh to use was that the image will be viewed at a low resolution (E.G. 800x450) and the wireframe easily starts to take up a lot of pixels. If we can't use that image I could always use suzanne. --- 6. In /render/shader_nodes/shader/emission under the strength input it says: >For materials, a value of 1.0 will ensure that the object in the image has the exact same color as the Color input, i.e. make it ‘shadeless’. From my own testing, this is no longer true if you're using the filmic color transform (the default in Blender 2.8X). Should I remove it? --- 7. I've skipped over the freestyle section on the basis I don't know much about freestyle and I believe it's planned to be replaced with the LANPR patch (Google summer of code 2019?). All the images seem up to date either way.
Alaska changed title from Updating Manual images and text to reflect changes made in Blender 2.8X to Updating Manual images and text to reflect changes made in recent versions of Blender 2020-05-04 10:26:33 +02:00
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In /render/materials/assignment there are these:

These were unused, removed in rBM6605

I'm not entirely sure how to reproduce this and thus am unable to verify if it still works in Blender 2.8X. Are you able to take a look at it?

I am a bit confused on this also and have not been able to get it to work.

I'll leave it up to you to decide whether or not it should be integrated or left where it is.

Yes, this infromation should be included in the manual.

However, I'm not sure whether or not I can use it in the manual due to me being unable to find licensing information.

Examples from the Cloud are okay to use in the manual.

From my own testing, this is no longer true if you're using the filmic color transform (the default in Blender 2.8X). Should I remove it?

From my testing and unserstanding this is still true.

> In /render/materials/assignment there are these: These were unused, removed in rBM6605 > I'm not entirely sure how to reproduce this and thus am unable to verify if it still works in Blender 2.8X. Are you able to take a look at it? I am a bit confused on this also and have not been able to get it to work. > I'll leave it up to you to decide whether or not it should be integrated or left where it is. Yes, this infromation should be included in the manual. > However, I'm not sure whether or not I can use it in the manual due to me being unable to find licensing information. Examples from the Cloud are okay to use in the manual. > From my own testing, this is no longer true if you're using the filmic color transform (the default in Blender 2.8X). Should I remove it? From my testing and unserstanding this is still true.
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In /render/materials/assignment there are these:

These were unused, removed in rBM6605

Thank you.


I'm not entirely sure how to reproduce this and thus am unable to verify if it still works in Blender 2.8X. Are you able to take a look at it?

I am a bit confused on this also and have not been able to get it to work.

I've hidden it in this commit rBM6616. All the information is still there if someone wants to update it.


I'll leave it up to you to decide whether or not it should be integrated or left where it is.

Yes, this infromation should be included in the manual.

Where should I include the information? I was thinking about adding it to the glossary, but that's probably not the best place. Maybe add the information to it's own page? Or should I just redircet the user to the /intern/cycles/render/attribute.cpp file? (https://developer.blender.org/diffusion/B/browse/master/intern/cycles/render/attribute.cpp)


Examples from the Cloud are okay to use in the manual.

Updated in rBM6615

>> In /render/materials/assignment there are these: > These were unused, removed in rBM6605 Thank you. --- >>I'm not entirely sure how to reproduce this and thus am unable to verify if it still works in Blender 2.8X. Are you able to take a look at it? >I am a bit confused on this also and have not been able to get it to work. I've hidden it in this commit rBM6616. All the information is still there if someone wants to update it. --- >>I'll leave it up to you to decide whether or not it should be integrated or left where it is. >Yes, this infromation should be included in the manual. Where should I include the information? I was thinking about adding it to the glossary, but that's probably not the best place. Maybe add the information to it's own page? Or should I just redircet the user to the /intern/cycles/render/attribute.cpp file? (https://developer.blender.org/diffusion/B/browse/master/intern/cycles/render/attribute.cpp) --- >Examples from the Cloud are okay to use in the manual. Updated in rBM6615
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Where should I include the information? I was thinking about adding it to the glossary, but that's probably not the best place. Maybe add the information to it's own page?

The definition for the name field should be expanded on the attribute node page.

> Where should I include the information? I was thinking about adding it to the glossary, but that's probably not the best place. Maybe add the information to it's own page? The definition for the name field should be expanded on the attribute node page.
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@Blendify

Also, quick question. Blender 2.83 will be a LTS release. This means users of the LTS release will be referred back to the 2.83 manual when selecting the "Online Manual" buttons within Blender. Obviously I'm not going to get this tasked finished by the release of 2.83 which means the 2.83 manual will have some outdated information. What's the possibility of the 2.83 manual still being editable?

