Blender Wiki PDF Manual CZ 20141007
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Transcript of Blender Wiki PDF Manual CZ 20141007
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Blender wiki PDF Manual conversion by Marco Ardito
Details, info, download: http://amrc.altervista.org
Updated: 09/10/2014 from:
http://wiki.blender.org/index.php/Doc:CZ/2.6/Manual
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Table of Content
Table of ContentCo je Blender?Nebojte se Blenderu
Video: From Blender 1.60 to 2.50Verze/Vznamn udlosti
IRC chat channelsWho uses Blender?AudienceLearning CG and Blender
summaryCo novho (october 2013)esk verzeStaen a instalace binrky
Hardwarov podporaVvojov platformy
Kompilace zdrojkuKompilace plugin
Prbn ukldejte svou prciPojet uivatelskho rozhran
Ti pravidlaVkonn rozhranPehled
Zpisy pouvan v tomto manuluOvldnEmulace tlatek myiEmulace NumPadu
Vchoz scnaInforman okno (Info Window) (t hlavn horn menu)3D Window View3D Window HeaderButtons (Properties) Window HeaderOutlinerTimeline Window (Okno asov osy)
Maximalizace rmuDlen rmuSpojovn rmZmna velikosti rmuZmna obsahu rmOtevrn novch okenSkryt zhlavOdkryt zhlavPozice zhlavTlatko typu oknaMenu a tlatkaWindows XP/Vista/7LinuxMacOSStavov a chybov hlky v okn konzole
Bn zprvyNastaven Obrazovek
Pidn nov obrazovkySmazn obrazovkyUpraven ObrazovkyOverriding DefaultsAdditional Layouts
Konfigurace scnPidn nov scnyStrun pkladOdstrann scnyCesty k souborm
Cesty ke skriptmUloit & Nast
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utomatick ukldnPopisPouit sprvce soubor a navigace v adreschBon panel
SystmZlokyPosledn - Recent
Volby oteven - Open OptionsPanel hlavikyDal volby otevrnBezpenostOchrana
PopisMonosti
Zobrazen vrstevPesouvn objekt mezi vrstvamiAnimace vrstev
Pklad uspodn vrstevSkript pojmenovvajc vrstvy
Typy objektStedy objektu
Posuny stedu objektuVymazn objektuSpojen objektVbry a aktivn objektVbr bodVbr obdlnkem
PopisPkladTipy
Vbr lasemPopisPouit
Vbr kruhemPopis
Vbr pomoc menuVbr seskupench
PopisVolby
Vbr linkovanchPopisVolby
Vbr vech podle typuPopisVolby
Vbr vech podle vrstvyPopisVolby
Dal volby menuPopisPklady
Linked DuplicatesDescriptionExamples
Procedural DuplicationLinked Library DuplicationHints
Duplikace vrchol jako aranovac nstrojNastavenPearanovnOrientace
Duplikace vrchol jako modelovac nstrojViz takZkladn pouitklovnZkladn pouitDuplikace skupin a dynamick vazby
Pklad
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Vytvoen duplikovanho objektu do realityPklady
Extern odkazySledovn
PopisTypy sledovn
Sledovn To ConstraintLocked Track ConstraintTlumen sledovnStar sledovn
HintsInvalid Tracking or settingsVstup do editanho reimuVizualizaceTool ShelfProperties Shelf
Zobrazen st (mesh)VrcholyHranyStny
Smyky (loops)Smyky hranSmyky plochRovina - PlaneKrychleKruhKoule - UV SphereKoule - IcosphereVlecKuelAnuloid - torus (pneumatika)MOpikaDoplky
OverhangThicknessIntersectionsDistortionSharp Edges
Reimy vbruSelect Mode Header WidgetsSelect Mode Pop-upSwitching select mode
Nstroje vbruReimy vbru
Select Mode popupSelect Mode header widgets
Vbr prvk po pepnut reimu vbruPidvn do vbruVbr prvk v regionu
Obdlnkov oblast (vbr pozad)Kruhov regionRegion laso
Doplkov nstroje vbruVbr podobnchVybrn smyek
Smyky hran a vrcholFace LoopsEdge RingPath SelectionLoop Inner-RegionBoundary Loop
Smyky hranPrstence hranSmyky stnN-helnky v reimu vbru stn
Typy nstrojPstup k nstrojm st
Paleta nstroj
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MenuSmazat (Delete)Konverze trojhelnk na tyhelnkyPropojen, slit (Unsubdivide)Spojovn
Spojovn vrcholAutoMerge EditingRemove Doubles
Dal odkazyZrcadlen-XModifiktor zrcadlaSymmetrizace stZrcadlen geometrie
Spojovn (Merging)Spojovn vrcholAutomatick spojovnOdstrann duplicit
OddlenRozten
PkladyOmezen
Vyplnn roztenSplitOddlen
Propojen vrcholVertex SlideVyhlazen (Smooth)Vytvoen z vrcholu rodiePidn hku (Hook)Msen ze tvar, mnoen tvarVytvoen hrany/stnyNastaven atribut hran
Mark Seam and Clear SeamMark Sharp and Clear SharpAdjust Bevel WeightCrease SubSurf
Posuv hranyPouit
Even modeOmezen & Workarounds
Rotace hranyePouit vbru stn
Smazn smyky hranLimitations & WorkaroundsExample
CollapseEdge SplitVytven stnes
Vytvoen hrany/stnyVyplnnKrsn vyplnnKonverze tyhelnk na trojhelnkyKonverze trojhelnk na tyhelnky
SolidifyRotace hranNormly
Peklopen smruPepotn normlVytlaen/vytaen (Push/Pull)Pokiven (Warp)
PkladSmkn, zkosen (Shear)Do koule (To Sphere)
PkladOsy symetrie (symetrly)
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Pivot pointTransformation orientationLaplaceovo uhlazenVythnout regionIndividuln vytaenVytaen pouze hran a vrcholVolby
PkladyhelDupliSpojit dupliktyPepotn normlVolbyPklady
Jedna hranaDva trojhelnkyDv protilehl hrany tyhelnkuDv sousedc hrany tyhelnkuTi hranyReim "Tri mode"tyhelnk/tyi hranyVcensobn dlen
VyuitVolbyUsageOptionsConfirming and selectionLimitationsOptimizations
Knife ProjectExamplesKnown IssuesPostupModifiktor zkosenPouitVolby, nastavenPkladySeadit Prvky (Elements)Pilepovn k stiModifiktor Shrinkwrap
Reim vhovho kreslenBarevn stupn vhy
ttceVlastnosti hlavnho ttceVolby normalizaceDefinice tvaru ryKivka ptlaku ttceProjevy ttcePednastaven ttcePednastaven barevnho prostoru kreslen
Selection MaskingDetails about selectingVertex Selection MaskingFace Selection Masking
Hide/Unhide FacesHide/Unhide VerticesThe Clipping Border
Weight Paint OptionsWeight Paint ToolsWeight Painting for BonesWeight Painting for Particles
Volba podmnoiny (The Subset Option)Normalize AllNormalizace vech
Parametry opertoruNormalizace (Normalize)
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Parametry opertoruZrcadlen (Mirror)
Parametry opertoruInverze (Invert)
Parametry opertoruVyitn (Clean)
Parametry opertorurovn (Levels)
Parametry opertoruPromchn (Blend)
Parametry opertoruPenos vah (Transfer Weights)
Pprava kopie (Prepare the copy)Sputn nstroje (Call the tool)
Redo Panel ConfusionObezlika (Workaround)Parametry opertoru
Omezen potu (Limit total)Parametry opertoru
Gradient vhy (Weight Gradient wip)Parametry opertoru
Mesh ShadingSmooth shading
Smoothing parts of a meshAuto SmoothEdge Split ModifierSmoothing the mesh geometry
Mesh editing toolsModifiers
Vyplnn drRozdlen (Split) nerovinnch stn
vodyKivkov primitivaBezirov kivky
prava Bezirovch kivekVlastnosti kivek
TvarGeometryPath AnimationActive Spline
Non-Uniform Rational B-Splines (NURBS)Editing NURBS CurvesActive Spline
PathMenu pro vbrKad n-tVybrat/odvybrat prvn/poslednVybrat dal/pedchozVce a mnVYtvoen kivekZobrazen kivek
Monost i zobrazenSkryt prvky
Zkladn pravy kivek (posuv, rotace, mtko)PichytvnNstroje deformace
VyhlazovnZrcadlenSet Bzier Handle TypeRoziovn kivekPodrozdlenDuplikaceSpojovn segmetn kivekOddlen kivekVymazn prvksOtevrn a uzavrn kivekPepnut smruNstroje pro konverzi
Typy pevodu kivky
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Pevod kivky na sPevod st na kivku
Rodiovstv kivekHkyNastaven clov vhy
Nstroje pravy povrchVizualizaceStruktura povrchu
dc body, dky a mka (Grid)Rozlien povrchuUzaven a oteven povrchyUzly (Knots)Poad (Order)Vhy (Weight)
Pednastaven vhyPrimitivaNotes
Editing TextInserting Text
Special CharactersConvert text to text object3D Mesh
Text SelectionFormatting Text
FontsLoading and Changing FontsSize and ShearObjects as FontsText on CurveUnderlineCharacterSetting Case
ParagraphAlignSpacingOffset
ShapeResolutionFillTextures
GeometryTextov boxy
Velikost rmkuPidn/mazn rmuPklad: Tok textuPklad: Vce sloupc
Piazen materiluPrimitiva
VizualizaceVolby pro Meta Ball
RozlienThreshold (Influence)Update
Meta StructureTechnical DetailsUnderlying Structure
NastavenPouit a funkce
Vizualizaceprava (Modify)Vytven (Generate)Deformace (Deform)Simulace
Rozhran (Interface)Svazek (Stack)
Volbyka
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SegmentyPouze vrcholy (Only Vertices)Metody omezen (Limit Method)
PopisVolbyPklady
Jednoduch rovinaZjednoduen vlec
PopisVolbyHints
Pouit modifiktoru zrcadlen spolu s modifiktorem podrozdlen povrchu (Subdivision Surface)Zarovnvn se zrcadlem
PopisVolbyVolbyPklad
Extern odkazyPopisNastavenPopisVolby
NastavenInterakce Soft Body a ObleenInterakce se silovmi poliPkladyTipy
Postup - WorkflowVytvoen sticovho systmu
Typy sticovch systmSpolen volby
OdkazyOmezen a vlivy pohleduGlobln vlivyNastaven osvtlenLighting in the WorkflowOverriding Materials to Reset LightingJak materily fungujPouit materilMaterilov texturyWorld TexturesBrush TexturesPopisVolbyArmatury
EditovnSkinning-povrchovnPosing - pozicovnVae prvn armaturaObjekt armaturaPehled kapitoly o armaturchBones VisualizationBones propertiesBones RigidityBones influence
