Les Contextes (Contexts)

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Par exemple, dans le contexte Shading, si un Objet Lamp est sélectionné alors le sous-contexte sera Lamp.
Si nous sélectionnons un Objet Mesh ou tout Objet pouvant aboutir à un « rendu », alors le sous-contexte actif devient Material et si c'est une Camera qui est sélectionnée, le sous-contexte actif sera World (c'est à dire l'environnement virtuel de la Scène).
Les Boutons dans chaque Contexte sont groupés dans des Panels.
Contexts
The Button Window shows six main Contexts, which can be chosen via the first icon row in the header (Contexts and Sub-Contexts Example). Each of these might be subdivided into a variable number of sub-contexts, which can be chosen via the second icon row in the header (Contexts and Sub-Contexts Example), or cycled through by pressing the same Context button again:
Logic (F4) - Switches to Logic context.
Script - No shortcut. Switches to Script context.
Shading (F5) - Switches to Shading context.
Object (F7) - Switches to Object context.
Editing (F9) - Switches to Editing context.
Scene (F10) - Switches to Scene context.
Once the Contexts is selected by the user, the sub-context is usually determined by Blender on the basis of the active Object. For example, with the Shading context, if a Lamp Object is selected then the sub-context shows Lamp Buttons. If a Mesh or other renderable Object is selected, then Material Buttons is the active sub-context, and if a Camera is selected the active sub-context is World.
The Buttons in each context are grouped into Panels.
The menu of available options, shown in a window's header, may change depending on the mode of that window. For example, in the 3D View window, the Object menu in Object mode changes to a Mesh operations menu in Edit mode, and a paint menu in Vertex Paint mode. If you are reading this manual and some menu option is referenced that does not appear on your screen, it may be that you are not in the proper mode, or context, for that option to be valid.