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

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

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@ -40,7 +40,7 @@ Mark Seam and Clear Seam
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.
@ -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.
To clear the crease edge property, enter a value of **-1**.
.. _modeling-meshes-editing-edge-slide:
.. _modeling-meshes-editing-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
in different edge loops.
.. _modeling-meshes-editing-edges-rotate:
.. _modeling-meshes-editing-edges_rotate:
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
.. _modeling-meshes-editing-bridge-edge-loops:
.. _modeling-meshes-editing-bridge_edge_loops:
Bridge Edge Loops
=================

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@ -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`
.. _modeling-meshes-editing-grid-fill:
.. _modeling-meshes-editing-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
See :ref:`Rotate Edge <modeling-meshes-editing-edges-rotate>`
See :ref:`Rotate Edge <modeling-meshes-editing-edges_rotate>`
for more information.

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@ -28,7 +28,7 @@ Pre-visualizing the cut
Sliding the new edge loop
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.
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,
or clicking :kbd:`RMB` forces the cut to exactly 50%.
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`
Only available for single 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`
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`
After activating the tool, but before confirming initial loop ___location,
you can increase and decrease the number of cuts to create,

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@ -119,7 +119,7 @@ Edge Selection Mode:
Selects all edges that have the same *Bevel Weight* as those already selected.
Seam
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
Selects all edges that have the same *Sharp* state as those already selected.
*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.
Image
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
Selects all faces that have a similar area as those already selected.
Polygon Sides

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@ -16,7 +16,7 @@ Traceable (default On)
See :doc:`Transparency </render/blender_render/materials/properties/transparency>` for details of ray-tracing.
Full Oversampling
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
Render this material with zero alpha, but with
: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.
Face Textures
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
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
Replace object's base color with
:doc:`vertex paint </render/blender_render/materials/special_effects/vertex_paint>`

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@ -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.
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:
- 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,
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.

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@ -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
to the plane on which it is operating on.
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.
Layer

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@ -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.
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.
The image assigned to the UV layer is also used for painting. That means that the user should either: