5434 lines
145 KiB
Plaintext
5434 lines
145 KiB
Plaintext
The edited object
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Bezier curve point with two handles defining a Keyframe on an F-Curve
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Max Climb
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Media Stop
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System & OpenGL
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Strips Selected
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Active Keying Set
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Action Blending
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Bone is able to be selected
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Defines where the color of the environment light comes from
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Display files as short list
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Build 75% proxy resolution
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Right Mouse
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Cubic Catmull-Rom
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Particle system can be edited in particle mode
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UV editor data for the image editor space
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Editing hair
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Zoom using opposite direction
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Graph Editor space data
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Create obstacle
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Tiles
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Align newly added objects to the world coordinates
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Index of custom color set
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Sample point for F-Curve
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AVI Raw
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Linear Drag
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Color to display the marker with
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Channels Region
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Lower bound of envelope at this control-point
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Fluid
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Regions this area is subdivided in
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Double Click
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Disable simulation of linear motion along the X axis
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Sequencer OpenGL
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Child particles generated by the particle system
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Point in a shape key for curves
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Lock to Bone
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Sun Size
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Set modifier expanded in the user interface
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Multiple Scattering
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ID Name
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Steering
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Animation Visualisation
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Keyed States
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Fixed size vertex indices array
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Normal Size
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Track To
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Time since last access of a GL texture in seconds after which it is freed. (Set to 0 to keep textures allocated.)
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Collection of keymaps
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Texture datablocks
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Number of vertical pixels in the screen
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Fluid Simulation
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Zooms in and out like scaling the view, mouse movements relative to center
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Lattice Edit
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Snap onto its self (editmode)
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Only render what's in front of the solid z values
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True when multiple enums
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Backdrop Zoom
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Causes mesh data to be duplicated with the object
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Automatic
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Small Caps
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UV Project
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UV Sync Selection
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Cloth dynamics for hair
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File Browser Main
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Sensitivity
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Amount of rotation around side vector
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Specify how many frames the Map Old will last
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Start Still
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Unique datablock ID name
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Active pose marker for this Action
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Draw Channels
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Smoothens emitted smoke to avoid blockiness
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Tool Settings
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Text Line
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Bone Constraints
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Toggle whether the material is linked to object data or the object block
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Falloff power for transmissivity filter effect (1.0 is linear)
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Only use case sensitive matches of search string
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Screw
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Region Text
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Representation of alpha information in the RGBA pixels
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Edges receive a drag force from surrounding media
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Sequence Transform
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Over Drop
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Domain Settings
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New F-Curve Colors - XYZ to RGB
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Space that owner is evaluated in
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Frame Step
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Enumeration
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Value of the item
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Parent of this pose bone
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B-Bone Z size
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Up Arrow
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For reactor systems, the object that has the target particle system (empty if same object)
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Shift key pressed
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Auto Refresh
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Bone Color Sets
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Positive values make strands rounder, negative makes strands spiky
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Collection of images
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Show actuators of active object
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interpolate a global timestamp using the record date and time written by recording device
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Main Lattices
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Variable from some source/target for driver relationship
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Z Location
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Auto-Clamped handle selected color
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Fixed Alternate
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Game engine sensor to detect events
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Include the frame number in image metadata
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Bone does not deform any geometry
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UV Textures
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Game
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Minimal Spring length * Ball Size
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16384
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Line in which the marker is located
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Offset X
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Rasterized cell height
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Edge Threshold
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-Z
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Set audio channels to mono
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Jump Speed
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HuffYUV
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Active Bone
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View3D Fly Modal
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Sets the audio channel count
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Rotation Damping
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Max Air Acceleration
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Snap center onto target
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Spring Damping
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Compact with Milliseconds
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Maintain speed, flight level or wander
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Interpolation type
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Type Info
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SIMD QBVH
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active
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Armature
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Match case
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16 Bit
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XZY Rotation Order. Prone to Gimbal Lock
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Auto handle selected color
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Theme File Browser
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Bake the normals in object space
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Enable color range used for weight visualization in weight painting mode
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Vorticity
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Open window
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Shows sensors for this object in the user interface
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Radius of head of bone (for Envelope deform only)
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Plain diffuse energy (white.)
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Elasticity
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Cache Step
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View Sliders
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Hair
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Filter Movies
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Material datablock used by this material slot
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Smooth Emitter
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Catalan (Català )
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RVO (cells)
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Home
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Action Mouse
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Show Debug Info
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Loads a saved environment map image from disk
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is_baking
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Scene datablocks
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Wire
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Group
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On Land
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Group Objects
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Time Step
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Keep UI
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Bone inherits rotation or scale from parent bone
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Show Selected Object
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Theme settings for the Outliner
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Time of key over the simulation
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Header Text
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Health
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Similar to SMPTE (Compact), except that instead of frames, milliseconds are shown instead
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Blender Original
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Deliver texture UV pass
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Index number of the vertex
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Stepped Interpolation
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Adds diagonal springs on 4-gons
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Shear
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Tent
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Strength of force field
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Space that target is evaluated in
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F11
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Star
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Library datablocks
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Line Input
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Lighten
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In Range
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Use Blender units for widths instead of pixels
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F17
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Node Socket
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Quad-Buffer
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Sets scaling for the texture's X, Y and Z sizes
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F14
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Motion Path settings for animation visualisation
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Make hairs longer
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Set audio sample format to 32 bit float
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Amount of anti-aliasing samples per pixel
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type
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Use optimized Bullet DBVT tree for view frustum and occlusion culling
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Make this surface a closed loop in the V direction
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Alpha Over
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Media player for video & png/jpeg/sgi image sequences
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Second input for the effect strip
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Space Logic Editor
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Snap during transform
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Edit Methods
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Left Handle
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B-Bone Ease Out
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Cyclic Offset
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Subtype
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Object Base
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Vertex Group Clump
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Letterbox
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Set audio channels to 7.1 surround sound
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V
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Quaternion (WXYZ)
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Image File
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Preset configs for external animation players
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Maximum Value
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Make this nurbs curve or surface act like a Bezier spline in the U direction (Order U must be 3 or 4, Cyclic U must be disabled)
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uk_UA
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3x3 bone matrix
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Vertex Weight
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Display Material
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Use a custom transform orientation
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GLSL Shaders
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Text
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Deliver shadow pass
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From node
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Keyframes
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Main Brushes
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Deliver diffuse pass
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Header
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Level detector, trigger controllers of new states(only applicable upon logic state transition)
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Collision Compound
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Increment
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Trackball
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Active Strip
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Initial Rest Length
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User defined layer of string text values
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Edge Tag Mode
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Invert tilt Axis
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Deliver emission pass
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Face Selected
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Xor
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Voronoi Crackle
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Align the transformation axes to the window
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Line sample
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Default Goal (vertex target position) value, when no Vertex Group used
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Type of raytrace accelerator structure
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Area Spaces
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Project individual elements on the surface of other objects
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Use the angle between two bones
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Aero
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Zmask
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Set audio sample format to 32 bit signed integer
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Scene render size
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Multiplier to convert blender units to physical distance
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Free Image Textures
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Metaball datablocks
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DPI
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Fill in Z values for solid faces in invisible layers, for masking
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Active Action for this datablock
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Use turntable style rotation in the viewport
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Format
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Use a Catmull-Rom filter for anti-aliasing
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Link material to object or the object's data
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Type of participation in the fluid simulation
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face normal
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Enable
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Final 4x4 matrix after constraints and drivers are applied (object space)
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Diameter of widget, in 10 pixel units
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ID Property
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Radius of tail of bone (for Envelope deform only)
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Custom Shape Transform
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Action FCurves
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Envelope Deform Weight
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A
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Renders star shaped lines over halo
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Fade-out Color
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Syntax Built-in
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Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC)
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Camera datablocks
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Bounding Box Center
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Middle Mouse
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Framerate base
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Touch
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Vortex
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Manipulator Size
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F-Curve Colors - XYZ to RGB
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Invert Output
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Calculate heights against unsubdivided low resolution mesh
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Shrinkwrap
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Window Deactivate
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Y position of the sequence strip
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The frame on which this sketch appears
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Snap to increments of grid
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Rest Length
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All
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Serbian (СÑпÑком ÑезикÑ)
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Sample Method
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Text Anti-aliasing
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Only allows given density value in emitter area
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Sequencer Preview Shading
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Lower field first
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File Name
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Show timing in seconds not frames
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Display the object as wire edges
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Billboard with Z-axis constraint
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Curves
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Displays clock frequency of fullscreen display
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X Rotation
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Sphere
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Select UVs that share mesh vertex, irrespective if they are in the same location
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8 bit RAW
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0.5 means no distance at all, 1.0 is maximum distance
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Sequencer
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Max Ghost Range
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An object instance in a scene
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User Interface
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Alt
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Vertex group name
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PNG
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Animated Selected
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Blue
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Damping of the spring force, when inside the physics distance area
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Plugin Strip
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Hide
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Pose Matrix
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Guide-free time from particle life's end
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Frame is being edited (painted on)
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Large Cursors
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Limit Rotation
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Draw only faces with the currently displayed image assigned
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Record Run
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Pixel width over which the reconstruction filter combines samples
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Global Scene
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Defines the structure of the header in the UI
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Source List Text Highlight
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User-editable keyframes
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Scaling factor for action
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Inner
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Active Constraint
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Side-by-side
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Right Arrow
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Causes the 1 to 0 keys to act as the numpad (useful for laptops)
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A collection of pose channels, including settings for animating bones
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Lennard-Jones
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Use a maximum radial distance for the field to work
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Location of tail end of the bone relative to armature
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Edit All
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estimate matrix .. split to COM , ROT ,SCALE
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Use Coordinates
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Theme User Preferences
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Show line numbers next to the text
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Minimum speed in air (relative to maximum speed)
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Display keymap datablocks
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,
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Display Summary
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Channel Driver (only set for Driver F-Curves)
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Item
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In/Out Node
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Frame that modifier's influence ends (if Restrict Frame Range is in use)
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Premultiplied
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Number of frames cached
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Description of the Struct's purpose
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Tilt in 3D View
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Show Debug
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Offsets image horizontally from the world origin
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region_data
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Protect layer from further editing and/or frame changes
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File Format
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Retarget roll mode
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IK rot control
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Upper bound of envelope at this control-point
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Interaction Radius
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Syntax String
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Vertex group to control density
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Show Overexposed
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Vertices
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Kerning Style
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IK X Minimum
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Sets the factor by which the flare is larger than the halo
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Absolute ball size or factor if not manual adjusted
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Blend Opacity
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Steps
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Texture
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Settings for the visualisation of motion
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Group of vertices, used for armature deform and other purposes
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Limit Distance
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Minus
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No interpolation, fast but blocky and low quality
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Control
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Full SMPTE timecode. Format is HH:MM:SS:FF
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Open On Mouse Over
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Show sensors of active object
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Frame Server Port
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Noise patterns will remain unchanged, faster and suitable for stills
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Start
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RLE (lossless)
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True when the property is not saved in presets
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Images are rendered in new Window
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Theme Timeline
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If this is set, the header gets a custom ID, otherwise it takes the name of the class used to define the panel. For example, if the class name is "OBJECT_HT_hello", and bl_idname is not set by the script, then bl_idname = "OBJECT_HT_hello"
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The color that rays with no intersection within the Max Distance take (material color can be best for indoor scenes, sky color for outdoor)
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Show Cursor
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Goal Default
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Shape Key Point
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Object Origin Size
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Orthographic
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Invert y axis
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Unit Scale
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Collection of points for Bezier curves only
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Mouse
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Pivot Point
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UV Layer to control billboard splitting
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Only insert keyframes where they're needed in the relevant F-Curves
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IK Z Minimum
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Distance
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Key rotation quaternion
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Backscattered light
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Texture effector weight
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Volume rendering settings for a Material datablock
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Which output node to use, for node-based textures
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Handle 1 selection status
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Always render a still frame from the voxel data sequence
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Factor
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+Z
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Numpad 4
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Type
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Action Groups
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Styles
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rv
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Recast data for a Game datablock
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Number of frames to show before the current frame (only for 'Around Current Frame' Onion-skinning method)
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Description of the property for tooltips
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Area in a subdivided screen, containing an editor
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IK Z Maximum
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Effect fader position
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Particle System to render as points
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Vertex Group Size Negate
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Simplify Subdivision
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Warp
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3D View center is locked to this bone's position
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Enable cluster collision between soft and rigid body
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04 - Theme Color Set
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Lamps
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Color Picker Type
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Location of the hair key in its internal coordinate system, relative to the emitting face
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Properties Space
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The view mode to use for displaying sequencer output
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Hold
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Prefetch Frames
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Pose Tail Position
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Amount of pixels to extend the baked result with, as post process filter
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Dummy
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Deliver full combined RGBA buffer
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Long Key Selected
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Extension
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Complete Matches Only
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Lines
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The external source data file to use
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The time (in minutes) to wait between automatic temporary saves
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Undo Memory Size
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Type of event mapping
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Animation Data
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Unique node identifier
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Draw white edges
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Show Menus
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W
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Inverse Kinematics
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Number of times a map will be rendered recursively (mirror effects.)
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Face Mask
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Density is calculated as a factor of default density (depends on particle size)
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Soft
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Use a maximum distance for the field to work
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Has IK
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Power of Fresnel for transparency (Ray or ZTransp)
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Name of PoseBone to use as target
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Display files as thumbnails
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Transparency blending mode
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Multiple Engines
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Bits
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Active Boid Rule Index
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Child Of
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Metric
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Proxy size 100%
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Module name
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Visible
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NLA Strip references some Action
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Average screen dimension of stars
|
||
Converter Node
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Mirror
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Method of calculating aerodynamic interaction
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Curl
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Main Objects
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Only include channels relating to selected objects and data
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Set audio mixing buffer size to 256 samples
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Bake normals
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Uses direction of strands as normal for tangent-shading
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Textbox Width
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Pose
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Plasticity
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Object scale factor
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Boid effector weight
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Mass Vertex Group
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Fight
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Adjust the offset to the beginning/end
|
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Bone Solid
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NLA Strip representing a sound event for speakers
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Maximum contour edge length
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||
Build free run time code index using Record Date/Time
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End frame displayed in the sequence editor after offsets are applied
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NLA Strip acts as a container for adjacent strips
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Offsets image vertically from the world origin
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Block anything else from using the cursor
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Inverse Lift
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Maximum for slider
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Mode of automatic keyframe insertion for Objects and Bones (default setting used for new Scenes)
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Render Solid faces in this Layer
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Vertex Weight Edit
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Rotation style in the viewport
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Active Vertex Color Index
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Show the active object's smoke cache
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||
Action Extrapolation
|
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Resolution X
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Mesh
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||
Progress Bar Widget Colors
|
||
Lock editing of rotation in the interface
|
||
Draw faces over the image
|
||
Press
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||
Weight Color Range
|
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Collection of vertex colors
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||
Thickness of strokes (in pixels)
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||
Resolution V
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||
Particle Target
|
||
Object duplicate transformation matrix
|
||
Luma
|
||
Blend Out
|
||
B
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B-Bone X size
|
||
Anti-Aliasing Level
|
||
Handle Vertex Size
|
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IK Lin Weight
|
||
Negative
|
||
End Still
|
||
Y Offset
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||
Edge
|
||
Amount of stickness to surface collision
|
||
Bone Matrix
|
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Randomizes ring dimension and line location
|
||
Velocity
|
||
Respect the frame rate rather than rendering as many frames as possible
|
||
Distance to the view location
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||
High res
|
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Object to take point data from
|
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Falloff type for proportional editing mode
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Region width
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Border Minimum Y
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Flash Video
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Active Section
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Channel defining pose data for a bone in a Pose
|
||
Smoothed high quality interpolation, but slower
|
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Sets the audio sample rate
|
||
Deliver raytraced refraction pass
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||
Land Personal Space
|
||
Curve Splines
|
||
Operating system key pressed
|
||
14 - Theme Color Set
|
||
Grease pencil data for this space
|
||
Child particle interpolated from simulated or edited particles
|
||
Editor header containing UI elements
|
||
Select Head
|
||
Catmull-Rom
|
||
GLSL Nodes
|
||
Make edges 'sail'
|
||
Scattering
|
||
Wire Select
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||
Unit
|
||
Bezier Points
|
||
Frame on which the simulation starts
|
||
Animation Player
|
||
Sequence Crop
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||
Autoname
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||
Dying
|
||
Floor
|
||
True when the property is hidden
|
||
Cache Compression
|
||
Keep Root
|
||
Render Output Directory
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||
Multiple Caches
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||
External Shadows
|
||
Points V
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||
Show Debug Properties
|
||
White Level
|
||
Framing Color
|
||
Line Feed
|
||
Logarithmic dissolve
|
||
Circle
|
||
Show movie files
|
||
Maximum distance for the field to work
|
||
Vertex Group Kink
|
||
Enable anisotropic friction
|
||
Use color management for GLSL rendering
|
||
Exec Screen
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||
Render Layer
|
||
Validity
|
||
Show sensors of all selected objects
|
||
Tessellation
|
||
-
|
||
F-Curve Modifier's effects will be tempered by a default factor
|
||
Paths Type
|
||
Cine-Scope 24fps 2048x858
|
||
Use Mist
|
||
Object Duplicate Matrix
|
||
Repulsion force to apply on cloth when close to colliding
|
||
Marker is temporary
|
||
Collection of screens
|
||
Lock X Axis
|
||
Octree Resolution
|
||
Control how much mist density decreases with height
|
||
Custom Color Set
|
||
Texture Context
|
||
Active Vertex Group
|
||
Disallow movement around the Y axis
|
||
Edge Color
|
||
Datablocks
|
||
Channels of the image to draw
|
||
2D Cursor
|
||
Constant QMC
|
||
Shape Key Curve Point
|
||
Command output
|
||
turbulence_strength
|
||
Color used for active bones
|
||
3D View center is locked to this object's position
|
||
Vertex groups of the object
|
||
Weights for the vertex groups this vertex is member of
|
||
Invert Axes
|
||
Euler Rotation
|
||
Material to override all other materials in this render layer
|
||
Tag Sharp
|
||
Is part of an IK chain
|
||
Output image in JPEG format
|
||
Main Groups
|
||
Slider Min
|
||
Side
|
||
Bone
|
||
Square (HV + S)
|
||
Transforms include effects of parenting/restpose and constraints
|
||
Name of operator to call on input event
|
||
Particle Speed
|
||
Motion Blur
|
||
Nurb V-lines
|
||
Font size to use for displaying the text
|
||
Tools
|
||
Float
|
||
Dynamic
|
||
Scene
|
||
Color curve mapping to use for displaying the image
|
||
Set audio channels to 4 channels
|
||
Free handle color
|
||
16-bit Signed
|
||
Active object for this scene
|
||
Previous Angular Velocity
|
||
Material Link To
|
||
Solid Light
|
||
Property Value
|
||
Worldspace distance over which to blend in the surface normal
|
||
NLA Strip is active
|
||
Mini Axis Size
|
||
Multiply direct lighting with ambient occlusion, darkening the result
|
||
Moving things with a mouse drag confirms when releasing the button
|
||
Show Render
|
||
Camera this timeline sets to active
|
||
Update Automatically
|
||
Inwards component of the vortex force
|
||
Edit texture nodes from Brush
|
||
Current perspective matrix of the 3D region
|
||
Opaque
|
||
Goal (vertex target position) friction
|
||
All rules are averaged
|
||
Grease Pencil Stroke
|
||
Display Object Info
|
||
The maximum distance from which a boid can attack
|
||
Curve interpolation at this point: Bezier or vector
|
||
Both Z
|
||
Textbox Y Offset
|
||
Node group datablocks
|
||
Ogg Theora
|
||
Logic And
|
||
Identifier of operator to call on input event
|
||
Spaces contained in this area, the first being the active space. NOTE: Useful for example to restore a previously used 3d view space in a certain area to get the old view orientation
|
||
Set audio channels to stereo
|
||
Order V
|
||
View & Controls
|
||
Rec Run
|
||
Upward spring force, when inside the physics distance area
|
||
Mesh Texture Face Layer
|
||
Transformation orientation
|
||
Gives a radial field toward the center of object
|
||
layout
|
||
Extend
|
||
Collision margin for soft body. Small value makes the algorithm unstable
|
||
box radius
|
||
Cache Index
|
||
Free
|
||
Inbetween Move
|
||
Packed File
|
||
Capsule
|
||
UV projector used by the UV project modifier
|
||
F-Curve Modifier has invalid settings and will not be evaluated
|
||
Dopesheet
|
||
Only Selected
|
||
Replace Text
|
||
Freq
|
||
Sets maximum Y value for the render border
|
||
Compositing nodes
|
||
Waveform Opacity
|
||
Layers that contain something
|
||
Skip Save
|
||
Same Types
|
||
Include Missing NLA
|
||
Level
|
||
Free Unused Nodes
|
||
Maximum distance to apply repulsion force, must be greater then minimum distance
|
||
Display tooltips
|
||
Hold RMB Open Toolbox Delay
|
||
Random variation of friction
|
||
Proportional Editing Falloff
|
||
Object Modifiers
|
||
Logic Xnor
|
||
Move to center of neighbors and match their velocity
|
||
Stretch or squeeze the viewport to fill the display window
|
||
X
|
||
Show frame numbers of Keyframes on Motion Paths
|
||
Shaded
|
||
Enhance the resolution of smoke by this factor using noise
|
||
Backdrop
|
||
Selected
|
||
Refraction Exclude
|
||
Enable bitmap text on face
|
||
Button4 Mouse
|
||
The direction that the OpenGL light is shining
|
||
Images are rendered without forcing UI changes, optionally showing result
|
||
A circular Hue/Saturation color wheel, with Value slider
|
||
Input 3
|
||
Input 2
|
||
Input 1
|
||
Engine to use for rendering
|
||
Active UV Texture Index
|
||
Include the render time in the stamp image
|
||
Disabled
|
||
Sets the amount mirror reflection for raytrace
|
||
Game Object Settings
|
||
Clear
|
||
Max Physics Steps
|
||
Find All
|
||
3D View far clipping distance
|
||
Activate or deactivate item
|
||
Blobby element in a MetaBall datablock
|
||
Only Render
|
||
Radius of the agent
|
||
Show Navigation Guide
|
||
Default Colors
|
||
Sets the dimension of the sub-flares, dots and circles
|
||
Dynamic Friction
|
||
fi_FI
|
||
Viewpoint Object
|
||
Display the object solid, lit with default OpenGL lights
|
||
Use Global Coordinates
|
||
Use the initial length as spring rest length instead of 2 * particle size
|
||
Priority
|
||
Render polygon transparent, depending on alpha channel of the texture
|
||
Active File
|
||
Manually determine the number of threads
|
||
User Defined
|
||
Vertex group to control clump
|
||
Enable/Disable Constraint
|
||
Object is detected by the Near and Radar sensor
|
||
VBOs
|
||
When false, this (sub)layout is greyed out
|
||
Select Mouse
|
||
The Drivers/Expressions for this datablock
|
||
Individual Centers
|
||
Enables automatic saving of preview images in the .blend file (Windows only)
|
||
Shape key in a shape keys datablock
|
||
Use left Mouse Button for selection
|
||
Pivot around the 3D cursor
|
||
Auto
|
||
Registered
|
||
Flares Sub
|
||
Short List
|
||
Sounds Directory
|
||
Interpolate
|
||
Game engine properties
|
||
Allow drawing multiple strokes at a time with Grease Pencil
|
||
Output image in (old!) SGI IRIS format
|
||
Left Alt
|
||
Sub Level Menu Open Delay
|
||
Number of frames at start of strip to fade in influence
|
||
Keyframe Points
|
||
Noise algorithm - Voronoi F3: Returns distance to the 3rd closest feature point
|
||
Display error text
|
||
Vertex group for fine control over structural stiffness
|
||
RNA Path (from ID-block) to property used
|
||
Info
|
||
User preferences space data
|
||
C
|
||
Emit Exclude
|
||
Thumbnails
|
||
Collision Sensor, detects static and dynamic objects but not the other collision sensor objects
|
||
Lamp Sky Settings
|
||
3D View center is locked to the cursor's position
|
||
Manoeuvre to avoid collisions with other boids and deflector objects in near future
|
||
Global gravity weight
|
||
Curve or Surface subdivisions per segment
|
||
The nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate
|
||
Back scattering (-1.0) to Forward scattering (1.0) and the range in between
|
||
Library Path
|
||
Calculate shadows while rendering
|
||
Defines the strength of environment light
|
||
Mux packet size (byte)
|
||
Croatian (Hrvatski)
|
||
Separate Colors
|
||
Collider Friction
|
||
Goal minimum, vertex group weights are scaled to match this range
|
||
Gamma Cross
|
||
Driver for the value of a setting based on an external value
|
||
Unit System
|
||
Highlight Line
|
||
Constraint is the one being edited
|
||
Draw F-Curves using Anti-Aliasing and other fancy effects. Disable for better performance
|
||
Keying Set
|
||
UV Local View
|
||
Changing edges seam re-calculates UV unwrap
|
||
View3D Move Modal
|
||
Any Type
|
||
Image Paint
|
||
Set audio mixing buffer size to 16384 samples
|
||
Creates turbulence with a noise field
|
||
Active EditBone
|
||
Brush
|
||
Show only sensors connected to active states
|
||
Disable simulation of angular motion along the Z axis
|
||
3D View Generic
|
||
Shape used as a relative key
|
||
World Stars
|
||
Use Environment Lighting
|
||
X Location
|
||
Auto Save Temporary Files
|
||
Surface subdivisions per segment
|
||
Output image in OpenEXR format
|
||
Center
|
||
Air has normally some thickness which slows falling things down
|
||
Defines if the panel has to be open or collapsed at the time of its creation
|
||
Parameters for the function
|
||
Keep root keys unmodified
|
||
Interpolate new particles from the existing ones
|
||
Include visualization of Node related Animation data
|
||
25%
|
||
Sets the number of simulation substep per physic timestep, higher value give better physics precision
|
||
Space in which transforms are used
|
||
16x
|
||
Sets the number of images of a movie to use
|
||
Callback function defines for built-in Keying Sets
|
||
20 - Theme Color Set
|
||
How much heat effects smoke motion, higher value results in faster rising smoke
|
||
Display when not linked to a visible states controller
|
||
Collection of scenes
|
||
256
|
||
Smooth View
|
||
Choose shading information to bake into the image
|
||
Sets the number of star shaped lines rendered over the halo
|
||
Textures
|
||
Active spline
|
||
Maximum bending stiffness value
|
||
Eye Separation
|
||
Window event timer
|
||
Armature EditBones
|
||
Game engine actuators to act on events
|
||
End frame of range of paths to display/calculate (not for 'Around Current Frame' Onion-skinning method)
|
||
Quad Split
|
||
Auto handles clamped to not overshoot
|
||
How much the spring has to be stretched/compressed in order to change it's rest length
|
||
Show Brush On Surface
|
||
.
