diff --git a/po/README.txt b/po/README.txt index ba7b51bd5c5..120181d3f35 100644 --- a/po/README.txt +++ b/po/README.txt @@ -16,7 +16,7 @@ This means when string "some message id" is used as operator name, tooltip, menu and so it'll be displayed on the screen as "translation for this message". Pretty simple. -This source files are pre-compiled into ../relese/dbin/.blender/locale//LC_MESSAGES/blender.mo, +This source files are pre-compiled into ../relese/bin/.blender/locale//LC_MESSAGES/blender.mo, so they aren't getting compiled every time Blender is compiling to same some time and prevent failure on systems which doesn't have needed tools for compiling .po files. diff --git a/po/messages.txt b/po/messages.txt deleted file mode 100644 index b491061cdc4..00000000000 --- a/po/messages.txt +++ /dev/null @@ -1,5433 +0,0 @@ -The edited object -Bezier curve point with two handles defining a Keyframe on an F-Curve -Max Climb -Media Stop -System & OpenGL -Strips Selected -Active Keying Set -Action Blending -Bone is able to be selected -Defines where the color of the environment light comes from -Display files as short list -Build 75% proxy resolution -Right Mouse -Cubic Catmull-Rom -Particle system can be edited in particle mode -UV editor data for the image editor space -Editing hair -Zoom using opposite direction -Graph Editor space data -Create obstacle -Tiles -Align newly added objects to the world coordinates -Index of custom color set -Sample point for F-Curve -AVI Raw -Linear Drag -Color to display the marker with -Channels Region -Lower bound of envelope at this control-point -Fluid -Regions this area is subdivided in -Double Click -Disable simulation of linear motion along the X axis -Sequencer OpenGL -Child particles generated by the particle system -Point in a shape key for curves -Lock to Bone -Sun Size -Set modifier expanded in the user interface -Multiple Scattering -ID Name -Steering -Animation Visualisation -Keyed States -Fixed size vertex indices array -Normal Size -Track To -Time since last access of a GL texture in seconds after which it is freed. (Set to 0 to keep textures allocated.) -Collection of keymaps -Texture datablocks -Number of vertical pixels in the screen -Fluid Simulation -Zooms in and out like scaling the view, mouse movements relative to center -Lattice Edit -Snap onto its self (editmode) -Only render what's in front of the solid z values -True when multiple enums -Backdrop Zoom -Causes mesh data to be duplicated with the object -Automatic -Small Caps -UV Project -UV Sync Selection -Cloth dynamics for hair -File Browser Main -Sensitivity -Amount of rotation around side vector -Specify how many frames the Map Old will last -Start Still -Unique datablock ID name -Active pose marker for this Action -Draw Channels -Smoothens emitted smoke to avoid blockiness -Tool Settings -Text Line -Bone Constraints -Toggle whether the material is linked to object data or the object block -Falloff power for transmissivity filter effect (1.0 is linear) -Only use case sensitive matches of search string -Screw -Region Text -Representation of alpha information in the RGBA pixels -Edges receive a drag force from surrounding media -Sequence Transform -Over Drop -Domain Settings -New F-Curve Colors - XYZ to RGB -Space that owner is evaluated in -Frame Step -Enumeration -Value of the item -Parent of this pose bone -B-Bone Z size -Up Arrow -For reactor systems, the object that has the target particle system (empty if same object) -Shift key pressed -Auto Refresh -Bone Color Sets -Positive values make strands rounder, negative makes strands spiky -Collection of images -Show actuators of active object -interpolate a global timestamp using the record date and time written by recording device -Main Lattices -Variable from some source/target for driver relationship -Z Location -Auto-Clamped handle selected color -Fixed Alternate -Game engine sensor to detect events -Include the frame number in image metadata -Bone does not deform any geometry -UV Textures -Game -Minimal Spring length * Ball Size -16384 -Line in which the marker is located -Offset X -Rasterized cell height -Edge Threshold --Z -Set audio channels to mono -Jump Speed -HuffYUV -Active Bone -View3D Fly Modal -Sets the