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@ -237,48 +237,48 @@
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#+ * BoidRule|BoidRuleAverageSpeed.wander -> wander: float "How fast velocitys direction is randomized"
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#+ * BoidRule|BoidRuleAvoid.fear_factor -> fear_factor: float "Avoid object if danger from it is above this threshold"
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#+ * BoidRule|BoidRuleAvoid.object -> object: pointer "Object to avoid"
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+ * BoidRule|BoidRuleAvoid.predict -> use_predict: boolean "Predict target movement"
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#BoidRule|BoidRuleAvoid.use_predict -> use_predict: boolean "Predict target movement"
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#+ * BoidRule|BoidRuleAvoidCollision.look_ahead -> look_ahead: float "Time to look ahead in seconds"
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+ * BoidRule|BoidRuleAvoidCollision.boids -> use_avoid: boolean "Avoid collision with other boids"
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+ * BoidRule|BoidRuleAvoidCollision.deflectors -> use_avoid_collision: boolean "Avoid collision with deflector objects"
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#BoidRule|BoidRuleAvoidCollision.use_avoid -> use_avoid: boolean "Avoid collision with other boids"
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#BoidRule|BoidRuleAvoidCollision.use_avoid_collision -> use_avoid_collision: boolean "Avoid collision with deflector objects"
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#+ * BoidRule|BoidRuleFight.distance -> distance: float "Attack boids at max this distance"
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#+ * BoidRule|BoidRuleFight.flee_distance -> flee_distance: float "Flee to this distance"
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#+ * BoidRule|BoidRuleFollowLeader.distance -> distance: float "Distance behind leader to follow"
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#+ * BoidRule|BoidRuleFollowLeader.object -> object: pointer "Follow this object instead of a boid"
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+ * BoidRule|BoidRuleFollowLeader.queue_size -> queue_count: int "How many boids in a line"
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+ * BoidRule|BoidRuleFollowLeader.line -> use_line: boolean "Follow leader in a line"
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#BoidRule|BoidRuleFollowLeader.queue_count -> queue_count: int "How many boids in a line"
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#BoidRule|BoidRuleFollowLeader.use_line -> use_line: boolean "Follow leader in a line"
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#+ * BoidRule|BoidRuleGoal.object -> object: pointer "Goal object"
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+ * BoidRule|BoidRuleGoal.predict -> use_predict: boolean "Predict target movement"
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#BoidRule|BoidRuleGoal.use_predict -> use_predict: boolean "Predict target movement"
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#+ * BoidSettings.accuracy -> accuracy: float "Accuracy of attack"
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#+ * BoidSettings.active_boid_state -> active_boid_state: pointer, "(read-only)"
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#+ * BoidSettings.active_boid_state_index -> active_boid_state_index: int "NO DESCRIPTION"
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#+ * BoidSettings.aggression -> aggression: float "Boid will fight this times stronger enemy"
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+ * BoidSettings.air_max_acc -> air_acc_max: float "Maximum acceleration in air (relative to maximum speed)"
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+ * BoidSettings.air_max_ave -> air_ave_max: float "Maximum angular velocity in air (relative to 180 degrees)"
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#BoidSettings.air_acc_max -> air_acc_max: float "Maximum acceleration in air (relative to maximum speed)"
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#BoidSettings.air_ave_max -> air_ave_max: float "Maximum angular velocity in air (relative to 180 degrees)"
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#+ * BoidSettings.air_personal_space -> air_personal_space: float "Radius of boids personal space in air (% of particle size)"
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+ * BoidSettings.air_max_speed -> air_speed_max: float "Maximum speed in air"
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+ * BoidSettings.air_min_speed -> air_speed_min: float "Minimum speed in air (relative to maximum speed)"
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+ * BoidSettings.banking -> bank: float "Amount of rotation around velocity vector on turns"
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#BoidSettings.air_speed_max -> air_speed_max: float "Maximum speed in air"
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#BoidSettings.air_speed_min -> air_speed_min: float "Minimum speed in air (relative to maximum speed)"
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#BoidSettings.bank -> bank: float "Amount of rotation around velocity vector on turns"
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#+ * BoidSettings.health -> health: float "Initial boid health when born"
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#+ * BoidSettings.height -> height: float "Boid height relative to particle size"
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+ * BoidSettings.land_max_acc -> land_acc_max: float "Maximum acceleration on land (relative to maximum speed)"
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+ * BoidSettings.land_max_ave -> land_ave_max: float "Maximum angular velocity on land (relative to 180 degrees)"