|
||
Defines the structure of the panel in the UI
|
||
Handle 2 selected
|
||
Use lights for GLSL rendering
|
||
Groups
|
||
Textured
|
||
Camera rotation in horizontal axis
|
||
Blender RNA
|
||
Type of ID-block that can be used
|
||
Column number to show right margin at
|
||
Game Soft Body Settings
|
||
Activity Culling
|
||
Local Space
|
||
Sets the layer as active for rendering
|
||
Rotate From Normal
|
||
IK Y Lock
|
||
Amount of influence constraint will have on the final solution
|
||
The window relative horizontal location of the mouse
|
||
Set audio mixing buffer size to 2048 samples
|
||
Lighting Mode
|
||
Object to use as projector transform
|
||
Numpad -
|
||
Location to store the proxy files
|
||
Add directed noise to the density at render-time
|
||
Physics Sub Steps
|
||
Mesh Faces
|
||
Apply on spline
|
||
Armature Sketch
|
||
Render Halos in this Layer (on top of Solid)
|
||
Nla Strips
|
||
Weight used by the Bevel modifier
|
||
Color range used for weight visualization in weight painting mode
|
||
Boid Rules
|
||
Delay between repeated pulses(in logic tics, 0=no delay)
|
||
Billboard Time Index UV
|
||
Game Data
|
||
IK X Limit
|
||
Theora
|
||
Hook
|
||
Collection of materials
|
||
Lifetime mapped as 0.0 - 1.0 intensity
|
||
Property Editor
|
||
Vorbis
|
||
Allow Land
|
||
Tip select mode
|
||
Navigation Mesh
|
||
Limit the texture size to save graphics memory
|
||
Game engine user defined object property
|
||
Sticky vertex selection disabled
|
||
Display an isolated sub-set of objects, apart from the scene visibility
|
||
Straight Alpha
|
||
Wheel Out
|
||
Sequence Proxy
|
||
Text displayed and edited in this space
|
||
Custom Object
|
||
Numpad +
|
||
Menu
|
||
Active Point Cache Index
|
||
Starting frame of the stored range
|
||
Panel Style
|
||
Emphasize position of keyframes on Motion Paths
|
||
Libraries
|
||
Restrict Frame Range
|
||
Quadratic Drag
|
||
Display X Axis
|
||
Copy of the colors associated with the group's color set
|
||
Use a Mitchell-Netravali filter for anti-aliasing
|
||
ID of the item
|
||
Marker selection state
|
||
Good smoothness and speed
|
||
Use Onion Skinning
|
||
Draw type for drawing UV edges
|
||
id
|
||
Result strip replaces the accumulated results by amount specified by influence
|
||
Transform Space
|
||
Speed factor
|
||
Collection of group sockets
|
||
Highlight Keyframes
|
||
Hide files/datablocks that start with a dot(.*)
|
||
Use 3D transform manipulator
|
||
Value of shape key at the current frame
|
||
Python
|
||
Save tiles for all RenderLayers and SceneNodes to files in the temp directory (saves memory, required for Full Sample)
|
||
Perspective Matrix
|
||
Meta strip stack, last is currently edited meta strip
|
||
Noise algorithm - Voronoi F2: Returns distance to the 2nd closest feature point
|
||
Auto Keyframe Insert Keying Set
|
||
2D Cursor Location
|
||
Vertex Weight Mix
|
||
Group Index
|
||
Add hairs
|
||
Bake textures
|
||
Crop to Border
|
||
Initial boid health when born
|
||
When rendering animations, save JPG preview images in same directory
|
||
The number of grid lines to display in perspective view
|
||
Worlds
|
||
The distance between 3D View grid lines
|
||
Vector font datablocks
|
||
Tag Bevel
|
||
Negate the effect of the kink vertex group
|
||
Use viscoelastic springs instead of Hooke's springs
|
||
Frameserver Port for Frameserver Rendering
|
||
Shows actuators for this object in the user interface
|
||
Show Info
|
||
Grease Pencil Euclidean Distance
|
||
Pixels moved by mouse per axis when drawing stroke
|
||
Color balance parameters for a sequence strip
|
||
Collision Quality
|
||
Triple Buffer
|
||
Face is used for shadow
|
||
Include visualization of World related Animation data
|
||
Resolution of the voxel grid, low resolutions are faster, high resolutions use more memory
|
||
Regular Widget Colors
|
||
Y
|
||
Bezier Curve Point
|
||
To node
|
||
Puff Mode
|
||
Root
|
||
Deliver Z values pass
|
||
Coordinates of the control point
|
||
Transforms don't include parenting/restpose or constraints
|
||
Keying Set Path
|
||
Friction force if a collision happened. (higher = less movement)
|
||
Theme settings defining draw style and colors in the user interface
|
||
MPEG-4(divx)
|
||
Display reference images behind objects in the 3D View
|
||
Collection of Node Links
|
||
Follow Leader
|
||
Hide objects on these layers when generating the Environment Map
|
||
Line Number
|
||
Fields per Frame
|
||
Harmonic Damping
|
||
Weight hair particles
|
||
Use the Blender internal rendering engine for rendering
|
||
Rotation/Scaling Pivot
|
||
Minimum radial distance for the field's fall-off
|
||
Duration
|
||
Causes curve data to be duplicated with the object
|
||
Absolute
|
||
pt_BR
|
||
Active Layer
|
||
YCbCr (ITU 601)
|
||
Average distance between any two stars
|
||
Multitexture materials
|
||
GLSL
|
||
Current Scene
|
||
How many keys to make new particles with
|
||
Hide element
|
||
Main Meshes
|
||
Text character formatting settings
|
||
Main Material
|
||
Collection of object modifiers
|
||
Maximal resolution used in the fluid domain
|
||
Amount of light that gets emitted by the volume
|
||
Grid
|
||
Use For Growing Hair
|
||
Parent edit bone (in same Armature)
|
||
Use a column layout for toolbox
|
||
Sort by time
|
||
When transforming strips, changes to the animation data are flushed to other views
|
||
Theme settings for widget color sets
|
||
Inner Thickness
|
||
Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)
|
||
Constant Jittered
|
||
Weight to assign in vertex groups
|
||
Bone Armature-Relative Matrix
|
||
Rest length of the harmonic force
|
||
user_preferences
|
||
Gimbal
|
||
Alpha Under
|
||
RNA property definition
|
||
YXZ Euler
|
||
Use shadows for GLSL rendering
|
||
IOR
|
||
Gives the flare extra strength
|
||
Editor menu containing buttons
|
||
Right handle selection status
|
||
Minimum Value
|
||
Action referenced by this strip
|
||
Display and edit the grease pencil freehand annotations overlay
|
||
Path edit mode
|
||
Smooth falloff
|
||
Preferences related to viewing data
|
||
Max Edge Error
|
||
A square showing Hue/Value, with Saturation slider
|
||
D
|
||
Material slot in an object
|
||
Set audio sample format to 8 bit unsigned integer
|
||
User defined integer number value in an integer properties layer
|
||
Output image to a frameserver
|
||
Single Layer
|
||
Radius of boids personal space in air (% of particle size)
|
||
YCbCr (Jpeg)
|
||
Length
|
||
Specular
|
||
Proportional Editing using connected geometry only
|
||
Convex Hull
|
||
Mid-range quality and speed
|
||
Scale of the added turbulent noise
|
||
Only use complete matches of search string
|
||
Show Splash
|
||
Wind
|
||
Repulsion Force
|
||
Method used to convert stroke to bones
|
||
Show Pose Markers
|
||
Frame on which the simulation stops
|
||
Warp Data
|
||
Key angular velocity
|
||
select_start
|
||
Show Linked to Controller
|
||
Struct in which this struct is always nested, and to which it logically belongs
|
||
Include a custom note in image metadata
|
||
Log conversion gamma
|
||
Transform Orientation
|
||
Number of CPU threads to use simultaneously while rendering (for multi-core/CPU systems)
|
||
Which style to use for font kerning
|
||
Fall-Off
|
||
Render voxels from a Blender smoke simulation
|
||
Draw the points which make up the strokes (for debugging purposes)
|
||
Frames
|
||
Original image height
|
||
Use face for collision and ray-sensor detection
|
||
Around Frame
|
||
Image Strip
|
||
Bounding Box
|
||
Device up/down directly controls your Z position
|
||
The Runge-Kutta ODE solver error limit, low value gives more precision, high values speed
|
||
Original image width
|
||
Show Margin
|
||
Transform Modal Map
|
||
Stiff Quads
|
||
System
|
||
Spherical Panoramic
|
||
Onion Skinning settings for animation visualisation
|
||
KeyMap Items
|
||
Valid
|
||
MP2
|
||
Handle 2 Type
|
||
Italic
|
||
Material Raytrace Mirror
|
||
Object Grouped Active
|
||
Use Frame Rate
|
||
sv_SE
|
||
Samples
|
||
Name
|
||
Material mode to use for rendering
|
||
Cube
|
||
Result color of the volume, after other light has been scattered/absorbed
|
||
Use Min
|
||
Display the center and axis during rotation
|
||
Multiplier for intensity values
|
||
Render Edge-enhance in this Layer (only works for Solid faces)
|
||
Material datablocks
|
||
/
|
||
Arabic (اÙعربÙØ©)
|
||
Most compact representation. Uses '+' as separator for sub-second frame numbers, with left and right truncation of the timecode as necessary
|
||
Filter 2D
|
||
Lift
|
||
Lighting for a World datablock
|
||
External
|
||
Collection of metaballs
|
||
Sets the hardness of the halo
|
||
General rotation damping
|
||
Constraint name
|
||
Hardness
|
||
Syntax highlight for scripting
|
||
Parameters and Settings for the Filebrowser
|
||
Edit Path
|
||
Rot Matrix
|
||
Global Time
|
||
Grease Pencil Manhattan Distance
|
||
Grouping Method
|
||
Lock view rotation in side views
|
||
Effector Group
|
||
Collection of armature edit bones
|
||
Flare
|
||
Control Point selected
|
||
Freehand curves defining the sketch on this frame
|
||
Make this nurbs surface act like a Bezier spline in the V direction (Order V must be 3 or 4, Cyclic V must be disabled)
|
||
Operator
|
||
Near
|
||
Use the pinned context
|
||
Display files as a detailed list
|
||
On Selected Bones Only
|
||
Has Reports
|
||
Property
|
||
Collection of related sketches
|
||
Control point mass values
|
||
Chance that the particle will pass through the mesh
|
||
Sticky Selection Mode
|
||
Font
|
||
Key Modifier
|
||
Clip
|
||
Edit texture nodes from Object
|
||
resolution_y
|
||
Storage of an operator being executed, or registered after execution
|
||
Image
|
||
Density Scale
|
||
Active Render Layer
|
||
Space DopeSheet Editor
|
||
Maximal
|
||
Indirect Factor
|
||
Pixel Filter
|
||
Upper field first
|
||
Static
|
||
AVI
|
||
Internal Friction
|
||
Global Hair
|
||
Level height
|
||
Bake Specular colors
|
||
DopeSheet space data
|
||
Registered Optionally
|
||
Causes actions to be duplicated with the object
|
||
Enable collisions with other objects
|
||
Theme settings for the Properties
|
||
Region ID
|
||
Strength
|
||
Use nodes for GLSL rendering
|
||
General Mass value
|
||
Damping Factor
|
||
Show Paint
|
||
Weight of a particle dupliobject in a group
|
||
Shows controllers for this object in the user interface
|
||
Allow the use of colors indicating constraints/keyed status
|
||
Target Object
|
||
Texture Paint
|
||
Defines how AO mixes with material shading
|
||
Driver Variable
|
||
Wrap words if there is not enough horizontal space
|
||
Point in a shape key for Bezier curves
|
||
Directory/name to save animations, # characters defines the position and length of frame numbers
|
||
Follow Path
|
||
Use a cubic filter for anti-aliasing
|
||
Media First
|
||
Use so the operator grabs the mouse focus, enables wrapping when continuous grab is enabled
|
||
Draw Frames
|
||
Length of rays, defines how far away other faces give occlusion effect
|
||
Lock Scale
|
||
Method of attenuating density by distance from the point
|
||
8-bit Unsigned
|
||
File Paths
|
||
Point Source
|
||
cs_CZ
|
||
Pose Space
|
||
Sort the file list alphabetically
|
||
Provides an alternative access to loc/scale/rotation relative to the parent and own rest bone
|
||
Collision Type
|
||
Collection of node trees
|
||
Occlusion Resolution
|
||
Apply sun effect on sky
|
||
Stamp Note Text
|
||
Traditional Chinese (ç¹é«ä¸æ)
|
||
Scene layers included in this render layer
|
||
Weight used by the Bevel modifier 'Only Vertices' option
|
||
IK Y Stiffness
|
||
The default directory to search for texture plugins
|
||
Vertex Group Velocity Negate
|
||
Modifiers
|
||
Invoke Region Window
|
||
Auto Perspective
|
||
Module
|
||
The clarity of the refraction. Values < 1.0 give diffuse, blurry refractions
|
||
Display Camera
|
||
Subdivisions
|
||
Blendfile Data
|
||
Location of custom proxy file
|
||
Solidify
|
||
Do a full redraw each time, slow, only use for reference or when all else fails
|
||
Horizon Spread
|
||
06 - Theme Color Set
|
||
Show a visualization of physics bounds and interactions
|
||
Z
|
||
Quick Cache
|
||
Show Error
|
||
Left
|
||
Property that stores arbitrary, user defined properties
|
||
UV 4
|
||
Resolution %
|
||
Scattering color
|
||
UV 1
|
||
UV 3
|
||
UV 2
|
||
Handle 2
|
||
Display datablocks in visible layers
|
||
Handle 1
|
||
Left handle selection status
|
||
Active Keying Set Index
|
||
SMPTE (Full)
|
||
Use textures to affect material properties
|
||
Draw Modified Edges
|
||
Maximum caused damage on attack per second
|
||
Shape Key
|
||
Enable file compression when saving .blend files
|
||
Script datablocks (DEPRECATED)
|
||
Frame rate for the screencast to be played back
|
||
MPEG-1
|
||
Use Sketching Sessions
|
||
MP3
|
||
Use ObColor instead of vertex colors
|
||
Lock X Rotation Axis
|
||
Envelope Tail Radius
|
||
Causes armature data to be duplicated with the object
|
||
The menu label
|
||
Allow Flight
|
||
Keyed timing
|
||
Free Run (rec date)
|
||
Use a 3D manipulator widget for controlling transforms
|
||
Insert Keyframes - Only Needed
|
||
Show handles of Bezier control points
|
||
Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)
|
||
Inverse Quadratic
|
||
ru_RU
|
||
Use the value from some RNA property (Default)
|
||
Calculate point velocities automatically
|
||
Actions
|
||
Modifiers affecting all the F-Curves in the referenced Action
|
||
Enables automatic saving of preview images in the .blend file
|
||
Animation Player Preset
|
||
16 - Theme Color Set
|
||
Vector handle color
|
||
Proxy render size
|
||
Clip Max X
|
||
Clip Max Y
|
||
Open in thumbnail view for images and movies
|
||
Physics Engine
|
||
Description
|
||
Sort files by size
|
||
Particle Cache
|
||
Action Influence
|
||
Envelope
|
||
View Perspective
|
||
IK X Maximum
|
||
Boid States
|
||
Display datablocks of selected objects
|
||
Full Sample
|
||
Animation data for datablock
|
||
Channel
|
||
Interpolation mode used for first keyframe on newly added F-Curves. Subsequent keyframes take interpolation from preceeding keyframe
|
||
Order U
|
||
Timecode
|
||
Distance moved by mouse when drawing stroke (in pixels) to include
|
||
Calculate radiosity in a pre-process before rendering
|
||
Selected to Active
|
||
For RGB curves, the color that black is mapped to
|
||
Mesh Texture Face
|
||
E
|
||
For Pose-Mode drawing, only draw ghosts for selected bones
|
||
Landing Smoothness
|
||
Grease Pencil Frame
|
||
Shift
|
||
Mouse Move
|
||
Button 3
|
||
Auto-detect
|
||
Space Timeline Editor
|
||
Only Selected Keyframes Handles
|
||
Use smoke density as texture data
|
||
Operator has a set of reports (warnings and errors) from last execution
|
||
Layered
|
||
Object Vertices
|
||
Set audio mixing buffer size to 512 samples
|
||
Duplicate Metaball
|
||
Saves this datablock even if it has no users
|
||
Cine-Scope 48fps 2048x858
|
||
Ad-hoc correction for over-occlusion due to the approximation
|
||
Line Info
|
||
Filtering Group
|
||
Choose the method used to split a quad into 2 triangles for baking
|
||
Menu Item Colors
|
||
Blending factor for Fresnel
|
||
Constant
|
||
Mitchell-Netravali
|
||
Color
|
||
Button 8
|
||
IK solver for which these parameters are defined, 0 for Legacy, 1 for iTaSC
|
||
Include visualization of Camera related Animation data
|
||
Free Run
|
||
Opacity of the points
|
||
Button 9
|
||
Collection of speakers
|
||
Adaptive QMC
|
||
Layers the object base is on
|
||
NLA Generic
|
||
Sort by size
|
||
Friend
|
||
Velocity Min
|
||
The brightness of the icon
|
||
Show the active object's cloth point cache
|
||
Invoke Default
|
||
Amplification
|
||
Display warnings
|
||
Realtime
|
||
Size of the font used when rendering stamp text
|
||
Refraction
|
||
Third input for the effect strip
|
||
Snap to vertices
|
||
Global child particles percentage
|
||
Faces collide too, can be very slow
|
||
Disable collision for this object
|
||
Disable the time difference between fields
|
||
The default directory to search for loading fonts
|
||
Automatic keyframe insertion in available curves
|
||
Bake the normals in camera space
|
||
Show Header
|
||
layers
|
||
Color for all strokes in this layer
|
||
Top Level Menu Open Delay
|
||
Exec Area
|
||
Auto Render
|
||
Type of periodic offset on the curve
|
||
Key location
|
||
Use scaled and grid-fitted kerning distances
|
||
Stars setting for a World data-block
|
||
Burn
|
||
Set audio sample format to 24 bit signed integer
|
||
Standard
|
||
0
|
||
Tag Crease
|
||
Image Sequence
|
||
Function is registered as callback as part of type registration
|
||
UV Layer to control billboard normals
|
||
Auto-Keying Mode
|
||
Bitrate
|
||
Back scattering weight
|
||
Select where rendered images will be displayed
|
||
The shape of the reflection, from 0.0 (circular) to 1.0 (fully stretched along the tangent
|
||
Gamma Corrected Color
|
||
AutoMerge Keyframes
|
||
Hold the first frame if no previous strips in track, and always hold last frame
|
||
Active PoseChannel constraint
|
||
Scene Bases
|
||
Vertex Colors
|
||
Collection of mesh faces
|
||
string
|
||
Live search filtering string
|
||
Sequencers active strip
|
||
Number of scene samples to take with motion blur
|
||
Vertex Group for pinning of vertices
|
||
Display libraries
|
||
The number of fields per rendered frame (2 fields is 1 image)
|
||
Allow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)
|
||
Frame of referenced Action to evaluate
|
||
Line Error
|
||
Plus
|
||
Coordinates
|
||
Roll CW
|
||
Envelope Control Point
|
||
Invert roll Axis
|
||
Source List Text
|
||
The file extension used for saving renders
|
||
Last selected element
|
||
Radial falloff power (real gravitational falloff = 2)
|
||
Face Normal
|
||
Fluid Simulation Settings
|
||
Disable or enable the render layer
|
||
Tap
|
||
Active Bone Group
|
||
Show render related properties
|
||
Number of vertical pixels in the rendered image
|
||
Child of this pose bone
|
||
Location of Center of mass
|
||
Show background image in back view
|
||
Max Land Acceleration
|
||
3D View
|
||
Snap to actual frames/seconds (nla-action time)
|
||
Two-side
|
||
Tag
|
||
Enables Anti-aliasing
|
||
Smoke domain settings
|
||
Tab
|
||
Default Closed
|
||
SPH Fluid Settings
|
||
Dome physical configurations
|
||
Theme settings for the User Preferences
|
||
Front-Truncated
|
||
Has the current session been saved to disk as a .blend file
|
||
12 - Theme Color Set
|
||
Box
|
||
Constraint modifying the transformation of objects and bones
|
||
Curve datablocks
|
||
Adjustment Layer
|
||
Velocity Scale
|
||
Field of View of the Dome - it only works in mode Fisheye and Truncated
|
||
Jitter
|
||
Audio Window
|
||
Use Grease Pencil
|
||
Filter Blender
|
||
Start frame displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frame
|
||
Create springs for this number of frames since particles birth (0 is always)
|
||
Label
|
||
Object this base links to
|
||
Apply channel rotation as IK constraint
|
||
PCM
|
||
Percentage
|
||
Render Sky in this Layer
|
||
Red
|
||
pl_PL
|
||
Datablock whose nodes are being edited
|
||
Draw user interface text anti-aliased
|
||
Head
|
||
Subdivide stroke in bones of specific length
|
||
Use the depth under the mouse to improve view pan/rotate/zoom functionality
|
||
Texture to use as force
|
||
RNA type definition
|
||
PIZ (lossless)
|
||
Bit depth per channel
|
||
Billboard Split UV
|
||
Pxr24 (lossy)
|
||
Region height
|
||
Heat
|
||
Particle select and display mode
|
||
Normalized
|
||
Mux Packet Size
|
||
Diameter in Pixels for Object/Lamp origin display
|
||
Distance between subsequent volume depth samples
|
||
Swap the Mouse Wheel zoom direction
|
||
Sequence editor space data
|
||
The context in which the panel belongs to. (TODO: explain the possible combinations bl_context/bl_region_type/bl_space_type)
|
||
Bake from Multires
|
||
Start size of strands in pixels or Blender units
|
||
Shape Key datablocks
|
||
Targa
|
||
Particle Instance
|
||
Bezier V
|
||
Multiplier to bring particle speed within an acceptable range
|
||
Collision Group
|
||
Limit effectors to this Group
|
||
Display datablocks of all objects of same type as selected object
|
||
The constraint is applied relative to the local coordinate system of the object, with the parent transformation added
|
||
Deliver normal pass
|
||
Location of tail end of the bone
|
||
The transformation of the target is evaluated relative to the world coordinate system
|
||
File Path
|
||
O
|
||
FLAC
|
||
UV Layer to control billboard time index (X-Y)
|
||
Blender Units
|
||
Vertex Group Tangent Negate
|
||
Set color of selected color stop
|
||
Pivot center for rotation/scaling
|
||
Set audio sample format to 16 bit signed integer
|
||
Zooms in and out based on horizontal mouse movement
|
||
Invert Zoom
|
||
Alpha Mode
|
||
bl_use_postprocess
|
||
Land Stick Force
|
||
Create empty placeholder files while rendering frames (similar to Unix 'touch')
|
||
Face Collision
|
||
Automatic keyframe insertion for Objects and Bones
|
||
Damp
|
||
Disable simulation of angular motion along the X axis
|
||
RNA Array Index
|
||
Unsigned Number
|
||
Output video in MPEG format
|
||
Dead
|
||
Text Widget Colors
|
||
Auto Save Time
|
||
Freehand curve defining part of a sketch
|
||
Header Text Highlight
|
||
Seed
|
||
True when the Ctrl key is held
|
||
Raytrace Acceleration Structure
|
||
Which direction is used to calculate the effector force
|
||
Addon Key Configuration
|
||
Data point for freehand stroke curve
|
||
Number of cone samples averaged for blurry reflections
|
||
F8
|
||
Filter Sound
|
||
Mass of cloth material
|
||
Matrix
|
||
Action Group that this F-Curve belongs to
|
||
Subdivide stroke adaptively, with more subdivision in curvier parts
|
||
How many steps to draw the path with
|
||
Space Text Editor
|
||
Handle Vertex
|
||
Render face two-sided
|
||
Mist uses inverse quadratic progression
|
||
DV
|
||
Has Maximum
|
||
Skip Quad to Triangles
|
||
Number of times to repeat the action range
|
||
Maximum Distance
|
||
is_baked
|
||
Amount of damping during collision
|
||
F9
|
||
8192
|
||
X Offset
|
||
Image Pin
|
||
Accuracy of attack
|
||
Continuously unwrap the selected UV island while transforming pinned vertices
|
||
Collection of grease pencils
|
||
Gesture Border
|
||
Exclude raytraced reflection pass from combined
|
||
Choose normal space for baking
|
||
Boid state for boid physics
|
||
Occluder for optimizing scene rendering
|
||
Axis Angle
|
||
Field settings for an object in physics simulation
|
||
Rotation Mode
|
||
Active Spline
|
||
Buoyancy
|
||
Element of a curve, either Nurbs, Bezier or Polyline or a character with text objects
|
||
Start player with a visible mouse cursor
|
||
Bars
|
||
Armatures active edit bone
|
||
Breakdown
|
||
Color Mode
|
||
Diffuse
|
||
01 - Theme Color Set
|
||
Start position of the marker in the line
|
||
Consider objects as whole when finding volume center
|
||
Iris
|
||
Save Buffers
|
||
Time Scale
|
||
Split quads predictably (1,2,3) (1,3,0)
|
||
Constraint
|
||
Display Hidden
|
||
Receive shadows from sources outside the volume (temporary)
|
||
Required
|
||
Domain
|
||
Display Speaker
|
||
GLSL Ramps
|
||
Point data to use as renderable point density
|
||
Keyframe insertion only when keyframe needed
|
||
Audio Sample Rate
|
||
Area width
|
||
Time
|
||
Texture datablock used by this texture slot
|
||
Draw Waveform
|
||
DPX
|
||
Expression
|
||
Voxel data settings
|
||
Constraints
|
||
State Colors
|
||
Influence setting is controlled by an F-Curve rather than automatically determined
|
||
Number of frames between paths shown (not for 'On Keyframes' Onion-skinning method)
|
||
Set audio sampling rate to 48000 samples per second
|
||
Order of video fields. Select which lines get rendered first, to create smooth motion for TV output
|
||
Surface Diffuse
|
||
Magnetic
|
||
Stamp Background
|
||
Radius of the activity bubble, in Manhattan length. Objects outside the box are activity-culled
|
||
Show Warn
|
||
When bone has a parent, bone's head is struck to the parent's tail
|
||
Timer 0
|
||
Timer 1
|
||
Timer 2
|
||
Display Y Axis
|
||
Frame player from IRIDAS
|
||
Children
|
||
Zoom To Mouse Position
|
||
Shadows
|
||
Use High Quality Drawing
|
||
Exclude emission pass from combined
|
||
Invert rotation axis
|
||
Plane
|
||
Drivers
|
||
Particle system in an object
|
||
Shader Nodes
|
||
Z-Buffer
|
||
Soft to Soft Body
|
||
Expanded in the user interface
|
||
After Current
|
||
Mix
|
||
Object Color
|
||
Fresnel
|
||
Main Cameras
|
||
Atmosphere Extinction
|
||
Use Indirect Lighting
|
||
Elastic Limit
|
||
Material Slot
|
||
Resolution of raytrace accelerator. Use higher resolutions for larger scenes
|
||
Falloff Power
|
||
Mesh Deform
|
||
Show influence curves on strips
|
||
Tweak timing for physics to control frequency and speed
|
||
IK X Stiffness
|
||
Theme settings for the File Browser
|
||
Images are saved with RGB (color) data
|
||
1
|
||
Textured Fonts
|
||
Data type of the property
|
||
Gain
|
||
Scale X
|
||
Is Perspective
|
||
Metaball
|
||
IK Z Stiffness
|
||
B-Bone Display X Width
|
||
Space Console
|
||
Handle type for handles of new keyframes
|
||
Left Mouse
|
||
Macro
|
||
Average
|
||
Curve
|
||
Sketches for this layer on different frames
|
||
User interface layout in a panel or header
|
||
Error Tolerance
|
||
Axis of mouse movement to zoom in or out on
|
||
Disable auto (de)activation in physics simulation
|
||
Softness
|
||
Inherit Scale
|
||
Graph Editor
|
||
Method of shading, attenuating, and scattering light through the volume
|
||
View
|
||
Position Iterations
|
||
H.264
|
||
Romanian (Român)
|
||
Still Frame Number
|
||
Extension Filter
|
||
Vertex Group Roughness End Negate
|
||
Specular Colors
|
||
Minimal Info
|
||
Face selection mode
|
||
Reflection Color
|
||
Node Editor
|
||
Proportional distance over which the light is diffused
|
||
Use Local Coords
|
||
Zmask Negate
|
||
Property that gives the name of the struct
|
||
Rotation in quaternions (keep normalized)
|
||
On Keyframes
|
||
Pulse False Level
|
||
Animated
|
||
Main Grease Pencils
|
||
Alpha Sort
|
||
Factor for ambient occlusion blending
|
||
Active vertex color index
|
||
Generator
|
||
Author
|
||
Restrict Animation Updates
|
||
Lock editing of four component rotations by components (instead of as Eulers)
|
||
NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)
|
||
The diffuse color of the OpenGL light
|
||
Do not calculate lighting and shadows
|
||
Max Sample Error
|
||
Cut
|
||
Starting distance of the mist, measured from the camera
|
||
Damping
|
||
Push an undo event (needed for operator redo)
|
||
White
|
||
Sets the strength of the add effect
|
||
Collection of lamps
|
||
Animation
|
||
Parent bone (in same Armature)
|
||
Environment Maps
|
||
Inputs
|
||
Direction
|
||
Max difference in heights of obstacles to enable their interaction
|
||
group
|
||
75%
|
||
Hide this curve in editmode
|
||
Deformed Location
|
||
Include visualization of Lattice related Animation data
|
||
Weighted result of strip is multiplied with the accumulated results
|
||
Cloth Settings
|
||
Sharp edge for the EdgeSplit modifier
|
||
Collection of groups
|
||
window
|
||
Preset
|
||
Theme Outliner
|
||
Fast Navigate
|
||
Draw Smooth Edges
|
||
Collection of curves
|
||
Star Tips
|
||
NLA Evaluation Enabled
|
||
3D Cursor Location
|
||
Spline Bezier Points
|
||
Stereo
|
||
Page Up
|
||
Negate the effect of the field vertex group
|
||
Collide All
|
||
Items Expanded
|
||
Marker for noting points in the timeline
|
||
Z Direction
|
||
Causes lamp data to be duplicated with the object
|
||
Scene Strip
|
||
Boid state name
|
||
Simulation value to be used as a texture
|
||
64-bit Float
|
||
Domain Object
|
||
Right
|
||
Shape of clumping
|
||
XZY Euler
|
||
Group Sockets
|
||
Individual pose bones for the armature
|
||
Min Step
|
||
Manipulator Scale
|
||
Main Armatures
|
||
Die Time
|
||
Number of frames to show after the current frame (only for 'Around Current Frame' Onion-skinning method)
|
||
Placeholders
|
||
name
|
||
Unfitted
|
||
Minimum regions size. Smaller regions will be merged
|
||
Mesh Selection Mode
|
||
Method to draw in the sequencer view
|
||
Mute
|
||
Down Arrow
|
||
Render Strands in this Layer
|
||
Child Particles
|
||
Duplicate Action
|
||
IK Param
|
||
Main Images
|
||
Weight for cloth simulation
|
||
Index number of the vertex group
|
||
Collection of NLA Tracks
|
||
Sequence strip data for a single frame
|
||
Sculpt/Paint Use Unified Strength
|
||
Audio Mixing Buffer
|
||
ID-block that the specific property used can be found from (id_type property must be set first)
|
||
Linear physics
|
||
Use Collision Bounds
|
||
Passes
|
||
Noise algorithm - Original Perlin: Smooth interpolated noise
|
||
Additive
|
||
Handle 2 selection status
|
||
Trigger controllers only for an instant, even while the sensor remains true
|
||
Loose edge
|
||
Edit animation/keyframes displayed as 2D curves
|
||
Sculpt/Paint Use Unified Radius
|
||
Index to the specific property affected by F-Curve if applicable
|
||
Main Window Managers
|
||
Unit to use for displaying/editing rotation values
|
||
Editmode bone in an Armature datablock
|
||
Bending Stiffness Maximum
|
||
Selection state of the curve point
|
||
Enable pinning of cloth vertices to other objects/positions
|
||
Shared
|
||
Zoom = Up/Down
|
||
NLA Strips
|
||
Text to search for with the find tool
|
||
Use a DCI Standard preset for saving jpeg2000
|
||
Blend Mode
|
||
Space Sequence Editor
|
||
Textures Directory
|
||
Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes
|
||
Include the name of the active scene in image metadata
|
||
F-Curve Name Filter
|
||
Time in 1/10 seconds to hold the Right Mouse Button before opening the toolbox
|
||
pin_id
|
||
Fluid interaction radius
|
||
NLA Strip 'transitions' between adjacent strips
|
||
Editable
|
||
Emission
|
||
Template armature that will be retargeted to the stroke
|
||
Selection status
|
||
Texture slot defining the mapping and influence of a texture
|
||
Connected
|
||
Key
|
||
Align the transformation axes to world space
|
||
Transform parameters for a sequence strip
|
||
Layer Opacity
|
||
Use the Bullet physics engine
|
||
Method for generating shadow samples (for Raytrace)
|
||
Effect particles' dynamic rotation
|
||
Show options for whether channels related to certain types of data are included
|
||
G
|
||
Collection of group objects
|
||
Make hairs shorter
|
||
Show properties marked for debugging while the game runs
|
||
Invert x axis
|
||
Greek (Îλληνικά)
|
||
Smooth
|
||
Sync view position between side views
|
||
Used Layers
|
||
Active File Text
|
||
F18
|
||
F19
|
||
Force effector weight
|
||
The distance over which the mist effect fades in
|
||
Edge Select
|
||
F12
|
||
F13
|
||
F10
|
||
Display Meshes
|
||
F16
|
||
Options
|
||
Grease Pencil datablocks
|
||
F15
|
||
Output video in AVI JPEG format
|
||
Sky Color
|
||
blend_data
|
||
Temporary Directory
|
||
Current rendering engine is a game engine
|
||
100%
|
||
Vertex Group Roughness 2
|
||
IK Rot Weight
|
||
Handle Type
|
||
Bevel Weight
|
||
F-Curve Modifier Type
|
||
int
|
||
No Sleeping
|
||
Save TIFF with 16 bits per channel
|
||
ID Property Group
|
||
Island selection mode
|
||
Collection of texts
|
||
Edges collide too
|
||
512
|
||
Sets minimum Y value for the render border
|
||
Mouse X Position
|
||
Active screen showing in the window
|
||
Stamp Note
|
||
Number of horizontal tiles to use while rendering
|
||
Tilt
|
||
Child Particle
|
||
Action Start Frame
|
||
Media Last
|
||
Pass in multilayer image
|
||
Back Space
|
||
Outflow
|
||
Active Boid State Index
|
||
Enable cluster collision between soft and soft body
|
||
Instance support leads to effective memory reduction when using duplicates
|
||
Xvid
|
||
Realtime display of a modifier
|
||
Sets the layer as active for display and editing
|
||
Wireframe
|
||
Grease Pencil Eraser Radius
|
||
Accurate, but slow when noise-free results are required
|
||
Syntax Special
|
||
Repeat
|
||
Global undo works by keeping a full copy of the file itself in memory, so takes extra memory
|
||
Strength of noise
|
||
Vertical
|
||
Separate
|
||
Self Friction
|
||
Snap median onto target
|
||
Area
|
||
Falloff
|
||
REC709
|
||
Smooth the normals of the surface or beveled curve
|
||
2D View Minimum Grid Spacing
|
||
Font Style
|
||
Image datablocks
|
||
3D region in this space, in case of quad view the camera region
|
||
Sound datablocks
|
||
Auto Velocity
|
||
Data
|
||
Bake the normals in world space
|
||
Lock Camera and Layers
|
||
Vertex group to control rotation
|
||
Global
|
||
Sun Brightness
|
||
Optional custom node label
|
||
Align to Normal
|
||
Directory displayed in the file browser
|
||
Deliver speed vector pass
|
||
Enabled
|
||
Frame player from Tweak Software
|
||
Weighted result of strip is removed from the accumulated results
|
||
A animation layer containing Actions referenced as NLA strips
|
||
Key configuration that can be extended by addons, and is added to the active configuration when handling events
|
||
Dominant
|
||
Line Output
|
||
Seam edge for UV unwrapping
|
||
Options for this panel type
|
||
Menu Widget Colors
|
||
Main Worlds
|
||
Shadowed
|
||
11
|
||
Atmosphere
|
||
Create representation for obstacle simulation
|
||
Estimated rotation matrix
|
||
16
|
||
Pose
|
||
Sun size
|
||
NodeTree
|
||
RGB
|
||
2048
|
||
Anaglyph
|
||
Active Object
|
||
Collection of curve splines
|
||
Marker highlighting a portion of text in a Text datablock
|
||
DopeSheet
|
||
Magnetic effector weight
|
||
Render face transparent and add color of face
|
||
Previous Rotation
|
||
Display Shapekeys
|
||
Aggression
|
||
en_US
|
||
Color space to use for internal XYZ->RGB color conversion
|
||
Numpad 7
|
||
Sets the maximum number of physics step per game frame if graphics slows down the game, higher value allows physics to keep up with realtime
|
||
Keying Sets All
|
||
Boid
|
||
Numpad 6
|
||
Snap Element
|
||
it_IT
|
||
Include the name of the foreground sequence strip in image metadata
|
||
Metaballs
|
||
Active particle system being displayed
|
||
Toggle between moving the viewpoint or moving the scene being viewed
|
||
Use a Gaussian filter for anti-aliasing
|
||
ChannelDriver Variables
|
||
MetaBall
|
||
Combined
|
||
FFmpeg video codec #1
|
||
Use Default Fade
|
||
Numpad 3
|
||
ZXY Rotation Order. Prone to Gimbal Lock
|
||
Index to the specific setting if applicable
|
||
Bake Mirror values
|
||
Use vBVH
|
||
Apply channel size as IK constraint if stretching is enabled
|
||
Invert Zoom Direction
|
||
Numpad 1
|
||
Edge Sharp
|
||
Unit Settings
|
||
Stamp Frame
|
||
Brush datablocks
|
||
use global timestamp written by recording device
|
||
Mapping
|
||
Snap active onto target
|
||
Rigid Body Joint
|
||
Rate control: buffer size (kb)
|
||
Scale factor along the Y for items in this (sub)layout
|
||
RGBA
|
||
Half
|
||
Sets the number of rings rendered over the halo
|
||
Turbulence
|
||
Graph Editor instance has some ghost curves stored
|
||
Halo
|
||
No display
|
||
Stiffness Scaling
|
||
Use a custom falloff curve
|
||
Contents Follow Opening Direction
|
||
Off
|
||
Seam
|
||
Sculpt
|
||
Sequences
|
||
Stiff viscosity is a factor of normal viscosity
|
||
Curve Guide
|
||
Proportional Editing disabled
|
||
Rotate Around Selection
|
||
Key Maps
|
||
Minimum
|
||
Align newly added objects facing the active 3D View direction
|
||
Tool Properties
|
||
Amount of noise for the force strength
|
||
Amount of ray samples. Higher values give smoother results and longer rendering times
|
||
Numpad 8
|
||
]
|
||
Exclude specular pass from combined
|
||
Stamp Scene
|
||
Collection of grease pencil layers
|
||
Choose Collision Type
|
||
Amount to blend in the material's diffuse color in raytraced transparency (simulating absorption)
|
||
Particle system has been edited in particle mode
|
||
Stroke conversion method
|
||
Properties acting as inputs for this driver
|
||
Point Cache
|
||
Window Manager Event
|
||
Collection of brushes
|
||
Don't use a physics engine
|
||
Material Override
|
||
Temperature difference to ambient temperature
|
||
State determining which controllers are displayed
|
||
All Object Origins
|
||
Uses extreme alpha
|
||
Node Tree
|
||
Before Current
|
||
Array
|
||
Collision settings for object in physics simulation
|
||
Stretch To
|
||
F-Curves for controlling the strip's influence and timing
|
||
Field Order
|
||
Hide Dot Files/Datablocks
|
||
Loose
|
||
Use Game Engine
|
||
Onion Skinning (ghosting) settings for visualisation
|
||
Draw dashed black-white edges
|
||
Align handle selected color
|
||
Minimum number of pixels between each gridline in 2D Viewports
|
||
Sky
|
||
Spring Frames
|
||
Location of head end of the bone
|
||
Active key configuration (preset)
|
||
Width
|
||
Action Group is selected
|
||
Collection of Texture Nodes
|
||
Collection of add-ons
|
||
States which are being used by controllers
|
||
Gravity or external force vector
|
||
NLA Track is active
|
||
Ogg
|
||
Roll
|
||
Grless
|
||
Wheel Down
|
||
Amount of friction during particle collision
|
||
Search in all text datablocks, instead of only the active one
|
||
View pivot location
|
||
Draw image with RGB colors and alpha transparency
|
||
Resolution
|
||
Use the scene's active camera and layers in this view, rather than local layers
|
||
Every point is effected by multiple springs
|
||
Vertex
|
||
Include the filename of the .blend file in image metadata
|
||
Maximum distance error from contour to cells
|
||
Output video in H.264 format
|
||
Action displayed and edited in this space
|
||
History
|
||
Local View
|
||
Stamp Text Color
|
||
Translation
|
||
IK Y Maximum
|
||
File Select Parameters
|
||
Shared Vertex
|
||
Safe Margin
|
||
Tip Size
|
||
Edge color
|
||
Negate the effect of the size vertex group
|
||
Game engine controllers to process events, connecting sensor to actuators
|
||
Triangle Mesh
|
||
NLA Strip is played back in reverse order (only when timing is automatically determined)
|
||
Scale Y
|
||
H
|
||
Main Lamps
|
||
Approximate
|
||
Controllers
|
||
Deliver specular pass
|
||
The number of old versions to maintain in the current directory, when manually saving
|
||
Theme settings for the NLA Editor
|
||
Nearest Marker
|
||
Randomize star colors
|
||
Theme settings for the Sequence Editor
|
||
Index of refraction (higher values are denser)
|
||
Local Location
|
||
Default Key Configuration
|
||
Show background image while looking to the right
|
||
The space where the header is going to be used in
|
||
Max number of vertices per polygon
|
||
Quality of JPEG images, AVI Jpeg and SGI movies, Compression for PNG's
|
||
Averaged Value
|
||
Use a box filter for anti-aliasing
|
||
Spin CCW
|
||
Color to use for stamp text
|
||
Wheel Invert Zoom
|
||
Lock Camera to View
|
||
New Interpolation Type
|
||
Main data structure representing a .blend file and all its datablocks
|
||
Calculate bone paths from heads
|
||
Layer of vertex colors in a Mesh datablock
|
||
Is this keymap item user defined (doesn't just replace a builtin item)
|
||
Main Textures
|
||
Enable soft body shape matching goal
|
||
How many self collision iterations should be done. (higher is better quality but slower)
|
||
Collection of scene bases
|
||
Show right margin
|
||
Ambient Occlusion
|
||
Frame this control-point occurs on
|
||
Snap to edges
|
||
Turbulence effector weight
|
||
Build record run time code index
|
||
float
|
||
Use Edges as springs
|
||
Rings
|
||
Color Ramp Elements
|
||
Charge