Obviously this would create a lot more work for me and other maintainers of the manual as any changes made to the 2.83 manual will also need to be carried over to the 2.90 manual and many images of the user interface will need to be produced separately for 2.83 and 2.90. But hopefully once the 2.83 manual has had all its images and text updated to reflect changes made in 2.8X, updates to the LTS manual will mostly be limited to fixes to spelling mistakes.

@Blendify Also, quick question. Blender 2.83 will be a LTS release. This means users of the LTS release will be referred back to the 2.83 manual when selecting the "Online Manual" buttons within Blender. Obviously I'm not going to get this tasked finished by the release of 2.83 which means the 2.83 manual will have some outdated information. What's the possibility of the 2.83 manual still being editable? Obviously this would create a lot more work for me and other maintainers of the manual as any changes made to the 2.83 manual will also need to be carried over to the 2.90 manual and many images of the user interface will need to be produced separately for 2.83 and 2.90. But hopefully once the 2.83 manual has had all its images and text updated to reflect changes made in 2.8X, updates to the LTS manual will mostly be limited to fixes to spelling mistakes.
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There is still some discussion on if 2.83 will be an LTS release https://lists.blender.org/pipermail/bf-committers/2020-May/050570.html

As you said it would be a lot of work to maintain both 2.83 and 2.90 so that will likely not happen.

Most of the manual content was already updated 2.8x obviously some smaller changes were missed, so I do not think it is critical for use to have this done for the 2.83 manual.
I would rather keep pushing forward than trying to make older versions perfect.

There is still some discussion on if 2.83 will be an LTS release https://lists.blender.org/pipermail/bf-committers/2020-May/050570.html As you said it would be a lot of work to maintain both 2.83 and 2.90 so that will likely not happen. Most of the manual content was already updated 2.8x obviously some smaller changes were missed, so I do not think it is critical for use to have this done for the 2.83 manual. I would rather keep pushing forward than trying to make older versions perfect.
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I would rather keep pushing forward than trying to make older versions perfect.

That makes sense.

> I would rather keep pushing forward than trying to make older versions perfect. That makes sense.
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@Blendify
Yet another patch and yet more questions:
Text: rBM6630
Images: rBM6629


  1. In /render/color_management it says:

Color Space
The color space of the image file on a drive. This depends on the file format, for example, PNG or JPEG images are often stored in sRGB, while OpenEXR images are stored in a linear color space. Some images such as normal, bump or stencil maps do not strictly contain ‘colors’, and on such values, no color space conversion should ever be applied. For such images, the color space should be set to None.

I'm confused about the last part of that, "the color space should be set to None". Shouldn't it be "Non-color"? I'm unable to find a none option.


  1. The page /render/output/introduction is just:

See Render Menu

Should it be removed?


This question was answered with the help @jenkm

  1. In /render/output/file_formats it says:

Output Quality
These are preset Rates.

Where "rates" is a hyper link to a non-existent page. Doing a quick search I've been unable to find a page that contains the information needed. Are you able to take a look at it?


I haven't finished updating the "render" section of the manual. However, the information on the pages that are left kind of go over my head at the moment. I might take another look at it when I can think clearer or maybe just add it to my list of "needs checking by someone more knowledgeable".

@Blendify Yet another patch and yet more questions: Text: rBM6630 Images: rBM6629 --- 1. In /render/color_management it says: >**Color Space** >The color space of the image file on a drive. This depends on the file format, for example, PNG or JPEG images are often stored in sRGB, while OpenEXR images are stored in a linear color space. Some images such as normal, bump or stencil maps do not strictly contain ‘colors’, and on such values, no color space conversion should ever be applied. For such images, the color space should be set to None. I'm confused about the last part of that, "the color space should be set to None". Shouldn't it be "Non-color"? I'm unable to find a none option. --- 2. The page /render/output/introduction is just: >See Render Menu Should it be removed? --- This question was answered with the help @jenkm 3. In /render/output/file_formats it says: >**Output Quality** >These are preset Rates. Where "rates" is a hyper link to a non-existent page. Doing a quick search I've been unable to find a page that contains the information needed. Are you able to take a look at it? --- I haven't finished updating the "render" section of the manual. However, the information on the pages that are left kind of go over my head at the moment. I might take another look at it when I can think clearer or maybe just add it to my list of "needs checking by someone more knowledgeable".

