Changeset View
Changeset View
Standalone View
Standalone View
blender_docs/manual/editors/info/introduction.rst
| .. TODO/Review: {{review}} . | |||||
| .. _info-editor: | |||||
| ################## | |||||
| The Info Editor | |||||
| ################## | |||||
| .. figure:: /images/Interface_Window-System_Info-window-shaded.jpg | |||||
| :width: 640px | |||||
| Info Window | |||||
| The Info Editor is found at the top of the Default Scene and has the following components: | |||||
| Editor Type Selector | |||||
| The red shaded area allows you to change the | |||||
| :doc:`Editor Type </editors/index>`. | |||||
| This region is found on every Window. | |||||
| Menu options | |||||
| The dark blue shaded area provides access to the main menu options. | |||||
| Current Screen (default is Default) | |||||
| The green shaded area allows you to select different :doc:`Screens </getting_started/basics/interface/screens>`. | |||||
| By default, Blender comes with several pre-configured *Screen* s for you to choose from. | |||||
| If you need custom screen layouts, you can create and name them. | |||||
| Current Scene | |||||
| The yellow shaded area allows you to select different :doc:`Scenes </getting_started/basics/interface/scenes>`. | |||||
| Having multiple Scenes allows you to work with separate virtual environments, | |||||
| with completely separate data, or with objects and/or mesh data linked between them. | |||||
| (In some 3D packages, each file contains one scene, | |||||
| while in Blender, one ``.blend`` file may contain several scenes.) | |||||
| Current Engine | |||||
| The purple shaded area gives a list of available rendering and game engines. | |||||
| Resource Information | |||||
| The aqua shaded area gives you information about Blender and system resources in use. | |||||
| This region will tell you how much memory is being consumed based on the number of vertices, | |||||
| faces and objects in the selected scene, as well as totals of what resources are currently selected. | |||||
| This can help identify when you are reaching the limits of your hardware. | |||||