|
||
Thickness
|
||
Zmask Layers
|
||
The panel label, shows up in the panel header at the right of the triangle used to collapse the panel
|
||
Spread
|
||
Cluster Iterations
|
||
Location
|
||
Weight Paint
|
||
15 - Theme Color Set
|
||
space_data
|
||
Vertex group to control kink
|
||
If this is set, the menu gets a custom ID, otherwise it takes the name of the class used to define the panel. For example, if the class name is "OBJECT_MT_hello", and bl_idname is not set by the script, then bl_idname = "OBJECT_MT_hello"
|
||
Path is being edited
|
||
ShapeKey Editor
|
||
AC3
|
||
Set audio channels to 5.1 surround sound
|
||
Minimum Size
|
||
Path to a custom animation/frame sequence player
|
||
Smoke inherits it's velocity from the emitter particle
|
||
Display Lists
|
||
Maximum number of frames on either side of the active frame to show (0 = show the 'first' available sketch on either side)
|
||
Compress File
|
||
Bezier U
|
||
Displace
|
||
Velocity Max
|
||
Use Right Mouse Button for selection
|
||
Box Backdrop Colors
|
||
Exec Default
|
||
3
|
||
Path point is selected for editing
|
||
Bone Group
|
||
When calculating Bone Paths, use Head or Tips
|
||
Project Individual Elements
|
||
Parameters for IK solver
|
||
Show the object origin center dot for all (selected and unselected) objects
|
||
BLI BVH
|
||
Realtime Updates
|
||
Shutter
|
||
How strongly the fluid tries to keep from clustering (factor of stiffness)
|
||
Target
|
||
Scrollbar
|
||
Show controllers of all selected objects
|
||
Instead of per brush radius, the radius is shared across brushes
|
||
screen
|
||
Use large mouse cursors when available
|
||
Keymap is defined by the user
|
||
Grease Pencil Stroke Point
|
||
48 kHz
|
||
Use the manipulator for rotation transformations
|
||
Bullet
|
||
Armature Bones
|
||
Directory
|
||
TimeCode Style
|
||
Identifier
|
||
Does full Sky texture render for diffuse energy
|
||
Items in the keymap, linking an operator to an input event
|
||
AvMinMax
|
||
Multiply the current speed of the sequence with this number or remap current frame to this frame
|
||
Apply force only in 2d
|
||
MPEG
|
||
Is this keymap item modified by the user
|
||
Zoom in towards the mouse pointer's position in the 3D view, rather than the 2D window center
|
||
How smoothly the boids land
|
||
region
|
||
Swedish (Svenska)
|
||
Region in a subdivided screen area
|
||
Add indirect light bouncing of surrounding objects
|
||
Factor Radius
|
||
Obstacle
|
||
Color used for selected bones
|
||
Line Numbers
|
||
Draw edges after modifiers are applied
|
||
Space Info
|
||
Multicam Selector
|
||
Reflection Exclude
|
||
Weight of scale constraint for IK
|
||
Node editor space data
|
||
Link between nodes in a node tree
|
||
Show the entire viewport in the display window, viewing more horizontally or vertically
|
||
Pixel distance around the handles to accept mouse clicks
|
||
Initial State
|
||
Sum Values
|
||
Channel Group
|
||
Tools can use this to tag data, (initial state is undefined)
|
||
The default directory to search for textures
|
||
Lin error
|
||
F-Curve is selected for editing
|
||
Keying Sets
|
||
Release confirms
|
||
64
|
||
Title for the file browser
|
||
Sets the audio sample format
|
||
Invert y Axis
|
||
Include the name of the last marker in image metadata
|
||
Collection of keyframe points
|
||
3D View space data
|
||
Vortex effector weight
|
||
Object adds fluid to the simulation
|
||
Use smoke velocity as texture data
|
||
Maximum Radial Distance
|
||
The axis to display the image on
|
||
Keying set options
|
||
Horizon Brightness
|
||
Render Engine
|
||
Display Particle
|
||
Exclude AO pass from combined
|
||
Lights user to display objects in solid draw mode
|
||
Textbox Height
|
||
Point coordinates
|
||
Axis Angle (W+XYZ). Defines a rotation around some axis defined by 3D-Vector
|
||
Text Editor
|
||
Use display lists to speed up rendering by keeping geometry on the GPU
|
||
Actuators
|
||
Make this nurbs curve or surface meet the endpoints in the U direction (Cyclic U must be disabled)
|
||
es_ES
|
||
Auto Run Python Scripts
|
||
Subtract
|
||
Screen Editing
|
||
Properties in the struct
|
||
Set audio sampling rate to 96000 samples per second
|
||
Scale to use when converting between blender units and dimensions
|
||
Mouse/Trackpad Zoom
|
||
X Ray
|
||
Maximum distance of reflected rays (reflections further than this range fade to sky color or material color)
|
||
True when this property is an output value from an RNA function
|
||
False when F-Curve could not be evaluated in past, so should be skipped when evaluating
|
||
Fresnel Factor
|
||
Minimum for slider
|
||
Use Goal
|
||
Sets how the texture is extrapolated past its original bounds
|
||
Minimum size of strands in pixels
|
||
Points
|
||
Motion Path
|
||
Emission Color
|
||
Global maximum shadow samples
|
||
Path
|
||
Action
|
||
Sets the number of sub-flares
|
||
Used State
|
||
Update other affected window spaces automatically to reflect changes during interactive operations such as transform
|
||
Filter Script
|
||
Method to interpolate/smooth values between voxel cells
|
||
Gives halo a texture
|
||
Show markers belonging to the active action instead of Scene markers (Action and Shape Key Editors only)
|
||
Divide
|
||
Proportional Editing mode, allows transforms with distance fall-off
|
||
Angular distortion between UV and 3D angles
|
||
Random variation of damping
|
||
Channels Selected
|
||
plugin
|
||
Spline IK
|
||
The frame on which the timeline marker appears
|
||
Snap to 1.0 frame/second intervals
|
||
Handle 1 selected
|
||
Free all image texture from memory after render, to save memory before compositing
|
||
Method used for combining Active Action's result with result of NLA stack
|
||
If enabled, stiffness can be scaled along a weight painted vertex group
|
||
Invert z Axis
|
||
Minimum regions size. Smaller regions will be deleted
|
||
Display Mode
|
||
Text bounding box for layout
|
||
Onion Skinning
|
||
Open
|
||
User Add-Ons
|
||
Output file format
|
||
Size
|
||
Backdrop X offset
|
||
Active Pose Marker Index
|
||
Text Marker
|
||
Number of preprocessing passes to reduce overocclusion
|
||
Modifiers affecting the shape of the F-Curve
|
||
Wheel In
|
||
Mesh Face
|
||
Rotation Angle
|
||
Path to a setting for use in a Keying Set
|
||
Sync Markers with keyframe edits
|
||
Whether to use minimum clipping value
|
||
Main Actions
|
||
Editing context being displayed
|
||
Raytraced refraction settings for a Material datablock
|
||
Enable image painting mode
|
||
Hidden
|
||
When adding objects from a 3D View menu, either align them to that view's direction or the world coordinates
|
||
Only show and edit handles of selected keyframes
|
||
Cinema 48fps 2048x1080
|
||
Max Rate
|
||
Envelope Head Radius
|
||
Use old Octree structure
|
||
Global maximum subdivision level
|
||
Use this object's coordinate system instead of global coordinate system
|
||
Viscosity
|
||
Theme Properties
|
||
Boolean Property
|
||
UV Selection Mode
|
||
Force the curve view to fit a defined boundary
|
||
Objects
|
||
Default (Default)
|
||
Shade Down
|
||
Grease Pencil Layers
|
||
Current Keying Set index
|
||
Shadow Exclude
|
||
Root Size
|
||
Rest Shade Key
|
||
Framerate, expressed in frames per second
|
||
Scrollback
|
||
Overlay Lock
|
||
Duplicate Text
|
||
Russian (Ð ÑÑÑкий)
|
||
10 - Theme Color Set
|
||
Collection of texture slots
|
||
ID Materials
|
||
I
|
||
The distance from which particles are affected fully
|
||
Action Pose Markers
|
||
Clamp velocity to this maximum speed
|
||
English (English)
|
||
JPEG
|
||
L
|
||
Display only files with extensions in the image select window
|
||
Theme Sequence Editor
|
||
ID From
|
||
All Scenes
|
||
Make hairs longer or shorter
|
||
Handle Vertex Select
|
||
With displacement normalize to the distance, with ambient occlusion normalize without using material settings
|
||
Physics
|
||
ID
|
||
Mesh Vertex Color Layer
|
||
Use curve weights to influence the particle influence along the curve
|
||
Cached location on path
|
||
Motion
|
||
Node tree being displayed and edited
|
||
Tangent Shading
|
||
Mesh Vertex Color
|
||
B-Spline
|
||
Based on distance/falloff it adds a portion of the entire path
|
||
Theme settings for the Audio Window
|
||
Displacement
|
||
Coordinates of the second handle
|
||
Rendering settings for a Scene datablock
|
||
Radius of boids personal space on land (% of particle size)
|
||
Live Edit
|
||
The length of the contents of this strip before the handles are applied
|
||
Display Armature
|
||
Length Mode
|
||
Display datablocks of active object
|
||
SDL
|
||
Collection of Nla Strips
|
||
Amount the Active Action contributes to the result of the NLA stack
|
||
Show only actuators connected to active states
|
||
Vertex group for fine control over bending stiffness
|
||
4 Channels
|
||
Bake displacement
|
||
Acceleration
|
||
Angular Velocity
|
||
Boid Rule
|
||
Action Group
|
||
Split quads predictably (0,1,2) (0,2,3)
|
||
Struct definition this is derived from
|
||
Include the current date in image metadata
|
||
Action Group is expanded
|
||
Draw title safe margins in preview
|
||
Output image in DPX format
|
||
Include visualization of Object-level Animation data (mostly Transforms)
|
||
Proxy size 25%
|
||
16 bit color channels
|
||
The default directory to search for sounds
|
||
Log
|
||
Redraw all overlapping regions, minimal memory usage but more redraws
|
||
International Fonts
|
||
5.1 Surround
|
||
Linear
|
||
Settings that should be keyframed together
|
||
Factor Repulsion
|
||
Overlap Flip
|
||
The active face for this mesh
|
||
Turn on SB diagnose console prints
|
||
Dome
|
||
Brazilian Portuguese (Português do Brasil)
|
||
Make hairs stand up
|
||
Uses the vertex normal to specify the dimension of the halo
|
||
Key maps configured as part of this configuration
|
||
Active Space
|
||
4
|
||
Theme Text Editor
|
||
Method to display/shade objects in the 3D View
|
||
Make this nurbs surface meet the endpoints in the V direction (Cyclic V must be disabled)
|
||
Normalized Coordinates
|
||
Glow
|
||
Diffusion
|
||
Enemy
|
||
Co-ordinate system to cache vertices in
|
||
Show state panel
|
||
Show ghosts on keyframes
|
||
Anti-Aliasing
|
||
Zoom Axis
|
||
Reactor Target Particle System
|
||
First input for the effect strip
|
||
Radians
|
||
Free Nodes that are not used while compositing, to save memory
|
||
Transform
|
||
Free handle selected color
|
||
Maximum depth for light to travel through the transparent material before becoming fully filtered (0.0 is disabled)
|
||
Button 10
|
||
Amplitude
|
||
Show Active States
|
||
Space Nla Editor
|
||
Vertex group to control length
|
||
In text window, paste with middle mouse button instead of panning
|
||
Collection of object constraints
|
||
Transparent RGB pixels are multiplied by the alpha channel
|
||
Calculates environment map at each rendering
|
||
Deform
|
||
Choose BW for saving greyscale images, RGB for saving red, green and blue channels, AND RGBA for saving red, green, blue + alpha channels
|
||
Tweak Right
|
||
44.1 kHz
|
||
Include visualization of Texture related Animation data
|
||
Set layer Visibility
|
||
Deliver mist factor pass (0.0-1.0)
|
||
Sort files by modification time
|
||
Minimal # solver steps/frame
|
||
Have recent edits been saved to disk
|
||
Keying Set Paths to define settings that get keyframed together
|
||
Pressure of tablet at point when drawing it
|
||
Show background image while looking to the left
|
||
Sharp
|
||
Only include F-Curves with names containing search text
|
||
Number of spaces to display tabs with
|
||
Puff Volume
|
||
Video bitrate(kb/s)
|
||
Linear Stiffness
|
||
Vertex Group Tangent
|
||
Amount of dithering noise added to the rendered image to break up banding
|
||
Absorption
|
||
Find Wrap
|
||
Enable hair dynamics using cloth simulation
|
||
The type of the Sequencer view (sequencer, preview or both)
|
||
Number Widget Colors
|
||
File Extensions
|
||
Theme Node Editor
|
||
Object Duplicate
|
||
Goal Maximum
|
||
Size of element, use of components depends on element type
|
||
Word Wrap
|
||
Any
|
||
More than one rendering engine is available
|
||
Cached positions per frame
|
||
Control key pressed
|
||
Collection of armatures
|
||
Gloss Anisotropy
|
||
Tracking by taking the shortest path
|
||
Spherical falloff
|
||
Objects further than this are not visible to map
|
||
Driver could not be evaluated in past, so should be skipped
|
||
Insert Keyframes - Visual
|
||
Rule Evaluation
|
||
Negate the effect of the velocity vertex group
|
||
The frame number to always use
|
||
ca_AD
|
||
Visibility
|
||
Bone associated with this PoseBone
|
||
Envelope Deform Distance
|
||
Invoke Area
|
||
Theme Info
|
||
Current Keying Set index (negative for 'builtin' and positive for 'absolute')
|
||
Black
|
||
Lock editing of location in the interface
|
||
Interface
|
||
Auto Keying Enable
|
||
Save luminance-chrominance-chrominance channels instead of RGB colors
|
||
Left Ctrl
|
||
Multiplier to adjust velocity passed to smoke
|
||
Font size and resolution for display
|
||
Extreme
|
||
Show Controllers
|
||
Render engine
|
||
Render image to two fields per frame, for interlaced TV output
|
||
To socket
|
||
Activate TRUE level triggering (pulse mode)
|
||
Temp. Diff.
|
||
Expanded
|
||
Target particle system
|
||
Which part to snap onto the target
|
||
local space unit length normal vector for this face
|
||
Keying Set Name
|
||
Python Console
|
||
Show Hidden
|
||
The region relative horizontal location of the mouse
|
||
Nurb active V-lines
|
||
Set position of selected color stop
|
||
Fixed size UV coordinates array
|
||
Reactor Target Object
|
||
Node tree type to display and edit
|
||
Display datablocks in current scene
|
||
Color and Alpha
|
||
Causes texture data to be duplicated with the object
|
||
Item in a Key Map
|
||
3D View region data
|
||
Display face-assigned textures in solid view
|
||
Disable simulation of linear motion along the Z axis
|
||
Point of a curve used for a curve mapping
|
||
Include visualization of Metaball related Animation data
|
||
Structural Stiffness Maximum
|
||
Factor Density
|
||
Simple Deform
|
||
The default color for textures that don't return RGB or when RGB to intensity is enabled
|
||
Name of UV unwrapping layer
|
||
Outputs
|
||
Images
|
||
Message
|
||
Ray
|
||
Theme Bone Color Set
|
||
Redraw all overlapping regions, minimal memory usage but more redraws (for graphics drivers that do flipping)
|
||
IK stiffness around the Y axis
|
||
Edge spring stiffness when shorter than rest length
|
||
Menu Backdrop Colors
|
||
50%
|
||
Heads
|
||
Stereo Mode
|
||
Soft body simulation settings for an object in the game engine
|
||
Show Framerate and Profile
|
||
Right Shift
|
||
Direct conversion of frame numbers to seconds
|
||
Log conversion reference whitepoint
|
||
Radius
|
||
Linear stiffness of the soft body links
|
||
View3D Rotate Modal
|
||
SMPTE
|
||
Add
|
||
Show framerate and profiling information while the game runs
|
||
Degrees
|
||
Gather Method
|
||
Output
|
||
Set audio sampling rate to 192000 samples per second
|
||
End
|
||
Include visualization of Material related Animation data
|
||
Sets the layer as active for cloning
|
||
Save for every anti-aliasing sample the entire RenderLayer results. This solves anti-aliasing issues with compositing
|
||
When bone doesn't have a parent, it receives cyclic offset effects
|
||
Enable self collisions
|
||
Property is registered as part of type registration
|
||
Syntax Comment
|
||
Draw Particles
|
||
area
|
||
Basis Matrix
|
||
Active vertex color layer
|
||
Image and UV editor space data
|
||
Set metaball as negative one
|
||
Collection
|
||
JPEG Quality of proxies to build
|
||
Zbuf
|
||
Show the Z axis line in perspective view
|
||
Tails
|
||
Show Active Object
|
||
Defines size of derivative offset used for calculating gradient and curl
|
||
Color Set
|
||
Integer
|
||
Output image in bitmap format
|
||
OpenAL
|
||
Particle Systems
|
||
Display the user preference datablocks
|
||
Size of packed file in bytes
|
||
Ukrainian (УкÑаÑнÑÑкий)
|
||
Mono
|
||
No proxy, full render
|
||
Fullscreen
|
||
Allow scaling of the bone for IK
|
||
Creates viscosity for expanding fluid)
|
||
J
|
||
Blend mode for combining sun sky with world sky
|
||
Global Undo
|
||
Quicktime
|
||
Draw frames rather than seconds
|
||
Bake shading on the surface of selected objects to the active object
|
||
Frame currently being displayed for this layer
|
||
Never None
|
||
alignment
|
||
Bulgarian (ÐÑлгаÑÑки)
|
||
Light
|
||
Maximal Spring length * Ball Size
|
||
Emulates Middle Mouse with Alt+Left Mouse (doesn't work with Left Mouse Select option)
|
||
Text datablocks
|
||
Welding
|
||
Heavy
|
||
Quick Sketching
|
||
Method used to determine color of F-Curve in Graph Editor
|
||
Show UV Editor
|
||
Cut hairs
|
||
Expand
|
||
Effect particles' location
|
||
View Matrix
|
||
Allow boids to climb goal objects
|
||
Sequence
|
||
Bone Name
|
||
Seed of the noise
|
||
Motion Path Cache Point
|
||
Use modifier while in the edit mode
|
||
Meshes
|
||
For reactor systems, index of particle system on the target object
|
||
Billboard
|
||
Automatically set based on graphics card and driver
|
||
Macro Operator
|
||
DopeSheet Channel
|
||
Render and combine multiple samples per pixel to prevent jagged edges
|
||
Render Z-Transparent faces in this Layer (On top of Solid and Halos)
|
||
Output image in uncompressed Targa format
|
||
Paths
|
||
Left Arrow
|
||
Collection of spline bezirt points
|
||
Layout
|
||
Show Physics Visualization
|
||
Number of bones in the subdivided stroke
|
||
Vertex Group Clump Negate
|
||
Negate the effect of the tangent vertex group
|
||
Base type for IK solver parameters
|
||
Active camera used in this view (when unlocked from the scene's active camera)
|
||
Re-render and composite changed layer on 3D edits
|
||
ISO 2
|
||
Active Layer Index
|
||
Esc
|
||
Show Frame Number Indicator
|
||
End Offset
|
||
Use active Viewer Node output as backdrop for compositing nodes
|
||
Blender command line animation playback - path to Blender 2.4
|
||
Frequency
|
||
Pivot around the median point of selected objects
|
||
Blend vertex colors across face when vertices are shared
|
||
Game engine logic brick to detect events
|
||
Causes the image to repeat horizontally and vertically
|
||
Bone location is set in local space
|
||
User Preferences
|
||
Show Operator
|
||
Max Logic Steps
|
||
Damping of the harmonic force
|
||
Vertex of a simulated fluid mesh
|
||
Graph Editor Generic
|
||
18 - Theme Color Set
|
||
Average Speed
|
||
Console
|
||
Total number points for the surface on the V direction
|
||
Use the manipulator for scale transformations
|
||
Disable
|
||
5
|
||
13 - Theme Color Set
|
||
Vertex group to control field
|
||
12
|
||
Shared Location
|
||
Transparent pixels are filled with sky color
|
||
Atmosphere Turbidity
|
||
Widget Style
|
||
RNA function definition
|
||
NLA Strip is not evaluated
|
||
Recast Data
|
||
4096
|
||
Right Handle Selected
|
||
Cyclic
|
||
Color Ramp
|
||
Self Collision Quality
|
||
Index of active pose marker
|
||
Vertex Group Density Negate
|
||
Dome Mode
|
||
Image and settings for display in the 3d View background
|
||
Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips exist
|
||
FPS
|
||
Normals
|
||
SIMD SVBVH
|
||
Minimum distance between collision objects before collision response takes in
|
||
Color balance gamma (midtones)
|
||
Minimum distance for the field's fall-off
|
||
Limit fluid objects to this group
|
||
Load UI
|
||
Factor Stiff Viscosity
|
||
Draw preview using full resolution or different proxy resolutions
|
||
Paint Lock
|
||
Sets the number of samples used by the audio mixing buffer
|
||
Source List
|
||
Around Current Frame
