Fix links

Also only use '-' as separator between reference topics.
This commit is contained in:
Campbell Barton 2015-10-06 02:28:25 +00:00
parent 6cd64f9eed
commit 1fd081b7e9
9 changed files with 20 additions and 20 deletions

View File

@ -144,5 +144,5 @@ Further Reading
For other ways to create faces see: For other ways to create faces see:
- :ref:`Fill <modeling-meshes-editing-fill>` - :ref:`Fill <modeling-meshes-editing-fill>`
- :ref:`Grid Fill <modeling-meshes-editing-grid-fill>` - :ref:`Grid Fill <modeling-meshes-editing-grid_fill>`
- :ref:`Bridge Edge Loops <modeling-meshes-editing-bridge-edge-loops>` - :ref:`Bridge Edge Loops <modeling-meshes-editing-bridge_edge_loops>`

View File

@ -40,7 +40,7 @@ Mark Seam and Clear Seam
Seams are a way to create separations, "islands", in UV maps. Seams are a way to create separations, "islands", in UV maps.
See the :doc:`UVTexturing section </render/blender_render/textures/mapping/uv>` for more details. See the :ref:`UVTexturing section <editors-uv_image-index>` for more details.
These commands set or unset this flag for selected edges. These commands set or unset this flag for selected edges.
@ -96,7 +96,7 @@ where by moving the mouse (or typing a value with the keyboard) you can set the
crease value of selected edges. crease value of selected edges.
To clear the crease edge property, enter a value of **-1**. To clear the crease edge property, enter a value of **-1**.
.. _modeling-meshes-editing-edge-slide: .. _modeling-meshes-editing-edge_slide:
Edge Slide Edge Slide
========== ==========
@ -221,7 +221,7 @@ end such that they form a continuous chain. This is *literally* a general rule b
can still select edges in a chain that are invalid because some of the edges in the chain are can still select edges in a chain that are invalid because some of the edges in the chain are
in different edge loops. in different edge loops.
.. _modeling-meshes-editing-edges-rotate: .. _modeling-meshes-editing-edges_rotate:
Rotate Edge Rotate Edge
=========== ===========
@ -362,7 +362,7 @@ a hole will be created, and the selected edges are duplicated to form the border
Adjacent face moved to reveal hole left by split Adjacent face moved to reveal hole left by split
.. _modeling-meshes-editing-bridge-edge-loops: .. _modeling-meshes-editing-bridge_edge_loops:
Bridge Edge Loops Bridge Edge Loops
================= =================

View File

@ -98,7 +98,7 @@ It rearrange selected triangles to obtain more "balanced" ones (i.e. less long t
Result of Beauty Fill, :kbd:`Alt-Shift-F` Result of Beauty Fill, :kbd:`Alt-Shift-F`
.. _modeling-meshes-editing-grid-fill: .. _modeling-meshes-editing-grid_fill:
Grid Fill Grid Fill
--------- ---------
@ -283,7 +283,7 @@ It works on the shared edge between two faces and rotates that edge if the edge
After rotating edge After rotating edge
See :ref:`Rotate Edge <modeling-meshes-editing-edges-rotate>` See :ref:`Rotate Edge <modeling-meshes-editing-edges_rotate>`
for more information. for more information.

