Danish Blender tutorial/user guide in progress.

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Danish Blender tutorial/user guide in progress.

Post by JoOngle » Sat Jan 24, 2004 4:29 pm


I'm currently working on a Blender tutorial / Guide for beginners to
advanced in Danish. It's possible that it will be translated into other
languages at some points, but due to increasing demand here in Denmark
I'm writing a Blender guide.

The progress can be seen at the following pages:


Danish coming up:

Hejsa, Jeg er igang med at lave en Dansk Blender guide,
det er ikke meningen den skal erstatte Blender manualen
men hjælpe begynnere frem til avanceret niveau i brug af

Du kan kigge med på den overstående adresse og
følge udviklingen.

God fornøjelse.

Tommy Helgevold

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Joined: Tue Nov 26, 2002 1:24 pm
Location: Copenhagen, Denmark

Post by Monkeyboi » Mon Feb 02, 2004 8:56 pm

Great! I'm a dane too.

This seems like an extremely good beginners introduction to Blender! Very nice! Hope you will update it for 2.32! I love it!

What will you do with it? It is very clear and well written. Couldn't you get it published in some danish magazine or something? Actually I was going to write a danish tut (I started when 2.28 was just out), but I never got far. Good luck with finishing it and translating it! Maybe something like this (but edited, so we don't get the stuff about "tøjdyr" etc) could be bundled with the Blender software or linked to (could be a web link) from within the Help menu.

Only crits are some confusing things:

The explanation of what a quad is is slightly confusing, and the explaining image shows two connected triangles, not a true quad.
The first example image if a character built of quads doesn't come from Blender, and introduces SubSurf without any explanation.
I also suggest teaching people to use G, S and R to move, scale and rotate before you teach them the gestures - they are much more strange and confusing.



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Post by JoOngle » Thu Feb 05, 2004 5:01 am

Hi Monkeyboi, thanks for your feedback! :)

It will be updated for the 2.32 of course. We've also opened a Blender
forum at www.3dmaxer.dk because of the increasing popularity of
Blender. (Hehe..Guess constant nagging moderators pays off).

About the crits, okay - essentially a polygon with 4 vertices are in
fact built up by two triangles, it's possible however that the blender
software doesnt see it that way and have to "translate" it into triangles
with a feature that does exactly that - so you could in fact say that
Blender has true quads. If this is correct - then I shall remove that
explanation as it is more true for a program like 3dstudio max
where a Quad is in fact 2 triangles. And I belive you're right -
an explanation of subdivision would be more appropriate - but I'd
rather exclude that as it "probably" will start a war on what "true-
subdivision" really is. To me - subdivision is simply slicing a quad
depending on the number of subdivs. Eg. 1 quad becomes 4 quads
when subdivided with one - again correct me if I'm wrong. :)

You haven't read the manual - just skimmed it :) Reason I know this
is because you think I'm teaching them gestures before I taught them
the shortcuts. Don't worry - the shortcuts are there before the
gestures...BUT a reference manual WILL come when the whole
guide has been completed. (The basic move gesture is simple
enough - that is simpler to use than to use G, the other gestures
are tought later in the manual)

It's a long project - Part one has been finished.

Thanks for your valuable input - do keep em coming.


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Joined: Tue Nov 26, 2002 1:24 pm
Location: Copenhagen, Denmark

Post by Monkeyboi » Sun Feb 08, 2004 11:41 am

Hi. About the quad discussion, I think you are right that a quad is always *really* two triangles under the bonnet. In programs that support ngons (faces with five or more edges) like XSI and Wings, I believe that underneath the surface, everything really is made up of triangles.

However, I think it is questionable if this is relevant to new users. There is a clear visible difference between a quad and two triangles, which is also visible when you render, as it is visible here:

The monkey on the right is made up of triengles, while the one on the left is made of quads.

The difference is also very visible when using subsurf:

In other words there certainly is a significant difference between two triangles and a quad, even if all quads are really made of triangles.

About the gestures:

Sorry, I really cannot spot see where you have explained G,R and S before the gestures. Here is a quote from the dedicated chapter:
At flytte rundt på objekter

Du har sikkert lagt mærke til at der er enten en boks eller en lille
firkant i vores opstarts scene. Grunden til at Blender kommer med
en sådan "primitiv"-mesh objekt er fordi det er et godt udgangspunkt
til modellering - det skal vi ikke komme nærmere ind på endnu, men vi
skal til at lege lidt med "primitiver" og flytte, skalere og rotere
rundt på dem i vores scene.

Lad os starte med at gribe fat i "boksen" (Cube) eller (plane) der
sidder i vores scene. Du skal først til at vælge objektet, det kan
du gøre ved at bevæge muse-pilen over objektet og højreklikke på det.
Derefter skal du til at bevæge objektet - det gør du ved at holde venstre
museknap nedtrykket IMENS du TEGNER en streg over objektet.
Slip så knappen og bevæg objektet der du vil have det.

If it were me I'd not even explain about the gestures, but that's just my oppinion. The reason is that you can use G,S and R throughout the program, where the gestures only work in the 3D window. When you use G,S and R you can also constrain movement to one axes by typing X, Y or Z afterwards. And, as well as that, they are also easier to use in my oppinion (and faster, and you often do a rotate when you want to scale with gestures)

About subdivide:

"Subdivide" is real word that is in the dictionary, and has been used for a long, long time. It means to divide something into smaller parts. A subdivisional police officer means a police oficer who is under the "main police officer". So, "subdivide" is a fairly broad word in 3D, but the basic meaning is, as you say, to divide something into smaller parts, like turning one quad into four connected quads. Likewise, you can also subdivide an edge, or a curve - it's the same meaning.

By the way, you seem to imply the the proper name for SubSurf is "mesh smooth", however I think that is just MAX jargon. Pretty much all software calls it "Subdivision Surface". "SubSurf" is just an abbriviation of that.

Hope it is helpful to you.


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Post by JoOngle » Sun Feb 08, 2004 8:11 pm

Hi again,

again thanks for your valuable input. (it's always useful to have several views of the same things!)

I know (your example with the tri's and the quads) but that is because
the subdivisioning curve floats better (even - flow) when you use
clean quads. That is exactly what I am trying to get the "New" users
to understand. This is particularily useful when they model advanced
organic characters later on in the tutorial. I want them to get good
modelling habits from the start by learning them how the different
polygon combination affects the subdivision curve system.

The reason why I refer to "mesh smoothening" is as you say a max
jargon....used by the absolute majority here in Denmark...by the
thousands, but perhaps I shall explain that a bit clearer and not
so biased towards a programs expression (I agree with you!)

Another thing - you've made it clear to me that the subdivide curve
issue can be easily misunderstod and not the way I wanted it to
be understood (dohh!) thanks for that - I've noted that down
and will take this into SERIOUS consideration when the whole
manual is finished, then I'll read it over (hopefully you and many
more as well) and see how one can best communicate the main
idea (good modelling habits explained the most human way possible)

Thanks again,


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