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#BoidSettings.land_acc_max -> land_acc_max: float "Maximum acceleration on land (relative to maximum speed)"
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#BoidSettings.land_ave_max -> land_ave_max: float "Maximum angular velocity on land (relative to 180 degrees)"
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#+ * BoidSettings.land_jump_speed -> land_jump_speed: float "Maximum speed for jumping"
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#+ * BoidSettings.land_personal_space -> land_personal_space: float "Radius of boids personal space on land (% of particle size)"
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+ * BoidSettings.landing_smoothness -> land_smooth: float "How smoothly the boids land"
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+ * BoidSettings.land_max_speed -> land_speed_max: float "Maximum speed on land"
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#BoidSettings.land_smooth -> land_smooth: float "How smoothly the boids land"
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#BoidSettings.land_speed_max -> land_speed_max: float "Maximum speed on land"
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#+ * BoidSettings.land_stick_force -> land_stick_force: float "How strong a force must be to start effecting a boid on land"
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#+ * BoidSettings.range -> range: float "The maximum distance from which a boid can attack"
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#+ * BoidSettings.states -> states: collection, "(read-only)"
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#+ * BoidSettings.strength -> strength: float "Maximum caused damage on attack per second"
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+ * BoidSettings.allow_climb -> use_climb: boolean "Allow boids to climb goal objects"
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+ * BoidSettings.allow_flight -> use_flight: boolean "Allow boids to move in air"
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+ * BoidSettings.allow_land -> use_land: boolean "Allow boids to move on land"
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#BoidSettings.use_climb -> use_climb: boolean "Allow boids to climb goal objects"
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#BoidSettings.use_flight -> use_flight: boolean "Allow boids to move in air"
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#BoidSettings.use_land -> use_land: boolean "Allow boids to move on land"
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#+ * BoidState.active_boid_rule -> active_boid_rule: pointer, "(read-only)"
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#+ * BoidState.active_boid_rule_index -> active_boid_rule_index: int "NO DESCRIPTION"
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#+ * BoidState.falloff -> falloff: float "NO DESCRIPTION"
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#+ * BoidState.name -> name: string "Boid state name"
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+ * BoidState.rule_fuzziness -> rule_fuzzy: float "NO DESCRIPTION"
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#BoidState.rule_fuzzy -> rule_fuzzy: float "NO DESCRIPTION"
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#+ * BoidState.rules -> rules: collection, "(read-only)"
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#+ * BoidState.ruleset_type -> ruleset_type: enum "How the rules in the list are evaluated"
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#+ * BoidState.volume -> volume: float "NO DESCRIPTION"
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@ -689,10 +689,10 @@
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#EditBone.use_inherit_scale -> use_inherit_scale: boolean "Bone inherits scaling from parent bone"
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#EditBone.use_local_location -> use_local_location: boolean "Bone location is set in local space"
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#+ * EffectorWeights.all -> all: float "All effectors weight"
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+ * EffectorWeights.do_growing_hair -> apply_to_hair_growing: boolean "Use force fields when growing hair"
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#EffectorWeights.apply_to_hair_growing -> apply_to_hair_growing: boolean "Use force fields when growing hair"
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#+ * EffectorWeights.boid -> boid: float "Boid effector weight"
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#+ * EffectorWeights.charge -> charge: float "Charge effector weight"
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+ * EffectorWeights.curveguide -> curve_guide: float "Curve guide effector weight"
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#EffectorWeights.curve_guide -> curve_guide: float "Curve guide effector weight"
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#+ * EffectorWeights.drag -> drag: float "Drag effector weight"
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#+ * EffectorWeights.force -> force: float "Force effector weight"
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#+ * EffectorWeights.gravity -> gravity: float "Global gravity weight"
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@ -711,7 +711,7 @@
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#+ * EnvironmentMap.clip_end -> clip_end: float "Objects further than this are not visible to map"
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#+ * EnvironmentMap.clip_start -> clip_start: float "Objects nearer than this are not visible to map"
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#+ * EnvironmentMap.depth -> depth: int "Number of times a map will be rendered recursively (mirror effects.)"