audio channel count -Rotation Damping -Max Air Acceleration -Snap center onto target -Spring Damping -Compact with Milliseconds -Maintain speed, flight level or wander -Interpolation type -Type Info -SIMD QBVH -active -Armature -Match case -16 Bit -XZY Rotation Order. Prone to Gimbal Lock -Auto handle selected color -Theme File Browser -Bake the normals in object space -Enable color range used for weight visualization in weight painting mode -Vorticity -Open window -Shows sensors for this object in the user interface -Radius of head of bone (for Envelope deform only) -Plain diffuse energy (white.) -Elasticity -Cache Step -View Sliders -Hair -Filter Movies -Material datablock used by this material slot -Smooth Emitter -Catalan (Català) -RVO (cells) -Home -Action Mouse -Show Debug Info -Loads a saved environment map image from disk -is_baking -Scene datablocks -Wire -Group -On Land -Group Objects -Time Step -Keep UI -Bone inherits rotation or scale from parent bone -Show Selected Object -Theme settings for the Outliner -Time of key over the simulation -Header Text -Health -Similar to SMPTE (Compact), except that instead of frames, milliseconds are shown instead -Blender Original -Deliver texture UV pass -Index number of the vertex -Stepped Interpolation -Adds diagonal springs on 4-gons -Shear -Tent -Strength of force field -Space that target is evaluated in -F11 -Star -Library datablocks -Line Input -Lighten -In Range -Use Blender units for widths instead of pixels -F17 -Node Socket -Quad-Buffer -Sets scaling for the texture's X, Y and Z sizes -F14 -Motion Path settings for animation visualisation -Make hairs longer -Set audio sample format to 32 bit float -Amount of anti-aliasing samples per pixel -type -Use optimized Bullet DBVT tree for view frustum and occlusion culling -Make this surface a closed loop in the V direction -Alpha Over -Media player for video & png/jpeg/sgi image sequences -Second input for the effect strip -Space Logic Editor -Snap during transform -Edit Methods -Left Handle -B-Bone Ease Out -Cyclic Offset -Subtype -Object Base -Vertex Group Clump -Letterbox -Set audio channels to 7.1 surround sound -V -Quaternion (WXYZ) -Image File -Preset configs for external animation players -Maximum Value -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) -uk_UA -3x3 bone matrix -Vertex Weight -Display Material -Use a custom transform orientation -GLSL Shaders -Text -Deliver shadow pass -From node -Keyframes -Main Brushes -Deliver diffuse pass -Header -Level detector, trigger controllers of new states(only applicable upon logic state transition) -Collision Compound -Increment -Trackball -Active Strip -Initial Rest Length -User defined layer of string text values -Edge Tag Mode -Invert tilt Axis -Deliver emission pass -Face Selected -Xor -Voronoi Crackle -Align the transformation axes to the window -Line sample -Default Goal (vertex target position) value, when no Vertex Group used -Type of raytrace accelerator structure -Area Spaces -Project individual elements on the surface of other objects -Use the angle between two bones -Aero -Zmask -Set audio sample format to 32 bit signed integer -Scene render size -Multiplier to convert blender units to physical distance -Free Image Textures -Metaball datablocks -DPI -Fill in Z values for solid faces in invisible layers, for masking -Active Action for this datablock -Use turntable style rotation in the viewport -Format -Use a Catmull-Rom filter for anti-aliasing -Link material to object or the object's data -Type of participation in the fluid simulation -face normal -Enable -Final 4x4 matrix after constraints and drivers are applied (object space) -Diameter of widget, in 10 pixel units -ID Property -Radius of tail of bone (for Envelope deform only) -Custom Shape Transform -Action FCurves -Envelope Deform Weight -A -Renders star shaped lines over halo -Fade-out Color -Syntax Built-in -Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC) -Camera datablocks -Bounding Box Center -Middle Mouse -Framerate base -Touch -Vortex -Manipulator Size -F-Curve Colors - XYZ to RGB -Invert Output -Calculate heights against unsubdivided low resolution mesh -Shrinkwrap -Window Deactivate -Y position of the sequence strip -The frame on which this sketch appears -Snap to increments of grid -Rest Length -All -Serbian (Српском језику) -Sample Method -Text Anti-aliasing -Only allows given density value in emitter area -Sequencer Preview Shading -Lower field first -File Name -Show timing in seconds not frames -Display the object as wire edges -Billboard with Z-axis constraint -Curves -Displays clock frequency of fullscreen display -X Rotation -Sphere -Select UVs that share mesh vertex, irrespective if they are in the same location -8 bit RAW -0.5 means no distance at all, 1.0 is maximum distance -Sequencer -Max Ghost Range -An object instance in a scene -User Interface -Alt -Vertex group name -PNG -Animated Selected -Blue -Damping of the spring force, when inside the physics distance area -Plugin Strip -Hide -Pose Matrix -Guide-free time from particle life's end -Frame is being edited (painted on) -Large Cursors -Limit Rotation -Draw only faces with the currently displayed image assigned -Record Run -Pixel width over which the reconstruction filter combines samples -Global Scene -Defines the structure of the header in the UI -Source List Text Highlight -User-editable keyframes -Scaling factor for action -Inner -Active Constraint -Side-by-side -Right Arrow -Causes the 1 to 0 keys to act as the numpad (useful for laptops) -A collection of pose channels, including settings for animating bones -Lennard-Jones -Use a maximum radial distance for the field to work -Location of tail end of the bone relative to armature -Edit All -estimate matrix .. split to COM , ROT ,SCALE -Use Coordinates -Theme User Preferences -Show line numbers next to the text -Minimum speed in air (relative to maximum speed) -Display keymap datablocks -, -Display Summary -Channel Driver (only set for Driver F-Curves) -Item -In/Out Node -Frame that modifier's influence ends (if Restrict Frame Range is in use) -Premultiplied -Number of frames cached -Description of the Struct's purpose -Tilt in 3D View -Show Debug -Offsets image horizontally from the world origin -region_data -Protect layer from further editing and/or frame changes -File Format -Retarget roll mode -IK rot control -Upper bound of envelope at this control-point -Interaction Radius -Syntax String -Vertex group to control density -Show Overexposed -Vertices -Kerning Style -IK X Minimum -Sets the factor by which the flare is larger than the halo -Absolute ball size or factor if not manual adjusted -Blend Opacity -Steps -Texture -Settings for the visualisation of motion -Group of vertices, used for armature deform and other purposes -Limit Distance -Minus -No interpolation, fast but blocky and low quality -Control -Full SMPTE timecode. Format is HH:MM:SS:FF -Open On Mouse Over -Show sensors of active object -Frame Server Port -Noise patterns will remain unchanged, faster and suitable for stills -Start -RLE (lossless) -True when the property is not saved in presets -Images are rendered in new Window -Theme Timeline -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" -The color that rays with no intersection within the Max Distance take (material color can be best for indoor scenes, sky color for outdoor) -Show Cursor -Goal Default -Shape Key Point -Object Origin Size -Orthographic -Invert y axis -Unit Scale -Collection of points for Bezier curves only -Mouse -Pivot Point -UV Layer to control billboard splitting -Only insert keyframes where they're needed in the relevant F-Curves -IK Z Minimum -Distance -Key rotation quaternion -Backscattered light -Texture effector weight -Volume rendering settings for a Material datablock -Which output node to use, for node-based textures -Handle 1 selection status -Always render a still frame from the voxel data sequence -Factor -+Z -Numpad 4 -Type -Action Groups -Styles -rv -Recast data for a Game datablock -Number of frames to show before the current frame (only for 'Around Current Frame' Onion-skinning method) -Description of the property for tooltips -Area in a subdivided screen, containing an editor -IK Z Maximum -Effect fader position -Particle System to render as points -Vertex Group Size Negate -Simplify Subdivision -Warp -3D View center is locked to this bone's position -Enable cluster collision between soft and rigid body -04 - Theme Color