View File

@ -28,7 +28,7 @@ Pre-visualizing the cut
Sliding the new edge loop Sliding the new edge loop
Once an edge is chosen via :kbd:`LMB`, Once an edge is chosen via :kbd:`LMB`,
you can move the mouse along the edge to determine where the new edge loop will be placed. you can move the mouse along the edge to determine where the new edge loop will be placed.
This is identical to the :ref:`Edge Slide tool <modeling-meshes-editing-edge-slide>`. This is identical to the :ref:`Edge Slide tool <modeling-meshes-editing-edge_slide>`.
Clicking :kbd:`LMB` again confirms and makes the cut at the pre-visualized ___location, Clicking :kbd:`LMB` again confirms and makes the cut at the pre-visualized ___location,
or clicking :kbd:`RMB` forces the cut to exactly 50%. or clicking :kbd:`RMB` forces the cut to exactly 50%.
This step is skipped when using multiple edge loops (see below) This step is skipped when using multiple edge loops (see below)
@ -60,10 +60,10 @@ Options are only available while the tool is in use, and are displayed in the 3d
Even :kbd:`E` Even :kbd:`E`
Only available for single edge loops. Only available for single edge loops.
This matches the shape of the edge loop to one of the adjacent edge loops. This matches the shape of the edge loop to one of the adjacent edge loops.
(See :ref:`Edge Slide tool <modeling-meshes-editing-edge-slide>` for details) (See :ref:`Edge Slide tool <modeling-meshes-editing-edge_slide>` for details)
Flip :kbd:`F` Flip :kbd:`F`
When Even is enabled, this flips the target edge loop to match. When Even is enabled, this flips the target edge loop to match.
(See :ref:`Edge Slide tool <modeling-meshes-editing-edge-slide>` for details) (See :ref:`Edge Slide tool <modeling-meshes-editing-edge_slide>` for details)
Number of Cuts :kbd:`Wheel` or :kbd:`NumpadPlus` / :kbd:`NumpadMinus` Number of Cuts :kbd:`Wheel` or :kbd:`NumpadPlus` / :kbd:`NumpadMinus`
After activating the tool, but before confirming initial loop ___location, After activating the tool, but before confirming initial loop ___location,
you can increase and decrease the number of cuts to create, you can increase and decrease the number of cuts to create,

View File

@ -119,7 +119,7 @@ Edge Selection Mode:
Selects all edges that have the same *Bevel Weight* as those already selected. Selects all edges that have the same *Bevel Weight* as those already selected.
Seam Seam
Selects all edges that have the same *Seam* state as those already selected. Selects all edges that have the same *Seam* state as those already selected.
*Seam* is a true/false setting used in :doc:`UV-texturing </render/blender_render/textures/mapping/uv>`. *Seam* is a true/false setting used in :ref:`UV-texturing <editors-uv_image-index>`.
Sharpness Sharpness
Selects all edges that have the same *Sharp* state as those already selected. Selects all edges that have the same *Sharp* state as those already selected.
*Sharp* is a true/false setting (a flag) used by the *Sharp* is a true/false setting (a flag) used by the
@ -131,7 +131,7 @@ Face Selection Mode:
Selects all faces that use the same material as those already selected. Selects all faces that use the same material as those already selected.
Image Image
Selects all faces that use the same UV-texture as those already selected Selects all faces that use the same UV-texture as those already selected
(see :doc:`UV-texturing </render/blender_render/textures/mapping/uv>` pages). (see :ref:`UV-texturing <editors-uv_image-index>` pages).
Area Area
Selects all faces that have a similar area as those already selected. Selects all faces that have a similar area as those already selected.
Polygon Sides Polygon Sides

