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- .. _docs_image_guidelines:
- Creating documentation images and videos
- ========================================
- Throughout the documentation, images are often needed to make the explanation
- of a feature or concept as clear as possible for a reader. This page will
- explain the process from beginning to end.
- Images
- ------
- Capturing an image
- ^^^^^^^^^^^^^^^^^^
- To take a picture of something in Godot, a screen capture tool can be used.
- On Windows 10 and 11 that would be the Snip & Sketch program.
- Pressing :kbd:`Windows + Shift + S` lets you take a screenshot
- of a portion of the screen and save it to the clipboard.
- After pressing those keys, click and drag over
- the area you wish to take a picture of.
- On macOS, pressing :kbd:`Shift + Command + 3` does the same.
- To take a picture of the entire screen press :kbd:`Shift + Command + 4`.
- All screenshots taken will be saved to the desktop.
- Each Linux desktop environment has it's own screenshot tool. For example,
- on KDE Plasma the program Spectacle is used for taking screenshots. If your
- distribution doesn't come with one by default try searching its package
- repository, or Flathub if that's supported.
- All screenshots should ideally be taken on a 1080p screen. Anything higher
- resolution is adding detail that doesn't make the documentation better and
- dramatically increases file size. If you're taking screenshots on a higher
- resolution screen the screenshot should be scaled down. There are instructions
- on how to do this later on this page.
- Format conversion
- ^^^^^^^^^^^^^^^^^
- The current format for images in Godot's documentation is WebP (``.webp``).
- While some Linux programs will support saving screenshots in this format, macOS
- and the Snip & Sketch program on Windows do not. For images that don't need
- editing, such as precise cropping or adding outlines, Squoosh can be used.
- `Squoosh <https://squoosh.app/>`_ is a converter developed by Google, is open
- source, and doesn't give Google any image rights by using it. When choosing
- compression if you can get an image that's under 300KB in size use lossless
- compression. If it's over 300KB, use just enough lossy compression to get it
- under that size. If this results in noticeable compression artifacts using less
- compression is fine, even if the file size is bigger.
- If you already have an image editor such as GIMP, Krita or Photoshop installed
- it may have the ability to open an image then save it as a WebP file.
- Cropping
- ^^^^^^^^
- For a screenshot of a 2D or 3D scene in the editor, the above steps will be enough.
- But for most UI images some extra work should be done, specifically cropping to
- make an image look clean. Below is an example of good cropping.
- .. image:: img/cropped_image.webp
- For cropping Krita is the recommended program. While some screenshot programs do
- have cropping built in it's not always easy to get something precise. And while
- Krita is designed as a painting program the cropping tool gives you pixel precision
- by default. Of course, feel free to use a different program you are familiar with.
- If you've never used Krita before download it from the `official Krita website <https://krita.org/en/download/>`_,
- on Linux you may also be able to download it from your distributions repository,
- flathub is also an option. Once it's installed on your computer open Krita then
- open the image you want to crop. This button on the left panel is the crop tool.
- .. image:: img/crop_tool.webp
- After selecting it, click on the image, you should now have cropping tools available.
- .. image:: img/crop_edit.webp
- Click and drag the white boxes to adjust what gets cropped, if you zoom in close
- to the image you will see the individual pixels in an image, which is useful for
- precision.
- .. image:: img/crop_pixels.webp
- If you make a mistake and overcrop don't worry, cropping is non-destructive in
- Krita and can be adjusted. Click on the image with your cropping tool still selected
- and the controls will return.
- Scaling down an image
- ^^^^^^^^^^^^^^^^^^^^^
- As explained earlier on this page, all images taken on a screen that is a higher resolution
- than 1080p should be scaled down. To do this in Krita click on **Image** on the top bar, and
- from the dropdown menu select **Scale Image To New Size**. This menu can also be opened by
- pressing :kbd:`Ctrl + Alt + I`. On this menu you want to adjust the pixel dimensions. For
- anything taken on a 4K monitor change the value of the width and height to half of its current
- value, for anything taken on a 1440p monitor multiply the width and height by 0.75. Make
- sure the **Constrain Proportions** box at the bottom of the menu is checked so you only have
- to change 1 value.
- Saving as WebP in Krita
- ^^^^^^^^^^^^^^^^^^^^^^^
- To save an image as webp if it isn't already one, Go to **File > Save As**. Select **webp** from the
- **Save as type:** dropdown, then choose wherever you want to save it. After clicking **Save** a menu
- will popup with webp options. Make sure **Lossless** is checked and **Quality** is set to 100%. This
- means the image will not lose detail and will be as small as possible.
- If the image is over 300KB in size try compressing it losslessly using `Squoosh <https://squoosh.app/>`_.
- If it's still over 300KB change to lossy compression and slowly increase the compression until it's under
- 300KB. If this results in noticeable compression artifacts using less compression is fine, even if the file
- size is bigger.