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+ * EnvironmentMap.ignore_layers -> layers_ignore: boolean[20] "Hide objects on these layers when generating the Environment Map"
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#EnvironmentMap.layers_ignore -> layers_ignore: boolean[20] "Hide objects on these layers when generating the Environment Map"
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#+ * EnvironmentMap.mapping -> mapping: enum "NO DESCRIPTION"
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#+ * EnvironmentMap.resolution -> resolution: int "Pixel resolution of the rendered environment map"
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#+ * EnvironmentMap.source -> source: enum "NO DESCRIPTION"
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@ -867,7 +867,7 @@
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#+ * FluidSettings|ControlFluidSettings.velocity_strength -> velocity_strength: float "Force strength of how much of the control objects velocity is influencing the fluid velocity"
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#+ * FluidSettings|DomainFluidSettings.compressibility -> compressibility: float "Allowed compressibility due to gravitational force for standing fluid. (directly affects simulation step size)"
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#+ * FluidSettings|DomainFluidSettings.end_time -> end_time: float "Simulation time of the last blender frame (in seconds)"
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+ * FluidSettings|DomainFluidSettings.path -> filepath: string "Directory (and/or filename prefix) to store baked fluid simulation files in"
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#FluidSettings|DomainFluidSettings.filepath -> filepath: string "Directory (and/or filename prefix) to store baked fluid simulation files in"
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#+ * FluidSettings|DomainFluidSettings.generate_particles -> generate_particles: float "Amount of particles to generate (0=off, 1=normal, >1=more)"
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#+ * FluidSettings|DomainFluidSettings.gravity -> gravity: float[3] "Gravity in X, Y and Z direction"
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#+ * FluidSettings|DomainFluidSettings.grid_levels -> grid_levels: int "Number of coarsened grids to use (-1 for automatic)"
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@ -908,7 +908,7 @@
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+ * FluidSettings|OutflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean "Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it"
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#+ * FluidSettings|OutflowFluidSettings.volume_initialization -> volume_initialization: enum "Volume initialization type"
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#+ * FluidSettings|ParticleFluidSettings.alpha_influence -> alpha_influence: float "Amount of particle alpha change, inverse of size influence: 0=off (all same alpha), 1=full. (large particles get lower alphas, smaller ones higher values)"
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+ * FluidSettings|ParticleFluidSettings.path -> filepath: string "Directory (and/or filename prefix) to store and load particles from"
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#FluidSettings|ParticleFluidSettings.filepath -> filepath: string "Directory (and/or filename prefix) to store and load particles from"
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#+ * FluidSettings|ParticleFluidSettings.particle_influence -> particle_influence: float "Amount of particle size scaling: 0=off (all same size), 1=full (range 0.2-2.0), >1=stronger"
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#FluidSettings|ParticleFluidSettings.show_tracer -> show_tracer: boolean "Show tracer particles"
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+ * FluidSettings|ParticleFluidSettings.drops -> use_drops: boolean "Show drop particles"
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@ -1326,7 +1326,7 @@
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#+ * ID|Lamp|SpotLamp.spot_size -> spot_size: float "Angle of the spotlight beam in degrees"
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+ * ID|Lamp|SpotLamp.auto_clip_end -> use_auto_clip_end: boolean "Automatic calculation of clipping-end, based on visible vertices"
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+ * ID|Lamp|SpotLamp.auto_clip_start -> use_auto_clip_start: boolean "Automatic calculation of clipping-start, based on visible vertices"
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+ * ID|Lamp|SpotLamp.halo -> use_halo: boolean "Renders spotlight with a volumetric halo (Buffer Shadows)"
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#ID|Lamp|SpotLamp.use_halo -> use_halo: boolean "Renders spotlight with a volumetric halo (Buffer Shadows)"
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+ * ID|Lamp|SpotLamp.only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects"
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+ * ID|Lamp|SpotLamp.shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows"
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+ * ID|Lamp|SpotLamp.sphere -> use_sphere: boolean "Sets light intensity to zero beyond lamp distance"
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@ -2185,22 +2185,22 @@
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#+ * MeshStringProperty.value -> value: string "NO DESCRIPTION"
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#+ * MeshStringPropertyLayer.data -> data: collection, "(read-only)"
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#+ * MeshStringPropertyLayer.name -> name: string "NO DESCRIPTION"
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+ * MeshTextureFace.transp -> blend_type: enum "Transparency blending mode"
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+ * MeshTextureFace.invisible -> hide: boolean "Make face invisible"
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#MeshTextureFace.blend_type -> blend_type: enum "Transparency blending mode"
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#MeshTextureFace.hide -> hide: boolean "Make face invisible"
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#+ * MeshTextureFace.image -> image: pointer "NO DESCRIPTION"
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+ * MeshTextureFace.uv_pinned -> pin_uv: boolean[4] "NO DESCRIPTION"
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#MeshTextureFace.pin_uv -> pin_uv: boolean[4] "NO DESCRIPTION"
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#+ * MeshTextureFace.select_uv -> select_uv: boolean[4] "NO DESCRIPTION"
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+ * MeshTextureFace.alpha_sort -> use_alpha_sort: boolean "Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)"
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+ * MeshTextureFace.billboard -> use_billboard: boolean "Billboard with Z-axis constraint"
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+ * MeshTextureFace.text -> use_bitmap_text: boolean "Enable bitmap text on face"
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+ * MeshTextureFace.shared -> use_blend_shared: boolean "Blend vertex colors across face when vertices are shared"
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+ * MeshTextureFace.collision -> use_collision: boolean "Use face for collision and ray-sensor detection"
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+ * MeshTextureFace.halo -> use_halo: boolean "Screen aligned billboard"
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+ * MeshTextureFace.light -> use_light: boolean "Use light for face"
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+ * MeshTextureFace.object_color -> use_object_color: boolean "Use ObColor instead of vertex colors"
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+ * MeshTextureFace.shadow -> use_shadow_cast: boolean "Face is used for shadow"
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+ * MeshTextureFace.tex -> use_texture: boolean "Render face with texture"
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+ * MeshTextureFace.twoside -> use_twoside: boolean "Render face two-sided"
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#MeshTextureFace.use_alpha_sort -> use_alpha_sort: boolean "Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)"
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#MeshTextureFace.use_billboard -> use_billboard: boolean "Billboard with Z-axis constraint"
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#MeshTextureFace.use_bitmap_text -> use_bitmap_text: boolean "Enable bitmap text on face"
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#MeshTextureFace.use_blend_shared -> use_blend_shared: boolean "Blend vertex colors across face when vertices are shared"
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#MeshTextureFace.use_collision -> use_collision: boolean "Use face for collision and ray-sensor detection"
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#MeshTextureFace.use_halo -> use_halo: boolean "Screen aligned billboard"
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#MeshTextureFace.use_light -> use_light: boolean "Use light for face"
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#MeshTextureFace.use_object_color -> use_object_color: boolean "Use ObColor instead of vertex colors"
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#MeshTextureFace.use_shadow_cast -> use_shadow_cast: boolean "Face is used for shadow"
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#MeshTextureFace.use_texture -> use_texture: boolean "Render face with texture"
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#MeshTextureFace.use_twoside -> use_twoside: boolean "Render face two-sided"
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#+ * MeshTextureFace.uv -> uv: float[8] "NO DESCRIPTION"
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#+ * MeshTextureFace.uv1 -> uv1: float[2] "NO DESCRIPTION"
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#+ * MeshTextureFace.uv2 -> uv2: float[2] "NO DESCRIPTION"
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@ -2233,9 +2233,9 @@
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#Modifier.show_expanded -> show_expanded: boolean "Set modifier expanded in the user interface"
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#Modifier.show_in_editmode -> show_in_editmode: boolean "Use modifier while in the edit mode"
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#Modifier.show_on_cage -> show_on_cage: boolean "Enable direct editing of modifier control cage"
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#Modifier.show_render -> show_render: boolean "Use modifier during rendering"
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#Modifier.show_viewport -> show_viewport: boolean "Realtime display of a modifier"
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#+ * Modifier.type -> type: enum, "(read-only)"
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+ * Modifier.render -> show_render: boolean "Use modifier during rendering"
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+ * Modifier|ArmatureModifier.invert -> invert_vertex_group: boolean "Invert vertex group influence"
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#+ * Modifier|ArmatureModifier.object -> object: pointer "Armature object to deform with"
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#+ * Modifier|ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean "NO DESCRIPTION"
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@ -2741,9 +2741,9 @@
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#TODO SHOULD THIS BE HERE * Panel.text -> text: string "XXX todo"
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#+ * Particle.alive_state -> alive_state: enum "NO DESCRIPTION"
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#+ * Particle.angular_velocity -> angular_velocity: float[3] "NO DESCRIPTION"
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+ * Particle.birthtime -> birth_time: float "NO DESCRIPTION"
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#Particle.birth_time -> birth_time: float "NO DESCRIPTION"
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#+ * Particle.die_time -> die_time: float "NO DESCRIPTION"
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+ * Particle.is_existing -> is_exist: boolean, "(read-only)"
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#Particle.is_exist -> is_exist: boolean, "(read-only)"
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#Particle.is_hair -> is_hair: collection, "(read-only)"
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#+ * Particle.is_visible -> is_visible: boolean, "(read-only)"
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#+ * Particle.keys -> keys: collection, "(read-only)"
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@ -2839,9 +2839,9 @@
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#+ * ParticleSystem.vertex_group_size -> vertex_group_size: string "Vertex group to control size"
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#+ * ParticleSystem.vertex_group_tangent -> vertex_group_tangent: string "Vertex group to control tangent"
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#+ * ParticleSystem.vertex_group_velocity -> vertex_group_velocity: string "Vertex group to control velocity"
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+ * ParticleTarget.mode -> alliance: enum "NO DESCRIPTION"
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#ParticleTarget.alliance -> alliance: enum "NO DESCRIPTION"
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#+ * ParticleTarget.duration -> duration: float "NO DESCRIPTION"
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+ * ParticleTarget.valid -> is_valid: boolean "Keyed particles target is valid"
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#ParticleTarget.is_valid -> is_valid: boolean "Keyed particles target is valid"
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#+ * ParticleTarget.name -> name: string, "(read-only) Particle target name"
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#+ * ParticleTarget.object -> object: pointer "The object that has the target particle system (empty if same object)"
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#+ * ParticleTarget.system -> system: int "The index of particle system on the target object"
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@ -2850,7 +2850,7 @@
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#+ * PointCache.filepath -> filepath: string "Cache file path"
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#+ * PointCache.frame_end -> frame_end: int "Frame on which the simulation stops"
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#+ * PointCache.frame_start -> frame_start: int "Frame on which the simulation starts"
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+ * PointCache.step -> frame_step: int "Number of frames between cached frames"
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#PointCache.frame_step -> frame_step: int "Number of frames between cached frames"
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#+ * PointCache.frames_skipped -> frames_skipped: boolean, "(read-only)"
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#+ * PointCache.index -> index: int "Index number of cache files"
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#+ * PointCache.info -> info: string, "(read-only) Info on current cache status"
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@ -2859,10 +2859,10 @@
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#PointCache.is_outdated -> is_outdated: boolean, "(read-only)"
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#+ * PointCache.name -> name: string "Cache name"
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#PointCache.point_caches -> point_caches: collection, "(read-only) Point cache list"
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+ * PointCache.disk_cache -> use_disk_cache: boolean "Save cache files to disk (.blend file must be saved first)"
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+ * PointCache.external -> use_external: boolean "Read cache from an external location"
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#PointCache.use_disk_cache -> use_disk_cache: boolean "Save cache files to disk (.blend file must be saved first)"
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#PointCache.use_external -> use_external: boolean "Read cache from an external location"
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#+ * PointCache.use_library_path -> use_library_path: boolean "Use this files path when library linked into another file."
