Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
path: root/po
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2011-09-29 21:19:51 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-09-29 21:19:51 +0400
commitff74afc45f55946b64c896f88fc12089dc4ba0df (patch)
treeb9db11639376f177a9e886efa1579728791c0123 /po
parent9a0776c54a3aaeacbfd3575098b8ae428b217878 (diff)
remove the pot and messages file, they change too much with only minor changes to the source and can be regenerated.
Diffstat (limited to 'po')
-rw-r--r--po/README.txt2
-rw-r--r--po/messages.txt5433
2 files changed, 1 insertions, 5434 deletions
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/<language>/LC_MESSAGES/blender.mo,
+This source files are pre-compiled into ../relese/bin/.blender/locale/<language>/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