Where "rates" is a hyper link to a non-existent page.

Here was supposed to be a link to the "Rate" section in the same document.

rate.jpg

> Where "rates" is a hyper link to a non-existent page. Here was supposed to be a link to the "Rate" section in the same document. ![rate.jpg](https://archive.blender.org/developer/F8525542/rate.jpg)
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Added subscriber: @jenkm

Added subscriber: @jenkm
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@jenkm That makes sense. Reading that part of the manual it's clear now.

What do you believe I should do to fix it?

Add

.. _render-output-video-encoding-rate:

above the rates section then change the hyperlink to

:ref:`Rates <render-output-video-encoding-rate>`

Sorry, I'm relatively new to RST and have been primarily focused on working on updating images and fixing menu locations in the manual to reflect changes in 2.8X.

@jenkm That makes sense. Reading that part of the manual it's clear now. What do you believe I should do to fix it? Add ``` .. _render-output-video-encoding-rate: ``` above the rates section then change the hyperlink to ``` :ref:`Rates <render-output-video-encoding-rate>` ``` Sorry, I'm relatively new to RST and have been primarily focused on working on updating images and fixing menu locations in the manual to reflect changes in 2.8X.

This should work as a link to the "Rate" section:

`Rate`_
This should work as a link to the "Rate" section: ``` `Rate`_ ```
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@jenkm Thanks for helping me out with this.

Committed with rBM6640

@jenkm Thanks for helping me out with this. Committed with rBM6640
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I'm confused about the last part of that, "the color space should be set to None". Shouldn't it be "Non-color"? I'm unable to find a none option.

Yes, should be "Non-color"

The page /render/output/introduction is just:

No the information here just needs to be expanded explaining the different types of outputs, Animation, Render, Audio. And how to actually produce these outputs.

See the todo: todo: describe the steps to output renders

> I'm confused about the last part of that, "the color space should be set to None". Shouldn't it be "Non-color"? I'm unable to find a none option. Yes, should be "Non-color" > The page /render/output/introduction is just: No the information here just needs to be expanded explaining the different types of outputs, Animation, Render, Audio. And how to actually produce these outputs. See the todo: `todo: describe the steps to output renders`
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@Blendify

Yes, should be "Non-color"

Fixed with rBM6648

No the information here just needs to be expanded

Sorry, I didn't see that. I usually browse the pages in the web-interface then go to the .RST if I find a mistake.

@Blendify > Yes, should be "Non-color" Fixed with rBM6648 >No the information here just needs to be expanded Sorry, I didn't see that. I usually browse the pages in the web-interface then go to the .RST if I find a mistake.
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Closed as duplicate of blender/blender#76705

Closed as duplicate of blender/blender#76705
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@Blendify, I'm sorry, I accedentally merged this task with blender/blender#76705. Are you able to reopen this task? Or will I have to create a new task.

I'm unable to find the option to re-open/unmerge these tasks.

@Blendify, I'm sorry, I accedentally merged this task with blender/blender#76705. Are you able to reopen this task? Or will I have to create a new task. I'm unable to find the option to re-open/unmerge these tasks.
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Changed status from 'Duplicate' to: 'Confirmed'

Changed status from 'Duplicate' to: 'Confirmed'
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Thank you.

Thank you.
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@Blendify Yet another patch and more questions:
Images: rBM6654
Text: rBM6655
Small fix: rBM6656


  1. In /compositing/types/converter/switch_view there's an image (render_output_stereoscopy_usage_compositor.png). In it, the backdrop of the compositor shows a stereoscopic image. I'm unable to replicate this on my system. Is this a bug or am I missing something? (I updated the image either way, just using the stereoscopic image from the image editor).

I haven't finished updating the compositing section yet. I plan to get that done this weekend.

