 Ja, genau. Okay, so, das ist einfach da. Und du kannst es einfach von da riechen. Und wenn du willst, kannst du auch diese two later, um die Runde zu schießen. Und dann kannst du es benutzen. Oder du kannst es picken. Ist es auf? Ja, es ist auf. Alle sind hier, um ein Page von dem Blender Manual zu schreiben. Gut? Ich meine, es gibt ein paar Hundert Page, so dass es nicht wirklich ein ist, es sind vielleicht zehn, aber es sind noch zwei. Ich meine, ich versuche jetzt, sie zu sortieren, von einem zu einem, von mir selbst. Es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es ist nicht so, es Hier gibt es noch ein paar Feedback von euch, wie wir diesen Prozess weiter machen können. Wir werden über die currenten Status der Dokumentation gehen, was das auch bedeutet. Wir haben unseren Take-on auf den User-Manual, das ist die Fokus auf das, was wir am Moment arbeiten. Wie wir es entwickeln, und was unsere Proposal ist, um das zu verbessern. Dann werden wir das nächste Schritt hinschauen, was wir machen wollen, und dann können wir über das reden. Was ist die Dokumentation? Wo finden die Leute Informationen, wie das Blender funktioniert und wenn sie etwas brauchen? Diese Liste wird wahrscheinlich nicht sehr kompliziert sein, aber alle wissen, dass es ein wickelter Blender ist, wo der offizielle Platz ist, wo der offizielle Manual der Blender ist. Es ist ein Stock-Exchange-Sitz, das in der letzten zwei Jahre in Populärität geöffnet wurde. Es existiert schon? Ja, es ist ein sehr effizienter Weg, um Fragen und Antworten zu fragen. Es ist ein berühmter Arbeitsmodell von anderen Beispielen, wie Stockoverflow. Es hat eine sehr aktive Kommunikation behindert. Es gibt auch Entwickler, die es aufnehmen, um Fragen zu antworten, wenn niemand anderes kann. Es gibt natürlich mehrere freie und kommersche Training-Webseite, die meistens Video-Tutorials geben. Aber man kann auch die Dokumentation sehen. Es ist gut, dass man viele independenten Efforten sieht. Es ist auch eine tolle Business-Opportunität, um diese Webseite zu haben, weil es gut ist. Aber Blender sollte etwas geben. Es sollte eine gute, zentralisierte, kommunizierte Dokumentation-Projekt sein. Es ist wirklich wichtig. Und das ist der Weg. Das ist das, was der Weg ist in der Theorie. Der Weg hat ein paar Probleme. Der Weg versucht zu viele Dinge zu machen, weil es die User-Manual bietet, die Blender 2.4, 2.5, 1.5 oder so. Und die andere 1.5 wurde bis zu 2.6. Und alle diese in rund 30 Langgages. Man kann sich vorstellen, dass nicht alle von ihnen konsistent sind. Es gibt einige Weges. Manchmal bräuchte ich, zu checken, was die Status ist. Man sieht die deutschen Kommunikation, die frische Version der Wege, die japanische Version der Wege. Es ist fantastisch. Wir haben alles gewechselt, wir haben die Layout geändert. Und das ist eine der Dinge, die ich später auch sprechen möchte. Es ist eine Menge Informationen. Viele verschiedene Versionen. Die Wege hat den offiziellen Entwicklungsdachs. So wie das Roadmap oder das Module-Owner-Table. Das hat ein bisschen Bug, es ist sehr schwer zu editieren, wenn jemand das Table immer mit diesem Spanen verwechselt. Das ist eine persönliche Ebene, um eigenes Raum an der Wege zu haben. So, you can have your own space on the wiki, so if you don't have your own website, who doesn't these days, you can, you know, put a little roadmap there, you have a project proposal, you want to have a review of a document, you just paste it there. And so there is a lot of also random scattered stuff that is there, like somebody made a page and is just sitting there. And more specifically, the wiki also has very irregular user manual updates, so now we start to think a bit more like really about the manual itself. And these updates are very irregular, there is not a strong community behind it. There are very, there are a few people sometimes pop up and say, yeah, I would like to help. I'm interested in updating these pages, how can I do? And then like we help them, point them in the right direction and somebody does the edits and then that's it, because you can't ask someone to edit the whole wiki, of course. And the silent IRC and mailing list channels, that's exactly the thing, like sometimes, you know, there is an IRC's channel, there is a BFDockboard official mailing list hosted on the Blender of the World Project, but not many people even know that stuff exists. Like Blender Coders has like 200 people logged in, in average, all the time with like 10, 20 people talking, and the documentation has like maybe 10, 8, 5, 1. Not like, very exciting sometimes. And then there is something that just when I was sitting, making this presentation, somebody was asking me, hey, are you working on the wiki? Because I have this problem on the phone, the wiki is not very responsive, it doesn't work very well. And probably somebody else noticed this problem, has anyone been on the wiki with a mobile phone? A few, okay. And you love it, like