|
||
Scroll Handle
|
||
Add light coming from the environment
|
||
Color of the F-Curve in the Graph Editor
|
||
Exclude indirect pass from combined
|
||
Selection of IK solver for IK chain, current choice is 0 for Legacy, 1 for iTaSC
|
||
Bias
|
||
Text Input
|
||
Pitch
|
||
2D
|
||
Braid
|
||
Modifier name
|
||
Use extra textures like normal or specular maps for GLSL rendering
|
||
Stamp Marker
|
||
ZXY Euler
|
||
Function does not pass its self as an argument (becomes a class method in python)
|
||
Sun Intensity
|
||
Fit
|
||
AO Exclude
|
||
Integer Property
|
||
Tube
|
||
ZYX Rotation Order. Prone to Gimbal Lock
|
||
Default paths for external files
|
||
Solid
|
||
Lock the same rotation/scaling pivot in all 3D Views
|
||
Groups of F-Curves
|
||
Display the object solid, with face-assigned textures
|
||
Quadratic
|
||
ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only)
|
||
Inaccurate, but faster and without noise
|
||
Unique ID for this region
|
||
Lock Y Axis
|
||
Logic Nor
|
||
Gaussian
|
||
Euler
|
||
Settings for filtering the channels shown in Animation Editors
|
||
Invoke Region Channels
|
||
Crop the rendered frame to the defined border size
|
||
Limit Location
|
||
Radius of the brush in pixels
|
||
Automatically select also UVs sharing the same vertex as the ones being selected
|
||
Title
|
||
Histogram
|
||
Display raw datablocks
|
||
Bone deformation distance (for Envelope deform only)
|
||
Forcefield based on the Lennard-Jones potential
|
||
Action Group is locked
|
||
XYZ Euler
|
||
Outline Width
|
||
Upper First
|
||
Subdivide stroke in fixed number of bones
|
||
Action Clip
|
||
Use 16 bit floats instead of 32 bit floats per channel
|
||
Stamp Camera
|
||
Texture Nodes
|
||
Falloff power (real gravitational falloff = 2)
|
||
3D View near clipping distance
|
||
Color Randomization
|
||
Snap Peel Object
|
||
Determine the amount of render threads used
|
||
Amount
|
||
F-Curve
|
||
Zmask scene layers for solid faces
|
||
Bone Group this pose channel belongs to (0=no group)
|
||
Constraint's panel is expanded in UI
|
||
Collection of Color Ramp Elements
|
||
Grease Pencil
|
||
Show controllers of active object
|
||
Instead of per brush strength, the strength is shared across brushes
|
||
Allow boids to move on land
|
||
Negate the effect of the clump vertex group
|
||
`
|
||
Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis
|
||
Highlight the current line
|
||
Simplify Child Particles
|
||
Lattice
|
||
Timeline Markers
|
||
Draw actual particles
|
||
XYZ
|
||
Collection of spaces
|
||
Bake Mode
|
||
Sub
|
||
Enable Stereo environment
|
||
F-Curve defining values of a period of time
|
||
Rules are gone through top to bottom. Only the first rule that effect above fuzziness threshold is evaluated
|
||
Constraint to stay within the image bounds while editing
|
||
Only Selected Curve Keyframes
|
||
Scroll Bar
|
||
Theme settings for Font
|
||
Allow Climbing
|
||
Syntax Highlight
|
||
ASCII
|
||
Properties space data
|
||
Lamp datablocks
|
||
Pivot around bounding box center of selected object(s)
|
||
Max Res
|
||
Mouse Previous X Position
|
||
Simplify the final stroke
|
||
Frame is selected for editing in the DopeSheet
|
||
OS Key
|
||
Function is optionally registered as callback part of type registration
|
||
Ease
|
||
Renders halo as a star
|
||
NLA Channels
|
||
Use the speed vector pass to reduce AO samples in fast moving pixels. Higher values result in more aggressive sample reduction. Requires Vec pass enabled (for Raytrace Adaptive QMC)
|
||
nl_NL
|
||
Alt key pressed
|
||
Limit movement around the Y axis
|
||
Z Scale
|
||
Actuator
|
||
Motion Path for this element
|
||
Slider Widget Colors
|
||
Name of Vertex color layer
|
||
Xnor
|
||
Bone Group this pose channel belongs to
|
||
Quad View Region
|
||
Edge Split
|
||
Noise algorithm - Voronoi Crackle: Voronoi tessellation with sharp edges
|
||
Max Air Angular Velocity
|
||
Use Bone Sketching
|
||
Automatic keyframe insertion using active Keying Set only
|
||
Colors
|
||
Starting frame of range of paths to display/calculate (not for 'Around Current Frame' Onion-skinning method)
|
||
Show script files
|
||
Cloth simulation settings for self collision and collision with other objects
|
||
Object to use as the environment map's viewpoint location
|
||
The interpolation type for this curve element
|
||
Vertically Open
|
||
Show the expanded in the user interface
|
||
Emit Object Location
|
||
Toggle Widget Colors
|
||
Rotation
|
||
Current Transformation orientation
|
||
Total number points for the curve or surface in the U direction
|
||
Active Particle System Index
|
||
Material Physics
|
||
Pull
|
||
List Item Colors
|
||
Show a small rotating 3D axis in the bottom left corner of the 3D View
|
||
Add-Ons
|
||
Render face with texture
|
||
Tilt Interpolation
|
||
K
|
||
Collection of particle systems
|
||
Text editor space data
|
||
Zoom
|
||
Goal minimum, vertex weights are scaled to match this range
|
||
When deforming bone, multiply effects of Vertex Group weights with Envelope influence
|
||
F-Curve Sample
|
||
Radius of eraser 'brush'
|
||
Finnish (Suomi)
|
||
Turbulent noise driven by the global current frame
|
||
Raytraced reflection settings for a Material datablock
|
||
Convert effector force into air flow velocity
|
||
True when the Shift key is held
|
||
Audio Sample Format
|
||
Bold
|
||
Vertex colors for a face in a Mesh
|
||
Cursor
|
||
Mouse/Trackpad Pan
|
||
Display Paths of poses within specified range
|
||
Info space data
|
||
Duplicate Armature
|
||
Settings for Bullet soft body simulation
|
||
Name of the theme
|
||
Collection of scene objects
|
||
B-Bone Display Z Width
|
||
Zoom using up/down on the device (otherwise forward/backward)
|
||
Enter Edit Mode automatically after adding a new object
|
||
Apply gravitation to point movement
|
||
Info on current cache status
|
||
Cone
|
||
Lock Z Rotation Axis
|
||
GLSL Extra Textures
|
||
Starts player in a new fullscreen display
|
||
Named Group
|
||
Samplerate
|
||
Children expanded in the user interface
|
||
Border
|
||
Armatures active bone
|
||
Active Path Index
|
||
Texture Type
|
||
Amount of clumping
|
||
Style
|
||
Collection of render layers
|
||
Show Restriction Columns
|
||
Soft Body
|
||
Drag effector weight
|
||
Layers visible in this 3D View
|
||
Top
|
||
Quality of the simulation in steps per frame. (higher is better quality but slower)
|
||
The constraint is applied in Pose Space, the object transformation is ignored
|
||
View Rotation
|
||
Gravitation
|
||
Cardinal
|
||
Dolly
|
||
8 bit greyscale binary data
|
||
Chroma Vectorscope
|
||
Active bone group for this pose
|
||
Repulsion Factor
|
||
Object Constraints
|
||
Filter Text
|
||
Vertex group to control tangent
|
||
Default builtin key configuration
|
||
Show folders
|
||
Page Down
|
||
Elements
|
||
View3D Zoom Modal
|
||
Show Actuators
|
||
Deletes smoke from simulation
|
||
Filter File Extensions
|
||
Control point selection status
|
||
Left Handle Selected
|
||
Draw Stretch
|
||
Align rotation with the snapping target
|
||
Cloth
|
||
Show the name of the view's direction in each 3D View
|
||
Display Filter
|
||
Object does not restitute collisions, like a ghost
|
||
Particle Velocity
|
||
Relative time of key over hair length
|
||
6
|
||
Threshold for drawing outlines on geometry edges
|
||
Lighting
|
||
MPEG-4
|
||
Delete
|
||
MPEG-2
|
||
Curve Edit
|
||
Distance of the physics area
|
||
Boid Settings
|
||
Pixel resolution of the rendered environment map
|
||
Goal maximum, vertex group weights are scaled to match this range
|
||
Vertex Group Roughness 2 Negate
|
||
Manipulator Rotate
|
||
Limits
|
||
Current Frame
|
||
Project to Self
|
||
Sticky texture coordinate location
|
||
Transition
|
||
Duplicate Texture
|
||
Mask
|
||
Description of the Function's purpose
|
||
Generate voxels from a sequence of image slices
|
||
Theme settings for the Node Editor
|
||
Automatic time snapping settings for transformations
|
||
Banking
|
||
Texture Plugin Directory
|
||
Mass
|
||
Mist settings for a World data-block
|
||
Show column
|
||
Tool Widget Colors
|
||
Clip Alpha
|
||
Retarget
|
||
Drag component proportional to velocity
|
||
Blocking
|
||
Mirror Colors
|
||
Number of frames between ghosts shown (not for 'On Keyframes' Onion-skinning method)
|
||
Bars Selected
|
||
Use a minimum radial distance for the field's fall-off
|
||
Edit Object
|
||
Cineon
|
||
Height
|
||
Texture Factor
|
||
Draw Wire
|
||
Manipulate object centers only
|
||
Custom color set to use
|
||
Negate the effect of the density vertex group
|
||
SL
|
||
Enable Self Collision
|
||
Correction
|
||
Self Minimum Distance
|
||
Keying set paths
|
||
Invoke Region Preview
|
||
Causes material data to be duplicated with the object
|
||
Sample Distance
|
||
Vertex Group Field
|
||
Multiplier to make out-scattered light brighter or darker (non-physically correct)
|
||
Object Selected
|
||
Keyframe Selected
|
||
Pose Bone
|
||
Set sensor expanded in the user interface
|
||
Theme Audio Window
|
||
Strip Time
|
||
Number of frames from start frame for influence to fade out
|
||
Codec
|
||
Speaker
|
||
Image Generic
|
||
3D Region
|
||
Copy Scale
|
||
Duplicate Surface
|
||
Particle key for hair particle system
|
||
Particle Edit
|
||
Number of cone samples averaged for blurry refractions
|
||
Keep from going through other boids
|
||
Output image in DDS format
|
||
Orig Height
|
||
In Air
|
||
Constraint was added in this proxy instance (i.e. did not belong to source Armature)
|
||
OpenGL shading language shaders
|
||
Render the stamp info text in the rendered image
|
||
read only area of the face
|
||
Exec Region Channels
|
||
Smoke collides with every side
|
||
Enable Collision
|
||
The mouse button used for selection
|
||
How strong a force must be to start effecting a boid on land
|
||
Imperial
|
||
Vertex Group Length
|
||
SDL device - simple direct media layer, recommended for sequencer usage
|
||
Pixel Aspect Y
|
||
Shadow
|
||
Show the active object's softbody point cache
|
||
ZIP (lossless)
|
||
Collection of Compositor Nodes
|
||
Viewport Shading
|
||
Mean red/green/blue scattering path length
|
||
Ball inflating pressure
|
||
Snap to nearest marker
|
||
Vertical aspect ratio - for anamorphic or non-square pixel output
|
||
Window Sliders
|
||
Color ramp mapping a scalar value to a color
|
||
Make hairs less puffy
|
||
Active UV texture index
|
||
Location of head end of the bone relative to its parent
|
||
Display Texture
|
||
Group Node
|
||
Collection of meshes
|
||
Continue
|
||
Grease Pencil Smooth Stroke
|
||
Set audio mixing buffer size to 4096 samples
|
||
Transparent RGB and alpha pixels are unmodified
|
||
Nearest Neighbor
|
||
Gives a constant force along the force objects local Z axis
|
||
Emit
|
||
Bake the normals in tangent space
|
||
Active Base
|
||
Active UV texture
|
||
Falloff Curve
|
||
Sun intensity
|
||
Collection of related sketches on a particular frame
|
||
Vector Fonts
|
||
Mesh Edit
|
||
String Property
|
||
Variables
|
||
3D View Space
|
||
Show the active object's particle point cache
|
||
Cinema 24fps 2048x1080
|
||
The default directory for rendering output, for new scenes
|
||
Audio bitrate(kb/s)
|
||
Font Size
|
||
File
|
||
Automatically converts all new tabs into spaces for new and loaded text files
|
||
Search again from the start of the file when reaching the end
|
||
Driver variable type
|
||
Search term for filtering in the UI
|
||
Show UV editing related properties
|
||
Subdivision Surface
|
||
Mipmaps
|
||
Simplified Chinese (ç®ä½ä¸æ)
|
||
Edge Length Text
|
||
View2D
|
||
Step Size
|
||
All effector's weight
|
||
GOP Size
|
||
Bottom
|
||
Color balance lift (shadows)
|
||
True when this value can't be set to None
|
||
The color of the lights specular highlight
|
||
Free Run (Rec Date)
|
||
How much the spring rest length can change after the elastic limit is crossed
|
||
Nand
|
||
Background Images
|
||
Vertex Group Roughness 1 Negate
|
||
Follow a boid or assigned object
|
||
Collection of Shader Nodes
|
||
Show Brush
|
||
Save Preview Images
|
||
Use Influence
|
||
Add/Replace
|
||
Enable direct editing of modifier control cage
|
||
Overwrite characters when typing rather than inserting them
|
||
Multitexture
|
||
Full
|
||
Modifier affecting the geometry data of an object
|
||
Text to replace selected text with using the replace tool
|
||
Particle Age
|
||
Unique name used in the code and scripting
|
||
Movie Strip
|
||
Python Scripts Directory
|
||
Global user preferences
|
||
Proportional Size
|
||
Location of the hair key in object space
|
||
Window Manager
|
||
Selectable
|
||
Diffuse subsurface scattering settings for a Material datablock
|
||
Air Personal Space
|
||
Which axis to use for offset
|
||
Sound
|
||
Include Animation Data blocks with no NLA data. (NLA Editor only)
|
||
Tree Type
|
||
The index of particle system on the target object
|
||
Noise algorithm - Voronoi F1-F2
|
||
Autosplit Output
|
||
Type of transition used to fade mist
|
||
Logic Nand
|
||
Enable this OpenGL light in solid draw mode
|
||
Explode
|
||
Tilt CW
|
||
ID-Block
|
||
Diffusion factor, the strength of the blurring effect
|
||
Rate control: min rate(kb/s)
|
||
Alter spring length to shrink/blow up (unit %) 0 to disable
|
||
Object is made a particle system to display particles generated by a fluidsim domain object
|
||
Alternate script path, matching the default layout with subdirs: startup, addons & modules (requires restart)
|
||
channels
|
||
Head Select
|
||
Nearest Frame
|
||
WPaint Auto-Normalize
|
||
View3D Gesture Circle
|
||
Active index in render layer array
|
||
True when the Cmd key is held
|
||
When an 'array/vector' type is chosen (Location, Rotation, Color, etc.), entire array is to be used
|
||
Poly
|
||
Name of the key map
|
||
Roll bones to face the view
|
||
Cycle the animated time within the action start & end
|
||
Metaball Edit
|
||
Use anti-aliasing for the 3D view (may impact redraw performance)
|
||
Key Configuration
|
||
NLA editor space data
|
||
Sounds
|
||
Noise formula used for turbulence
|
||
Show Thumbnails
|
||
Output video in AVI Raw format
|
||
Shape Keys
|
||
Cloth simulation settings for an object
|
||
Transparency along the width of the strand
|
||
Name of UV layer to override
|
||
Custom animation player executable path
|
||
Spring Vertex Group
|
||
Luma Waveform
|
||
Goal Damping
|
||
French (Française)
|
||
tool_settings
|
||
3D Cursor
|
||
Collection of lattices
|
||
Display
|
||
Center of mass
|
||
The type of radius interpolation for Bezier curves
|
||
Global approximate AA and SSS quality factor
|
||
Type of data to take texture from
|
||
Build
|
||
Logic Xor
|
||
Backdrop zoom factor
|
||
Collection of worlds
|
||
Python addons to be loaded automatically
|
||
Proxy size 50%
|
||
Intensity of the mist effect
|
||
UV Editor
|
||
Opacity
|
||
JPEG 2000
|
||
ID Type
|
||
Wires
|
||
Texture Face
|
||
The default directory to search for sequence plugins
|
||
Physics settings for a Material datablock
|
||
Size of the turbulence
|
||
Plastic
|
||
Viscoelastic Springs
|
||
Keyframe Insert Needed
|
||
Threads Mode
|
||
Exclude environment pass from combined
|
||
Display an additional 'summary' line. (DopeSheet Editors only)
|
||
Blend factor with sky
|
||
BMP
|
||
Obstacle simulation
|
||
Relative friction coefficient in the in the X, Y and Z directions, when anisotropic friction is enabled
|
||
7
|
||
Enable naive vertex ball self collision
|
||
Text Character Format
|
||
Particle System
|
||
Active section of the user preferences shown in the user interface
|
||
Outliner
|
||
Don't use any brush
|
||
Pulldown Widget Colors
|
||
Duplicate Lamp
|
||
Spring rest length (factor of particle radius)
|
||
Softens the edges of halos at intersections with other geometry
|
||
None
|
||
ko_KR
|
||
Only Matching F-Curves
|
||
Active Particle Target
|
||
TIFF
|
||
Keyboard
|
||
Strand settings for a Material datablock
|
||
"
|
||
Material Index
|
||
Targa Raw
|
||
Name that will be used in exported files when format supports such feature
|
||
F-Curve is not evaluated
|
||
Texture Collection Rate
|
||
Blend
|
||
Stop ray marching early if transmission drops below this luminance - higher values give speedups in dense volumes at the expense of accuracy
|
||
rect
|
||
08 - Theme Color Set
|
||
Sharp falloff
|
||
Proxy Local
|
||
Repulsion Distance
|
||
Method used for combining strip's result with accumulated result
|
||
Particle speed (absolute magnitude of velocity) mapped as 0.0-1.0 intensity
|
||
Syntax Numbers
|
||
Images get saved in 8 bits grayscale (only PNG, JPEG, TGA, TIF)
|
||
Global Space
|
||
Save the z-depth per pixel (32 bit unsigned int z-buffer)
|
||
Curving of the noodle
|
||
View Type
|
||
Children Expanded
|
||
Shape
|
||
Background Image
|
||
Dash
|
||
Pass
|
||
Snap to Pixels
|
||
Engine
|
||
Vertex Select
|
||
Specular Exclude
|
||
Color 2
|
||
Brush strength
|
||
Control point weight values
|
||
Maximum memory usage in megabytes (0 means unlimited)
|
||
Pivot around each object's own origin
|
||
Island
|
||
Softbody goal weight
|
||
Exclude shadow pass from combined
|
||
Method for driving added turbulent noise
|
||
Sampled colors along line
|
||
Offsets the number of the frame to use in the animation
|
||
Maximum angular velocity on land (relative to 180 degrees)
|
||
Start Frame
|
||
Middle Mouse Paste
|
||
Edge Seam
|
||
Display UV coordinates from 0.0 to 1.0 rather than in pixels
|
||
Find Text
|
||
Inverse Gamma
|
||
Smooth hairs
|
||
Graphics driver and operating system settings
|
||
How much density effects smoke motion, higher value results in faster rising smoke
|
||
passes
|
||
Boid rule name
|
||
Maximum number of recently opened files to remember
|
||
Path to property setting
|
||
Level of detail in the added turbulent noise
|
||
Screen
|
||
Billboard Normal UV
|
||
Selects the type of physical representation
|
||
Clip End
|
||
Creates a force along a curve object
|
||
Time delay in 1/10 seconds before automatically opening top level menus
|
||
Autosplit output at 2GB boundary
|
||
Resolution Y
|
||
Artificial buoyancy force in negative gravity direction based on pressure differences inside the fluid
|
||
Gamma
|
||
Light Cache
|
||
Offset
|
||
Voronoi F2-F1
|
||
Hair keys are in global coordinate space
|
||
Structs
|
||
Particle system name
|
||
Don't adjust roll
|
||
Bevel
|
||
UI Layout
|
||
Movie Format
|
||
Fast but not so effective compression
|
||
Use linear workflow - gamma corrected imaging pipeline
|
||
Delta
|
||
Gravity
|
||
Mist uses linear progression
|
||
BSpline
|
||
Type of element to snap to
|
||
Set audio mixing buffer size to 32768 samples
|
||
Show the Y axis line in perspective view
|
||
Action End Frame
|
||
Settings for input devices
|
||
Joystick
|
||
Window manager datablocks
|
||
Left Handle Type
|
||
Points U
|
||
bl_description
|
||
Collection of mesh edges
|
||
Clip objects based on what's visible in other side views
|
||
Object Grouped
|
||
Backscattered Light
|
||
Active grease pencil layer
|
||
Animated Influence
|
||
Atmosphere Inscatter
|
||
Color of emitted light
|
||
Lock Location
|
||
Active Vertex Color Layer
|
||
Spaces
|
||
Properties of particle editing mode
|
||
Area height
|
||
Material nodes
|
||
Collection of armature bones
|
||
Resolution U
|
||
Click
|
||
Filter Files
|
||
Display general information
|
||
Bone Groups
|
||
Overlay
|
||
Muted
|
||
Movie
|
||
Auto Clamped
|
||
Individual Origins
|
||
Overlap
|
||
Custom
|
||
Particles
|
||
Use Max
|
||
Window
|
||
File browser space data
|
||
AVI JPEG
|
||
Friction Coefficients
|
||
Object base selection state
|
||
Bone Pose
|
||
Sequence strip in the sequence editor
|
||
Display Background Images
|
||
Name to use in scripted expressions/functions. (No spaces or dots are allowed. Also, must not start with a symbol or digit)