Panel zobrazenTypy kost
Kost osmistnKost tykaKost B-BoneKost oblka
AtributyTvary kost= Atributy
Armature LayersShowing/hiding bone layersProtected Layers
Vrstvy kost
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Pesun kost mezi vsrtvamiSkrvn kost
Vizualizace kostVlastnosti kostiBones RigidityBones influenceTransformovn kost
Radius and Scaling in Envelope VisualizationScaleB a Envelope - oblka
Smr kosti - Bone DirectionBone RollPropertiesBone Rigidity SettingsChain EditingNaming Bones
Naming ConventionsBone name flippingAuto bone naming
vodPanel knihovny pozicpravyPouit omezova
Omezovn kostDostupn omezovae
Sledovn pohybuTransforman omezovaeDrhov omezovaeVztahov omezovae
Zhlav omezovaeNastaven omezovae
Cl (target)= Prostor (Space) omezovaeVliv (Influence)Pidn/ostrann omezovaePopisVolbyVolbyPanel klovch sadPanel aktivn klov sadyPidvn vlastnostViz tak
Prvky asov osyAktuln snmekKlov snmkyZnaky (Markers)
Nastaven pohleduMenu pohled
pravyMenu rmek
PehrtMenu pehrvnHeader Controls
Vytven klovch snmkv pohledu 3Dv panelu vlastnostv animanm editoru
pravy klovch snmkGravitaceVytvoen silovho pole
Common Field SettingsFalloff
Typy polsilovvtrvrovmagnetickharmonick
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nbojLennard-JonesovoPole textur
PkladyCurve GuideBoidTurbulenceTaen, brdnOdkazy
NastavenInterakce Soft Body a ObleenInterakce se silovmi poliPkladyTipy
Postup - WorkflowVytvoen sticovho systmu
Typy sticovch systmSpolen volby
OdkazyvodZanme
Dohlen na 2D trackingManuln kalibrace objektivu pomoc grease pencil a/nebo mkyeen pohybu kameryZkladn nstroje pro orientaci a stabilizaci scnyZkladn uzly pro zakomponovn scny do relnho zznamuNeinplementovan nstroje
ManulMovie Clip Editor
Tools available in tracking modeMarkers panelTrack panelSolve panelCleanup PanelClip Panel
Properties available in tracking modeGrease Pencil PanelTrack PanelCamera Data PanelDisplay PanelTracking Settings PanelCommon optionsKLT tracker optionsSAD tracker optionsMarker PanelProxy / Timecode Panel
Tools available in reconstruction mode
Proces renderovnPehledDistribuovan renderovac farmaIntegrace pracovnho Renderu Workbench
Panel nastaven renderuRenderVsrtvyRozmry DimensionsAnti-AliasingMotion Blur -Shading - stnovnVstupVkonPost ProcessingRaztka, oznaenBake (zapeen)
Pidn nov kameryZmna aktivn kameryNastaven kamery
okyDisplayComposition Guides
Camera NavigationMove active camera to viewCamera View PositioningRoll, Pan, Dolly, and TrackAiming the camera in Flymode
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SyntaxeVolby Renderu:Volby formtu:Volby playbacku:Volby okna: Options:Specifick volby pro hern engine:Volby prosted Python:Volby debugovn:Rzn volby:Dal volby:
PkladyRenderovn obrzkuRenderovn filmuSputn Blenderu se specifickm engine
PlatformyWindowsMac OS XLinuxZanmeOdkazyRenderovn pomoc GPUvodyPerspektivaOrtografick zobrazenPanoramatick zobrazen
EquirectangularRyb oko
Hloubka ostrosti (Depth of Field)ClippingShader povrchuVolume ShaderZdvihov shader (Displacement)spora energieTypy vstupkPodrozdlen - SubdivisionTerminologieParametry BSDF
Volume ShadersDensityVolume Material
Interaction with the Surface ShaderMesh Topology
Volume WorldScattering BouncesOmezenHlasitosti ShaderyObjem Materil
Interakc s povrchem ShaderMesh topologie
Objem WorldRozptyl ske
Svtidla (lampy / lamps)Bodov svtloSpot LampPlon svtlo (Area Lamp)Slunen (Sun) svtloShaderyTexturyDalOpen Shading LanguageKameraHodnotaRGBAtributGeometrieCesta paprskuObject InfoFresnelLayer WeightHmotnost vrstvy (Layer Weight)
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Souadnice texturInformace o sticchInformace o vlasechTangenta (tena)Vstup z materiluVstup z lampyVstup svtov (World)Typy zenOvldn odrazPrsvitnost (Transparency)ViditelnostZkladn kontextZnm omezenPokroil monostiVbr podle ViditelnostiVbr podle typ hranVbr podle typy hran
Edge MarksSelection by Face MarksSelection by GroupSelection by Image Borderetzen - ChainingPlen - SplittingVbrZakonenerchovan ra - Dashed LineModifiktory
Podln tahyVzdlenost od kameryVzdlenost od objektuMateril
ModifiktoryPodln tahyVzdlenost od kamery - Distance from CameraVzdlenost od objektu - Distance from ObjectMateril
ModifiktoryPodln tahyKaligrafieVzdlenost od kameryVzdlenost od objektuMateril
Modifiktory2D PosuvTransformace 2DBackbone StretcherBezier CurveBlueprintGuiding LinesPerlin Noise 1DPerlin Noise 2DPolygonizationSamplingSinus DisplacementSpatial NoiseTip Remover
Vytvoen modulu pro stylVbrChaining-etzenRozdlenTdnVytvoen tahUser control on the pipeline definition
VideaVideo vodnkyvodyRznPstup a aktivace uzlPkladyAddonsSkriptyUkldn vlastnch skript
Umstn soubor
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361Instalace
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vod
Blender 2.5 s Big Buck Bunnym
Vtejte v uivatelsk dokumentaci Blenderu! Dokumentace Blenderu sestv z mnoha st: tento uivatelsk manul, referennpruka, nvody, fora, a spousta dalch webovch zdroj. Prvn st tohoto manulu vm uke jak Blender sthnout a nainstalovat.Pokud si zvolte staen zdrojovho kdu, pak se tak dozvte jak Blender zkompilovat.
Blender m uivatelsk rozhran, kter je optimalizovan pro tvorbu 3D grafiky. Z potku me bt trochu matouc pro nov uivatele,ale v uivatelskm rozhran Blenderu je jeho nejvt sla. Sekce Rozhran vs ble seznm s rozhranm a jeho konvencemi.
Co je Blender?Blenderu vznikl ji v roce 1994 jako integrovan aplikace, kter umouje vytven 2D a 3D obsahu. Blender poskytuje irokspektrum nstroj pro modelovn, texturovn, osvtlen, animace a video post-processingu v jednom ucelenm softwarovm balku.Dky sv oteven architektue poskytuje multiplatformnost, roziitelnost a pevn ucelen workflow. Blender je jednou znejpopulrnjch 3D grafickch aplikac na svt.
Blender me bt pouit k tvorb 3D vizualizac, stejn tak i pro kvalitn video, nicmn je v nm vlenn i real-time 3d engine slouc ktvorb interaktivnho obsahu a her.
Blender byl pvodn vyvjen spolenost 'Not a Number' (NaN). Nyn je Blender 'Free Software' a jeho zdrojov kd je en pod licencGNU GPL. Jeho vvoj probh pod ztitou a za finann podpory Blender Foundation.
Mezi lety 2008 a 2010 byl Blender kompletn pepracovn, jeho funkce, rozhran a workflow byly vylepeny. Vsledkem tto snahy jeverze softwaru znm jako Blender 2.5.
Hlavn rysy:
Renderovn obrzku a jeho postprodukce
Pln integrovan sada nstroj nezbytnch pro 3D tvorbu, jako je: modelovn, UV mapovn, texturovn, animovn, stice,simulace, skriptovn, renderovn, post-produkci videa a tvorbu herMultiplatformn aplikace s rozhranm zaloenm na OpenGL, kterou lze provozovat na: Windows, Linux, OSX, Solaris a mnohodalch.Umouje rychle a produktivn vytvet velmi kvalitn 3D architekturuPodpora uivatelsk komunity: na http://BlenderArtists.org, novinky: http://BlenderNation.com a esk podpora nahttp://www.blender3d.czMal spustiteln soubor pro snadnj distribuci
Aktuln verzi Blenderu si mete sthnout zde.
Nebojte se Blenderu
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Uvtac obrazovka podzimu 2013
Pestoe plnohodnotn systm Blender obsahuje tisce rznch funkc, od pravy grafiky, modelovn, fyziklnch simulac,videoprocessingu, renderingu,.. nemuste mt strach, e Blender "nezvldnete"! Systm Blender m toti gigantickou vhodu: staporozumt nkolika nstrojm uvnit a hned dokete vytvet sv dla bez nutnosti znalosti i zkuenost nad detailnmi oblastmi(napklad kinematiky). Sta vzt, petku odvahy a zat.
Ovldn systmu se me pro ty, kte s podobnmi systmy jet nepracovali zdt ponkud komplikovan. Jsou vyuity vechna titlatka myi, je zde velk mnostv horkch klves... Ale jak zaznlo ve: veker funkce jsou dostupn z menu a sta pouze nkolikdn hran si s Blenderem a mte jeho zkladn principy "pod k".
Po startu Bledneru jste uvtni obrazovkou, jej nosn fotografie je samozejm t vytvoena v Bledneru. Kad nov verze m novoufotografii. Me slouit jako motivace pro grafika, kter prv startuje blender.
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Historie Blenderu
V roce 1988 zaloil Ton Roosendaal v Holandsku animan studio NeoGeo. Brzy se z nj stalo nejvt animan studio v Holandsku ajedno z pednch v Evrop. NeoGeo vytvelo vznamn ocenn produkty (European Corporate Video Awards 1993 a 1995) promnoho velkch korporac, napklad Philips. V NeoGeo byl Ton mimo jin zodpovdn za vtvarn smr a vvoj softwaru. Po pelivvaze se Ton rozhodl, e aktuln pouvan sada 3D nstroj je v NeoGeo zastaral a tkopdn pro vylepen a e je teba ji odzkladu pepsat. Prce zapoaly v roce 1995 a brzy spatil svtlo svta program, kter je dnes znm jako Blender. V dob, kdyNeoGeo dokonovalo pravy na vylepen Blenderu, Ton piel s mylenkou, e Blender by mohli pouvat i dal umlci, nejenzamstnanci NeoGeo.
V roce 1998 se Ton rozhodl zaloit dal firmu pod nzvem Not a Number (NaN) jako odno NeoGeo, se zamenm na vt trh azabvajc se rozvojem Blenderu. Ideou NaN bylo vytvet a distribuovat zdarma mal, multiplatformn program pro tvorbu 3D grafiky. Vt dob to byla revolun mylenka, protoe cena vtiny komernch program pro 3D grafiku byla nkolik tisc dolar. NaN doufal, evytvo profesionln nstroj pro modelovn a animaci, kter by byl dostupn pro kadho. Byznys model firmy NaN szel na komernprodukty a sluby kolem Blenderu. V roce 1999 se firma NaN poprv zastnila konference Siggraph se snahou o vet propagaciBlenderu. Blender, kter byl na Siggraphu poprv, ml velk spch a velk zjem projevil nejen tisk, ale i nvtvnci. Blender bylhitem, co jen potvrdilo jeho potencil.
Na kdlech spchu po Siggraphu na potku roku 2000 byla NaN finann zabezpeena stkou 4,5 milionu , kterou zskala odinvestor. Velk psun penz umonil rychl rst spolenosti a zakrtko se NaN mohla pochlubit vce jak 50 pracovnky z celho svta,kte pracovali na zlepen a podpoe Blenderu. V lt 2000 byl vydn Blender 2.0. Tato verze pidala integrovan hern rozhran k 3Dnstrojm. Do konce roku 2000 bylo na internetov strance NaN zaregistrovno pes 250 000 uivatel.
Bohuel ani ambice a dovednosti NaN nestaily k tomu, aby se firma uchytila na tehdejm trhu. Dsledkem toho bylo obnoveninnosti NaN s novm investorem a malou spolenost v kvtnu 2001. O est msc pozdji se na trhu objevil prvn komern produktNaN s nzvem Blender Publisher. tento produkt byl zamen na nov vznikl trh s interaktivnmi 3D medii pro WWW strnky. Bohuelzklamn z prodeje a tk ekonomick situace vedla nov investory k tomu, e se rozhodli zastavit vechny prce NaN. Ukonenprac zastavilo tak dal rozvoj Blenderu. Mimo toho, e v aktuln verzi Blenderu byly velk nedostatky, zrove se sloenm vnitnmjdrem, mlo vkonnmi nstroji a nestandardnm rozhranm, setkala se tato verze s nadenou podporou uivatelsk komunity, jejlenov v minulosti Blender Publisher koupili. Ton nenael dvody pro oputn Blenderu, ale obnovit innost firmy s malou skupinoupracovnk bylo nemon. Proto v beznu 2002 zaloil nekomern organizaci Blender Foundation.
Zkladnm clem Blender Foundation bylo najt zpsob jak pokraovat v rozvoji a podpoe Blenderu jako Open Source projektu. Vervenci 2002 se Tonovi podailo pesvdit investory NaN, aby souhlasili s jedinenm plnem uvolnit Blender jako open source.Kampa Free Blender (Voln Blender) potebovala zskat 100,000 , aby Blender Foundation mohla od investor NaN koupitprva na zdrojov kd Blenderu a nsledn jej uvolnit pod Open Source licenc. Zrove naden skupina dobrovolnk, z nich stbyli bval zamstnanci NaN, zaloila sbrku pro Free Blender. K divu vech, kampa zskala potebnch 100,000 bhem krtkch7 tdn. V nedli 13 jna 2002 byl Blender vydn pod licenc GNU General Public License (GPL). Rozvoj Blenderu trv dodnes,pohnn kolektivem mnoha oddanch dobrovolnk z celho svta, kter d sm zakladatel Ton Roosendaal.
Video: From Blender 1.60 to 2.50
[video link]
Verze/Vznamn udlosti
Historie Blenderu a jeho vvoj
1.00 Leden 1995 Blender je vyvjen v animanm studiu NeoGeo1.23 Leden 1998 Pedstavena SGI verze na webu, IrisGL1.30 Duben 1998 Verze pro Linux a FreeBSD s vstupem do OpenGL a X1.3x erven 1998 Zaloena spolenost NaN1.4x Z 1998 Uvolnna alfa verze pro systmy Sun a Linux1.50 Listopad 1998 Publikovn prvn manul1.60 Duben 1999 C-key (nov nstroj pro uzamen, $95), uvolnna verze pro Windows1.6x erven 1999 Uvolnna verze pro BeOS a PPC1.80 erven 2000 Ukonen C-key, Blender se opt stv freewarem2.00 Srpen 2000 Interaktivn 3D a real-time engine2.10 Prosinec 2000 Nov engine, fyzika, a Python2.20 Srpen 2001 Character animation system2.21 jen 2001 Vyputn Blender Publisher2.2x Prosinec 2001 Mac OSX verze13. jen 2002 Blender pechz na Open Source, prvn Blender Konference2.25 jen 2002 Blender Publisher voln ke staenTuhopuu1 jen 2002 Je vytvoena experimentln vtev Blenderu pro volnou ruku vvojm2.26 nor 2003 Prvn opravdov Open Source Blender2.27 Kvten 2003 Druh Open Source Blender2.28x ervenec 2003 Prvn ze srie 2.28x2.30 jen 2003 Druh Blender Konference, pedstaveno pedlan UI verze 2.3x2.31 Prosinec 2003 Zdokonalen stability UI projektu verze 2.3x2.32 Leden 2004 Vznamn renovace schopnost internho renderu2.33 Duben 2004 Implementovn Ambient Occlusion, nov procedurln textury a byl opt zakomponovn game engine!2.34 Srpen 2004 Velk vylepen: Particle Interactions, LSCM UV mapping, funkn integrace YafRaye, Weighted creases vSubsurfaces, Ramp shadery, full OSA, a mnohem mnohem vc.2.35 Listopad 2004 Dal verze pln vylepen: Object hooks, curve deforms a curve tapers, particle dupliktory atd.2.36 Prosinec 2004 Stabilizan verze, pr novch vc pidno, jako jsou Normaly a Displacement mapping2.37 erven 2005 Velk pokrok: Transforman nstroje, Softbodies, Force fields, deflections, incremental Subdivision
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Surfaces, Transparentn stny, a Multithreaded rendering.2.40 Prosinec 2005 An even bigger leap: pln pepracovan systm armatur, shape keys, chlupy pomoc stic, kapaliny a rigidbodies.2.41 erven 2006 Pevn vylepen Game enginu a lots of fixes.2.42 erven 2006 Hlavnm motivem jsou Nody. Pez 50 developers pisplo pi tvorb Nod, Array modifiktor, vector blur,nov engine fyziky, vylepen renderingu, zlepen synchronizace obrazu se zvukem a many other features.2.43 nor 2007 Hlavnm motivem je slovo Multi: Multi funkce: multi-resolution Meshes, multi-level UV Textures, multi-layerimages a multi-pass rendering a baking, Sculpting, Retopology, multiple additional Matte, Distort a Filter Nody, vylepenmodelingu a animac, lep kreslen s multiple brushi, fluid particles, proxy objecty, pepsn byl Sequencer, a post-produkn UVtexturing. Uff! Oh, a website rewrite A ano, je tu i monost vyuvat multi-threaded rendering pro multi-core CPU. S Verse jakomulti-user, mete spolupracovat na stejnm projektu ve vce lidech ve stejnm ase.2.44 May 2007 SSS: Velk novinky, pidny dva nov modifiktory a oiven podpory 64-bit OS, byl pidn subsurfacescattering, kter simuluje rozptyl svtla zpoza povrchu organickch a mkkch objekt2.45 Z 2007 Jedn se pedevm o stabilizan verzi s opravou spousty chyb z pedelch verz.2.46 Kvten 2008 [Peach release] byl vsledkem velkho sil vce ne 70 vvoj, kte vylepili nebo pomhali pi vvoji hairand fur, novho particle systmu, image browseru, cloth symulace, hladk a neruiv physics cache, v renderingu byli vylepenyreflexe, AO, a render baking; mesh deform modifier pro svalovinu a tak lep podpora pro animaci pomoc armature tools adrawing, skinning, constraints a barevnj Action Editor, a mnoho dalho.2.47 Srpen 2008 Bugfix release2.48 jen 2008 Apricot release: GLSL shadery, svtla a GE vylepen, Snap, sky simultor, shrinkwrap modifiktor, vylepenpython editace2.49 erven 2009 Pre-Re-Factor release pidna vznamn zlepen jdra a GE. Jdro bylo vylepeno o texture node,armature sketching (nazvn Etch-a-Ton), vylepenmi boolean, mesh operacemi, podporou JPEG2000, projection paintingpedstavujc pm penos obrzku na modely, a Python script katalog. GE vylepen obsahuje video textury, pes kter metepoutt filmy ve he (!), upgradovn byl t i Bullet physics engine, dome (fish-eye) rendering, a vce dostupnch API GE voln.2.5 Od roku 2008 do z 2010. Tato ada release 4 ped-verz (od Alpha0 - Listopad 2009 - a po Beta ervenec 2010. Je tojeden z nejdleitjch projekt blenderu s kompletnm pepracovnm - nov funkce, zmna okennho sytmu a event/tool/datahandling system, nov python API... Finn verze tohoto projektu bude Blender 2.6 (naplnovno na ervenec 2010).
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O svobodnm software a GPL
Kdy se nkdo dozv o "svobodnm softwaru", prvn vc, kter na kterou mysl, je, e to je "zdarma". I kdy je to pravda, ve vtinppad uruje termn "svobodn software", jak pouvat Free Software Foundation (pvodci projektu GNU a tvrci GNU General PublicLicense) znamen "svobodn ve smyslu svobody" spe ne ve smyslu " dn nklady ". Svobodn software v tomto smyslu jesoftware, kter mete libovoln pouvat, koprovat, modifikovat, distribuovat, bez omezen. Porovnejme to s licenc vtinykomernch softwarovch balk, kde mte monost instalovat software na jednom potai, nen dovoleno dlat dn kopie a nikdyneuvidte zdrojov kd. Free software umouje neuvitelnou svobodu konenmu uivateli, krom toho, protoe zdrojov kd jeveobecn k dispozici, je zde vt ance odhalit chyby a opravit je.
Kdy je program licencovn jako GNU General Public License (the GPL):
mte prvo jej pouvat za jakmkoliv elem;mte prvo jej modifikovat a mte pstup ke zdrojovm kdm;mte prvo program koprovat a it;mte prvo program vylepit a uvolnit svou vlastn verzi.
Na opltku za tato prva, mte tak njak povinnosti. Pokud te GPL program, jsou vae povinnosti nsledujc:
Muste poskytnout kopii GPL s programem, take pjemce si je vdom svch prv v rmci licence.Muste piloit zdrojov kd nebo jej uinit voln dostupnm.Jestlie modifikujete zdrojov kd a te modifikovanou verzi, muste jej it pod licenc GPL a zveejnit modifikovan zdrojovkd. Nesmte pout GPL kd jako soust proprietrnho programu.)Nesmte omezit vydvn licenc programu za podmnek GPL. (Nemete vytvoit proprietrn program z GPL programu.)
Vce informac o GPL naleznete zde.
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Vvojov komunita soustedn kolem webu BlenderFoundation. Zde najdete domc strnky vvojovch projekt,funkn a dokumentan fra, repozit CVS se zdrojovmikdy Blenderu, vechny zdroje dokumentace a tematikoupodobn veejn diskusn fra. Vvoji, autoi skript Pythonu,pisatel dokumentace a vbec zde mete najt obecnkohokoli, kdo pomh pi vvoji Blenderu.
Jt na http://www.blender.org
Uivatelsk komunita soustedn kolem nezvislch strnekBlenderArtists. Zde tvrci v Blenderu, programtoi her,nadenci pro Blender maj sv vtvory, zskvaj k nim odezvy azskvaj lep pohled na funcionalitu Blenderu. Stejn tak jemon zde najt vody k Blenderu a znalostn bzi.
Jt nao http://www.BlenderArtists.org
Zskn podpory: komunita Blenderu
Je voln dostupn od zatku, i kdy byl jet kd uzaven, a hodn pomohla pi pijmut Blenderu. Velk, stabiln a aktivn uivatelskkomunita se kolem Blenderu shromauje od roku 1998.
Komunita se kzala jako klov koncem lta roku 2002, kdy se stal z Blenderu Open Source a peel pod licenci GNU GPL.
Komunita je nyn rozdlena mezi dva iroce se pekrvajc weby:
These two websites are not the only Blender resources. The Worldwide community has created a lot of independent sites, in locallanguages or devoted to specialized topics. A constantly updated listing of Blender resources can be found at the above mentionedsites.
IRC chat channels
For immediate online feedback there are three IRC chat channels permanently open on irc.freenode.net. You can join these with yourfavorite IRC client :
#blenderchat for general discussion of blender;#blenderqa for asking questions on Blender usage;#gameblender for discussion on issues related to game creation with Blenders included game engine.
For developers there is also :
#blendercoders for developers to ask questions and discuss development issues, as well as a meeting each Sunday at 4 pmNetherlands time;#blenderpython for discussion of the python API and script development;#blenderwiki for questions related to editing the wiki
Who uses Blender?New releases of Blender are downloaded by more than a million people around the world just in the first 10 days of release. Thisfigure spans all platforms (Windows, Linux, and MacOS) and does not include redistribution, which is fully authorized and unrestricted.We estimate there are in excess of two million users. This manual is written to serve the wide array of talented people that useBlender:
Hobbyist/Student that just wants to explore the world of computer graphics (CG) and 3D animation2-D artist that produces single image art/posters or enhances single images as an image post-processing lab2-D artist or team that produces cartoon/caricature animations for television commercials or shorts (such as The Magic ofAmelia)3-D artist that works alone or with another person to produce short CG animations, possibly featuring some live action (such as"Suburban Plight").3-D team that produces an animated (100% CG) movie (such as "Elephant's Dream", "Plumiferos", "Big Buck Bunny").3-D team that works together to produce live action movies that include some CG.
A wide range of age groups, from teenagers to oldsters use Blender, and the user community is fairly evenly divided between noviceand professional graphic artists; those occasional users as well as commercial houses. We can divide the 2-D and 3-D teams thatproduce movies and animations further into individual job categories. Those that use Blender include:
Director - Defines what each Scene should contain, and the action (animation) that needs to occur within that scene. Definesshots (camera takes) within that scene.Modeler - Makes a virtual reality. Specialties include Character, Prop and Landscapes/Stage modelersCameraman, Director of Photography (DP): sets up the camera and its motion, shoots the live action, renders the output frames.Material Painter - paints the set, the actors, and anything that moves. If it doesn't move, they paint it anyway.Animation and Rigging - makes things hop about using armaturesLighting and Color Specialist - Lights the stage and sets, adjusts colors to look good in the light, adds dust and dirt to materials,scenes, and textures.Special Purpose talent - Fluids, Motion Capture, Cloth, dust, dirt, fire, explosions, you know, the fun stuffEditor - takes all the raw footage from the DP and sequences it into an enjoyable movie. Cuts out unnecessary stuff.
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O tto pruce
This manual is a mediawiki implementation that is written by a world-wide collaboration of volunteer authors. It is updated daily, andthis is the English version. Other language versions are translated, generally, from this English source for the convenience of ourworld-wide audience. It is constantly out of date, thanks to the tireless work of some 50 or more volunteer developers, working fromaround the world on this code base. However, it is the constructive goal to provide you with the best possible professionaldocumentation on this incredible package.
To assist you in the best and most efficient way possible, this manual is organized according to the creative process generallyfollowed by 3D artists, with appropriate stops along the way to let you know how to navigate your way in this strange territory with anew and deceptively complex software package. If you read the manual linearly, you will follow the path most artists use in bothlearning Blender and developing fully animated productions:
1. Getting to know Blender = Intro, Navigating in 3d, scene mgt2. Models = Modeling, Modifiers3. Lighting4. Shading = Materials, Textures, Painting, Worlds & Backgrounds5. Animation = Basics, Characters, Advanced, Effects & Physical Sim6. Rendering = Rendering, Compositing, Video Seq Edit7. Beyond Blender = Extending Blender
AudienceThis manual is written for a very broad audience, to answer the question "I want to do something; how do I do it using Blender?" all theway to "what is the latest change in the way to sculpt a mesh?"
This manual is a worldwide collaborative effort using time donated to the cause. While there may be some lag between key featuresbeing implemented and their documentation, we do strive to keep it as up-to-date as possible. We try to keep it narrowly focused onwhat you, the end user, need to know, and not digress too far off topic, as in discussing the meaning of life.
There are other Blender wiki books that delve deeper into other topics and present Blender from different viewpoints, such as theTutorials, the Reference Manual, the software itself, and its scripting language. So, if a question is not answered for you in this UserManual, please search the other Blender wiki books.
Learning CG and Blender
Getting to know Blender and learning Computer Graphics (CG) are two different topics. Learning what a computer model is, and thenlearning how to develop one in Blender are two different things to learn. Learning good lighting techniques, and then learning about thedifferent kinds of lamps in Blender are two different topics. The first, or conceptual understanding, is learned by taking secondary andcollege courses in art and media, by reading books available from the library or bookstore on art and computer graphics, and by trialand error. Even though a book or article may use a different package (like Max or Maya) as its tool, it may still be valuable because itconveys the concept.
Once you have the conceptual knowledge, you can easily learn Blender (or any other CG package). Learning both at the same time isdifficult, since you are dealing with two issues. The reason for writing this is to make you aware of this dilemma, and how this manualattempts to address both topics in one wiki book. The conceptual knowledge is usually addressed in a short paragraph or two at thebeginning of a topic or chapter, that explains the topic and provides a workflow, or process, for accomplishing the task. The rest of themanual section addresses the specific capabilities and features of Blender. The user manual cannot give you the full conceptualknowledge - that comes from reading books, magazines, tutorials and sometimes a lifetime of effort. You can use Blender to producea full-length feature film, but reading this manual and using Blender won't make you another Steven Spielberg!
At a very high level, using Blender can be thought of as knowing how to accomplish imagery within three dimensions of activity:
1. Integration - rendering computer graphics, working with real-world video, or mixing the two (CGI and VFX)2. Animation - posing and making things change shape, either manually or using simulation3. Duration - producing a still image, a short video, a minute-long commercial, a ten minute indie short, or a full-length feature film.
Skills, like navigating in 3D space, modeling, lighting, shading, compositing, and so forth are needed to be productive in any givenarea within the space. Proficiency in a skill makes you productive. Tools within Blender have applicability within the space as well. Forexample, the video sequence editor (VSE) has very little to do with the skill of animation, but is deeply applicable along the Durationand Integration scales. From a skills-learning integration perspective, it is interesting to note that the animation curve, called an Ipocurve, is used in the VSE to animate effects strips.
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At the corners/intersections is where most people's interest's lie at any given time; a sort of destination, if you will. For example, thereare many talented artists that produce Static-Still-CG images. Tony Mullen's book Introducing Character Animation With Blenderaddresses using CG models deformed by Armatures and shapes to produce a one-minute animation. Using Blender fluids in a TVproduction/commercial is at the Shape/Sim-Integrated-Minute intersection. Elephants Dream and Big Buck Bunny is a bubble at theArmature-CG-Indie space. Therefore, depending on what you want to do, various tools and topics within Blender will be of more orless interest to you.
A fourth dimension is Game Design, because it takes all of this knowledge and wraps Gaming around it as well. A game not only hasa one-minute cinematic in it, but it also has actual game play, story line programming, etc. -- which may explain why it is so hard tomake a game; you have to understand all this stuff before you actually can construct a game. Therefore, this Manual does not addressusing the Game Engine; that is a whole 'nother wiki book.
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Neoficiln manul Blender
summary
Thanks much for blender doc activist! On the link below (or menu above) you can see whole huge "PDF reprint" of manual pages. It isusefull for travelling users, it have 1500 pages. Helpfulness is described in Czech language. Than we can see that final translation tothe Czech can be very nice (if someone help).
Co novho (october 2013)
Dky aktivit nkterch pispvovatel v publikan innosti wikipedie Blender vznikla monost zskat kompletn manul Blender jakojedin soubor typu PDF.
Jde o reprint pvodnch strnek zalman tak, aby byl co nejvce iteln a aby obsahoval kompletn "vdmo" z manulovch strnek.
Vhoda tohoto manulu spov v nkolika skutenotech:
vejde se na fleku, mobil, tablet. Mete jej nosit stle u sebed se v souboru rozumn vyhledvatct strukturu manulovch strnek (jde o reprint), take vyznte-li se ve wiki, vyznte se i v PDFje aktualizovn kad msc(!!!) podle aktulnch anglickch strnek.obsahuje 1500 stran textu, co je zejm dostaten objem informac popisujcch systm Blender :-)
Odkaz k manulu je bu pepnutm do anglick verze horn litou, nebo pmo na tto anglick originln verzi wiki.
esk verze
Bohuel je pramlo dobrovolnk, kte pomhaj s peklady jednotlivch kapitol Blenderu 2.6, tedy je peloena pouze hrstka strnek(prakticky obsah a sekce modelovn). Nicmn blsk se na lep asy, pekldm, co mi klvesnice sta.
Jako Vnon (2013) pekvapen pro Vs pipravuji podobnou monost zskn eskho "soutisku" nkolika kapitol tak, aby byly kuitku na cestch, zkrtka v offline pouit.
Pro tisk sice anglick verze nen zcela optimln (manuly a knihy maj peci jen sazbu na vy grafick rovni), nicmn je k dispozicizdarma a zkrtka JE TU!