- Outlines, arrows and text
- ^^^^^^^^^^^^^^^^^^^^^^^^^
- Sometimes an image needs something extra to properly direct the readers
- attention, or make something clear. Outlines and arrows can be used
- for this purpose. For these types of edits Inkscape is the recommended open
- source program, it can be downloaded from the `official Inkscape website <https://inkscape.org/>`_.
- Like Krita, if you're on Linux you can also check your distributions repository
- or get it from Flathub.
- A full tutorial on creating outlines is not provided here, we recommend searching
- for various tutorials on how to use it online. However there are two standards
- for doc image outlines and arrows. First, the color should be yellow, specifically
- this hex color: ``fffb44`` (``fffb44ff`` if there is a transparency value like in Inkscape).
- This color was chosen specifically to make sure color blind people do not have
- issues reading the documentation, other colors can be used in addition to this yellow
- if multiple outlines on an image are needed, red should be avoided. The second standard
- is that all outlines and arrow lines should be 2 pixels wide.
- Finally, some images might require text to differentiate multiple parts of an image.
- There are no strict requirements other than use an easy to read non fancy font. As for
- color the yellow color from before should also be used, but black or other colors can
- be used if appropriate. For example, if yellow blends into the image, or if there are
- multiple outlines in multiple colors.
- Adding an image to a documentation page
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- Once you've finished working on your image, it can be added to the documentation.
- All images are stored in folders named ``img`` next to the page they are used in.
- To add your image, add it to the ``img`` folder that's in the same folder as the
- ``.rst`` file for the page (create it if it doesn't exist). In the ``.rst`` page,
- images should be included with the following code snippet::
- .. image:: img/documentation_image.webp
- Where ``documentation_image.webp`` would be changed to the name of the image you
- created. Name your images in a way that makes their meaning clear, possibly with
- a prefix that makes their relationship to a documentation page explicit.
- Videos
- ------
- Capturing a video
- ^^^^^^^^^^^^^^^^^
- To record a video of something in Godot, a screen capture tool can be used.
- Operating systems generally don't come with tools that are flexible enough
- for this, so you'll need to install a third-party utility.
- `OBS Studio <https://obsproject.com/>`__ is the most popular option, but
- `SimpleScreenRecorder <https://www.maartenbaert.be/simplescreenrecorder/>`__
- can be used as an alternative on Linux. `ShareX <https://getsharex.com/>`__
- can be used as an alternative on Windows. All these tools can be configured
- to record the entire screen, a specific window or a predetermined rectangle.
- The recommended framerate for video recordings is 60 FPS, although you can use
- 30 FPS for longer videos to reduce their file size. For fullscreen videos,
- use a resolution of 1280×720.
- .. note::
- Godot's :ref:`Movie Maker mode <doc_creating_movies>` can be used to record
- the output of a running project, including its audio. This doesn't require
- installing any third-party software and avoids any frame drops (even when
- recording on a slow device), but it's less flexible.
- Compressing the captured video
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- The recommendation is to record your video in the highest quality possible
- (without dropping frames due to excessive CPU/GPU utilization), then re-encode
- it later to reduce its file size. This results in more efficient compression
- than directly aiming for a small file size, as real-time compression methods are
- less efficient than slower compression methods.
- To re-encode videos for a smaller file size, use `HandBrake <https://handbrake.fr/>`__
- or the `FFmpeg <https://ffmpeg.org/>` command line below:
- ::
- ffmpeg -i input.mp4 -crf 23 output.webm
- The number after ``-crf`` adjusts the video quality, with higher numbers
- resulting in *lower* quality (and smaller file sizes). A CRF of ``23`` is a good
- starting point, but you may need to use a higher value for longer videos to
- ensure the file size remains reasonable. Try to aim for a file size under 2 MB
- if possible.
- If the video was recorded in a higher resolution or framerate, you can adjust
- its output resolution and framerate as follows:
- ::
- ffmpeg -i input.mp4 -crf 23 -vf scale=1280:-2 -r 30 output.webm
- This results in a video resolution around 1280×720 at 30 FPS. The exact
- video resolution will vary depending on the source's aspect ratio.
- .. tip::
- If the video was recorded with an audio track but this audio track is not
- necessary, consider stripping it by adding the ``-an`` option to the FFmpeg
- command line (before the output file name). This will reduce file size and
- also ensure audio controls don't show up on the video when played in a
- browser.
- Adding a video to a documentation page
- --------------------------------------
- Once you've finished working on your video, it can be added to the documentation.
- All videos are stored in folders named ``video`` next to the page they are used in.
- To add your video, add it to the ``video`` folder that's in the same folder as the
- ``.rst`` file for the page (create it if it doesn't exist). In the ``.rst`` page,
- videos should be included with the following code snippet::
- .. video:: video/csg_tools.webm
- :alt: Put a text description of the video here
- :autoplay:
- :loop:
- :muted:
- Where ``documentation_video.webp`` would be changed to the name of the video you
- created. Name your videos in a way that makes their meaning clear, possibly with
- a prefix that makes their relationship to a documentation page explicit.
- The ``:autoplay:``, ``:loop:`` and ``:muted:`` flags should always be specified
- unless the video needs to play audio. In this case, do not specify *any* of these flags.
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