this, right? It's awesome. And it's like this for a couple of years already, but there are reasons why this is not super easy to fix. And we are working on it, but it's mainly because the wiki software itself is a bit outdated and it's difficult to upgrade, and we can't just throw away the theme that we have, because we built a lot of custom templates on top of it, so like all the navigation, all the structure there is, a wiki is meant to be flat, it's meant to be like Wikipedia, that's why MediaWiki was designed originally, or at least, I mean, that's what a wiki is, the concept of a wiki is. And we have a lot of nested documents, a lot of subsections, and all that type of navigation was made by us, and it's easy to port on the default template that now is actually responsive. But we have a proposal, and I'm now going to let Campbell say something about it. And yeah. Okay. Do I have other dot points? Yeah. Okay, good stuff. Okay. Yeah, so I should just, I'd like to add, like the wiki actually works pretty well for some stuff, so it's not like it's a complete failure, it works really well for document, for developer documentation, like isolated pages about how to build on different operating systems, so it actually serves a purpose pretty well, but for some reason the user manual is this difficult thing. So, our proposal is to migrate to Sphinx and RST, or restructured text, and this is what's used by the Python project. We actually use it already for the Blender reference manual for all the Python API documentation. And in a way, I'm not fixed on this being a thing that we have to do, as in maybe markdown and something else is better. But the proposal is to migrate to a system that we can, that's responsive, and that you can, I guess, maintain as a project, in a bit more like code, because we've seen that a group of people can get together and maintain code, but the wiki, it seems to be very, someone comes along, makes an edit, half finishes something and leaves, and there's no repercussions, or if they delete half of someone else's post from the week before, the other person isn't notified, and it just goes on. There's almost like no sense of quality or ownership, and this is a problem, I think. So, yeah, there's sort of pros and cons with this, we don't pretend that a technical solution is going to solve this social problem of people attempting to maintain documentation together, but there's some inherent pros and cons. So, one of them, which is, I guess, all the developers like, is local editing. You can grep the documentation. You can really build really quickly, you can edit quickly, you can visualize quickly. In Australia, where I live, it is really, really slow to edit the wiki. Sometimes I lose edits. That's a problem. It's kind of nice. You can do PDF-Output, or EPUB. It's like a nice extra. Yeah, downloading the documentation is pretty nice. You can have like a, each Blender release has a download, a zip download for all the HTML, which can be searched. Yeah, that's the one. Yeah, I guess it just suits having a single document that is well structured quite well, whereas a wiki is lots and lots of isolated documents, sort of a different model. Oh yeah, and for technical people, you can yank it all into Python and see an abstract syntax tree of all this Python stuff and move it around. That's kind of cool. But it has practical benefits too, because it means we can load in the documentation and manipulate it. Yeah. So yeah, so moving to this, as I mentioned, doesn't actually solve all our problems. We've got other issues crop up. So media wiki is actually pretty nice, and people are used to using it. And even if you don't like media wiki, maybe you like markdown or one of the other myriad markdown formats or markup formats. It isn't WYSIWYG. People really like WYSIWYG. What you see is what you get. You can see a word processor. So we don't have that, although we'll show you something later that helps a bit. And multiple languages. Now we can make this like a branching software. You can have different branches for each language and manage that. So it's not insurpassable, but it's an issue. So we're going to figure out how exactly to do that. And media storage. If we're using Git, we have issues storing large binary files. We may move to SVN or something else, but that's still an open topic. Okay. Yeah. Well, you can basically, well, maybe it even works like here. Maybe. Maybe, yeah. So, this is what we did so far. So we were like talking about this. And we were like, okay, what are we going to do about it? Are we going to like cry in a corner, extract all the wiki content that is in media wiki Syntax and parse it and convert it into RSD documentation and hook it up to a nice looking team and try to give you some structure and put it online and make a talk at the Blender conference. Try to get people interested in it. And that's what we did. Yeah. And so here you can have a preview, an