View File

@ -16,7 +16,7 @@ Traceable (default On)
See :doc:`Transparency </render/blender_render/materials/properties/transparency>` for details of ray-tracing. See :doc:`Transparency </render/blender_render/materials/properties/transparency>` for details of ray-tracing.
Full Oversampling Full Oversampling
Force this material to render full shading/textures for all Force this material to render full shading/textures for all
:doc:`anti-aliasing </render/internal/antialiasing>` samples. :doc:`anti-aliasing </render/blender_render/antialiasing>` samples.
Sky Sky
Render this material with zero alpha, but with Render this material with zero alpha, but with
:doc:`sky background </render/blender_render/lighting/lamps/sun/sky_and_atmosphere>` in place (scanline only) :doc:`sky background </render/blender_render/lighting/lamps/sun/sky_and_atmosphere>` in place (scanline only)
@ -37,10 +37,10 @@ Local
:doc:`light group </render/blender_render/lighting/lights/lights_in_other_contexts>` with the same name. :doc:`light group </render/blender_render/lighting/lights/lights_in_other_contexts>` with the same name.
Face Textures Face Textures
Replace object's base color with color from Replace object's base color with color from
:doc:`UV map </render/blender_render/textures/mapping/uv>` image textures. :ref:`UV map <editors-uv_image-index>` image textures.
Face Textures Alpha Face Textures Alpha
Replace object's base alpha with alpha from Replace object's base alpha with alpha from
:doc:`UV map </render/blender_render/textures/mapping/uv>` image textures. :ref:`UV map <editors-uv_image-index>` image textures.
Vertex Color Paint Vertex Color Paint
Replace object's base color with Replace object's base color with
:doc:`vertex paint </render/blender_render/materials/special_effects/vertex_paint>` :doc:`vertex paint </render/blender_render/materials/special_effects/vertex_paint>`

View File

@ -73,7 +73,7 @@ this may be replaced with a single plane, oriented in the same direction as the
Mapping is the process of applying a texture to the low-poly mesh. Mapping is the process of applying a texture to the low-poly mesh.
Consult the :doc:`Textures Mapping section</render/blender_render/textures/mapping>` Consult the :doc:`Textures Mapping section</render/blender_render/textures/mapping/index>`
for more information on applying a texture to a mesh's material.Special considerations for Bump and Normal Maps is: for more information on applying a texture to a mesh's material.Special considerations for Bump and Normal Maps is:
- When using a Bump map, map the texture to *Normal* and enable *No RGB*. - When using a Bump map, map the texture to *Normal* and enable *No RGB*.
@ -81,5 +81,5 @@ for more information on applying a texture to a mesh's material.Special consider
The coordinate systems of the two objects must match. For example, if you bake using a UV map of the high-poly model, The coordinate systems of the two objects must match. For example, if you bake using a UV map of the high-poly model,
you must UV map the low poly model and line up its UV coordinates to match the outline of the high-poly image you must UV map the low poly model and line up its UV coordinates to match the outline of the high-poly image
(see :doc:`UV unwrapping </render/blender_render/textures/mapping/uv>` to line up with the high-poly map edges. (see :ref:`UV unwrapping <editors-uv_image-index>` to line up with the high-poly map edges.

View File

@ -43,7 +43,7 @@ UV
You can almost think of UV coordinates as a mapping that works on a 2D plane with its own local coordinate system You can almost think of UV coordinates as a mapping that works on a 2D plane with its own local coordinate system
to the plane on which it is operating on. to the plane on which it is operating on.
This mapping is especially useful when using 2D images as textures, This mapping is especially useful when using 2D images as textures,
as seen in :doc:`UV Mapping </render/blender_render/textures/mapping/uv>`. as seen in :ref:`UV Mapping <editors-uv_image-index>`.
You can use multiple textures with one set of UV coordinates. You can use multiple textures with one set of UV coordinates.
Layer Layer

View File

@ -20,7 +20,7 @@ you need to select a mesh object and select *Texture Paint* from the mode menu
Painting on a 3D model requires some setup before being possible. Painting on a 3D model requires some setup before being possible.
Blender needs a way to map an image to the 3D model. This is accomplished by using a UV map Blender needs a way to map an image to the 3D model. This is accomplished by using a UV map
(see :doc:`UV Mapping </render/blender_render/textures/mapping/uv>` for more details), (see :ref:`UV Mapping <editors-uv_image-index>` for more details),
so if the model hasn't been unwrapped yet, it should be unwrapped prior to entering *Texture Paint* mode. so if the model hasn't been unwrapped yet, it should be unwrapped prior to entering *Texture Paint* mode.
The image assigned to the UV layer is also used for painting. That means that the user should either: The image assigned to the UV layer is also used for painting. That means that the user should either: