Changeset View
Changeset View
Standalone View
Standalone View
blender_docs/manual/getting_started/basics/interface/introduction.rst
| .. TODO/Review: {{review}} . | .. TODO/Review: {{review}} . | ||||
| ********************* | |||||
| Concepts | |||||
| ********************* | |||||
| Blender's User Interface is based on `OpenGL <http://en.wikipedia.org/wiki/OpenGL>`__ | |||||
| Thus it's look and feel is consistent over all platforms. | |||||
| The interface can be customized to match specific tasks. | |||||
| The resulting Screen Layouts can then be named and saved for later reuse. | |||||
| Blender also makes heavy use of keyboard shortcuts to speed up work. | |||||
| The :doc:`keymaps <keyboard_and_mouse>` can also be customized. | |||||
| UI Principles | |||||
| ============= | |||||
| .. figure:: /images/getting_started_basics_interface_introduction_03.jpg | |||||
| :align: center | |||||
| :width: 100% | |||||
| *********************************** | Manu's Blender Desk | ||||
| Starting Blender for the first time | |||||
| *********************************** | |||||
| .. figure:: /images/(Doc_26x_Manual_Vitals_Help)_(Splash_Screen_2.66)_(GBV266FN).jpg | |||||
| :align: right | |||||
| :width: 250 | |||||
| If you are familiar with other 3D software you will immediately | |||||
| notice that Blender is quite different from what you are used to seeing. | |||||
| However you will soon see similarities with your previous software, | |||||
| like a *3D Viewport*, an *Outliner* and a *Timeline*. | |||||
| If this is the first time you have used any 3D software, you may be a little lost. | |||||
| Fortunately there's really only one rule when you want to learn 3D with Blender: | |||||
| don't be afraid to explore and experiment! | |||||
| After starting Blender, take a look at the splash screen where you will see the Blender | |||||
| version in the top right-hand corner. | |||||
| The left side shows you some useful links like the | |||||
| `release log <http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/changelog_258/>`__ | |||||
| of the version you are using (what's new in this version), the wiki manual (what you're reading now) and the | |||||
| `official Blender website <http://www.blender.org>`__. | |||||
| These links are also accessible from the *Help* menu. | |||||
| The right side lists recent blender files (.blend) you have saved. | |||||
| If you're running Blender for the first time, this part will be empty. | |||||
| This list is also available in :menuselection:`File --> Open Recent`. | |||||
| The interaction menu lets you choose a keymap preset | |||||
| (by default, *Blender* or *Maya*) are available. | |||||
| To start using Blender, you have three options: | |||||
| - Click on one of the recent files (if you have any) | |||||
| - Click anywhere else on the screen (except the dark area of the splash screen) or | |||||
| - Press :kbd:`Esc` to start a new project | |||||
| Non Overlapping | |||||
| The UI permits you to view all relevant options and tools at a glance | |||||
| without pushing or dragging Editors around. | |||||
| Blender also supports multi-screen setup. | |||||
| Thus you can open multiple Blender Windows from one Instnace of Blender | |||||
| and distribute these Windows over multiple monitors (see image above). | |||||
| Save your work regularly | Non Blocking | ||||
| ======================== | Tools and interface options do not block the user from any other parts of Blender. | ||||
| Blender doesn't use pop up boxes which require the user to fill in data before | |||||
| executing an operation. | |||||
| Blender does not warn you of any unsaved data when you exit the program, | Non Modal | ||||
| so remember to save often! If you do close Blender without saving your last actions, | User input should remain as consistent and predictable as possible | ||||
| all is not lost. | without changing commonly used methods (mouse, keyboard) on the fly. | ||||
| Just open Blender again and click on *Recover Last Session* in the Splash Screen. | |||||
| You also have this option in the main menu via :menuselection:`File --> Recover Last Session`. | |||||
| Screen Elements | |||||
| ============== | |||||
| .. note:: Temporary ``.blend`` file | .. figure:: /images/getting_started_basics_interface_introduction_05.png | ||||
| :align: Right | |||||
| :width: 350 | |||||
| Every time Blender exits, it saves the current data in a temporary ``.blend`` file. | Blender's Screen Elements | ||||
| When you recover your last session, Blender will load the data from that file. | |||||
| The Blender screen is composed of Editors, | |||||
| which in turn are composed of Regions of Panels. | |||||
| Finally, Panels contain Controls and input fields. | |||||
| And Controls can be Sliders, Checkboxes, Menus, | |||||
| or more complex Widgets. | |||||
| Interface concepts | The composition of the screen is named "Screen Layout". | ||||
| ================== | By default Blender starts up with the default Screen Layout (see image below) | ||||
| .. figure:: /images/Blender-cross-platform.jpg | .. figure:: /images/getting_started_basics_interface_introduction_02.png | ||||
| :align: right | :align: Center | ||||
| :width: 250 | :width: 100% | ||||
| Blender's default Screen Layout contains 5 Editors | |||||
| Blender is developed as cross-platform software which means that its primary target is to work | |||||
| seamlessly in all major operating systems, including Linux, Mac OS X and Windows. | |||||
| :sup:`(1)` | |||||
| Since the Blender interface is based on OpenGL, | Anatomy of an Editor | ||||
| you will find that it is consistent between the major operating systems. | ==================== | ||||
| :sup:`(1)` Other operating systems are supported by third party developers through source compilation. | .. figure:: /images/getting_started_basics_interface_introduction_04.png | ||||
| :align: center | |||||
| :width: 100% | |||||
| The 3D View | |||||
| The 3 Rules | In general an Editor opens a view for editing content(data) of a specific part of | ||||
| =========== | Blender. You can think of Blender applications if you like, | ||||
| where each Editor actually is the application view. | |||||
| Editors are consistently organized into following parts: | |||||
| The Blender user interface is based on 3 main principles: | Regions (red) | ||||
| ------------- | |||||
| Regions are vertical (or horizontal) areas on the sides of the Editor. | |||||
| These areas contain panels and controlls and they can be displayed/hidden | |||||
| on demand by using hotkeys (see below). | |||||
| Regions are optional parts of the Editor. When regions are available within | |||||
| an Editor they take one of the following functional roles: | |||||
| Non Overlapping | * The Toolshelf ( Display Hotkey :kbd:`T` ) | ||||
| The UI permits you to view all relevant options and tools at a glance | * The Operator region ( when it is available then its below the toolshelf ) | ||||
| without pushing or dragging windows around\ :sup:`(2)`. | * The Properties Sidebar ( Display Hotkey :kbd:`N` ) | ||||
| Non Blocking | |||||
| Tools and interface options do not block the user from any other parts of Blender. | |||||
| Blender doesn't pop up requesters that require the user to fill in data before things execute. | |||||
| Non Modal | |||||
| User input should remain as consistent and predictable as possible | |||||
| without changing commonly used methods (mouse, keyboard) on the fly. | |||||
| :sup:`(2)` However, Blender 2.5 permits multiple windows for multi-screen setup. | Headers/Footers (purple) | ||||
| It is an exception to the *Non overlapping rule*. | ------------------------ | ||||
| Headers are horizontal areas at the Top of an Editor mostly used | |||||
| as containers for icons and menus. | |||||
| Actually you can flip the location of a Header to the bottom | |||||
| of the Editor (thus use it as a Footer). | |||||
| Powerful interface | Editor Main Part (green) | ||||
| ================== | ----------------------- | ||||
| .. figure:: /images/Opengl.jpg | The remaining part of the Editor (marked with a green border | ||||
| :align: right | in the image above ) contains Editor specific elements. | ||||
| The individual Editor documents describe in more detail | |||||
| what exactly appears in this area. | |||||
| Blender's interface is drawn entirely in `OpenGL <http://en.wikipedia.org/wiki/OpenGL>`__ | |||||
| which allows you to customize your interface to suit your needs. | |||||
| Windows and other interface elements can be panned, zoomed and their content moved around. | |||||
| Your screen can be organized exactly to your taste for each specialized task which can then be | |||||
| named and saved. | |||||
| Blender also makes heavy use of keyboard shortcuts to speed up your work. | |||||
| The keymaps can be edited to make memorizing them easier. | |||||
| Overview | |||||
| ======== | |||||
| Let's have a look at the default interface. It is composed of Editors, Headers, | |||||
| Context buttons, Regions, Panels and Controls. | |||||
| Editor | |||||
| In Blender, we call an **Editor** the parts of the software which have a specific function | |||||
| (3D view, Properties Editor, Video Sequence Editor, Nodes Editor...). | |||||
| Each editor has its own *Header* at the top or bottom. | |||||
| Context buttons | |||||
| give access to options. | |||||
| They are like tabs and are often placed on an editor header (like Properties Editor). | |||||
| Panels | Panels | ||||
| For each editor, options are grouped in *Panels* to logically organize the interface | ------ | ||||
| (Shadow panel, Color panel, Dimensions panel...). | |||||
| Regions | |||||
| are included in some editors. In that case, panels and controls are grouped there. | |||||
| For workspace optimization, it is possible to temporarily hide regions with the hotkeys | |||||
| :kbd:`T` and :kbd:`N` for the Toolbar and Properties Region respectively. | |||||
| Controls | |||||
| Panels contain **Controls**. | |||||
| These can let you modify a function, an option, or a value. In Blender, there are several types of controls: | |||||
| Buttons | .. figure:: /images/getting_started_basics_interface_introduction_06.png | ||||
| .. figure:: /images/Button.jpg | |||||
| :align: right | :align: right | ||||
| Permit access to a tool (Translate, Rotate, Insert Keyframe). | The smallest organisational unit in the user interface is a panel. | ||||
| These tools usually have a keyboard shortcut to speed up your work. | This is where the Menus, Text fields, checkboxes etc. are located. | ||||
| To display the shortcut, just hover your mouse over a button to see the tooltip. | Panels can be collapsed and expanded. | ||||
| Panels can be found in the main area of an Editor, within Regions | |||||
| and in modal popup boxes (see below). | |||||
| An editor can have any number of panels. | |||||
| Checkboxes | In the image you see the 3 Panels **Transform**, **Edit** | ||||
| .. figure:: /images/Checkbox.jpg | and **History**. The Edit Panel is expanded. The other 2 Panels are | ||||
| :align: right | collapsed. Note that you can change the order of the Panel appearance | ||||
| by clicking on the drag handle in the upper right corner of the Panel Title | |||||
| and then drag the Panel to its new location. | |||||
| Permit enabling or disabling of an option. This control can only contain a boolean value (True/False, 1/0). | .. figure:: /images/clear.png | ||||
| Sliders | |||||
| .. figure:: /images/Slider.jpg | |||||
| :align: right | |||||
| Allows you to enter floating values. | Vertical Tabs | ||||
| These can be limited (e.g. from 0.0 to 100.0) or not (e.g. from -โ to +โ). | ------------- | ||||
| Notice that two types of sliders exist in Blender. | |||||
| Menus | .. figure:: /images/getting_started_basics_interface_introduction_07.png | ||||
| .. figure:: /images/List.jpg | |||||
| :align: right | :align: right | ||||
| Permits a value to be chosen from a list. | The Toolshelf Region has been further structured | ||||
| The difference between this and a Checkbox is that values are | into a set of context dependent vertical Tabs. | ||||
| named and there can be more than two values on these menus. | You can think of logical subregions here | ||||
| which can be opened one by one. | |||||
| In the Image aside you see the Vertical Tabs **Tools**, **Create**, etc. | |||||
| The **Tools** Tab is currently Selected | |||||
| :doc:`Read more about buttons and controls ยป </getting_started/basics/interface/buttons_and_controls>` | Pinning | ||||
| ------- | |||||
| Often it is desirable to view panels from different | |||||
| vertical tabs at the same time. This has been solved | |||||
| by making pannels pinnable. In the image you see the | |||||
| pinned **Mesh Options** Panel from the Options vertical Tab | |||||
| although the Tools Vertical tab is currently selected. | |||||
| .. figure:: /images/Ui-organization.jpg | .. note:: .. | ||||
| :width: 650px | A pinned Panel remains visible regardless | ||||
| :figwidth: 650px | which vertical Tab has been selected. | ||||
| You find the Pin option in the Panel Header ( :kbd:`RMB` then enable the Pin checkmark or :kbd:`SHIFT` :kbd:`LMB`). | |||||