Blender Wiki PDF Manual CZ 20141007

362
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

description

Older manual for blender 3d software.

Transcript of Blender Wiki PDF Manual CZ 20141007

  • 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

  • 2161618182121222224242425252526262929292929313131313232333333333334343434343435353535353636363737

    39393939393941414142434343

    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

    Table of Content (09/10/2014) -Table of Content Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 3 of 361

  • 44464646464646464747474749494949494950

    52525253535454545454555555555555555656565656575757575757585861616161616262626363636364646565666666

    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

    Table of Content (09/10/2014) -Table of Content Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 4 of 361

  • 666768696969696969697070717172727273737373737475757576767676767777777878787878808080808183838383858585858686878888888989909092929494959696

    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

    Table of Content (09/10/2014) -Table of Content Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 5 of 361

  • 96100100100100100101101103

    104104104104

    105105105105

    105105106107

    107108108

    108109109109109110111111111111111111

    111112112113

    113113

    114114114

    114115116116116116117117

    118119119119119121121121

    122123123

    125

    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)

    Table of Content (09/10/2014) -Table of Content Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 6 of 361

  • 125126128132132132135

    136137137138138141142142143143144145145146146

    148148150150152152152

    152152153154157157157158159160160

    162162

    162163163163164164164165

    165165165166166166166

    166167167168169

    169169169

    169

    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)

    Table of Content (09/10/2014) -Table of Content Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 7 of 361

  • 169169170

    170170

    171171

    171171

    172172

    173173173173173173

    174174

    174174

    176176176

    176177177177177

    179179180

    180180180

    181181182183183

    184184184

    184186186186186186188188188188

    188188189189

    189189189189190190190190190191191191

    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

    Table of Content (09/10/2014) -Table of Content Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 8 of 361

  • 191191

    191191192

    193193193193194194194194195195

    195197

    197198198198198

    199199199199200200200200201201

    201201202202

    202202202202

    203204204204204205

    205206

    206206207207207

    208208208

    210210212213213214214

    215215217217

    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

    Table of Content (09/10/2014) -Table of Content Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 9 of 361

  • 217217218

    219219219219219

    221221222222222

    223223224224

    225226226227227

    228229229229229

    230231231231

    231232232232232232234235236237237239239240240

    240240242242242244245245245

    247247247248248248

    248249249

    250250250

    250

    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

    Table of Content (09/10/2014) -Table of Content Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 10 of 361

  • 250250252253253253255255255

    256256257257258259259260260

    261261261262262

    262262262263263

    264264264

    265265266267267268271271273273

    274274274274

    274275

    275275

    275275275

    276276276277

    277278279

    279279

    280280280280280280

    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

    Table of Content (09/10/2014) -Table of Content Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 11 of 361

  • 280281281281

    281282283283283

    284285285285285

    286287287287

    287288288288288288288288288

    288288290

    290290290290291

    291291291291292292292293293293293

    293

    295295295295

    296296296296296296297297297297297297

    298298298298299300

    300300300300301

    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

    Table of Content (09/10/2014) -Table of Content Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 12 of 361

  • 302302302302303303303303304304

    304304304305

    305305305305307307308308311311311311311

    311312313313313313314314315315316316316316316316317317317317317317317318

    319319319319319320320320320321321321321321321322322322323

    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)

    Table of Content (09/10/2014) -Table of Content Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 13 of 361

  • 323323324324325325325326326326327329329331333334334335

    335336337339339339340340341341341341342

    343343343344344

    345345345346346347

    348348348349349349350350350351351351352352

    353354354354354355355

    356356356356357358361361361361

    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

    Table of Content (09/10/2014) -Table of Content Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 14 of 361

  • 361Instalace

    Table of Content (09/10/2014) -Table of Content Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 15 of 361

  • Doc:2.6/Manual - BlenderWiki (09/10/2014) -Co je Blender? Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 16 of 361

  • 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

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Co je Blender? Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 17 of 361

  • 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.

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Co je Blender? Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 18 of 361

  • 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

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Co je Blender? Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 19 of 361

  • 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).

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Co je Blender? Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 20 of 361

  • 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.

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Who uses Blender? Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 21 of 361

  • 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.

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Audience Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 22 of 361

  • 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.

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Audience Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 23 of 361

  • 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.

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Audience Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 24 of 361

  • 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)

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Hardwarov podpora Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 25 of 361

  • 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

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Kompilace zdrojku Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 26 of 361

  • 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.

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Kompilace zdrojku Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 27 of 361

  • 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

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Kompilace zdrojku Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 28 of 361

  • 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

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Pojet uivatelskho rozhran Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 29 of 361

  • 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

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Pojet uivatelskho rozhran Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 30 of 361

  • (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

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Zpisy pouvan v tomto manulu Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 31 of 361

  • 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

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Zpisy pouvan v tomto manulu Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 32 of 361

  • 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.

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Zpisy pouvan v tomto manulu Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 33 of 361

  • 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 .

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Zpisy pouvan v tomto manulu Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 34 of 361

  • 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.

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Zpisy pouvan v tomto manulu Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 35 of 361

  • 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.

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Zpisy pouvan v tomto manulu Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 36 of 361

  • 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.

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Zpisy pouvan v tomto manulu Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 37 of 361

  • 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.

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Zpisy pouvan v tomto manulu Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 38 of 361

  • 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.

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Nastaven Obrazovek Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 39 of 361

  • 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):

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Nastaven Obrazovek Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 40 of 361

  • 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.

    Doc:2.6/Manual - BlenderWiki (09/10/2014) -Konfigurace scn Blender CZ wiki PDF Manual conversion by Marco Ardito

    Details,info, download: http://amrc.altervista.org Page 41 of 361

  • 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