@Blendify Yet another patch and more questions: Images: rBM6654 Text: rBM6655 Small fix: rBM6656 --- 1. In /compositing/types/converter/switch_view there's an image (render_output_stereoscopy_usage_compositor.png). In it, the backdrop of the compositor shows a stereoscopic image. I'm unable to replicate this on my system. Is this a bug or am I missing something? (I updated the image either way, just using the stereoscopic image from the image editor). --- I haven't finished updating the compositing section yet. I plan to get that done this weekend.
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Added subscriber: @EAW

Added subscriber: @EAW
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In #75511#930381, @Alaska wrote:
@Blendify, I'm sorry, I accedentally merged this task with blender/blender#76705. Are you able to reopen this task? Or will I have to create a new task.

I'm unable to find the option to re-open/unmerge these tasks.

You seem to be doing a lot of work on the bug tracker as a non-moderator. I fixed that for you. 😉

> In #75511#930381, @Alaska wrote: > @Blendify, I'm sorry, I accedentally merged this task with blender/blender#76705. Are you able to reopen this task? Or will I have to create a new task. > > I'm unable to find the option to re-open/unmerge these tasks. You seem to be doing a lot of work on the bug tracker as a non-moderator. I fixed that for you. 😉
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In #75511#933050, @EAW wrote:

In #75511#930381, @Alaska wrote:
@Blendify, I'm sorry, I accedentally merged this task with blender/blender#76705. Are you able to reopen this task? Or will I have to create a new task.

I'm unable to find the option to re-open/unmerge these tasks.

You seem to be doing a lot of work on the bug tracker as a non-moderator. I fixed that for you. 😉

Thank you @EAW. I usually just help people on reddit who use Blender. But most of the time it's the same thing over and over again. So I decided to start looking at issues here as they're more interesting and can actually teach me a little. If it's something that's a mistake on the users part, I try and correct them. If the user doesn't provide enough information, I ask them to add some, just to save the developers the couple seconds it takes to ask the question and the potentially hours of waiting for a response (general moderator like tasks). Also, checking here on a regular basis helps with learning about upcoming and recently introduced features in Blender. Though, I also read the weekly reports for those as well.

I also started work on the updating the manual because:

  1. I don't know much about programming. So can't contribute much on that side of things.
  2. I felt like giving back to the Blender developers and eveyone in the community who helped develop Blender. Because money is a issue at the moment, I decided that rather than supporting through the developer fund, I could give back to the developers by taking over some time consuming tasks (Update images for the entire Blender manual) to give the developers free time to work on more interesting things.

Big thank you to you @EAW and all the other moderators and Blender developers for making Blender the software it is today. And for making it free.

> In #75511#933050, @EAW wrote: >> In #75511#930381, @Alaska wrote: >> @Blendify, I'm sorry, I accedentally merged this task with blender/blender#76705. Are you able to reopen this task? Or will I have to create a new task. >> >> I'm unable to find the option to re-open/unmerge these tasks. > > You seem to be doing a lot of work on the bug tracker as a non-moderator. I fixed that for you. 😉 Thank you @EAW. I usually just help people on reddit who use Blender. But most of the time it's the same thing over and over again. So I decided to start looking at issues here as they're more interesting and can actually teach me a little. If it's something that's a mistake on the users part, I try and correct them. If the user doesn't provide enough information, I ask them to add some, just to save the developers the couple seconds it takes to ask the question and the potentially hours of waiting for a response (general moderator like tasks). Also, checking here on a regular basis helps with learning about upcoming and recently introduced features in Blender. Though, I also read the weekly reports for those as well. I also started work on the updating the manual because: 1. I don't know much about programming. So can't contribute much on that side of things. 2. I felt like giving back to the Blender developers and eveyone in the community who helped develop Blender. Because money is a issue at the moment, I decided that rather than supporting through the developer fund, I could give back to the developers by taking over some time consuming tasks (Update images for the entire Blender manual) to give the developers free time to work on more interesting things. Big thank you to you @EAW and all the other moderators and Blender developers for making Blender the software it is today. And for making it free.
Member

In /compositing/types/converter/switch_view there's an image (render_output_stereoscopy_usage_compositor.png). In it, the backdrop of the compositor shows a stereoscopic image. I'm unable to replicate this on my system. Is this a bug or am I missing something? (I updated the image either way, just using the stereoscopic image from the image editor).

I am guessing it is a configuration issue on your side.

> In /compositing/types/converter/switch_view there's an image (render_output_stereoscopy_usage_compositor.png). In it, the backdrop of the compositor shows a stereoscopic image. I'm unable to replicate this on my system. Is this a bug or am I missing something? (I updated the image either way, just using the stereoscopic image from the image editor). I am guessing it is a configuration issue on your side.

In /compositing/types/converter/switch_view there's an image (render_output_stereoscopy_usage_compositor.png). In it, the backdrop of the compositor shows a stereoscopic image. I'm unable to replicate this on my system. Is this a bug or am I missing something? (I updated the image either way, just using the stereoscopic image from the image editor).

I think this is a bug. I have it working in 2.79 and 2.81 but the same file doesn't work in 2.83.

> In /compositing/types/converter/switch_view there's an image (render_output_stereoscopy_usage_compositor.png). In it, the backdrop of the compositor shows a stereoscopic image. I'm unable to replicate this on my system. Is this a bug or am I missing something? (I updated the image either way, just using the stereoscopic image from the image editor). I think this is a bug. I have it working in 2.79 and 2.81 but the same file doesn't work in 2.83.
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@jenkm I will investigate it further, do some searching around on this site, and if I don't find anything, make a bug report. Unless you would like to make it.

@jenkm I will investigate it further, do some searching around on this site, and if I don't find anything, make a bug report. Unless you would like to make it.
Author
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@jenkm I'm unable to find any information so far about the issue. I'll make a report for it.

@jenkm I'm unable to find any information so far about the issue. I'll make a report for it.
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@Blendify Yet another patch. I'm sorry it took a while. I was going to get this patch committed last weekend but never got around to starting it. With bcon 3 ending in a few days (assuming no further set backs), this will most likely be my last commit for this task until the Blender 2.90 manual is available.
Text: rBM6678
Images: rBM6677

Thank you for all the help you have provided over the time I have been working on this task.


  1. On the page /compositing/types/filter/bilateral_blur I have removed some of the examples because they rely on Blender internal. I could re-create them using cycles render passes, but the node setup would be a bit more complex and would just confuse the user. I have kept copies of the original images if you would like me to add them back in.

  1. On pages "/compositing/types/filter/defocus" and "/compositing/types/filter/dilate_erode" there is a link to an example .blend file from the Blender wiki. Clicking on it responds "Forbidden: You don't have permission to access this resource."

Should I remove the link or is this something you could fix by changing permissions?


  1. In /compositing/types/filter/vector_blur I've added a description for the curved option based on these two sources:
    blender/blender#29192#128154
    blender/blender@1357f1b09f
    My description reads:

Interpolates motion between frames using a quadratic bezier function rather than a linear function.

If you think anything needs to be changed, just say so.


  1. In /compositing/types/matte/keying_screen there are images from the tears of steel movie. From a quick look I was unable to find files I could use to recreate the effect. I will add this to the "list of things other people with more knowledge than I do can help out with".

  1. In /compositing/types/distort/stabilize_2d it talks about the memu Movie Clip Editor ‣ Properties ‣ Stabilization ‣ 2D Stabilization ‣ Filter. I'm unable to find this in 2.79 or 2.83 (assume the in between versions are the same). However there is a option "Interpolate" which has the settings that's described on that page. So I have changed the manual to "Interpolate" as I believe this setting was renamed to that. If this is incorrect please correct me.
@Blendify Yet another patch. I'm sorry it took a while. I was going to get this patch committed last weekend but never got around to starting it. With bcon 3 ending in a few days (assuming no further set backs), this will most likely be my last commit for this task until the Blender 2.90 manual is available. Text: rBM6678 Images: rBM6677 Thank you for all the help you have provided over the time I have been working on this task. --- 1. On the page /compositing/types/filter/bilateral_blur I have removed some of the examples because they rely on Blender internal. I could re-create them using cycles render passes, but the node setup would be a bit more complex and would just confuse the user. I have kept copies of the original images if you would like me to add them back in. --- 2. On pages "/compositing/types/filter/defocus" and "/compositing/types/filter/dilate_erode" there is a link to an example .blend file from the Blender wiki. Clicking on it responds "Forbidden: You don't have permission to access this resource." Should I remove the link or is this something you could fix by changing permissions? --- 3. In /compositing/types/filter/vector_blur I've added a description for the curved option based on these two sources: blender/blender#29192#128154 blender/blender@1357f1b09f My description reads: > Interpolates motion between frames using a quadratic bezier function rather than a linear function. If you think anything needs to be changed, just say so. --- 4. In /compositing/types/matte/keying_screen there are images from the tears of steel movie. From a quick look I was unable to find files I could use to recreate the effect. I will add this to the "list of things other people with more knowledge than I do can help out with". --- 5. In /compositing/types/distort/stabilize_2d it talks about the memu `Movie Clip Editor ‣ Properties ‣ Stabilization ‣ 2D Stabilization ‣ Filter`. I'm unable to find this in 2.79 or 2.83 (assume the in between versions are the same). However there is a option "Interpolate" which has the settings that's described on that page. So I have changed the manual to "Interpolate" as I believe this setting was renamed to that. If this is incorrect please correct me.
Member

On the page /compositing/types/filter/bilateral_blur I have removed some of the examples because they rely on Blender internal. I could re-create them using cycles render passes, but the node setup would be a bit more complex and would just confuse the user. I have kept copies of the original images if you would like me to add them back in.

That sound reasonable

On pages "/compositing/types/filter/defocus" and "/compositing/types/filter/dilate_erode" there is a link to an example .blend file from the Blender wiki. Clicking on it responds "Forbidden: You don't have permission to access this resource."
Should I remove the link or is this something you could fix by changing permissions?

I would leave these for now, will be addressed as part of #56342.

In /compositing/types/filter/vector_blur I've added a description for the curved option based on these two sources:
If you think anything needs to be changed, just say so.

No sounds good.

In /compositing/types/matte/keying_screen there are images from the tears of steel movie. From a quick look I was unable to find files I could use to recreate the effect. I will add this to the "list of things other people with more knowledge than I do can help out with".

It might be hard to find the exact frame but these images came from https://media.xiph.org/tearsofsteel/ you might also be able to find a couple of images on the Blender Cloud. You are still welcome to leave for someone else if you want.

In /compositing/types/distort/stabilize_2d it talks about the memu Movie Clip Editor ‣ Properties ‣ Stabilization ‣ 2D Stabilization ‣ Filter. I'm unable to find this in 2.79 or 2.83 (assume the in between versions are the same). However there is a option "Interpolate" which has the settings that's described on that page. So I have changed the manual to "Interpolate" as I believe this setting was renamed to that. If this is incorrect please correct me.

Yes, just double-checked and it, at some point has been renamed.

> On the page /compositing/types/filter/bilateral_blur I have removed some of the examples because they rely on Blender internal. I could re-create them using cycles render passes, but the node setup would be a bit more complex and would just confuse the user. I have kept copies of the original images if you would like me to add them back in. That sound reasonable > On pages "/compositing/types/filter/defocus" and "/compositing/types/filter/dilate_erode" there is a link to an example .blend file from the Blender wiki. Clicking on it responds "Forbidden: You don't have permission to access this resource." > Should I remove the link or is this something you could fix by changing permissions? I would leave these for now, will be addressed as part of #56342. > In /compositing/types/filter/vector_blur I've added a description for the curved option based on these two sources: > If you think anything needs to be changed, just say so. No sounds good. > In /compositing/types/matte/keying_screen there are images from the tears of steel movie. From a quick look I was unable to find files I could use to recreate the effect. I will add this to the "list of things other people with more knowledge than I do can help out with". It might be hard to find the exact frame but these images came from https://media.xiph.org/tearsofsteel/ you might also be able to find a couple of images on the Blender Cloud. You are still welcome to leave for someone else if you want. > In /compositing/types/distort/stabilize_2d it talks about the memu Movie Clip Editor ‣ Properties ‣ Stabilization ‣ 2D Stabilization ‣ Filter. I'm unable to find this in 2.79 or 2.83 (assume the in between versions are the same). However there is a option "Interpolate" which has the settings that's described on that page. So I have changed the manual to "Interpolate" as I believe this setting was renamed to that. If this is incorrect please correct me. Yes, just double-checked and it, at some point has been renamed.
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In #75511#937885, @Blendify wrote:
...

In /compositing/types/matte/keying_screen there are images from the tears of steel movie. From a quick look I was unable to find files I could use to recreate the effect. I will add this to the "list of things other people with more knowledge than I do can help out with".

It might be hard to find the exact frame but these images came from https://media.xiph.org/tearsofsteel/ you might also be able to find a couple of images on the Blender Cloud. You are still welcome to leave for someone else if you want.

Sorry, I got a bit of tunnel vision. Basically I wanted to use the same scenes as what was currently in the manual as I don't have any green screen footage I could use to recreate the image (as in, creating an example for the keying_screen node). I also didn't want to just go out onto the internet and find some green screen footage because licensing reason. And I kind of forgot about the Blender cloud.

I will look at the link you shared (files are quite big so will take a while to download). If I can't create a scene that works for the manual, I'll just skip over that section and leave it as a "TODO for someone else".

> In #75511#937885, @Blendify wrote: >... >>In /compositing/types/matte/keying_screen there are images from the tears of steel movie. From a quick look I was unable to find files I could use to recreate the effect. I will add this to the "list of things other people with more knowledge than I do can help out with". >It might be hard to find the exact frame but these images came from https://media.xiph.org/tearsofsteel/ you might also be able to find a couple of images on the Blender Cloud. You are still welcome to leave for someone else if you want. Sorry, I got a bit of tunnel vision. Basically I wanted to use the same scenes as what was currently in the manual as I don't have any green screen footage I could use to recreate the image (as in, creating an example for the keying_screen node). I also didn't want to just go out onto the internet and find some green screen footage because licensing reason. And I kind of forgot about the Blender cloud. I will look at the link you shared (files are quite big so will take a while to download). If I can't create a scene that works for the manual, I'll just skip over that section and leave it as a "TODO for someone else".
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Thank you @Blendify for helping out. The keying screen section of the manual should now have up to date images: rBM6693

Thank you @Blendify for helping out. The keying screen section of the manual should now have up to date images: rBM6693
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@Blendify

Just as a question, is the change in theming between the 2.82 and 2.83 manual intentional? Nothing in the rst files seem to suggest that some of these labels should have "blue boxes"

E.G.
2.82: https://docs.blender.org/manual/en/2.82/editors/3dview/controls/overlays.html
2.83: https://docs.blender.org/manual/en/dev/editors/3dview/display/overlays.html

2.82:
2.82.png
2.83:
2.83.png

@Blendify Just as a question, is the change in theming between the 2.82 and 2.83 manual intentional? Nothing in the rst files seem to suggest that some of these labels should have "blue boxes" E.G. 2.82: https://docs.blender.org/manual/en/2.82/editors/3dview/controls/overlays.html 2.83: https://docs.blender.org/manual/en/dev/editors/3dview/display/overlays.html 2.82: ![2.82.png](https://archive.blender.org/developer/F8571721/2.82.png) 2.83: ![2.83.png](https://archive.blender.org/developer/F8571723/2.83.png)
Member

That is not intentional. I will investigate later.

That is not intentional. I will investigate later.
Member

I applied the fixes again and reported upstream: https://github.com/readthedocs/sphinx_rtd_theme/issues/936

I applied the fixes again and reported upstream: https://github.com/readthedocs/sphinx_rtd_theme/issues/936
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Thank you @Blendify

Just as a note on this task. I said I was going to take a break from the task during bcon 4 and 5 of 2.83 to ensure stability of the manual and to just take a general break due to personal things. Those personal things have grown and my break may have to extend to a few months, maybe even years or indefinitely.

I will try and do little bits here and there. Update a page or two from time to time, but my activeness in completing this task will probably be reduced.

Thank you @Blendify Just as a note on this task. I said I was going to take a break from the task during bcon 4 and 5 of 2.83 to ensure stability of the manual and to just take a general break due to personal things. Those personal things have grown and my break may have to extend to a few months, maybe even years or indefinitely. I will try and do little bits here and there. Update a page or two from time to time, but my activeness in completing this task will probably be reduced.
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No worries we have appreciated your help.

No worries we have appreciated your help.
Alaska removed their assignment 2020-06-09 14:19:13 +02:00
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Removing myself as the assignee of this task so someone else can "officially" take over this task if need be.

As I noted above, I will try an continue to help out with this, but personal things are getting in the way at the moment.

Removing myself as the assignee of this task so someone else can "officially" take over this task if need be. As I noted above, I will try an continue to help out with this, but personal things are getting in the way at the moment.
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Aaron Carlisle self-assigned this 2021-02-16 19:49:23 +01:00
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This is mostly resolved few remaining changes can be addressed in a specific task if necessary.

This is mostly resolved few remaining changes can be addressed in a specific task if necessary.
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