Set -Lamps -Color Picker Type -Location of the hair key in its internal coordinate system, relative to the emitting face -Properties Space -The view mode to use for displaying sequencer output -Hold -Prefetch Frames -Pose Tail Position -Amount of pixels to extend the baked result with, as post process filter -Dummy -Deliver full combined RGBA buffer -Long Key Selected -Extension -Complete Matches Only -Lines -The external source data file to use -The time (in minutes) to wait between automatic temporary saves -Undo Memory Size -Type of event mapping -Animation Data -Unique node identifier -Draw white edges -Show Menus -W -Inverse Kinematics -Number of times a map will be rendered recursively (mirror effects.) -Face Mask -Density is calculated as a factor of default density (depends on particle size) -Soft -Use a maximum distance for the field to work -Has IK -Power of Fresnel for transparency (Ray or ZTransp) -Name of PoseBone to use as target -Display files as thumbnails -Transparency blending mode -Multiple Engines -Bits -Active Boid Rule Index -Child Of -Metric -Proxy size 100% -Module name -Visible -NLA Strip references some Action -Average screen dimension of stars -Converter Node -Mirror -Method of calculating aerodynamic interaction -Curl -Main Objects -Only include channels relating to selected objects and data -Set audio mixing buffer size to 256 samples -Bake normals -Uses direction of strands as normal for tangent-shading -Textbox Width -Pose -Plasticity -Object scale factor -Boid effector weight -Mass Vertex Group -Fight -Adjust the offset to the beginning/end -Bone Solid -NLA Strip representing a sound event for speakers -Maximum contour edge length -Build free run time code index using Record Date/Time -End frame displayed in the sequence editor after offsets are applied -NLA Strip acts as a container for adjacent strips -Offsets image vertically from the world origin -Block anything else from using the cursor -Inverse Lift -Maximum for slider -Mode of automatic keyframe insertion for Objects and Bones (default setting used for new Scenes) -Render Solid faces in this Layer -Vertex Weight Edit -Rotation style in the viewport -Active Vertex Color Index -Show the active object's smoke cache -Action Extrapolation -Resolution X -Mesh -Progress Bar Widget Colors -Lock editing of rotation in the interface -Draw faces over the image -Press -Weight Color Range -Collection of vertex colors -Thickness of strokes (in pixels) -Resolution V -Particle Target -Object duplicate transformation matrix -Luma -Blend Out -B -B-Bone X size -Anti-Aliasing Level -Handle Vertex Size -IK Lin Weight -Negative -End Still -Y Offset -Edge -Amount of stickness to surface collision -Bone Matrix -Randomizes ring dimension and line location -Velocity -Respect the frame rate rather than rendering as many frames as possible -Distance to the view location -High res -Object to take point data from -Falloff type for proportional editing mode -Region width -Border Minimum Y -Flash Video -Active Section -Channel defining pose data for a bone in a Pose -Smoothed high quality interpolation, but slower -Sets the audio sample rate -Deliver raytraced refraction pass -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 -Unit -Bezier Points -Frame on which the simulation starts -Animation Player -Sequence Crop -Autoname -Dying -Floor -True when the property is hidden -Cache Compression -Keep Root -Render Output Directory -Multiple Caches -External Shadows -Points V -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 -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 (العربية) -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 (繁體中文) -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 (Ελληνικά) -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 (Русский) -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 (Український) -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 (Български) -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 (简体中文) -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 (日本語) -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 (Český) -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 (한국 언어) -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