|
||
User defined layer of floating pointer number values
|
||
96 kHz
|
||
Occlude
|
||
Images are rendered in Image Editor
|
||
States
|
||
Saturation
|
||
Location of this character in the text data (only for text curves)
|
||
Users
|
||
Scene Objects
|
||
Goal Stiffness
|
||
Audio Codec
|
||
Collection of objects
|
||
Type of NLA Strip
|
||
Minimum distance to the camera for stars
|
||
Main Scenes
|
||
Clips to image size and sets exterior pixels as transparent
|
||
Interpolation method to use for segment of the curve from this Keyframe until the next Keyframe
|
||
Radius from the shaded sample to look for points within
|
||
Layer of texture faces in a Mesh datablock
|
||
Tangent
|
||
Stamp Time
|
||
Comb hairs
|
||
24-bit Signed
|
||
Show Handles
|
||
Alpha
|
||
Difference
|
||
The frequency of the offset (1/total length)
|
||
Layer Membership
|
||
Render layer
|
||
ro_RO
|
||
Vector Coordinates
|
||
Spring force
|
||
Flare Boost
|
||
Scopes
|
||
Description of the item's purpose
|
||
Camera Parent Lock
|
||
Invert the axis of mouse movement for zooming
|
||
Socket name
|
||
M
|
||
Enable diffuse subsurface scatting effects in a material
|
||
Color Factor
|
||
Noise algorithm - Cell Noise: Square cell tessallation
|
||
For PoseBone paths, use the bone head location when calculating this path
|
||
Max Land Speed
|
||
Show linked objects to sensor/actuator
|
||
Edit drivers
|
||
F-Curve Modifier is the one being edited
|
||
Channel Matrix
|
||
Has Ghost Curves
|
||
Threshold for adaptive sampling (if a sample contributes less than this amount [as a percentage], sampling is stopped)
|
||
Selects which domain border will be treated as collision object
|
||
Object that defines custom draw type for this bone
|
||
Still Frame Only
|
||
Invert tilt axis
|
||
The name of the active key configuration
|
||
Apply sun effect on atmosphere
|
||
Spacebar
|
||
Limit effectors to this group
|
||
Keep paths from intersecting the emitter
|
||
Input or output socket of a node
|
||
Transform Channel
|
||
Storage of a macro operator being executed, or registered after execution
|
||
Sets the number of points on the star shaped halo
|
||
Display the object's local bounding boxes only
|
||
Goal (vertex target position) spring stiffness
|
||
Boolean
|
||
Cyclic U
|
||
Cinema 24fps 4096x2160
|
||
Images are saved with RGB and Alpha data (if supported)
|
||
Cyclic V
|
||
Indirect
|
||
Show Points
|
||
Speed
|
||
Copy Location
|
||
GLSL Lights
|
||
resolution_x
|
||
All available keying sets
|
||
Specular Color
|
||
Convert to logarithmic color space
|
||
Show keyframes for active Object and/or its selected bones only
|
||
Use Visual keying automatically for constrained objects
|
||
Game Property
|
||
Merged Region Size
|
||
Material Halo
|
||
Flare Seed
|
||
No Gimbal Lock (default)
|
||
Bending Const
|
||
Null device - there will be no audio output
|
||
Main Fonts
|
||
Sensor
|
||
Output image in Cineon format
|
||
Set audio sample format to 64 bit float
|
||
Whether to use maximum clipping value
|
||
Display units in pairs
|
||
Form factor scales the inertia tensor
|
||
Filter Images
|
||
Value to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and Hard
|
||
Draw UV edges anti-aliased
|
||
Search string is sensitive to uppercase and lowercase letters
|
||
Region Text Titles
|
||
Flow Settings
|
||
Texture Slot
|
||
Enable debug visualization for obstacle simulation
|
||
Wrinkle coefficient. (higher = less smaller but more big wrinkles)
|
||
Action to take for gaps past the Active Action's range (when evaluating with NLA)
|
||
Spring rest length is a factor of 2 * particle size
|
||
Mist uses quadratic progression
|
||
Base
|
||
Enter Edit Mode
|
||
Widget Label Style
|
||
For Zmask, only render what is behind solid z values instead of in front
|
||
Face Angle Text
|
||
8
|
||
Face Dot Size
|
||
Grow
|
||
Strips
|
||
Vertex group to control roughness end
|
||
Texture Slots
|
||
Snap UVs to pixel locations while editing
|
||
Border Minimum X
|
||
Value
|
||
Button5 Mouse
|
||
Roll CCW
|
||
Deprecation Warnings
|
||
Source List Title
|
||
Collection of fonts
|
||
Effector weights for physics simulation
|
||
2
|
||
Input line for the interactive console
|
||
;
|
||
Soft body
|
||
Display Lamp
|
||
Tail Select
|
||
Rotation in Quaternions
|
||
Main MetaBall
|
||
Right Alt
|
||
Waveform Mode
|
||
Audio samplerate(samples/s)
|
||
Random
|
||
Harmonic
|
||
hr_HR
|
||
Themes
|
||
Texture scatting blend factor
|
||
Selected File
|
||
Cache AO results in pixels and interpolate over neighbouring pixels for speedup
|
||
double
|
||
Negate
|
||
Mute this shape key
|
||
Fgon
|
||
RVO (rays)
|
||
External file packed into the .blend file
|
||
Causes text data to be duplicated with the object
|
||
Include visualization of Speaker related Animation data
|
||
Zoom factor
|
||
Tweak Select
|
||
Shape Match
|
||
Spherical forcefield based on the charge of particles, only influences other charge force fields
|
||
Active Boid Rule
|
||
Active index in bone groups array
|
||
IK stiffness around the X axis
|
||
Go to assigned object or loudest assigned signal source
|
||
Wait Timer (ms)
|
||
The region relative vertical location of the mouse
|
||
Mouse/Trackpad Rotate
|
||
02 - Theme Color Set
|
||
Show Control Curves
|
||
Time taken in frames between shutter open and close
|
||
Textured Solid
|
||
Tail
|
||
Lift Force
|
||
The type of event, only applies to some
|
||
Targets
|
||
Main Texts
|
||
Draw Axes
|
||
Space data type
|
||
Subsurface Scattering
|
||
Mesh Vertex
|
||
Max Slope
|
||
Specular Intensity
|
||
Smoke collision settings
|
||
Cubic
|
||
Set all state bits
|
||
Action to take for gaps past the strip extents
|
||
Neutral
|
||
UV mapping, texturing and game engine data for a face
|
||
Minimum value for clipping
|
||
zh_CN
|
||
Wheel Scroll Lines
|
||
Shadow color in grey value
|
||
The constraint is applied relative to the world coordinate system
|
||
Icon File
|
||
Theme Console
|
||
Step Calculation
|
||
Amount the strip contributes to the current result
|
||
Shape Key Bezier Point
|
||
Smoke doesn't collide with top and bottom sides
|
||
Fastest and gives the most noise
|
||
Source of input values for driver variables
|
||
Show Keyframe Numbers
|
||
Image opacity to blend the image against the background color
|
||
Outline
|
||
window_manager
|
||
DDS
|
||
Show key map event and property details in the user interface
|
||
Bake ambient occlusion
|
||
Long List
|
||
Manual
|
||
Kink
|
||
Display Metaball
|
||
View Location
|
||
Radio Widget Colors
|
||
Weights
|
||
Cache of the worldspace positions of an element over a frame range
|
||
Theme settings for the Text Editor
|
||
Number of frames for Blending In/Out is automatically determined from overlapping strips
|
||
Collection of Driver F-Curves
|
||
Use SIMD QBVH
|
||
UV/Image Editor
|
||
Use degrees for measuring rotation
|
||
Resolution of the voxel grid
|
||
Physics Gravity
|
||
bl_idname
|
||
Name of the key configuration
|
||
Agent Radius
|
||
Keyed particles target is valid
|
||
Use force fields when growing hair
|
||
Point in the lattice grid
|
||
The amplitude of the offset
|
||
End Frame
|
||
Lets halo receive light and shadows from external objects
|
||
Pivot
|
||
Maximum walkable slope angle in degrees
|
||
Permeability
|
||
User defined floating point number value in a float properties layer
|
||
Render Result
|
||
Objects nearer than this are not visible to map
|
||
Pivot around active object
|
||
Operator Node
|
||
Local With Parent
|
||
Blender RNA structure definitions
|
||
Radius of bounding sphere and material physics
|
||
Bezier
|
||
Blend Type
|
||
Original Perlin
|
||
Active UV Texture
|
||
Active Object constraint
|
||
Armature-Relative Head
|
||
F-Curve's settings cannot be edited
|
||
7.1 Surround
|
||
Fluid Mesh Vertex
|
||
Long Key
|
||
Do not show any ghosts
|
||
Frame for absolute keys
|
||
Wav
|
||
Preview
|
||
[
|
||
ObData
|
||
Emulate Numpad
|
||
Theme settings for the Timeline
|
||
Cell Size
|
||
Clamp velocity to this minimum speed (except when totally still)
|
||
Specify old mapping value in frames
|
||
Type of texture data to display and edit
|
||
Show ghosts for the specified frame range
|
||
Radius for bevelling
|
||
Maximal # solver steps/frame
|
||
Copy Rotation
|
||
07 - Theme Color Set
|
||
Use object/global coordinates for texture
|
||
If set to True, the panel shows a header, which contains a clickable arrow to collapse the panel and the label (see bl_label)
|
||
Sequence Element
|
||
Use rule when boid is flying
|
||
Simplify Shadow Samples
|
||
Deliver indirect lighting pass
|
||
Particle Key
|
||
Time since last step in seconds
|
||
Properties
|
||
Y Scale
|
||
Minimum Radial Distance
|
||
Sampled Points
|
||
Theme Logic Editor
|
||
Use Stars
|
||
Manipulator Translate
|
||
Brush steps
|
||
Active Pose Marker
|
||
F-Modifier
|
||
N
|
||
True when the Alt/Option key is held
|
||
Decimate
|
||
Use multi-sampled 3D scene motion blur
|
||
Type of active data to display and edit
|
||
Permanent deform
|
||
Onion Skinning Settings
|
||
Mode of automatic keyframe insertion for Objects and Bones
|
||
Theme settings for bone color sets
|
||
Scopes for statistical view of an image
|
||
Push
|
||
Show Seconds
|
||
Logic Or
|
||
Buffer Resolution
|
||
Create a toon outline around the edges of geometry
|
||
Regions
|
||
Damped Track
|
||
Active Bone Group Index
|
||
Automatically select acceleration structure
|
||
Specify a collision bounds type other than the default
|
||
Auto-Clamped handle color
|
||
Vertex Group Roughness End
|
||
Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics
|
||
Control Point
|
||
Particle count
|
||
Turntable
|
||
Use Weight Color Range
|
||
Octree
|
||
Environment Exclude
|
||
Fuzziness while on collision, high values make collision handling faster but less stable
|
||
Tweak
|
||
Marker
|
||
Shadeless
|
||
Align handle color
|
||
Mist
|
||
Scene Render Layer
|
||
Sequence editing data for a Scene datablock
|
||
Structural Stiffness Vertex Group
|
||
Meta Stack
|
||
Duplicate F-Curve
|
||
Show sound files
|
||
Render layer name
|
||
Index of active particle system slot
|
||
Roll bone to original joint plane offset
|
||
Filter Fonts
|
||
Material Subsurface Scattering
|
||
Tip
|
||
Invalid
|
||
Show Cache
|
||
Delay
|
||
Blend factor for SSS colors
|
||
Fluid Group
|
||
Causes F-curve data to be duplicated with the object
|
||
Stationary object
|
||
el_GR
|
||
Compression method to be used
|
||
Speaker datablocks
|
||
B-Bone Ease In
|
||
Relative Paths
|
||
Mesh Int Property Layer
|
||
Enable smoke to disappear over time
|
||
Double Click Timeout
|
||
Cell Noise
|
||
Particle system has multiple point caches
|
||
Human readable name
|
||
The object that has the target particle system (empty if same object)
|
||
Maximum acceleration on land (relative to maximum speed)
|
||
Legacy
|
||
Clip alpha below this threshold in the 3D textured view
|
||
Display a preset button with the operators settings
|
||
Force gets absorbed by collision objects
|
||
9
|
||
Noise method which is used for creating the high resolution
|
||
Manipulator
|
||
Select UVs that are at the same location and share a mesh vertex
|
||
Shadow offset in pixels
|
||
Bake directly from multires object
|
||
Insert
|
||
Wind effector weight
|
||
DopeSheet Editor
|
||
Entire Array
|
||
Use smoke heat as texture data. Values from -2.0 to 2.0 are used
|
||
Sequence Color Balance
|
||
Disallow movement around the X axis
|
||
Scenes
|
||
Active KeyConfig
|
||
Distance between two bones or objects
|
||
Rate control: max rate(kb/s)
|
||
Active file in the file browser
|
||
Limit collisions to this group
|
||
Nurbs weight
|
||
Outline Selected
|
||
Extrapolate the curve or extend it horizontally
|
||
Right Handle
|
||
Collection of mesh vertices
|
||
Smooth the final stroke
|
||
Current Transform Orientation
|
||
F-Curve live filtering string
|
||
Softness of the 'soft' falloff option
|
||
Selection Mode
|
||
Proportional Editing
|
||
Collection of keying set paths
|
||
Build 25% proxy resolution
|
||
DBVT culling
|
||
Armature Edit
|
||
Show Datablock Filters
|
||
A valid edit mode exists
|
||
World Mist
|
||
Default Value
|
||
Full Screen
|
||
Text in the line
|
||
Quality
|
||
A container referencing an existing Action
|
||
Layer name
|
||
Auto Start
|
||
Visualization
|
||
Show text files
|
||
Draw faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)
|
||
Snap Align Rotation
|
||
Angle of Rotation for Axis-Angle rotation representation
|
||
192 kHz
|
||
From socket
|
||
Nurb active U-lines
|
||
Constraints that act on this PoseChannel
|
||
Cyclic Strip Time
|
||
Space Outliner
|
||
Constraint has valid settings and can be evaluated
|
||
Debug
|
||
Pose Bones
|
||
Show image files
|
||
Goal maximum, vertex weights are scaled to match this range
|
||
Puff
|
||
Right Handle Type
|
||
Include the name of the active cameras lens in image metadata
|
||
Sky Color Space
|
||
Include visualization of Armature related Animation data
|
||
Character Index
|
||
Pin (vertex target position) spring stiffness
|
||
Open source frame player: http://djv.sourceforge.net
|
||
Grab Pointer
|
||
Bone is not able to be transformed when in Edit Mode
|
||
Show linked objects to the controller
|
||
Blend Distance
|
||
Edited
|
||
The mode used to apply the texture
|
||
Locked Track
|
||
File Browser
|
||
Vertex weight group, to blend with basis shape
|
||
The type of keyframe (for visual purposes only
|
||
Obstacle Radius
|
||
Drawing method used by the window manager
|
||
Active Particle Target Index
|
||
Front
|
||
Enable starfield generation
|
||
Particle datablocks
|
||
Show an outline highlight around selected objects in non-wireframe views
|
||
Zooms in and out based on vertical mouse movement
|
||
Calculate sub-surface scattering in materials rendering
|
||
Parent this node is attached to
|
||
ar_EG
|
||
Include the render frame as HH:MM:SS.FF in image metadata
|
||
Line of text in a Text datablock
|
||
Detail mesh sample spacing
|
||
Active Theme Area
|
||
Theme Widget Color Set
|
||
Boid height relative to particle size
|
||
Using 1/x
|
||
Scene keying sets
|
||
Show Sliders
|
||
All Z
|
||
Environment Color
|
||
Position
|
||
Buffersize
|
||
Adapt To Speed
|
||
Or
|
||
World datablocks
|
||
Effect Strip
|
||
Group of ID properties
|
||
Proxy size 75%
|
||
Vertex Paint
|
||
Hair Dynamics
|
||
Stroke Points
|
||
NLA Track is locked
|
||
Which mesh elements selection works on
|
||
Weight of rotation constraint for IK
|
||
Always refresh image on frame changes
|
||
Use horizon and zenith color for diffuse energy
|
||
Extra margin around object for collision detection, small amount required for stability
|
||
Collection of vertex groups
|
||
Coordinates of the first handle
|
||
Sky Blend Mode
|
||
Mesh Edge
|
||
Adjust simulation speed
|
||
Bounding box of this object represents the computational domain of the fluid simulation
|
||
Color balance gain (highlights)
|
||
Normal Space
|
||
Layers
|
||
Spin CW
|
||
Mesh Float Property Layer
|
||
Buffer Resolution - decrease it to increase speed
|
||
12 bit color channels
|
||
Space Graph Editor
|
||
Directory Path
|
||
False when this property is an optional argument in an RNA function
|
||
Framing Types
|
||
Display Paths of poses within a fixed number of frames around the current frame
|
||
Last selected point
|
||
Cropping parameters for a sequence strip
|
||
Min Air Speed
|
||
Wavelet
|
||
Color used for the surface of bones
|
||
Window Managers
|
||
Occlude objects with the environment color as they are further away
|
||
Attenuation falloff strength, the higher, the less influence distant objects have
|
||
Driven Selected
|
||
Surface Edit
|
||
Causes metaball data to be duplicated with the object
|
||
Main Curves
|
||
Japanese (æ¥æ¬èª)
|
||
Vertex Group Field Negate
|
||
Collection of uv textures
|
||
Enable simplification of scene for quicker preview renders
|
||
String
|
||
Randomized
|
||
Retarget template bone chain to stroke
|
||
Use the manipulator for movement transformations
|
||
Command line prompt language
|
||
How the rules in the list are evaluated
|
||
Color of texture overlay
|
||
Text Box
|
||
Modifier for values of F-Curve
|
||
Specify the number of cluster iterations
|
||
Mass of the object
|
||
React to force field physics settings in materials
|
||
The window relative vertical location of the mouse
|
||
YCbCr (ITU 709)
|
||
Linear viscosity
|
||
8x
|
||
Nothing
|
||
IK Z Limit
|
||
Sensors
|
||
Child Seed
|
||
Tweak Middle
|
||
Object represents a volume of fluid in the simulation
|
||
Property is editable through RNA
|
||
Theme settings for the Console
|
||
Datablock from which the edited datablock is linked
|
||
Particle
|
||
Solo
|
||
Mark controller for execution before all non-marked controllers (good for startup scripts)
|
||
FFMpeg audio codec to use
|
||
ZTransp
|
||
Location (Object Space)
|
||
IK Z Lock
|
||
Display size for normals in the 3D view
|
||
Use a tent filter for anti-aliasing
|
||
Original IK solver
|
||
Use velocities for automagic step sizes
|
||
Multiplier
|
||
Constraint Target
|
||
Draw Repeated
|
||
For RGB curves, the color that white is mapped to
|
||
Noise algorithm - Voronoi F1: Returns distance to the closest feature point
|
||
IK Y Minimum
|
||
Pin Stiffness
|
||
Cache Info
|
||
No Ghosts
|
||
Duplicate Material
|
||
Nurbs order in the V direction (For surfaces only), Higher values let points influence a greater area
|
||
Spanish (Español)
|
||
Sets the dimension of the halo
|
||
Vertex in a Mesh datablock
|
||
Line Numbers Background
|
||
Shadow Size
|
||
Depth
|
||
Rest Density
|
||
Frame Server
|
||
alert
|
||
Meta Element
|
||
Show actuators of all selected objects
|
||
Calculate environment maps while rendering
|
||
Motion Path Settings
|
||
Interlaced
|
||
Space type
|
||
Display the operator log
|
||
Show background image in front view
|
||
Simple
|
||
Storage of a sub operator in a macro after it has been added
|
||
Collision Bounds
|
||
Maximum value for clipping
|
||
Transparency
|
||
Armature-Relative Tail
|
||
Display in the info window and support the redo toolbar panel
|
||
FFMpeg codec to use
|
||
Show frame numbers on Motion Paths
|
||
Maximum allowed number of light inter-refractions
|
||
Use a third buffer for minimal redraws at the cost of more memory
|
||
Game engine logic brick to process events, connecting sensors to actuators
|
||
Layer in multilayer image
|
||
Depth Cutoff
|
||
Mesh Edges
|
||
Max Edge Length
|
||
The number of lines scrolled at a time with the mouse wheel
|
||
Root Texture Coordinates
|
||
Tag Seam
|
||
Visibility status
|
||
Birth Time
|
||
Mini Axis Brightness
|
||
Environment
|
||
Accuracy
|
||
Driven
|
||
Air Damping
|
||
Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering
|
||
Normal
|
||
Keys
|
||
The axis icon's size
|
||
Spring Force
|
||
Brushes
|
||
Drag
|
||
Emulate 3 Button Mouse
|
||
Sculpt/Paint Overlay Color
|
||
Collection of keymap items
|
||
Shadow Y Offset
|
||
Fuzzy
|
||
Comb
|
||
Theme settings for the 3D View
|
||
End frame of the stored range
|
||
Grid Subdivisions
|
||
Layers bone exists in
|
||
Base type for datablocks, defining a unique name, linking from other libraries and garbage collection
|
||
Numpad 5
|
||
face area
|
||
Clip Start
|
||
Numpad 2
|
||
Tweak Action
|
||
Numpad 0
|
||
Use this files path when library linked into another file
|
||
GL Texture Limit
|
||
Only keyframes of selected F-Curves are visible and editable
|
||
Numpad 9
|
||
Crease
|
||
Filter
|
||
Minimum angles for IK Limit
|
||
Scatter contribution factor
|
||
Bones which are children of this bone
|
||
Main Particle Settings
|
||
Collection of particle settings
|
||
Use modifier during rendering
|
||
Numpad /
|
||
Numpad .
|
||
05 - Theme Color Set
|
||
Read Only
|
||
Include visualization of Particle related Animation data
|
||
Numpad *
|
||
Bone is not visible when in Edit Mode
|
||
Width Fade
|
||
Amount of rotation around velocity vector on turns
|
||
Czech (Äeský)
|
||
Display datablocks in all scenes
|
||
Turbulent noise driven by the particle's age between birth and death
|
||
Aerodynamics Type
|
||
Best quality
|
||
Use effector/global coordinates for turbulence
|
||
Target particle systems
|
||
Min Rate
|
||
Distance to keep particles away from the emitter
|
||
Type of information to display
|
||
Limit movement around the Z axis
|
||
NLA stack is evaluated when evaluating this block
|
||
Apply puff to unselected end-points, (helps maintain hair volume when puffing root)
|
||
Fgon edge
|
||
Perspective
|
||
Bone rotation around head-tail axis
|
||
Pan/Zoom
|
||
Add a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweaking
|
||
No Auto-Snap
|
||
Active Texture Face
|
||
Node Backdrop
|
||
Count
|
||
Amount of influence F-Curve Modifier will have when not fading in/out
|
||
Collection of points that make up this poly or nurbs spline
|
||
Enable All Codecs
|
||
Auto Blend In/Out
|
||
Show Python Tooltips
|
||
Show menus in the header
|
||
Action datablocks
|
||
Edit texture nodes from World
|
||
Cross
|
||
Particle target name
|
||
Frame Map Old
|
||
Collection of channel driver Variables
|
||
Lower First
|
||
Stamp Render Time
|
||
Groups of the bones
|
||
Vertex Group Velocity
|
||
Cine-Flat 48fps 1998x1080
|
||
Snap
|
||
Extreme Alpha
|
||
2x
|
||
Group datablocks
|
||
Overall sensitivity of the 3D Mouse
|
||
Images are rendered in full Screen
|
||
Activity culling is enabled
|
||
2D cursor location for this view
|
||
Metaball types
|
||
F
|
||
Show Linked to Actuator
|
||
Square (HS + V)
|
||
Node Groups
|
||
Name Property
|
||
Dither Intensity
|
||
Reconstruction filter used for combining anti-aliasing samples
|
||
Minimal
|
||
Active Face
|
||
Scripts
|
||
Scale factor along the X for items in this (sub)layout
|
||
Image Axis
|
||
Orig Width
|
||
Pose Head Position
|
||
Cursor Y-Value
|
||
Property is optionally registered as part of type registration
|
||
IK stiffness around the Z axis
|
||
NLA Tracks
|
||
Constrain to Image Bounds
|
||
Arrangement of the panels
|
||
Length of second Bezier Handle (for B-Bones only)
|
||
Median
|
||
Indirect Exclude
|
||
AO
|
||
Node in a node tree
|
||
Cast
|
||
Save cache files to disk (.blend file must be saved first)
|
||
Simplify AO and SSS
|
||
Use key times
|
||
de_DE
|
||
Property has been dynamically created at runtime
|
||
Ball Size
|
||
Display sequence datablocks
|
||
Read-only matrix calculated from the roll (armature space)
|
||
Noise algorithm - Improved Perlin: Smooth interpolated noise
|
||
Automatically start game at load time
|
||
Generate point density from a particle system
|
||
How much of effector force gets lost during collision with this object (in percent)
|
||
Deliver AO pass
|
||
Group that included Object should be a member of
|
||
Cell Height
|
||
Shear Stiffness
|
||
Material Volume
|
||
Maximum number of lines to store for the console buffer
|
||
Include visualization of Mesh related Animation data
|
||
Object Non-modal
|
||
Maximum acceleration in air (relative to maximum speed)
|
||
Pin ID
|
||
Radar
|
||
Render color of textured face as color
|
||
Parts Y
|
||
Parts X
|
||
Collection of F-Curve Modifiers
|
||
Verts Per Poly
|
||
Lock to Cursor
|
||
Theme Image Editor
|
||
Graph Editor 2D-Value cursor - Y-Value component
|
||
Automatically merge vertices moved to the same location
|
||
Stencil
|
||
Lock strip so that it can't be transformed
|
||
Vertex Group Rotation
|
||
Djv
|
||
Use a quadratic filter for anti-aliasing
|
||
Calculates environment map only once
|
||
Node Links
|
||
The number of subdivisions between grid lines
|
||
Filter Folder
|
||
use images in the order as they are recorded
|
||
Collection of libraries
|
||
Use selection as the pivot point
|
||
Auto Snap
|
||
The original matrix of this object before it was duplicated
|
||
The unit system to use for button display
|
||
Limit selection to visible (clipped with depth buffer)
|
||
Type of field
|
||
float_array
|
||
Root falloff
|
||
The quality of the anisotropic filtering (values greater than 1.0 enable anisotropic filtering)
|
||
Dodge
|
||
Active Vertex Group Index
|
||
Method used for determining what ghosts get drawn
|
||
Proportional Editing Objects
|
||
Parent
|
||
Particle dupliobject name
|
||
Theme Widget State Color
|
||
Tilt CCW
|
||
Mirror Intensity
|
||
Object
|
||
Include visualization of Lamp related Animation data
|
||
Object Location
|
||
select_end
|
||
FrameCycler
|
||
Joint
|
||
Backdrop X
|
||
Backdrop Y
|
||
Use Instances
|
||
Y Rotation
|
||
Nor
|
||
Addon
|
||
Anti-Aliasing Samples
|
||
frames_skipped
|
||
Stamp Lens
|
||
Make hairs more puffy
|
||
Offsets image horizontally from the view center
|
||
Negate the effect of the roughness 2 vertex group
|
||
Invoke Screen
|
||
A square showing Hue/Saturation, with Value slider
|
||
NLA Track
|
||
Outer Thickness
|
||
Format of Time Codes displayed when not displaying timing in terms of frames
|
||
Display Node
|
||
Boid will fight this times stronger enemy
|
||
Custom Color
|
||
P
|
||
Negate the effect of the rotation vertex group
|
||
Select Tail
|
||
Settings for boid physics
|
||
Options for this operator type
|
||
Mouse Y Position
|
||
Input properties of an Operator
|
||
Fixed
|
||
Current windowmanager and data context
|
||
Collection of actions
|
||
Tab Width
|
||
Theme 3D View
|
||
Render
|
||
Auto Keyframe Insert Available
|
||
Grid Scale
|
||
Number of undo steps available (smaller values conserve memory)
|
||
Show background image in bottom view
|
||
Theme Graph Editor
|
||
Surface
|
||
Flash
|
||
Collision
|
||
Grid Lines
|
||
Pre Roll
|
||
Strand
|
||
The transformation of the target bone is evaluated relative its local coordinate system, with the parent transformation added
|
||
Disables non-planer quads being triangulated
|
||
Particle Brush
|
||
Smoke doesn't collide with any border
|
||
Ghost frames on either side of frame
|
||
Frame
|
||
Select
|
||
ID-Block representing source data, currently ID_SCE (for Dopesheet), and ID_SC (for Grease Pencil)
|
||
Index
|
||
Functions
|
||
03 - Theme Color Set
|
||
Built-In Function
|
||
Display objects name and frame number in 3D view
|
||
Custom text to appear in the stamp note
|
||
Cameras
|
||
Noise algorithm - Voronoi F4: Returns distance to the 4th closest feature point
|
||
Estimated scale matrix
|
||
Overall stiffness of structure
|
||
State
|
||
Camera
|
||
Distance between key frames
|
||
Image Painting
|
||
Object is made a fluid control mesh, which influences the fluid
|
||
Draw image with RGB colors
|
||
Build 100% proxy resolution
|
||
Space Type
|
||
Transformation
|
||
Method of calculating the steps through the volume
|
||
Material slot name
|
||
Number of frames between cached frames
|
||
Repulsion is a factor of stiffness
|
||
Edge spring friction
|
||
Face Area Text
|
||
Frame Map New
|
||
Media Play/Pause
|
||
Mux Rate
|
||
Show background image in all views
|
||
Slider Max
|
||
Every Point
|
||
Stub RNA type used for pointers to unknown or internal data
|
||
Number of indirect diffuse light bounces
|
||
Clip Min X
|
||
Clip Min Y
|
||
Link
|
||
Record animation to fcurves
|
||
Object removes fluid from the simulation
|
||
The number of times this object is repeated with respect to other objects
|
||
Line
|
||
Method used to define which Group-name to use
|
||
Use Material Force Field
|
||
Multi constraint, stateful IK solver
|
||
Texture nodes
|
||
Locked
|
||
Filebrowser Parameter
|
||
Path to an image editor
|
||
Weights for the vertex groups this point is member of
|
||
Insert keyframes based on 'visual transforms'
|
||
Armatures
|
||
Nabla
|
||
Mesh String Property
|
||
Collection of action groups
|
||
Keep path lengths constant
|
||
The type of tilt interpolation for 3D, Bezier curves
|
||
Creates a force that dampens motion
|
||
Disable simulation of linear motion along the Y axis
|
||
Green
|
||
Layer is selected for editing in the DopeSheet
|
||
Voronoi F2
|
||
Voronoi F3
|
||
Active F-Curve Modifier
|
||
Cycles
|
||
Margin
|
||
Voronoi F4
|
||
Theme settings for the Image Editor
|
||
Face Dot Selected
|
||
Damping of cloth velocity. (higher = more smooth, less jiggling)
|
||
GLSL Color Management
|
||
Prompt
|
||
Length of first Bezier Handle (for B-Bones only)
|
||
Theme settings for style sets
|
||
Ctrl
|
||
Show intermediate values for the driver calculations to allow debugging of drivers
|
||
Apply this and all preceding deformation modifiers on splines' points rather than on filled curve/surface
|
||
Vertex indices
|
||
Lens angle (mm) in perspective view
|
||
Back
|
||
German (Deutsch)
|
||
Color of light scattered out of the volume (does not affect transmission)
|
||
Build free run time code index
|
||
Extrapolation
|
||
Theme settings for Info
|
||
Collection of metaball elements
|
||
Use face normal to rotate object, so that it points away from the surface
|
||
Lens
|
||
Otherwise menus, etc will always be top to bottom, left to right, no matter opening direction
|
||
Particle Dupliobject Weight
|
||
Use textures for drawing international fonts
|
||
Use light for face
|
||
The edge flag to tag when selecting the shortest path
|
||
Vinterlace
|
||
Cycle the images in the movie
|
||
Display Z Axis
|
||
Reflectivity
|
||
Window Draw Method
|
||
Set audio sampling rate to 44100 samples per second
|
||
Causes particle systems to be duplicated with the object
|
||
Scripts Window
|
||
The space where the panel is going to be used in
|
||
SMPTE (Compact)
|
||
Automatically merge nearby keyframes
|
||
Fast in high-contrast areas
|
||
YCC
|
||
Deliver object index pass
|
||
Bake shadows
|
||
Continuous Grab
|
||
Alive State
|
||
Input
|
||
Adaptive
|
||
Single texture face materials
|
||
Color Ramp Element
|
||
Hue
|
||
Error tolerance (low values are slower and higher quality)
|
||
Transforms include effects of constraints but not parenting/restpose
|
||
Collision Settings
|
||
Collection of cameras
|
||
Command line prompt
|
||
Cache file path
|
||
Object Space
|
||
Driver
|
||
End size of strands in pixels or Blender units
|
||
Weighted result of strip is added to the accumulated results
|
||
NLA Track is selected
|
||
Quaternion
|
||
DOC BROKEN
|
||
19 - Theme Color Set
|
||
Debug State
|
||
Active Keying Set used to insert/delete keyframes
|
||
Lock Rotations (4D)
|
||
Sets the audio output device
|
||
Channels to display when drawing the histogram
|
||
Displays bit depth of full screen display
|
||
Sky Blend
|
||
Reflection
|
||
Vertex group to control roughness 1
|
||
Bake Emit values (glow)
|
||
Language use for translation
|
||
Atmosphere Distance Factor
|
||
Emit Object Space
|
||
Motion Path Points
|
||
IK Solver
|
||
F-Curves
|
||
Semantic interpretation of the property
|
||
Partial overlay on top of the sequencer
|
||
Unborn
|
||
Effect in full or only positive/negative Z direction
|
||
Format of the source data set to render
|
||
Space UV Editor
|
||
Solid Lights
|
||
F1
|
||
F2
|
||
F3
|
||
F4
|
||
F5
|
||
F6
|
||
F7
|
||
Fonts Directory
|
||
Single ASCII character for this event
|
||
Invert x Axis
|
||
Allow boids to move in air
|
||
Zoom Style
|
||
Library
|
||
Sky related settings for a sun lamp
|
||
Inherit Rotation
|
||
Disable Stereo and Dome environments
|
||
KeyConfigs
|
||
IK Stretch
|
||
Voronoi F1
|
||
Rigid Body
|
||
operator_context
|
||
Rotation Units
|
||
Defines the structure of the menu in the UI
|
||
idp_array
|
||
XYZ velocity mapped to RGB colors
|
||
Editmode
|
||
Particle Location
|
||
Tabs as Spaces
|
||
Region Background
|
||
Render Layers
|
||
Stiff viscosity
|
||
Scale Matrix
|
||
Pinned
|
||
Sequence Editor
|
||
Vertex Normal
|
||
Display current image regardless of object selection
|
||
Display Lattices
|
||
Density
|
||
Exclude raytraced refraction pass from combined
|
||
Charge effector weight
|
||
Limit colliders to this Group
|
||
Square (SV + H)
|
||
Space currently being displayed in this area
|
||
Show frame number beside the current frame indicator line
|
||
Face
|
||
Normalized quaternion rotation
|
||
Proportional Editing enabled
|
||
Vector handle selected color
|
||
Scope region background color
|
||
Show font files
|
||
Wave
|
||
Stickness
|
||
Vertex Groups
|
||
The time to animate the view in milliseconds, zero to disable
|
||
Number of times this datablock is referenced
|
||
Source Path
|
||
Forcefield based on a texture
|
||
Lattices
|
||
Object used as the smoke simulation domain
|
||
Parameters defining which layer, pass and frame of the image is displayed
|
||
Vertex Size
|
||
Italian (Italiano)
|
||
Physics Type
|
||
Ghost
|
||
Audio Device
|
||
Display Scene
|
||
Limit Scale
|
||
Enable Dome environment
|
||
Vertex Group Kink Negate
|
||
Radial Falloff Power
|
||
Value Sliders
|
||
collection
|
||
Meta Elements
|
||
Q
|
||
Display Transforms
|
||
Texture Time Out
|
||
Output image in TIFF format
|
||
Key Map
|
||
Navigation mesh
|
||
Fade effect using the built-in default (usually make transition as long as effect strip)
|
||
Include visualization of ShapeKey related Animation data
|
||
Manual adjust
|
||
Space User Preferences
|
||
NLA Track is not evaluated
|
||
Use rule when boid is on land
|
||
Anisotropic Filter
|
||
Red Green Blue
|
||
Radiance HDR
|
||
Active object base in the scene
|
||
User defined layer of integer number values
|
||
Object Mode
|
||
Maximum height between grid cells the agent can climb
|
||
Texts
|
||
Sort the file list by extension
|
||
Settings for filtering animation data
|
||
Number of horizontal pixels in the screen
|
||
Path to the .blend file
|
||
Converts texture RGB values to intensity (gray) values
|
||
Different styles of displaying the color picker widget
|
||
Initial state when the game starts
|
||
Nurbs order in the U direction (For splines and surfaces), Higher values let points influence a greater area
|
||
Show sliders beside F-Curve channels
|
||
Fisheye
|
||
Show View Name
|
||
Sequencer and Image Preview
|
||
Fake User
|
||
Video Sequence Editor
|
||
Struct Definition
|
||
The directory for storing temporary save files
|
||
Record Animation
|
||
F-Curve Modifier will not be evaluated
|
||
Full Render
|
||
Only one side is rendered, with Z axis pointing in direction of image
|
||
Show ghosts from around the current frame
|
||
Display Channel
|
||
Automatically switch between orthographic and perspective when changing from top/front/side views
|
||
Print debug information for this property
|
||
Update simulation with cache steps
|
||
Relationship Lines
|
||
RNA Path to property affected by F-Curve
|
||
Median Point
|
||
Mesh datablocks
|
||
Sets angular index of refraction for raytraced refraction
|
||
Node Socket type
|
||
Outliner space data
|
||
Shadow X Offset
|
||
Amount of residual error in Blender space unit for constraints that work on position
|
||
Make diffuse shading more similar to shading the surface
|
||
Scale textures for the 3D View (looks nicer but uses more memory and slows image reloading)
|
||
Draw white edges with black outline
|
||
UV selection and display mode
|
||
No
|
||
Show linked objects to the actuator
|
||
Key Config
|
||
Pressure
|
||
Render Data
|
||
Quaternion Rotation
|
||
Multiply
|
||
Control point for envelope F-Modifier
|
||
Proportion of original image source pixel lines to sample
|
||
Avoid Collision
|
||
Snap to volume
|
||
Starting frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method)
|
||
Automatically determine the number of threads, based on CPUs
|
||
Curve mapping to map color, vector and scalar values to other values using a user defined curve
|
||
Run python while editing
|
||
Selects the collision type
|
||
Active Vert/Edge/Face
|
||
Tessellation level - check the generated mesh in wireframe mode
|
||
Register
|
||
Transform Markers
|
||
Include visualization of Scene related Animation data
|
||
Index number of cache files
|
||
Text Highlight
|
||
Halo particle effect settings for a Material datablock
|
||
MPlayer
|
||
Previous Particle Location
|
||
Recent Files
|
||
Legacy tracking constraint prone to twisting artifacts
|
||
Edges receive a lift force when passing through surrounding media
|
||
Optional region type keymap is associated with
|
||
Output image in JPEG 2000 format
|
||
Self Collision
|
||
Enable bending constraints
|
||
Theme DopeSheet
|
||
Layer
|
||
Drag Threshold
|
||
Factor Rest Length
|
||
Which style to use for viewport scaling
|
||
Data to derive color results from
|
||
3D cursor location for this view (dependent on local view setting)
|
||
Nested
|
||
MultiLayer
|
||
Display Curve
|
||
Disk Cache
|
||
Transform markers as well as strips
|
||
mode
|
||
Target object for multi-target constraints
|
||
Multiplier for the material's density
|
||
FPS Base
|
||
Grease Pencil Simplify Stroke
|
||
Edit all markers of the same group as one
|
||
Harmonic effector weight
|
||
Location of head end of the bone relative to armature
|
||
Texture coordinates from root particle locations
|
||
Stereo Options
|
||
Disallow movement around the Z axis
|
||
Number of vertical tiles to use while rendering
|
||
Random Friction
|
||
Specifies an offset in the flare seed table
|
||
Horizon brightness
|
||
Language
|
||
Sound Clip
|
||
Light used for OpenGL lighting in solid draw mode
|
||
Screen datablocks
|
||
NLA Editor
|
||
Vertex group to control velocity
|
||
input_count
|
||
Only hold last frame
|
||
Elasticity of collisions
|
||
Sky Texture
|
||
Use SIMD SVBVH
|
||
Sort alphabetically
|
||
New Handles Type
|
||
Display only objects which will be rendered
|
||
Noise
|
||
The time (in ms) for a double click
|
||
matrix
|
||
channel_id
|
||
Only render the active layer
|
||
Material
|
||
Standard Modal Map
|
||
No TC in use
|
||
Output image in multilayer OpenEXR format
|
||
Empty
|
||
Always
|
||
Enable filtering of files
|
||
Template
|
||
When the camera is locked to the view and in fly mode, transform the parent rather than the camera
|
||
Show Sensors
|
||
Auto handle color
|
||
Custom Warp Mesh data file
|
||
Audio Channels
|
||
Available as GameObject attributes in the game engine's python API
|
||
Offset Y
|
||
Min Region Size
|
||
Pre-calculate the raytrace accelerator and render raytracing effects
|
||
For multires, show low resolution while navigating the view
|
||
Active curve spline
|
||
Strength of sky shading exponential exposure correction
|
||
Print Performance to Console
|
||
Power of Fresnel for mirror reflection
|
||
Default binary voxel file format
|
||
Copy Transforms
|
||
Draw alpha transparency channel
|
||
4x4 bone matrix relative to armature
|
||
Edge spring stiffness when longer than rest length
|
||
When true the format is a movie
|
||
Read cache from an external location
|
||
Object Index
|
||
Print warnings when using deprecated features in the python API
|
||
Option Widget Colors
|
||
Auto Depth
|
||
Goal Minimum
|
||
Display size for proportional editing circle
|
||
Point
|
||
NLA Strip
|
||
Strokes
|
||
Lock editing of scale in the interface
|
||
Sensor name
|
||
Point in a shape key
|
||
Dutch (Nederlandse taal)
|
||
Only Objects in Group
|
||
The shininess of the reflection (values < 1.0 give diffuse, blurry reflections)
|
||
Default relative path option for the file selector
|
||
Proportional editing object mode
|
||
Sampled animation data
|
||
Output image in PNG format
|
||
Owner Space
|
||
Align the transformation axes to the selected objects' local space
|
||
If this is set, the panel gets a custom ID, otherwise it takes the name of the class used to define the panel. For example, if the class name is "OBJECT_PT_hello", and bl_idname is not set by the script, then bl_idname = "OBJECT_PT_hello"
|
||
Lock Rotation (4D Angle)
|
||
Overdraw Sketching
|
||
Pause
|
||
Maximum speed in air
|
||
Backdrop Y offset
|
||
Ellipsoid
|
||
Separate Units
|
||
Object is a fixed obstacle
|
||
scene
|
||
Load user interface setup when loading .blend files
|
||
'Viscosity' inside collision target
|
||
Bake everything
|
||
Lamp
|
||
Negate the effect of the length vertex group
|
||
Invert z axis
|
||
Armature datablocks
|
||
Shadow size in pixels (0, 3 and 5 supported)
|
||
Rasterized cell size
|
||
Collection of timeline markers
|
||
Local
|
||
Old style zoom, continues while moving mouse up or down
|
||
Tooltips
|
||
Edge Collision
|
||
Fluid rest density
|
||
Blender Voxel
|
||
Bezier curve point with two handles
|
||
Runtime
|
||
Regular key pressed as a modifier
|
||
UV Layer
|
||
Initial Velocity
|
||
Sources of input data for evaluating this variable
|
||
Timeline
|
||
Game engine related settings for the object
|
||
Hide Recent Locations
|
||
Include the name of the active camera in image metadata
|
||
Colored Constraints
|
||
Particle Hair Key
|
||
Y Location
|
||
Exec Region Window
|
||
Stereographic techniques
|
||
UV editor settings
|
||
General movement damping
|
||
Estimate matrix
|
||
Global Pivot
|
||
IK X Lock
|
||
Keep UV and edit mode mesh selection in sync
|
||
Vector Handle
|
||
Number of frames from start frame for influence to take effect
|
||
int_array
|
||
Key velocity
|
||
Negate the effect of the roughness 1 vertex group
|
||
Output Path
|
||
Image User
|
||
AutoMerge Editing
|
||
Flare Subsize
|
||
Handle 2 Location
|
||
Edge UV Face Select
|
||
Clamp To
|
||
NDOF
|
||
The transformation of the target is only evaluated in the Pose Space, the target armature object transformation is ignored
|
||
Particle systems emitted from the object
|
||
Wheel Up
|
||
Linear falloff
|
||
Show the status of cached frames in the timeline
|
||
R
|
||
Keyframe
|
||
Blender Render
|
||
Noise Basis
|
||
How the texture effect is calculated (RGB & Curl need a RGB texture else Gradient will be used instead)
|
||
Display Grid Floor
|
||
Transmission Color
|
||
Parameters defining how an Image datablock is used by another datablock
|
||
Spline point without handles
|
||
8 bit color channels
|
||
Collapse summary when shown, so all other channels get hidden. (DopeSheet Editors Only)
|
||
Draw Z-buffer associated with image (mapped from camera clip start to end)
|
||
Filter Size
|
||
Density is constant within lookup radius
|
||
Clear Images before baking
|
||
Animation Channels
|
||
Snap closest point onto target
|
||
Cloth Collision Settings
|
||
Sequence Plugin Directory
|
||
Size of widget handles as percentage of widget radius
|
||
Friction
|
||
Main Speakers
|
||
Offset in the random number table, to get a different randomized result
|
||
Keep Lengths
|
||
Vertex Group Element
|
||
Snap to faces
|
||
Case Sensitive Matches Only
|
||
Time delay in 1/10 seconds before automatically opening sub level menus
|
||
RNA structure definition
|
||
F-Curve Modifier is only applied for the specified frame range to help mask off effects in order to chain them
|
||
Collection of pose bone constraints
|
||
Angle
|
||
Gives a spiraling force that twists the force objects local Z axis
|
||
AAC
|
||
The constraint is applied relative to the local coordinate sytem of the object
|
||
Separate color channels in preview
|
||
Absolute Density
|
||
Target Particle System
|
||
When transforming keyframes, changes to the animation data are flushed to other views
|
||
Markers
|
||
Amount of pixels you have to drag before dragging UI items happens
|
||
Manipulator Hotspot
|
||
Nurb U-lines
|
||
Output video in Ogg format
|
||
double_array
|
||
Shape matching threshold
|
||
Drag component proportional to the square of velocity
|
||
Inner Selected
|
||
Show Playback FPS
|
||
Interpolation
|
||
Space File Browser
|
||
Hold LMB Open Toolbox Delay
|
||
Vertex Group Weight
|
||
Timeline editor space data
|
||
Main Screens
|
||
Improved Perlin
|
||
The value this event translates to in a modal keymap
|
||
Theme settings for widget state colors
|
||
Reversed
|
||
Mesh Float Property
|
||
Sky Exposure
|
||
Align each axis to the Euler rotation axis as used for input
|
||
Show Frame Numbers
|
||
Action Editor
|
||
17 - Theme Color Set
|
||
Soft body simulation settings for an object
|
||
Mesh Vertices
|
||
32-bit Float
|
||
Invisible
|
||
Number of horizontal pixels in the rendered image
|
||
=
|
||
Handle types
|
||
Stricky texture coordinate
|
||
Max Land Angular Velocity
|
||
Struct definition used for properties assigned to this item
|
||
RGB to Intensity
|
||
Mapping settings
|
||
Name of Shape Key
|
||
Shadow Alpha
|
||
Radius Interpolation
|
||
Pulse True Level
|
||
Bounces
|
||
Exec Region Preview
|
||
Edge Draw Type
|
||
Color Management
|
||
Raytrace
|
||
Forcefield depends on the speed of the particles
|
||
Mode
|
||
Stiffness
|
||
Radial
|
||
Noise Method
|
||
Number of seconds between each run of the GL texture garbage collector
|
||
Gravitational constant used for physics simulation in the game engine
|
||
Logic Editor
|
||
Text Selected
|
||
Point Caches
|
||
No compression
|
||
Vertex coordinates are stored localy on each primitive. Increases memory usage, but may have impact on speed
|
||
Edge Crease
|
||
Invert rotation Axis
|
||
Use Ambient Occlusion to add shadowing based on distance between objects
|
||
Frame that modifier's influence starts (if Restrict Frame Range is in use)
|
||
active_strip
|
||
Lock
|
||
Collection of window managers
|
||
Cine-Flat 24fps 1998x1080
|
||
Sort by extension
|
||
All Views
|
||
Enum Item Definition
|
||
Button 4
|
||
Button 5
|
||
Button 6
|
||
Button 7
|
||
Button 1
|
||
Button 2
|
||
Maximum angles for IK Limit
|
||
Render Pass
|
||
Selected Text
|
||
Whether to draw the sound's waveform
|
||
Data Path
|
||
Enum Flag
|
||
Soft Light
|
||
Define forces for vertices to stick to animated position
|
||
Sample every pixel of the image
|
||
Invert roll axis
|
||
Goal
|
||
Dissolve Speed
|
||
Textbox X Offset
|
||
Sky turbidity
|
||
A random rule is selected for each boid
|
||
OpenAL device - supports 3D audio, recommended for game engine usage
|
||
Console Input
|
||
Invert the level(output) of this sensor
|
||
Memory Cache Limit
|
||
Point Cache List
|
||
Motion Path settings for visualisation
|
||
Endpoint V
|
||
The rotation step for numerical pad keys (2 4 6 8)
|
||
Linear and angular physics
|
||
NLA Strip is selected
|
||
The channel number shown in the image preview. 0 is the result of all strips combined
|
||
Shrink
|
||
Limit movement around the X axis
|
||
Draw Action
|
||
Display debug reporting info
|
||
Collection of action fcurves
|
||
Bone inherits scaling from parent bone
|
||
Lock current frame displayed by layer
|
||
Type of stretch to draw
|
||
Friction/damping with self contact
|
||
Undo
|
||
ZYX Euler
|
||
Scaling factor for the background image
|
||
vBVH
|
||
Axis-Angle Rotation
|
||
Bone deformation weight (for Envelope deform only)
|
||
Interaction radius is a factor of 4 * particle size
|
||
Shape key to use the rest spring lengths from
|
||
Use this texture as a blending value on the next texture
|
||
Deliver environment lighting pass
|
||
Show Python references in tooltips
|
||
Theme NLA Editor
|
||
Above-Below
|
||
Transition Strip
|
||
NLA Strips on this NLA-track
|
||
Draw black edges
|
||
Removes the operator from search results
|
||
Light Override
|
||
Only include channels from Objects in the specified Group
|
||
Compositing
|
||
128
|
||
Random Damping
|
||
Effector Weights
|
||
Location of tail of the channel's bone
|
||
Frame Number
|
||
Image displayed and edited in this space
|
||
Vertex group to control roughness 2
|
||
Show background image in camera view
|
||
How incompressible the fluid is
|
||
Point select mode
|
||
Panel containing UI elements
|
||
Stamp Date
|
||
Inverts the values of the texture to reverse its effect
|
||
Smoke flow settings
|
||
Active Particle System
|
||
Channels
|
||
Type of this region
|
||
Intensity
|
||
Audio Strip
|
||
Blending
|
||
Enable this objects as a collider for physics systems
|
||
Tracking along a single axis
|
||
Weight used by the Subsurf modifier for creasing
|
||
Duplicate Mesh
|
||
Keying Set Info
|
||
Map Type
|
||
Use BLI K-Dop BVH.c
|
||
Amount of turbulence/rotation in fluid
|
||
Add light and shadow
|
||
Random falloff
|
||
Script
|
||
Edge selection mode
|
||
Auto Handle
|
||
Collection of bone groups
|
||
Vertex Group Roughness 1
|
||
Sets minimum X value to for the render border
|
||
Coordinates of the left handle (before the control point)
|
||
Source
|
||
Output Node
|
||
Groups of Pose Channels (Bones)
|
||
Hide recent locations in the file selector
|
||
Particle editing brush
|
||
Show the ground plane grid in perspective view
|
||
Snap Target
|
||
Scripted Expression
|
||
Shadow Brightness
|
||
Noise algorithm - Blender original: Smooth interpolated noise
|
||
Rot error
|
||
Amount of damping during particle collision
|
||
Save Versions
|
||
Anti-aliasing
|
||
Endpoint U
|
||
Sub-Target
|
||
Settings
|
||
Use international fonts
|
||
Show Mini Axis
|
||
Previous Particle Velocity
|
||
Edge in a Mesh datablock
|
||
Function Definition
|
||
Physics engine used for physics simulation in the game engine
|
||
Softbody
|
||
Theme settings for the DopeSheet
|
||
Vertex Group Size
|
||
Add the file format extensions to the rendered file name (eg: filename + .jpg)
|
||
Collection of KeyConfigs
|
||
Active Element
|
||
Wipe
|
||
Deliver raytraced reflection pass
|
||
Fade paths and keys further away from current frame
|
||
Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped
|
||
Control point spring strength values
|
||
Extends by repeating edge pixels of the image
|
||
File is Saved
|
||
Region Type
|
||
OpenEXR
|
||
Auto Keying
|
||
S
|
||
Vector
|
||
Texture Mapping
|
||
Cache name
|
||
Smoke
|
||
Boid State
|
||
Space Node Editor
|
||
Multiresolution
|
||
No Preset
|
||
Maximum allowed number of light inter-reflections
|
||
Final key configuration that combines keymaps from the active and addon configurations, and can be edited by the user
|
||
Allow Negative Frames
|
||
Bending
|
||
Group to override all other lights in this render layer
|
||
Position solver iterations
|
||
Exists
|
||
Lock editing of 'angle' component of four-component rotations in the interface
|
||
Deliver shade-less color pass
|
||
Rear-Truncated
|
||
RNA
|
||
Has Minimum
|
||
Strip has no influence past its extents
|
||
Lennard-Jones effector weight
|
||
Screens
|
||
Window Background
|
||
current_character
|
||
Meta
|
||
Theme settings for the Logic Editor
|
||
Floating-Point Property
|
||
Structural Stiffness
|
||
Particle system settings
|
||
Codec settings for OpenEXR
|
||
Axis
|
||
Forces the current Scene to be displayed in all Screens
|
||
Indicates that a keymap is used for translate modal events for an operator
|
||
Environment map created by the renderer and cached for subsequent renders
|
||
Rotational Difference
|
||
Goal Vertex Group
|
||
Use shaders for GLSL rendering
|
||
Multiple Springs
|
||
Emitter Distance
|
||
Edit Bone
|
||
Indicates that a keyconfig was defined by the user
|
||
Include channels from objects/bone that aren't visible
|
||
Align dynamic game objects along the surface normal, when inside the physics distance area
|
||
Frames Per Second
|
||
Set the distance between the eyes - the camera focal length/30 should be fine
|
||
Draw Other Objects
|
||
Mouse Previous Y Position
|
||
Flare Size
|
||
Align the transformation axes to average normal of selected elements (bone Y axis for pose mode)
|
||
Maintain Volume
|
||
Display mode for the file list
|
||
Max Step
|
||
Activate FALSE level triggering (pulse mode)
|
||
Active Render
|
||
Size Y
|
||
Size X
|
||
Display splash screen on startup
|
||
Size Z
|
||
Grease Pencil Layer
|
||
X/Y coordinates of the curve point
|
||
Use a minimum distance for the field's fall-off
|
||
Show 2D cursor
|
||
Frame Locked
|
||
Active
|
||
Horizontal
|
||
Editing
|
||
Factor for how much surrounding objects contribute to light
|
||
Blend In
|
||
Sets the global starting frame of the movie/sequence, assuming first picture has a #1
|
||
bg_BG
|
||
The size of the occlusion buffer in pixel, use higher value for better precision (slower)
|
||
Horizontal aspect ratio - for anamorphic or non-square pixel output
|
||
4x4 matrix, before constraints
|
||
Minimum Distance
|
||
End frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method)
|
||
Particles generated by the particle system
|
||
Region Text Highlight
|
||
Align
|
||
zh_TW
|
||
Overwrite existing files while rendering
|
||
Cylinder
|
||
How many frames to fade
|
||
Driver type
|
||
World
|
||
Theme settings for user interface elements
|
||
Bending Stiffness
|
||
Draw other selected objects that share the same image
|
||
Show dashed lines indicating parent or constraint relationships
|
||
And
|
||
Bevel Radius
|
||
Extrapolated
|
||
Force
|
||
Active Brush
|
||
Distance will be used to attenuate shadows
|
||
Method used to adjust the roll of bones when retargeting
|
||
Form Factor
|
||
Scopes to visualize image statistics
|
||
Number
|
||
Shade Top
|
||
Number of frames to render ahead during playback
|
||
High quality interpolation, but slower
|
||
Current view matrix of the 3D region
|
||
Handle 1 Location
|
||
Vertex Group Density
|
||
Active Frame
|
||
IK Y Limit
|
||
Blending to inelastic collision
|
||
Enable high resolution (using amplification)
|
||
Simulation starts on this frame
|
||
Properties to set when the operator is called
|
||
Result of rendering, including all layers and passes
|
||
iTaSC
|
||
Mesh String Property Layer
|
||
Tweak Left
|
||
True if this map is ready for use, False if it needs rendering
|
||
X Scale
|
||
Bone in an Armature datablock
|
||
Output image in Targa format
|
||
Stamp Sequence Strip
|
||
F-Curve Modifier's panel is expanded in UI
|
||
Build 50% proxy resolution
|
||
An object duplicate
|
||
Start Offset
|
||
Items
|
||
Fluid simulation settings for an object taking part in the simulation
|
||
Set audio mixing buffer size to 8192 samples
|
||
Material Strand
|
||
Inflow
|
||
Sort
|
||
Relative Key
|
||
Motion Paths
|
||
Return
|
||
Stiffness defines how much of the element to fill
|
||
Detail mesh simplification max sample error
|
||
Meta Strip
|
||
Bake Alpha values (transparency)
|
||
Memory cache limit in sequencer (megabytes)
|
||
Input configuration, including keymaps
|
||
Select the type of Framing you want
|
||
Animation data for this datablock
|
||
Raytracing
|
||
Key Map Item
|
||
Split quads to give the least distortion while baking
|
||
Show overexposed areas with zebra stripes
|
||
1024
|
||
Bias towards faces further away from the object (in blender units)
|
||
Strip time is controlled by an F-Curve rather than automatically determined
|
||
Bake Location
|
||
sr_RS
|
||
Panel
|
||
Main Libraries
|
||
Edit Edit
|
||
Get away from assigned object or loudest assigned signal source
|
||
Darken
|
||
Active index in vertex group array
|
||
Average Separation
|
||
F-Curve Modifiers
|
||
RNA type used for pointers to any possible data
|
||
Space Image Editor
|
||
UV Selected
|
||
Handle 1 Type
|
||
Choke
|
||
Use Simplify
|
||
Maximum
|
||
YZX Euler
|
||
No Self
|
||
Helicopter Mode
|
||
Rotation in Eulers
|
||
On Cage
|
||
Bone that defines the display transform of this custom shape
|
||
Main Node Trees
|
||
Undo Steps
|
||
Cube Map
|
||
Point cache for physics simulations
|
||
Interactive python console
|
||
Use environment map with six cube sides
|
||
Show .blend files
|
||
Kill Particles
|
||
Sets maximum X value for the render border
|
||
Only Seconds
|
||
NLA Tracks (i.e. Animation Layers)
|
||
Timer Property
|
||
Z Rotation
|
||
Ensure all bone-deforming vertex groups add up to 1.0 while weight painting
|
||
Rigid to Soft Body
|
||
Lock to Object
|
||
Threshold
|
||
Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)
|
||
Occlude Geometry
|
||
Causes surface data to be duplicated with the object
|
||
Use the images alpha values clipped with no blending (binary alpha)
|
||
Hold Forward
|
||
Set Controller state index (1 to 30)
|
||
Amount of light that gets scattered out by the volume - the more out-scattering, the shallower the light will penetrate
|
||
Lock Horizon
|
||
Ignore Layers
|
||
Object Matrix
|
||
Pixel Aspect X
|
||
Filename
|
||
Use Ambient Occlusion
|
||
The transformation of the target is evaluated relative to its local coordinate system
|
||
The region where the panel is going to be used in
|
||
BW
|
||
Bake Specular values
|
||
Tool
|
||
Margin Column
|
||
Maximum distance from active object to other object (in blender units
|
||
Final transformation value of object or bone
|
||
Group Name
|
||
Proxy parameters for a sequence strip
|
||
fr_FR
|
||
Kill collided particles
|
||
Disable simulation of angular motion along the Y axis
|
||
Collision Margin
|
||
SMPTE timecode showing minutes, seconds, and frames only. Hours are also shown if necessary, but not by default
|
||
bl_use_preview
|
||
Draw Faces
|
||
Vertex Group Rotation Negate
|
||
\
|
||
New Window
|
||
Turbulent noise driven by particle velocity
|
||
Lock Rotation
|
||
Color Source
|
||
Print state debug info in the game engine
|
||
Location of head of the channel's bone
|
||
Timer
|
||
Output video in Xvid format
|
||
Enable raytraced reflections
|
||
Image Preview
|
||
Optional space type keymap is associated with
|
||
Use ramps for GLSL rendering
|
||
Motion Samples
|
||
Vectorscope Opacity
|
||
Element defining a color at a position in the color ramp
|
||
All Action Keyframes
|
||
Automatic keyframe insertion for Objects and Bones (default setting used for new Scenes)
|
||
Align Object To
|
||
Welding threshold: distance between nearby vertices to be considered equal => set to 0.0 to disable welding test and speed up scene loading (ok if the mesh has no duplicates)
|
||
Limit
|
||
T
|
||
Diffuse Color
|
||
Release
|
||
User defined string text value in a string properties layer
|
||
Histogram for viewing image statistics
|
||
Scroll Widget Colors
|
||
General media friction for point movements
|
||
Lock Y Rotation Axis
|
||
Set audio mixing buffer size to 1024 samples
|
||
Draw the image repeated outside of the main view
|
||
Mesh Int Property
|
||
Noodle curving
|
||
Unknown Type
|
||
Add & Replace
|
||
Border Collisions
|
||
Add children to form a compound collision object
|
||
Influence
|
||
Show high resolution (using amplification)
|
||
Collection of sounds
|
||
Use Bone Heads
|
||
Actuator to apply actions in the game engine
|
||
Mp3
|
||
Go to closest enemy and attack when in range
|
||
Type of range to show for Motion Paths
|
||
Use trackball style rotation in the viewport
|
||
32768
|
||
Overwrite
|
||
Duplicate Particle
|
||
32-bit Signed
|
||
Scale
|
||
Expression to use for Scripted Expression
|
||
Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy
|
||
Parameters
|
||
Material Mode
|
||
Avoid
|
||
Cache is outdated
|
||
File Browser Buttons
|
||
Actor
|
||
Bone Group Index
|
||
Toolbox Column Layout
|
||
Show the frames per second screen refresh rate, while animation is played back
|
||
Image Editor
|
||
Mesh Vertex Sticky Texture Coordinate
|
||
Vertex Weight Proximity
|
||
Average Spring length * Ball Size
|
||
Renders rings over halo
|
||
Offset in the random number table for child particles, to get a different randomized result
|
||
Auto Keying Mode
|
||
B-Bone Segments
|
||
Time in 1/10 seconds to hold the Left Mouse Button before opening the toolbox
|
||
Visible Layers
|
||
File format to save the rendered images as
|
||
Enable view navigation within the camera view
|
||
Show background image in top view
|
||
Sun brightness
|
||
Closest
|
||
Make this curve or surface a closed loop in the U direction
|
||
Command history
|
||
XYZ Rotation Order. Prone to Gimbal Lock
|
||
Draw Stretch Type
|
||
Percentage scale for render resolution
|
||
F-Curve and its keyframes are hidden in the Graph Editor graphs
|
||
F-Curve Editor
|
||
Area distortion between UV and 3D faces
|
||
YXZ Rotation Order. Prone to Gimbal Lock
|
||
Effective but slow compression
|
||
Fields
|
||
For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)
|
||
Process the render result through the compositing pipeline, if compositing nodes are enabled
|
||
Co-ordinate system to cache particles in
|
||
Error Limit
|
||
Curve guide effector weight
|
||
Default
|
||
Black Level
|
||
ISO 1
|
||
Fine tunes texture mapping X, Y and Z locations
|
||
Single Property
|
||
Korean (íêµ ì¸ì´)
|
||
DopeSheet Sub-Channel
|
||
Max Air Speed
|
||
Vertex Group Length Negate
|
||
Key location for a particle over time
|
||
Render a user-defined border region, within the frame size. Note, this disables save_buffers and full_sample
|
||
Range
|
||
Materials
|
||
Show hidden dot files
|
||
Numpad Enter
|
||
Polish (Polski)
|
||
Automatic saving of temporary files in temp directory, uses process ID
|
||
Cubic B-Spline
|
||
Logic editor space data
|
||
Open menu buttons and pulldowns automatically when the mouse is hovering
|
||
Use to check if an operator is a macro
|
||
Display zoom level
|
||
Stamp Filename
|
||
Weight
|
||
Bias (in radians) to prevent smoothed faces from showing banding (for Raytrace Constant Jittered)
|
||
Auto XYZ to RGB
|
||
UV
|
||
Audio volume
|
||
Restrict the number of animation updates to the animation FPS. This is better for performance, but can cause issues with smooth playback
|
||
Replace
|
||
Show paint related properties
|
||
Target Space
|
||
Gloss Samples
|
||
UI
|
||
Keep horizon level while flying with 3D Mouse
|
||
Texture Mode
|
||
Shaded + Multiple Scattering
|
||
Lifetime
|
||
Settings for particle fluids physics
|
||
Type of units for this property
|
||
Pointer
|
||
Field Settings
|
||
PoseBone Constraints
|
||
Right Ctrl
|
||
User Key Configuration
|
||
Color 3
|
||
Speakers
|
||
Color 1
|
||
Spline Points
|
||
Color 4
|
||
Gradient
|
||
Rule Fuzziness
|
||
YZX Rotation Order. Prone to Gimbal Lock
|
||
Amount of residual error in radiant for constraints that work on orientation
|
||
GLSL Shadows
|
||
Radius of object representation in obstacle simulation
|
||
Show the entire viewport in the display window, using bar horizontally or vertically
|
||
Dissolve Smoke
|
||
Internal
|
||
Library file the datablock is linked from
|
||
Outer face thickness
|
||
Any modifier keys pressed
|
||
Screen aligned billboard
|
||
Allow moving the mouse outside the view on some manipulations (transform, ui control drag)
|
||
NLA Strips that this strip acts as a container for (if it is of type Meta)
|
||
Pixel Cache
|
||
Texture slot name
|
||
Render Stamp
|
||
bl_label
|
||
Settings for interacting with Blender data
|
||
Ball
|
||
Active Clone
|
||
Editbone Matrix
|
||
ja_JP
|
||
Curve in a curve mapping
|
||
Auto Rainbow
|
||
Maximum angular velocity in air (relative to 180 degrees)
|
||
Operator Properties
|
||
Material Raytrace Transparency
|
||
Child
|
||
Modal Keymap
|
||
Color to use behind stamp text
|
||
Theme settings for the graph editor
|
||
Aligned
|
||
Border Maximum X
|
||
Border Maximum Y
|
||
Type of event
|
||
Set color of the bars
|
||
Collapse Summary
|
||
How many collision iterations should be done. (higher is better quality but slower)
|
||
Consant falloff
|
||
Fields Still
|
||
Main Sounds
|
||
Definition of a choice in an RNA enum property
|
||
Translate Tooltips
|
||
Sync Markers
|
||
Object being duplicated
|
||
Face in a Mesh datablock
|
||
Calculate bone paths from tails
|
||
Display World
|
||
UV Pinned
|
||
No Collision
|
||
Active Channel Group
|
||
Make face invisible
|
||
Number of subdivisions of bone (for B-Bones only)
|
||
Renders halo as a lens flare
|
||
Only Selected Channels
|
||
Minimum height where the agent can still walk
|
||
Stroke data points
|
||
Multiply Vertex Group with Envelope
|
||
Inner face thickness
|
||
Set actuator expanded in the user interface
|
||
Low values are slower and higher quality
|
||
Vertices Cache
|
||
Lattice datablocks
|
||
Current frame number can be manually set to a negative value
|
||
Set controller expanded in the user interface
|
||
Simulation used for obstacle avoidance in the game engine
|
||
Duplicate Curve
|
||
List of background images
|
||
Manipulator Handle Size
|
||
Alive
|
||
Lock Z Axis
|
||
Tex
|
||
A square showing Saturation/Value, with Hue slider
|
||
Deliver material index pass
|
||
XXX todo
|
||
Collection of spline points
|
||
Flock
|
||
Linear Light
|
||
Live Unwrap
|
||
Radiosity
|
||
Turbulence Influence
|
||
Object datablocks
|
||
Left Shift
|
||
The source of this force field is the zero point of a harmonic oscillator
|
||
Driver Target
|
||
CIE
|
||
Show High Resolution
|
||
Pin Cloth
|
||
Soft Body Settings
|
||
Threads
|
||
Negate the effect of the roughness end vertex group
|
||
Gloss Threshold
|
||
World Space
|
||
Game data for a Scene datablock
|
||
Blender 2.4
|
||
Coordinates of the right handle (after the control point)
|
||
View2D Buttons List
|
||
F-Curves in this group
|
||
Point cache list
|
||
3D View Region
|
||
Show the X axis line in perspective view
|
||
Matroska
|
||
Node Generic
|
||
Extinction scattering contribution factor
|
||
Callback function defines for builtin Keying Sets
|
||
Generate point density from an object's vertices
|
||
Coulomb friction coefficient, when inside the physics distance area
|
||
Temporary
|
||
Vertex group to control size
|
||
Time in milliseconds between each frame recorded for screencast
|
||
Low Resolution Mesh
|
||
Maximum structural stiffness value
|
||
Maximum radial distance for the field to work
|
||
Collection of point caches
|
||
Volume
|
||
Asymmetry
|
||
Mux rate (bits/s(!))
|
||
Weight value of a vertex in a vertex group
|
||
Log conversion reference blackpoint
|
||
Point density settings
|
||
Show Mouse
|
||
Name of Action Group to assign setting(s) for this path to
|
||
Rotate
|
||
Multiplier for multiple scattered light energy
|
||
09 - Theme Color Set
|
||
(Min+Max)/2 * Ball Size
|
||
Flow
|
||
Output image in Radiance HDR format
|
||
Show Expanded
|
||
11 - Theme Color Set
|
||
Front scattering weight
|
||
Maximum speed for jumping
|
||
Compositor Nodes
|
||
Particle in a particle system
|
||
Vertex Group
|
||
U
|
||
Bending Stiffness Vertex Group
|
||
Context
|
||
Vertex selection mode
|
||
Use scaled but un-grid-fitted kerning distances
|
||
Gloss Amount
|
||
3D region that defines the quad view settings
|
||
Display groups and their datablocks
|
||
Include visualization of Curve related Animation data
|
||
User Modified
|
||
Statistical view of the levels of color in an image
|
||
Anisotropic Friction
|
||
4x
|
||
Inverse Gain
|
||
Fade Time
|
||
Visual Keying
|
||
Agent Height
|
||
Underline
|
||
Translate Interface
|
||
Property Definition
|
||
Bake Mirror colors
|
||
Animated Strip Time
|
||
Friction Factor
|
||
Space data for a screen area
|
||
Maximum speed on land
|
||
Theme User Interface
|
||
Deflect Emitter
|
||
Use Edges
|
||
The base density of the volume
|