example of, I mean, this is how the system looks like currently. So we are using a quite popular theme for Sphinx that is provided by Read the Docs. If somebody develops software, they might have seen this theme around already. And we parted it as a proof of concept just to show how it would work. And it's looking pretty nice. And I mean, this is just, you know, the walls of text that need to be edited and changed. And there is support for media embedding, so you can have YouTube videos or Vimeo videos, images work nicely. And it even like, you know, oh, yeah, yeah, yeah, that's true. Let's even try something bold. Like to search inside of it. Yeah. So like, it kind of finds stuff within itself already besides the fact that, of course, being nice, static and very fast documents, this is very easy to index for Google, so it gets nicer rankings. So instead of when you're searching for something right now in Blender Manual, you end up finding those static pages in three, I don't know if somebody ever has. But it is that making these good pages, the crawlers are going to be very happy about it. So here you can see the cycle stock which was really like manually ported. Maybe this is not the best page ever. But I mean, this is just, you know, a proof of concept of how things are supposed to work. And what I was trying to do, actually, was to show how the thing is actually working on a thin screen. Yay, this is a thin phone format and you can still browse it and if you want to get your navigation, you can click and you get your navigation. So this is something that everybody was asking for and in theory we got it. So that's this. Now I think I put the slides of the thing here. Okay, so let's go back to this. And a quick word about the workflows. Maybe from Campbell if you want to go over them very briefly. Just at the moment? Yeah, yeah, just what has been done now. Okay, so at the moment this is a typical Sphinx project. You can get the source code. We've got a project page. It has like the URL to download it. You can run make or there's a bat file on Windows. It builds all the documentation and you've got the HTML locally. However, you don't always want to build all the documentation because that takes, I don't know, it depends, 30 seconds, a minute, I'm not sure. So you can use partial builds of chapters, which is quite fast. And we also have, there's plugins for Vim and Sublime, so you can do sort of real-time updates. Yeah, you should also use the screen shots so you can just click on them. In the next? Yeah. This is, this is, the first time this new system was used by somebody that was in me or Campbell, was when Delay was working on the multi-view documentation. And he was like, yeah, but you know, what you see, what you get is important. So there was this utility that allows you to hook up the Vim Editor, that many people know, use and love, to actually a web browser where you can actually stream the content of the Vim in the web browser. So even as you scroll up and down in your text editor, the web page scrolls up and down, and if you add it, you just see it in real-time. So there is no need to rebuild your documentation of it. You just see it in real-time with pictures and everything. And something similar is available also for Sublime. It's not as refined, as a matter of finishing, hooking up the theme and the way static images are available in this page. But it's very promising because it's very close to what you see, what you get that people expect to have. Still a bit technical, but pretty manageable. So just to start wrapping this up, what are the next steps. The next step, we are going to close the doc.2.6 namespace in the wiki. This means that we are going to, for the time being, prevent people from editing the current 2.6 documentation and send people over to the new project. So we're going to try to make it more prominent and invite people together. I've been mailing the mailing list. The response has been very warm. And yeah, so we go ahead with this. And that's the second thing I wanted to mention. That is make a platform where people can actually see what's going on. What is the status of this project? How many sections are in the manual that need maintenance? Who is available to just, you know, just to read something or contribute with a section or do that kind of stuff. Because we have Fabrikator, which is a great system for collaboration on this type of projects. And serve a different website that really visualises what we need to do. And this will be done very soon. I was hoping to finish it for these days, but I was too busy, so I couldn't. And then the third and the final topic. Yeah. Will be mentioned by Campbell. And he can probably add those or something. Because he looks like. Okay. Well, so we have the idea of Modulators in Blender. It isn't necessarily just the key developers. There are also, we have user module owners, which we haven't really put in practice as much