Quark66 19:49, 24 September 2013 (CEST)(Sign)
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Instalace binrek
Blender 2.59 je dostupn jako spustiteln binrka i jako zdrojov kd na webu Blender Foundation (http://www.blender.org/). Vsouasn dob pro staen Blenderu 2.59, vyberte "Blender 2.59" z pravho menu domovsk strnky .
For the online manual hosted at the wiki, you can generally use the most recent version of Blender located at the Blender Foundationwebsite (although all of the features from the newest release version may not be fully updated). If you are using a published version ofthis manual it is recommended that you use the Blender version included on the Guide CD-ROM. In the following text, whenever"download" is mentioned, those using the book should instead retrieve Blender from the CD-ROM.
Staen a instalace binrky
Binrky jsou poskytovny pro hlavn rodiny operanch systm. Pro dal systmy mohou existovat neoficiln distribuce, tyto vaknejsou podporovny Blender Foundation, you should report directly to their maintainers:
WindowsLinuxMacOSXFreeBSD, Irix, Solaris
Binrky pro operan systmy Macintosh jsou poskytovny pr dv rzn hardwarov architektury x86 (Intel a AMD processors) aPowerPC, a mete si vybrat mezi staticky linkovanmi nebo dynamicky natanmi knihovnami.
Instaltor vytvo soubory a pr sloek na dvou mstech vaeho potae: jeden set sloek je pro samotn blender a dal je prouivatelsk data. Pro jejich vytvoen muste mt prva administrtora. Jsou to sloky:
.blender - configuration information (vtinou vzvy ve vaem rodnm jazyce)blendcache_.B - doasn uloit pro data generovan simulacemi (softbodies, cloth, fluids)plugins - pidvaj funkcionalitu pro textury a sequencingscripts - pythonov skripty roziuj funkcionalitu Blenderutmp - sloka pro doasn vstup renderu
Hardwarov podporaBlender supports 64-bit hardware platforms running a 64-bit unix operating system, removing the 2GB addressable memory limit.
Blender podporuje vcejdrov procesory, jako teba Intel Core-Duo a AMD X2 tm e nabz tzv.Threads: nastavuj se pi renderovnobrzku, aby pracovaly ob jdra paraleln.
Blender podporuje irokou paletu tablet na vech hlavnch operanch systmech, pedevm OS X, Windows XP, a Linux OS.
Tipy jak zrychlit bh Blenderu a renderovn mete najt zde.
Vvojov platformy
This is the list of systems in use and supported by active Blender developers:
Name OS CPU Graphics card
Andrea Weikert Windows XP 32 AMD Athlon 64 X2 Nvidia Quadro FX1500
Andrea Weikert Windows XP 32 Intel P4 ATI Radeon 9000
Antony Riakiotakis Windows 7 64 Intel Core i5 NVidia Geforce GT 540M
Antony Riakiotakis Ubuntu 12.10 Intel Core i5 NVidia Geforce GT 540M
Bastien Montagne Debian Testing 64 Intel Core i7 Q720 ATI Radeon 5730 mobility
Benoit Bolsee Windows XP 32 AMD Athlon XP ATI Radeon 9200
Brecht van Lommel Windows 7 64 Intel Core 2 Duo NVidia GeForce 460 GTX
Daniel Genrich Windows Vista 64 Intel Core 2 Duo NVidia GeForce 8500 GT
Joshua Leung Windows Vista 32 Intel Core2 Duo Nvidia GeForce Go 7600
Nathan Letwory Windows 7Ultimate 64AMD Turion X2 Mobile RM-74 ATI HD 4650
Nathan Letwory Windows 7Ultimate 64 AMD Athlon II X4 620 2x HIS ATI HD 5550 /w four monitors
Robin Allen Windows XP 32 Intel Centrino duo NVidia GeForce go 7600
Thomas Dinges Windows 7 x64 Intel Core i5 Intel HD 2500
Thomas Dinges Windows 7 x64 Intel Core i7 NVidia GeForce 540M + Intel HD 3000
Andrea Weikert Linux 32 AMD Athlon 64 X2 Nvidia Quadro FX1500
Brecht van Lommel Linux 64 Intel Core 2 Duo NVidia GeForce 460 GTX
Campbell Barton Linux 64 AMD Phenom II X6 Nvidia GeForce GTS 450
Diego Borghetti Linux 64 Intel Core i5 Nvidia GeForce GTX 480
Diego Borghetti Linux 64 Intel Core i7 Nvidia GeForce GTX 460M
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Ken Hughes Linux 32 Intel Core Duo Nvidia GeForce GO 7500
Ken Hughes Linux 64 AMD Athlon 64 X2 Nvidia GeForce 6600
Kent Mein Linux 64 Intel Core Duo Nvidia Quadro FX 1400
Michael Fox Linux 32 Celeron Nividia GeForce 6200
Raul FernandezHernandez Linux 32 Pentium D 945 ATI X1550
Robin Allen Linux 32 Intel Centrino duo NVidia GeForce go 7600
Brecht van Lommel OS X 10.6 Intel Core 2 Duo NVidia GeForce 9600M GT
Dustin Martin OSX 10.5 Dual Quad Intel Nvidia Geforce 8800 GT
Ton Roosendaal OSX 10.7 iMac Intel Core i7 AMD Radeon HD 6970M
Ton Roosendaal OSX 10.8 MacBook Pro i7 "Retina" NVidia GT 650M + Intel HD 4000
Matt Ebb OSX 10.5 Dual Core Intel MBP nVidia 8600M
Kent Mein SunOS 5.8 Sun Blade 150 ATI PGX
Timothy Baldridge SGI Irix 6.5(mipspro) 8 x R16000 (headless)
Timothy Baldridge SGI Irix 6.5(mipspro) 2 x R10000
Jeroen Bakker Latest Ubuntu64bitDell m4300 Intel Core 2 Duo2.0Ghz Nvidia Quadro FX360M
Sergey Sharybin Debian Wheezy64bit Intel Core i7 920 2.6Ghz Nvidia GeForce GTX 560Ti + GeForce GT 620
Sergey Sharybin Debian Wheezy64bit Intel Core i5 2.4GHz Intel Sandy Bridge + Nvidia GT 520M
Jens Verwiebe OSX 10.6/7/8/9 Intel Xeon 6-core@ 3.33 ATI 5870/7970
Nicholas Bishop Fedora 18 64bit Intel Core i7 @ 2.93GHz AMD Radeon HD 6950 (Gallium drivers, currently atOpenGL 2.1)
Nicholas Bishop Ubuntu 12.10 64bit Intel Core i5 ATI Mobility Radeon 5650 (Gallium drivers)
Tamito Kajiyama Windows Vista64bit Intel Core2 Duo Nvidia Quadro FX 770M
Sergej Reich Arch Linux 64bit Intel Core2 Quad @ 2.83GHz Nvidia GeForce GTX 285
Sergej Reich Arch Linux 64bit Intel Core i3 @ 2.10GHz Intel Sandybridge Mobile
Howard Trickey Ubuntu 12.04 64 Intel Xeon E5-1650 NVidia Quadro 600
Howard Trickey Windows 7 64 Intel Core i7 NVidia GeForce GTX 460
Howard Trickey OSX 10.8.2 Intel Core Duo NVidia GeForce 9400M
Kompilace zdrojkuThere are presently four build systems for making a binary for the different operating systems supported. See this web page for moreinformation about compiling a custom installation binary for your machine. This link is in wiki format and provides more information aswell.
Kompilace pluginPlugins are dynamically loaded routines that augment functionality in either texture generation or sequencing (image manipution). Seethis thread for more information.
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Skriptovac jazyk Python
Python je hlavn skriptovac jazyk se specilnm rozhranm, umoujc pstup ke vem vnitnm funkcm Blenderu. Skripty jsou psny vtomto jazyce, kter roziuje funkcionalitu Blenderu, ani by Blender musel bt pekompilovn. Tyto skripty p samotn uivatel.Poadovan verze Python je piloen a nainstalovan s distribuc, nicmn si jej mete sthnout a nainstalovat pmo z oficilnchstrnek Python website. Pokud stahujete Python oddlen, vnujte pozornost slu verze When downloading Python separately, dopay attention to the version number, as the two greatest version numbers will need to match the version numbers that Blender wascompiled on, which is displayed in the console window when Blender starts. The supported python version for Blender as of the datefor this edit is Python 2.6. Most functions do not rely on Python a notable exception is the Help menu which opens a web browserpointed to a specific location. Help text is not bundled into Blender, you must download the latest wiki or PDF user manuals, foundhere or at www.blender.org.
In general, wherever you install Python, you need to establish an operating system environment variable PYTHONPATH and point it to theBlender Scripts directory where python modules are installed, e.g. C:\Program Files\BlenderFoundation\Blender\scripts\bpymodules for Windows machines. Environment variables on Windows machines are set in theadvanced Systems settings, in the Control Panel.
When Blender starts on a machine with Python properly installed, you will get a message in the console window, similar to this one:
Compiled with Python version 2.6.6. Checking for installed Python... got it!
The above messages means that you have installed Python and have the full development and execution environment, and will be ableto access, execute and run all Python scripts that are bundled or available for Blender. If you see a different message, such as:
Could not find platform independent libraries Could not find platform dependent libraries Consider setting $PYTHONHOME to [:]'import site' failed; use -v for tracebackChecking for installed Python... No installed Python found.Only built-in modules are available. Some scripts may not run.Continuing happily.
It just means that the full Python is not available. If you want full Python functionality, refer to the Python site for installation instructions.
When you install Blender, you must tell the Python module where you put the scripts. If you choose to put user data in a differentlocation for each user, then the install will put your scripts in the C:\Users\\AppData\Roaming\BlenderFoundation\Blender\.blender\scripts folder. If you are upgrading, you probably want to overwrite all your old scripts with the newversions, and not have several versions of the same script hanging around on your PC. The best place, if you will not be editing them,is to put them in your Program Files folder with Blender:
1. Do a search on your machine for a file name with the word scripts.2. You will see the scripts folder appear after the initial search: C:\Program Files\Blender-2.49\.blender\scripts, or something
similar3. Open the script folder from the search window. You will see all the scripts. You can leave them there, or put them on your desktop
temporarily4. Then go to Program Files, then to Blender Foundation, then blender folder, then make inside it a new folder called scripts5. Drag and drop or copy all the scripts from where ever you put them into this folder.6. Make sure to include the two module folders in the script one.7. Then, if you dont know this already, open Blender.8. In Blender, the top menu bar hides all the preferences. Drag it down and then you will see a button marked File Paths.9. Once you click that File Paths button, a set of path fields will be revealed.
10. Go to the Python Scripts one and type in the script folder path you just created (or use the folder button to open a file browser and hit the SELECT SCRIPT PATH button to validate).
11. Then go to the File menu and Save Default Settings (CtrlU), so that Blender will remember that the script folder is where you toldit to look!
12. Be careful though if you have already done stuff in Blender at this point, every time you start it it will be the default start up
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Vae prvn sputn Blenderu
Pokud znte Blender 2.4x, 2.5x nedo dal 3D software jako je Maya, 3ds Max nebo XSI, okamit si vimnete, e Blender vypadjinak, ne na co jste zvykl. Brzy si vak vimnete podobnost s programy, kter jste u pouvali, jako jsou 3D Viewport, Outliner aTimeline. Pokud pracujete s 3D softwarem poprv, mete bt trochu ztracen. Natst pro nauen 3D v Blenderu plat jedinpravidlo: nebojte se prozkoumvat a experimentovat!
Po sputn Blenderu se podvejte na uvtac obrazovku, kde je v pravm hornm rohu uveden verze Blenderu.
Na lev stran najdete uiten odkazy jako jsou releaselog verze, kterou pouvte (novinky v tto verzi), wikimanull (to, co tete prv te) a oficiln strnky Blenderu.Tyto odkazy mete navtvit i pes menu Help.
Napravo je seznam naposledy uloench soubor (.blend). Pi prvnmsputn Blenderu je seznam przdn. Tento seznam je tak dostupnpes File Open Recent. Z rozbalovac nabdky Interaction metevybrat rozloen ovldn (vchoz Blender nebo Maya).
Mte ti monosti jak zat pracovat v Blenderu:
Kliknte na jeden z nedvnch soubor (pokud jste s njakm pracovali)Kliknte kamkoliv na obrazovce (mimo tmav okno uvtac obrazovky) neboStisknte Esc
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Prbn ukldejte svou prci
Blender vs pi ukonen programu neupozorn na neuloenou prci! Proto ukldejte pravideln. Pokud Blender zavete bez uloensvch poslednch zmn, jde nco z nich zachrnit. Jednodue otevete znovu Blender a kliknte na Recover Last Session na uvtacobrazovce. Tento pkaz najdete i v hlavnm menu File Recover Last Session.
Doasn soubor typu .blendPi kadm ukonen Blenderu se posledn data ulo do doasnho souboru typu .blend. Kdy kliknete na recover your last session,Blender nahraje data z tohoto souboru.
Pojet uivatelskho rozhran
Blender je vyvjen jako multi-platformn software, co znamen, e funguje na Linuxu, Mac OS X a Windows. Protoe je rozhranBlenderu zaloeno na OpenGL, zjistte, e vypad na kadm operanm systmu stejn.
Ti pravidla
Uivatelsk rozhran Blenderu je zaloeno na tech hlavnch zsadch:
dn pekrvn: Uivatelsk rozhran vm umouje pohled na vechny relevatn nastaven a nstroje bez nutnostipemisovat nebo mnit velikost oken.(1).dn peken: Nstoje a monosti rozhran neomezuj dostupnost jinch st Blenderu. Blender nepouv vyskakujc oknas poadavky na zadn hodnot ne se nco provede.Odvoditelnost: Prce s programem by mla bt maximln nemnn a pedvdateln, co se te prce s my a klvesnic.
(1)Blender 2.5 nicmn umouje pouvn vce oknen pro prci na vce monitorech. To je vyjmka pro pravidlo dn pekrvn.
Vkonn rozhran
Rozhran Blenderu je vykreslovno vhradn v OpenGL, kter umouje pizpsobit rozhran vaim potebm. Okna a dal prvkyrozhran jdou pesunout, piblit a jejich obsah me bt pemisovn. Vae obrazovka me bt peogranizovna pesn podle vachuti pro jednotliv kony a rozloen me bt pojmenovno a uloeno.
Blender tak hojn vyuv klvesov zkratky pro urychlen prce. Klvesov zkratky si mete upravit pro jejich snadnjzapamatovn.
Pehled
Vchoz rozhran se skld z Editors, Headers, Context buttons, Panels, and Controls.
V Blenderu se Editor nazv st programu, kter pln specifickou funkci (3D view, Properties Editor, Video Sequence Editor,Nodes Editor...). Kad editor m nahoe nebo dole vlastn Header.Context buttons umouj pstup k nastavenm. Vypadaj jako zloky a vtinou jsou umstny u headeru editoru (jakonapklad u Properties Editor).V kadm editoru jsou jednotliv nastaven seskupena do Panels pro logickou organizaci rozhran (Shadow panel, Color panel,Dimensions panel...).Sidebars jsou soust nkterch editor. Potom jsou v nich seskupeny panels a controls. Pro vyuit msta k prci je monsidebars doasn skrt.Panels obsahuj Controls. Umouj upravit funkce, nastaven nebo hodnoty. V Blenderu je nkolik druh controls :
Buttons: Umouj pstup k nstrojm (Translate, Rotate, Insert Keyframe). Tyto nstroje maj bn klvesovou zkratkupro urychlen prce. Pro zobrazen zkratky ukate my na button pro zobrazen npovdy.
Checkboxes: Umouj povolen nebo zakzn urit volby. Takov control me obsahovat jenom boolean hodnotu
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(True/False, 1/0).
Sliders: Umouj zadn desetinnch sel ("Floating values"). Mohou bt v uritm rozsahu (od 0.0 do 100.0) neboneomezen (od - do +). Vimnte si, e v Blenderu se vyskytuj oba typy.
Select menus: Umouj vbr hodnoty ze seznamu. Od Checkboxu se li v tom, e hodnoty jsou pojmenovan a je jichvc ne dv.
Pette si vc o buttons a controls
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Nastaven vstupu
Rozhran Blenderu je navreno k pouvn s ne uvedenmi zazenmi a nastavenm:
My s kolekemKlvesnice s numerickou stZapnut NumLock
Pokud nemte ve uveden (nap. pouvte notebook), je mon tyto vci emulovat po zapnut v nastaven Blenderu.
Vce o nastaven Blenderu
Zpisy pouvan v tomto manuluTento manul pouv nsleduj zpisy popisujc vstup od uivatele:
Oznaen tlatek myi:
LMB - lev tlatko myiMMB - prostedn tlatko myi aRMB - prav tlatko myi
Pokud mte my s kolekem
MMB - znamen stisknut koleka, jako by to bylo tlatkoWheel - znamen otoen kolekem
Klvesov zkratky jsou zapsny obrzky klves; napklad,
G - znamen mal ''g''.
Shift,Ctrl a Alt veobecn mn chovn jinch klves
CtrlW or ShiftAltA - znamen, e tyto klvesy maj bt stisknuty zrove
0 NumPad to 9 NumPad, + NumPad - a dal oznauj klvesy na numerick sti klvesnice.
Ostatn klvesy jsou oznaeny pmo jejich jmny Esc, Tab, F1 a F12. Smrov ipky maj vlastn ikonky , atd.
OvldnBecause Blender makes such extensive use of both mouse and keyboard, a golden rule has evolved among Blender users: Keepone hand on the mouse and the other on the keyboard. The most frequently used keys are grouped so that they can be reachedby the left hand in standard position (index finger on F) on the English keyboard layout. This assumes that you use the mouse with yourright hand.
Protoe Blender maximln vyuv my i klvesnici, zlat pravidlo, kter mezi uivateli Blenderu vzniklo zn: Jednu ruku na my,druhou na klvesnici. Nejastji pouvan klvesy jsou seskupeny tak, e pokud polote lev ukazovk na klvesu F pi anglickmrozloen klvesnice, jde doshnout na vechny klvesov zkratky. To za pedpokladu, e my pouvte pravou rukou.
Pokud povte klvesnici, kter se vrazn li od anglickho rozloen, pro prci v Blenderu zauvaujte nad zmnou na anglick neboamerick rozloen. Klvesov zkratky i rozloen si mete pizpsobit. Tento manul ale pouv vchoz rozloen klves.
Vce o nastaven Blenderu
Emulace tlatek myiPokud nemte my, se temi tlatky, budete ji muset emulovat povolenm tto emulace v nastaven User Preferences (ve vchozmnastaven vypnuta).
Nsledujc tabulka ukazuje pouvan kombinace:
3-button Mouse 2-button Mouse Apple MouseLMB LMB LMB (mouse button)MMB Alt LMB Opt LMB (Option/Alt key + mouse button)RMB RMB Cmd LMB (Command/Apple key + mouse button)
Vechny klvesov zkratky zmnn v tomto manulu jdou zapsat kombinacemi uvedenmi v tabulce ve. Napklad ShiftAlt RMB znamen ShiftAlt Cmd LMB u myi s jednm tlatkem
Emulace NumPaduVce o emulaci numpadu najdete na strnce o pedvolbch
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Systm oken
Po sputn Blenderu by jste mli uvidt nsledujc (uvtac obrazovka uprosted se me mnit s novmi verzemi programu):
Uprosted okna je uvtac obrazovka. Umouje rychl a snadn pstup k naposledy otevenm souborm. Pokud chcete pracovat snovm souborem jednodue kliknte mimo uvtac obrazovku. Uvtac obrazovka zmiz a vy uvidte vchoz rozloen a krychli.
Kad okno jde dl rozloit na samostatn sti (jak je uvedeno v sti uspodn oken). Vchoz scna je popsna ne.
Vchoz scna
Vchoz scna se nahraje pi kadm sputn Blenderu nebo vytvoen novho souboru.
Vchoz scna Blenderu
Je rozdlen na pt oken:
Hlavn menu (Info window) nahoe m jenom header (nic dalho krom poloek menu v nm nenaleznete).Velk 3D okno (3D window) (3D View).Okno asov osy (Timeline) v doln sti programu.Outliner vpravo nahoe.Okno vlastnost (Properties) (Buttons window) vpravo dole.
Na vod popeme nkolik zkladnch st.
Informan okno (Info Window) (t hlavn horn menu)
Viz. obrzek ne.
Current Screen (vchoz je pojmenovan Deafult): V Blenderu je ve vchozm nastaven nkolik pednastavench Screen(obrazovek), ze kterch si mete vybrat. Pokud potebujete vae vlastn uspodn obrazovky, mete si je vytvoit apojmenovat.
Current Scene: Pi vce scenes (scnch) mete pracovat se samostatnmi virtulnmi prostedmi s naprosto samostatnmidaty nebo s objekty a/nebo daty model (mesh data) propojench mezi nimi. (V nkterch 3D programech obsahuje kadsoubor jenom jednu scnu zatmco v Blenderu me jeden soubor obsahovat nkolik scn).
Current Rendering Engine: Obsahuje seznam dostupnch renderovacch engin.
Resource Information: Poskytuj informace o Blenderu a vyuvanch systmovch prostedcch. V tto sti programu sedozvte, kolik pamti je vyuito v zvislosti na potu vertices, faces a objekt ve zvolen scn, stejn jako souhrny prvvybranho. Z tchto informac mete vyst, kdy se blte k limitm svho hardwaru.
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Toggle Fullscreen: Reim cel obrazovky on/off.
3D Window View
Viz. obrzek ve.
Window Type: Umouje zmnit typ okna (jde najt v headeru kadho okna). Pokud chcete napklad vidt okno Outlinerumete ho zde vybrat. Viz Kompletn seznam typ oken
3D Transform Manipulator: Vizuln pomcka pro upravovn objekt (pesunut, rotaci a zmna velikosti). Objekty meteupravovat i pomoc klvesovch zkratek:: (G/R/S); CtrlSpace skryje nebo zobraz manipultor eho jde doshnout i kliknutm naikonu coordinate system na panelu nstroj. Thla pro pemstn/rotaci/zmnu velikosti zobrazte kliknutm na jejich ikony kterjsou po prav stran ikony coordiante system. Shift LMB -pi kliknut na ikonu zobrazte nebo skryjete jednotliv thla.
3D Cursor: M vcero vyuit. Napklad pedstavuje msto, kde se vytvo nov objekty, nebo bod, kolem kterho se bude rotovat. Tady je 3D kurzor separovan od zbytku scny:
Cube Mesh ('krychle'): Pi vchozm nastaven se Blender vdy spust s krychl uprosted scny (na obrzku ve bylapesunuta). Po njak dob budete nejsp chtt zmnit Deafultn (vchoz) nastaven; to mete provst v nastaven Blenderuaby byl Blender po sputn, tak jako ho chcete vy a uloen tohoto nastaven jako Deafultn (vchoz) pomoc CtrlU (SaveDefault Settings).
Svtlo (typu Lamp): Pi vchozm nastaven se Blender vdy spust se zdrojem svtla nkde pobl stedu 3D prostoru.
Camera: Pi vchozm nastaven se Blender vdy spust se Camera umstnou nkde pobl stedu 3D prostoru a namenousmrem ke stedu.
Selected object: Toto pole zobrazuje jmno prv vybranho objektu.
3D Window Header
Toto je header 3D okna. Kad okno v Blenderu m header (a jako v tomto ppad me bt ve spodn sti okna ale i tak mu kmeheader (zhlav).
Vce oHeadery v Blenderu
Viz. obrzek ve.
Viewport shading: Blender vykresluje 3D okno pomoc OpenGL. Druh shadingu v nhledu na scnu mete vybrat kliknutm natlatko a vbrem jedn z monost. Na vbr mte od zstupnch drtnch model a k celkovm pokryt texturami. Pokud sechystte pouvat Textured style (nhled s texturami), je vhodn mt vkonnou grafickou kartu.
Layers (vrstvy): Usnadnte si modelovn a animovn. Vrstvy v Blenderu slou k rozdlen objekt do funknch skupin. Jednavrstva napklad me obsahovat objekt vody, dal stromy, a dal zase kamery a svtla. Pro zpehlednn scny mete vrstvyzapnat a skrvat.
Buttons (Properties) Window Header
Header okna Properties je na obrzku vybarven tmavji.
Viz. obrzek ve.
Okno properties zobrazuje panely a tyto panely jsou seskupeny. V headeru tohoto okna je ada buttons (tlatek) (oznaovanch jakoContext Buttons) ktermi vybrte, jak skupina panel se zobraz.
Panely v okn Properties usnaduj prci seskupovnm souvisejcch tlatek. To, kter panely jsou viditeln zvis na typu vybranhoobjektu. Panely mohou bt sbaleny pomoc mal ipky nalevo od nzvu panelu (nap. ped Render) a mohou bt peskupeny taenmza prav horn roh.
Outliner
Toto okno obsahuje seznam vech objekt ve scn. Je obzvl uiten pi prci s vtmi scnami s mnoha objekty.
V headeru tohoto okna mete zvolit typ objekt, kter jsou tu zobrazeny a jak jsou v nm zobrazeny.
Timeline Window (Okno asov osy)
Toto okno zobrazuje asovou osu (timeline) ve kter se mete pohybovat pohybovat pomoc LMB .
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Rozloen rm
Blender vyuv pro uspodn ovldacch prvk v programu neotel systm rm prce s nimi. Okno programu se dl na rmy supravitelnou velikost. Obsah rmu je uren jeho typem jeko je napklad 3D View nebo Outliner. Zkladn mylenkou je zde monostrozdlit jeden rm na nkolik mench, neustle pravohlch, nepekrvajcch se rm. Dky tomu je kad rm vdy pln viditeln a jevelice snadn pechzet z jednoho rmu do druhho.
Maximalizace rmu
Pokud chcete, mete urit rm maximalizovat, aby vyplnil cel okno programu pes nabdku View Toggle Full Screen danhormu. Pro zruen maximalizace postupujte stejn View Toggle Full Screen. Rychlejm zpsobem pro pepnn mezi maximalizacuritho rmu a zobrazenm vech rm je klvesov zkratka ShiftSpace, Ctrl nebo Ctrl. POZNMKA: Pi pouit klvesovzkratky se maximalizuje ten rm, nad kterm je pi stisknut zkratky ukazatel myi.
Dlen rmu
V pravm hornm rohu a v levm dolnm rohu rmu se nachzej thla pro prci s rmy. Oboje mohou rmy dlit i sluovat. Kurzor myise nad nimi zmn na k. LMB a thnte prav horn roh doleva pro rozdlen rmu vertikln nebo smrem dol pro rozdlenhorizontln.
Spojovn rm
Pokud chcete spojit dva rmy, mus mt jejich sousedc hrany stejnou dlku. Pokud chcete napklad spojit rmy, kter stoj vedle sebe,musej mt stejnou vku. Pokud jejich vka stejn nen, nebudete je moci slouit. Dvodem je, aby slouen rmy mly uvnit jenomprav hly. To sam plat i pro spojen rm lecch nad sebou, musej mt stejnou ku. Pokud je horn rm vertikln rozdlen nadva, muste tyto dva horn nejprve slouit a teprve pak pjde spojit horn rm se spodnm.
Pro slouen spodnho rmu s hornm (na obrzku se chyst slouen rmu Properties s Outlinerem) umstte kurzor nad prav hornthlo pro rozdlovn nebo sluovn rm. Kdy se kurzor zmn na k, stisknte LMB a thnte kurzor do hoejho rmu. Tenztmavne a na jeho ploe se objev ipka mc vzhru. Ta znamen, e spodn rm zabere ztmavl prostor hoejho rmu. PusteLMB a rmy se slou. Pokud si to rozmyslte a chcete aby horn rm zabral prostor spodnho, thnte kurzor z hornho rmu zpt dospodnho a ipka ukazujc smrem dol vypln spodn rm.
Stejnm zpsobem mohou bt rmy sluovny zleva doprava a naopak.
Pokud stisknete Esc ped uvolnnm tlatka myi, operace se zru.
Zmna velikosti rmu
Velikosti rm mete mnit thnutm za jejich okraje pomoc LMB . Umstte kurzor nad ev, kde se stkaj dva rmy, a kdy sekurzor zmn na dvousmrnou ipku, stisknte LMB a thnte.
Zmna obsahu rm
Obsah dvou rm mete zamnit umstnm kurzoru nad jedno z thel pro sluovn a dlen rmu, podrenm Ctrl LMB a uvolnnmtlatka nad clovm rmem. Tyto dva rmy nemus bt vedle sebe, ale mus bt v jednom okn programu.
Otevrn novch oken
Mete chtt nov samostatn okno s uritm rmem. Tuto monost vyuijete, pokud mte napklad k dispozici vce monitor a chcevidt rzn informace z jedn instance Blenderu.
Ve, co pro to muste udlat, je stisknout Shift LMB nad thlem pro dlen a sluovn danho rmu a thnout mimo tento rm.Objev se nov okno i s tlatky maximalizovat, minimalizovat, zavt a dalmi tlatky, podle vaeho operanho systmu, obsahujcjedin rm, duplikt toho, u kterho jste provedli operaci Shift LMB a taen.
Jakmile mte toto nov okno, mete ho pemstit na druh monitor (nebo si ho ponechat na tom souasnm); mete u nj mnitrozmry (nebo je nechat nezmnn); mete tak organizovat jeho obsah stejnmi dosud popsanmi metodami (dlit rmy a mnitjejich velikosti, pizpsobovat si je, jak je poteba) a tak dle.
Je i dal zpbob jak vyvolat nov okno. File User Preferences... (nebo CtrlAltU) vyvol nov okno s jedinm rmem UserPreferences. Pak s tmto oknem me nakldat stejn, jak bylo popsno ve.
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Zhlav oken
All windows have a header (the strip with a lighter grey background containing icon buttons). We will also refer to the header as thewindow ToolBar. The header may be at the top (as with the Properties Window) or the bottom (as with the 3D Window) of a window'sarea. The picture below shows the header of the 3D window:
If you move the mouse over a window, its header changes to a slightly lighter shade of grey. This means that it is "focused". All hotkeysyou press will now affect the contents of this window.
Skryt zhlav
To hide a header, move your mouse over the thin line between a window and its header, until the pointer takes the form of an up-down-arrow. Then click, hold and drag with LMB from the window over the header to hide the latter.
Odkryt zhlav
A hidden header leaves a little plus-sign (see picture). By LMB this, the header will be reappear.
Note 1: In the 3D window there are up to two more of these little plus signs (to the top left and right of the window). Those will openpanels with several tools, not a second header.
Note 2: In some windows, the mentioned plus sign can be hard to find, because it might look like a part of other icons. One example isthe Outliner, in which there are other such plus signs, thus giving the one to get the header back good camouflage.
Pozice zhlav
To move a header from top to bottom or the other way round, simply RMB on it and select the appropriate item from the popupmenu. If the header is at the top, the item text will read "Flip to Bottom", and if the header is at the bottom the item text will read "Flip toTop".
Theme colorsBlender allows for most of its interface color settings to be changed to suit the needs of the user. If you find that the colors yousee on screen do not match those mentioned in the Manual then it could be that your default theme has been altered. Creating anew theme or selecting/altering a pre-existing one can be done by selecting the User Preferences window and clicking on theThemes tab of the window.
Tlatko typu okna
With the LMB clicking on the first icon at the left end of a header allows selection of one of the 16 different window types. Everywindow frame in blender may contain any type of window. So if you want 3D views everywhere, just go ahead and change them all.
Menu a tlatka
Most Window Headers, located immediately next to this first "Window Type" Menu button, exhibit a set of menus which can be hidden- again with a little minus sign. So if you cannot find a menu that was mentioned somewhere, try looking for a little plus sign (onceagain) next to the "Window Type" button. By clicking LMB on it, the menu will come back.
Menus allow you to directly access many features and commands, so just file through them to see what's there. All Menu entries showthe relevant shortcut keys, if any.
Menus and buttons will change with Window Type and the selected object and mode. They only show the actions that can beperformed.
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Okno konzole
Okno konzole je textov okno operanho systmu, kter zobrazuje zprvy o provdnch operac Blenderem, jeho stav a vnitn chyby.Pokud Blender spadne, je mon okno konzole vyut jako indiktor piny pdu.
Windows XP/Vista/7
Okno konzole Blender v prosted XP spolu shlkami.
Pokud je Blender startovn v operanm systmu Windows,Okno konzole se nejprve vytvo jako samostatn okno na ploe. Vppad, e jsou splnny podmnky startu, objev se hlavn okno Blenderu a Okno konzole bude pepnuto do pozad. Pro optovnzobrazen pejdte do Window Zapnout systmovou konzoli.
Kopie obrazovky napravo ukazuje Blenderokno konzole v prosted Windows XP ihned po sputn Blenderu a chvli po otevensouboru spolu s pslunmi zprvami.
Uzaven okna konzoleV ppad, e Blender b, mus okno konzole zstat oteven. Jeho uzaven zpsob uzaven vech oken Blenderu a tm ztrtyneuloen prce. Okno konzole je velice podobn pkazovmu oknu, a proto se pi uzavrn oken ujistte, e to nen oknoBlenderu.
Linux
Startovn Blenderu v Linuxov konzoli a nslednhlky.
Okno konzole Bledneru v Linuxu je obecn viditeln pouze v ppad, je-li Blender startovn z terminlovho okna.
V zvislosti na nastaven vaeho prosted me bt ikona Blenderu umstna na ploe, nebo v nabdce Menu. Kdy spustte Blenderpomoc ikony na ploe nebo poloky v nabdce menu, pravdpodobn nebude poten terminlov okno viditeln. XWindows
Tento brzek ukazuje Blender sputn z terminlu Linux /Console Window s vslednm ytitnm textem. Pklad ukazuje monostzskn pstupu k e knihovn zvukovho servru PulseAudio. Po uzaven Blenderu je obnoven soubor uloen do /tmp/quit.blend.
MacOS
Starting Blender from a Mac OS X console windowand subsequent messages.
The process in MacOS is very similar to the one described for Linux. MacOS uses "files" with the .app extension called applications.These files are actually folders that appear as files in Finder. In order to run Blender you will have specify that path to the Blenderexecutable inside this folder, to get all output printed to the terminal. You can start a terminal from Applications -> Utilities. The path tothe executable in the .app folder is ./blender.app/Contents/MacOS/blender.
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If you have Blender installed in the Applications folder, the following command could be used, adapted to the particular Blenderversion: /Applications/blender-2.64/blender.app/Contents/MacOS/blender
Stavov a chybov hlky v okn konzole
The Blender Console Window can display many different types of Status and Error Messages. Some messages simply inform theuser what Blender is doing, but have no real impact on Blender's ability to function. Other messages can indicate serious errors thatwill most likely prevent Blender carrying out a particular task and may even make Blender non-responsive or shut down completely.The Blender Console Window messages can also originate internally from within the Blender code or from external sources such asPython scripts.
Bn zprvy
found bundled python: (FOLDER)
This message indicates that Blender was able to find the Python library for the Python interpreter embedded within Blender. Ifthis folder is missing or unable to be found, it is likely that an error will occur, and this message will not appear.
malloc returns nil()
When Blender carries out operations that require extra memory (RAM), it calls a function called malloc (short for memoryallocate) which tries to allocate a requested amount of memory for Blender. If this cannot be satisfied, malloc will return nil/null/0to indicate that it failed to carry out the request. If this happens Blender will not be able to carry out the operation requested bythe user. This will most likely result in Blender operating very slowly or shutting down. If you want to avoid running out of memoryyou can install more memory in your system, reduce the amount of detail in your Blender models, or shut down other programsand services which may be taking up memory that Blender could use.
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Typy oken
Menu pro vbr typuokna.
Grafick obrazovka Blenderu je rozdlena do nkolika obdlnikovitch st. Kad tato st (Window Frame) me obsahovat rzntypy informac podle typu okna (Window Type).
Kad okno pracuje nezvisle na ostatnch a je mon mt nastaven stejn typ pro vce oken souasn (co bv asto napklad vppad 3D pohledu na scnu z rznch perspektiv). Okna je mon rozdlovat a spojovat.
Vce o aranovn pracovnch oken
Typy oken se dl podle funkcionality:
The 3D View - 3D pohled- otevr grafick trozmrn pohled na scnu.The Timeline - asov osa - d pehrvn animac.The Graph Editor - grafick editor - umouje dit animan kle a inter/extrapolaci chovn scny kolem nich.The Dope Sheet - kombinuje individuln akce do aknch sekvenc.The NLA Editor - umouje dit nelinern animan techniky skvenc.The Image/UV Editor - dv nstroje k editaci mapovn textur UV.The Video Sequence Editor - skld videosekvence do filmovho snmku.The Text Editor - textov editor - m monost zdruovat dokumentaci k projektu, pst skripty Python apod.The Node Editor - editor uzl - je vyuvn pro texturovn materilu a kompozice.The Logic Editor - Edituje logiku hry.The Properties Editor - editor vlastnost - ukazuje rzn vlastnosti prv vybranho objektu.The Outliner - hled a organizuje objekty.User Preferences - uivatelsk nastaven - je okno nastaven Blenderu jako celku.Informan okno - Podv informace a volby pro zen soubor, oken a renderovacch engin.The File Browse - souborov manaer - organizuje, nahrv, ukld soubory (vtinou je vyvoln automaticky podle potebysystmu).The Console - konzole - je pm pkazov pstup do prosted Python.
Je mon typ okna vybrat kliknutm na hlaviku okna pln lev tlatko. Vyskakovac menu zobraz dostupn typy oken.
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Obrazovky (Screens)
Nabdka rozhran
Flexibilita Blenderu vm umouje vytvoit a pizpsobit si rozvren oken tak, aby vyhovovalo rznm potebm jako je modelovn,animovn a skriptovn. asto je uiten se v rmci jednoho souboru rychle pepnout mezi rznmi prostedmi. V kad scn jeteba vymodelovat objekty, piadit jim materil, otexturovat,... Na obrzku v Systm oken jsme v prosted pro modelovn.
Pro kadou z tchto hlavnch innost m Blender peddefinovan prosted, kter jsou uzpsobeny pro rychlou a efektivn prci.Jestlie mte pote s nalezenm konkrtn obrazovky, mete vyut vyhledvn pod seznamem. (viz obrzek vpravo).
1-Animation Rozpohybovn a animovn herc a dalch objekt.
2-Model Vytven herc a dalch objekt.
3-Material Malovn a texturovn povrch.
4-Sequence Stih a prava scn pro film.
5-Scripting Dokumentace va prce a skriptovn.
Blender za vs automaticky setd Rozhran podle abecedy a / nebo podle sel. Pednastaven rozhran typicky zanaj slem.Seznam je dostupn skrz {Literal|SCR}} Menu Buttons v Info Window zhlav zobrazenm v (Screen and Scene selectors). Pro zmnudalho rozran (podle abecedy) zmknte Ctrl; pro zmnu pedchozho zmknte Ctrl.
Screen and Scene selectors
Ve vchozm nastaven si kad rozhran 'zapamatuje' posledn scnu, kter v nm byla pouita. Vbrem jinho rozhran se do njpepneme a skome do scny, kterv nm byla naposledy pouita.
All changes to windows, as described in Window system and Window types, are saved within one screen. If you change your windowsin one screen, other screens won't be affected, but the scene you are working on stays the same in all screens.
Nastaven ObrazovekPidn nov obrazovky
Prost kliknte na tlatko "Add" ( ). Na zklad souasnho rozvren bude vytvoeno nov rozvren rmc.
Dejte nov obrazovce jmno name, kter bude zanat slem number tak, e j mete pedvdateln nalistovat pouitm kurzorovchklves. Rozvren mete pejmenovat pouitm LMB v poli a napsnm novho jmna, nebo optovnm kliknutm na pozici kurzoru vpoli. Napklad mete pout jmno "6-MyScreen". Viz: (Screen and Scene selectors).
Smazn obrazovky
Obrazovku mete smazat pouitm tlatka Delete datablock ( ). Viz. (Screen and Scene selectors).
Upraven Obrazovky
Pouijte kontroln prvky okna k pesunut hranic rmc. rozdlen nebo spojen oken. Kdy doshnete rozvren se kterm budetespokojeni,pouijte CtrlU abyste uloili vae vchoz uivatelsk hodnoty (user defaults). The properties window has a special option, ifyou RMB on its background, to arrange its panels horizontally (across) or vertically (up and down).
Overriding Defaults
When you save a .blend file, the screen layouts are saved in it. When you open a file, the Load UI checkbox on the file browser headercontrols whether Blender should use the file's screen layouts, or stick with your current layouts. If Load UI is enabled, the file's screenlayouts are used, overriding your defaults.
Additional Layouts
As you get better at using Blender, consider adding some other screen layouts for a complete workflow. This will result in dramaticincreases in functionality. With the dramatic increases in functionality, and as you get better at using Blender, based on what you useBlender for, consider adding some other screen layouts (for a complete workflow):
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1-Model
4 3D windows, Properties window for Editing buttons
2-Lighting
3D windows for moving lights, UV/Image for displaying Render Result, Properties window for rendering and lampproperties and controls.
3-Material
Properties window for Material settings, 3D window for selecting objects, Outliner, Library script (if used)
4-UV Layout
UV/Image Editor Window, 3D Window for seaming and unwrapping mesh
5-Painting
UV/Image Editor for texture painting image, 3D window for painting directly on object in UV Face Select mode, 3 mini-3Dwindows down the side that have background reference pictures set to full strength, Properties window
6-Animation
Graph Editor, 3D Window for posing armature, NLA Window
7-Node
Big Node Editor window for noodles, UV/Image window linked to Render Result
8-Sequence
Graph Editor, VSE window in Image Preview mode, VSE in timeline mode, a Timeline window, and the good oldProperties window.
9-Notes/Scripting
Outliner, Text Editor (Scripts) window
Reuse your LayoutsIf you create a new window layout and would like to use it for future .blend files, simply save it as a User default by pressing CtrlU.
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Scny
Scny jsou velmi uitenm nstrojem pro sprvu projekt. Model krychle v przdnm prosotru, kter vidte po prvnm sputnBlenderu pat do vchoz scny. Mete si pedstavit, scny jsou podobn zlokm vaeho webovho prohlee. Webov prohleme mt vce otevench zloek najednou, zloky mohou bt przdn, mohou zobrazovat stejn pohledy na stejn webov strnky.Blender pracuje se scnami v podstat stejnm zpsobem. Mete mt przdnou scnu, kompletn nezvislou kopii scny, nebo plnnovou kopii, kter odkazuje na pvodn scny.
Mete si vybrat a vytvoit scny pomoc "vbrnku" Scene select