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+ * PointCache.quick_cache -> use_quick_cache: boolean "Update simulation with cache steps"
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#PointCache.use_quick_cache -> use_quick_cache: boolean "Update simulation with cache steps"
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#+ * PointDensity.color_ramp -> color_ramp: pointer, "(read-only)"
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#+ * PointDensity.color_source -> color_source: enum "Data to derive color results from"
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#+ * PointDensity.falloff -> falloff: enum "Method of attenuating density by distance from the point"
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@ -3067,6 +3067,10 @@
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#+ * RenderSettings.edge_color -> edge_color: float[3] "NO DESCRIPTION"
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#+ * RenderSettings.edge_threshold -> edge_threshold: int "Threshold for drawing outlines on geometry edges"
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#+ * RenderSettings.engine -> engine: enum "Engine to use for rendering"
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#RenderSettings.exr_codec -> exr_codec: enum "Codec settings for OpenEXR"
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#RenderSettings.exr_half -> exr_half: boolean "Use 16 bit floats instead of 32 bit floats per channel"
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#RenderSettings.exr_preview -> exr_preview: boolean "When rendering animations, save JPG preview images in same directory"
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#RenderSettings.exr_zbuf -> exr_zbuf: boolean "Save the z-depth per pixel (32 bit unsigned int zbuffer)"
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#+ * RenderSettings.field_order -> field_order: enum "Order of video fields. Select which lines get rendered first, to create smooth motion for TV output"
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#+ * RenderSettings.file_extension -> file_extension: string, "(read-only) The file extension used for saving renders"
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#+ * RenderSettings.file_format -> file_format: enum "File format to save the rendered images as"
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@ -3077,6 +3081,9 @@
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#+ * RenderSettings.fps_base -> fps_base: float "Framerate base"
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#RenderSettings.has_multiple_engines -> has_multiple_engines: boolean, "(read-only) More than one rendering engine is available"
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#+ * RenderSettings.is_movie_format -> is_movie_format: boolean, "(read-only) When true the format is a movie"
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#RenderSettings.jpeg2k_depth -> jpeg2k_depth: enum "Bit depth per channel"
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#RenderSettings.jpeg2k_preset -> jpeg2k_preset: enum "Use a DCI Standard preset for saving jpeg2000"
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#RenderSettings.jpeg2k_ycc -> jpeg2k_ycc: boolean "Save luminance-chrominance-chrominance channels instead of RGB colors"
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#+ * RenderSettings.layers -> layers: collection, "(read-only)"
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#+ * RenderSettings.motion_blur_samples -> motion_blur_samples: int "Number of scene samples to take with motion blur"
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#+ * RenderSettings.motion_blur_shutter -> motion_blur_shutter: float "Time taken in frames between shutter open and close"
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@ -3560,7 +3567,7 @@
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#+ * SmokeFlowSettings.temperature -> temperature: float "Temperature difference to ambient temperature"
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#SmokeFlowSettings.use_absolute -> use_absolute: boolean "Only allows given density value in emitter area."
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+NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean "Deletes smoke from simulation"
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+ * SmokeFlowSettings.velocity_multiplier -> velocity_factor: float "Multiplier to adjust velocity passed to smoke"
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#SmokeFlowSettings.velocity_factor -> velocity_factor: float "Multiplier to adjust velocity passed to smoke"
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#+ * SoftBodySettings.aero -> aero: float "Make edges sail"
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#+ * SoftBodySettings.aerodynamics_type -> aerodynamics_type: enum "Method of calculating aerodynamic interaction"
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#+ * SoftBodySettings.ball_damp -> ball_damp: float "Blending to inelastic collision"
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@ -3838,8 +3845,8 @@
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#+ * TextCharacterFormat.use_small_caps -> use_small_caps: boolean "NO DESCRIPTION"
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+ * TextCharacterFormat.underline -> use_underline: boolean "NO DESCRIPTION"
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#+ * TextLine.body -> body: string "Text in the line"
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+ * TextMarker.end -> character_index_end: int, "(read-only) Start position of the marker in the line"
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+ * TextMarker.start -> character_index_start: int, "(read-only) Start position of the marker in the line"
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#TextMarker.character_index_end -> character_index_end: int, "(read-only) Start position of the marker in the line"
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#TextMarker.character_index_start -> character_index_start: int, "(read-only) Start position of the marker in the line"
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#+ * TextMarker.color -> color: float[4] "Color to display the marker with"
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#+ * TextMarker.group -> group: int, "(read-only)"
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#TextMarker.is_temporary -> is_temporary: boolean, "(read-only) Marker is temporary"
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@ -4602,4 +4609,4 @@
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+ * WorldStarsSettings.color_randomization -> color_random: float "Randomize star colors"
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+ * WorldStarsSettings.min_distance -> distance_min: float "Minimum distance to the camera for stars"
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#+ * WorldStarsSettings.size -> size: float "Average screen dimension of stars"
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#+ * WorldStarsSettings.use_stars -> use_stars: boolean "Enable starfield generation[651155 refs]"
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#+ * WorldStarsSettings.use_stars -> use_stars: boolean "Enable starfield generation"
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