as we should. But users who know the developers well and that they have a, we can trust that they know the software well enough to give us useful feedback. It will be good. And maybe this feels a bit like tricking people into getting into documentation. But it will be good if these user module owners would become responsible even if they don't necessarily write all the documentation. They at least talk to the developer, make sure the key things are documented, or if they get users to help them, but try and get the documentation a bit more into the whole Blender development process as well. And that's what I'd like to see, but we have to also agree on that with the other developers and with, I guess, with Ton. So, yeah. Thanks a lot. Unfortunately, there is like basically zero time because we have to keep the schedule that I know. If there are, like, we would really like, yeah, maybe one question, maybe two questions, like, hmm? Yeah, okay, yeah. So a couple of questions. The sir here. Thank you. Now, the most critical point about fixing the online documentation. There's no style guide for authors of your online documentation. Who's going to say how it should be written, how you're going to maintain consistency, what's the minimum standards you require. Without that, I don't see how you can really improve the documentation. You're just taking the old documentation and presenting it in new clothes. That's a good point and we have actually talked about this. We need people to even be using it and building it and telling us that it even works. We know this exists and this style guide for all sorts of stuff, like the actual syntax style and stuff, but we, yeah, you're totally right and we were aware of it, but we need people to be using it before we can actually set a direction because we're not authors either. We're like technical people. On our side note, there is very basic and everything is supposed to be and we tried to, we mentioned I think in one place that the psychos documentation is kind of how it should look like, but yes, it's not formalized yet. But this is also a part of the documentation community, which would be nice to, if they kind of formed to start agreeing on this stuff and, yeah. Another question? And there is a question left. Got a very easy question. There is in some old documentation about code 2.4 or so. There is some good written information on documentation on features. I don't find in the newer versions how do you, would you explain that? Well, the reason why it's not there is because nobody ever bothered copying it over. And in that case when we did our massive initial migration, that documentation is probably not here either but maybe if this would be a great example of you shooting us an e-mail and being like, hey, there is this thing that has not been copied. And then you can try for yourself how hard it would be to copy paste 2 or 3 pages and put them in the new system. It probably takes you like maybe one hour to figure out everything and then you have it. So that's a good example of how things could be. The one last question there. Would you give an example how I would like to write a game on something I know? How to do that? How to come in at that? How is controlling me that I'm right and not wrong? And how is that managed? So are you talking on the level of getting it set up on your computer and stuff or writing style? Writing. Like the text and the way the paragraphs are and the sentences and... No, no, not the technical stuff. I know something about sculpting, maybe. And I want to give that information in the manual. So how do I? Yeah, it's all clear. We have this actually. Yes, but besides that, so there is, if you look this up I know it's not very prominent. So there is an explanation on this. So there is the documentation project page on Fabrikator. So this is not the best place, I agree. So we are going to try to make that page more findable. But there is an explanation on how to do that. But especially, there is a BF-Dockboard mailing list where we welcome everybody who has no clue on what to do or how to do any question, any feedback. Because that's the best place to have these discussions. And there I've always been helping people to get set up before with the old wiki and now with the new system. It's the best way to provide support also history for people who come next. So, even if there is not a lot of very formal, very clear docs, which I agree should be in place at least that's a place where you can get help for sure. So I invite everybody who is actually interested in the project to maybe send a mail there. There are still one and a half days of conference. So if you are interested in this and if you feel like doing something for this project which I think is very, very important, please contact us. We are very happy to answer any questions and try to organize this a bit further before the conference ends. And that being said, thank you very much.