diff options
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/makesrna/rna_cleanup/rna_booleans.txt | 1330 | ||||
-rwxr-xr-x | source/blender/makesrna/rna_cleanup/rna_cleaner.py | 18 | ||||
-rw-r--r-- | source/blender/makesrna/rna_cleanup/rna_cleaner_merge.py | 56 | ||||
-rw-r--r-- | source/blender/makesrna/rna_cleanup/rna_properties.txt | 7795 |
4 files changed, 4673 insertions, 4526 deletions
diff --git a/source/blender/makesrna/rna_cleanup/rna_booleans.txt b/source/blender/makesrna/rna_cleanup/rna_booleans.txt deleted file mode 100644 index 51be6427c88..00000000000 --- a/source/blender/makesrna/rna_cleanup/rna_booleans.txt +++ /dev/null @@ -1,1330 +0,0 @@ -ActionActuator.continue_last_frame -> use_continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time -ActionGroup.expanded -> show_expanded: boolean Action Group is expanded - -Actuator.expanded -> show_expanded: boolean Set actuator expanded in the user interface -AnimData.nla_enabled -> use_nla: boolean NLA stack is evaluated when evaluating this block -AnimVizMotionPaths.highlight_keyframes -> show_keyframe_highlight: boolean Emphasize position of keyframes on Motion Paths -AnimVizMotionPaths.search_all_action_keyframes -> show_keyframe_action_all: boolean For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower) -AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers: boolean Show frame numbers on Motion Paths -AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers: boolean Show frame numbers of Keyframes on Motion Paths -AnimVizOnionSkinning.only_selected -> show_only_selected: boolean For Pose-Mode drawing, only draw ghosts for selected bones -Area.show_menus -> show_menus: boolean Show menus in the header -AreaLamp.dither -> use_dither: boolean Use 2x2 dithering for sampling (Constant Jittered sampling) -AreaLamp.jitter -> use_jitter: boolean Use noise for sampling (Constant Jittered sampling) -AreaLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects -AreaLamp.shadow_layer -> use_shadow_layer: boolean Causes only objects on the same layer to cast shadows -AreaLamp.umbra -> use_umbra: boolean Emphasize parts that are fully shadowed (Constant Jittered sampling) -Armature.auto_ik -> use_auto_ik: boolean Add temporaral IK constraints while grabbing bones in Pose Mode -Armature.deform_envelope -> use_deform_envelopes: boolean Enable Bone Envelopes when defining deform -Armature.deform_quaternion -> use_deform_preserve_volume: boolean Deform rotation interpolation with quaternions -Armature.deform_vertexgroups -> use_deform_vertex_groups: boolean Enable Vertex Groups when defining deform -Armature.delay_deform -> use_deform_delay: boolean Don't deform children when manipulating bones in Pose Mode -Armature.draw_axes -> show_axes: boolean Draw bone axes -Armature.draw_custom_bone_shapes -> show_bone_custom_shapes: boolean Draw bones with their custom shapes -Armature.draw_group_colors -> show_group_colors: boolean Draw bone group colors -Armature.draw_names -> show_names: boolean Draw bone names -Armature.show_ghost_only_selected -> show_only_ghost_selected: boolean -Armature.layer -> layers: boolean Armature layer visibility -Armature.layer_protection -> layers_protected: boolean Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo -Armature.x_axis_mirror -> use_mirror_x: boolean Apply changes to matching bone on opposite side of X-Axis -ArmatureModifier.invert -> invert_vertex_group: boolean Invert vertex group influence -ArmatureModifier.multi_modifier -> use_multi_modifier: boolean Use same input as previous modifier, and mix results using overall vgroup -ArmatureModifier.quaternion -> use_deform_preserve_volume: boolean Deform rotation interpolation with quaternions -ArmatureModifier.use_deform_envelopes -> use_deform_envelopes: boolean -ArmatureModifier.use_deform_vertex_groups -> use_deform_vertex_groups: boolean -ArrayModifier.add_offset_object -> use_object_offset: boolean Add another object's transformation to the total offset -ArrayModifier.constant_offset -> use_constant_offset: boolean Add a constant offset -ArrayModifier.merge_adjacent_vertices -> use_merge_adjacent_vertices: boolean Merge vertices in adjacent duplicates -ArrayModifier.merge_end_vertices -> use_merge_end_vertices: boolean Merge vertices in first and last duplicates -ArrayModifier.relative_offset -> use_relative_offset: boolean Add an offset relative to the object's bounding box -BackgroundImage.show_expanded -> show_expanded: boolean Show the expanded in the user interface -BevelModifier.only_vertices -> use_only_vertices: boolean Bevel verts/corners, not edges - -BoidRule.in_air -> use_in_air: boolean Use rule when boid is flying -BoidRule.on_land -> use_on_land: boolean Use rule when boid is on land -BoidRuleAvoid.predict -> use_predict: boolean Predict target movement -BoidRuleAvoidCollision.boids -> use_avoid: boolean Avoid collision with other boids -BoidRuleAvoidCollision.deflectors -> use_avoid_collision: boolean Avoid collision with deflector objects -BoidRuleFollowLeader.line -> use_line: boolean Follow leader in a line -BoidRuleGoal.predict -> use_predict: boolean Predict target movement -BoidSettings.allow_climb -> use_climb: boolean Allow boids to climb goal objects -BoidSettings.allow_flight -> use_flight: boolean Allow boids to move in air -BoidSettings.allow_land -> use_land: boolean Allow boids to move on land -Bone.connected -> use_connect: boolean, (read-only) When bone has a parent, bone's head is struck to the parent's tail -Bone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects -Bone.deform -> use_deform: boolean Bone does not deform any geometry -Bone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes - -Bone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone -Bone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone -Bone.layer -> layers: boolean Layers bone exists in -Bone.local_location -> use_local_location: boolean Bone location is set in local space -Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence -BooleanProperty.default -> default: boolean, (read-only) Default value for this number -BooleanProperty.default_array -> default_array: boolean, (read-only) Default value for this array -Brush.use_accumulate -> use_accumulate: boolean Accumulate stroke dabs on top of each other -Brush.use_airbrush -> use_airbrush: boolean Keep applying paint effect while holding mouse (spray) -Brush.use_alpha -> use_alpha: boolean When this is disabled, lock alpha while painting -Brush.use_anchor -> use_anchor: boolean Keep the brush anchored to the initial location -Brush.use_jitter_pressure -> use_pressure_jitter: boolean Enable tablet pressure sensitivity for jitter -Brush.use_persistent -> use_persistent: boolean Sculpts on a persistent layer of the mesh -Brush.use_rake -> use_rake: boolean Rotate the brush texture to match the stroke direction -Brush.use_size_pressure -> use_pressure_size: boolean Enable tablet pressure sensitivity for size -Brush.use_smooth_stroke -> use_smooth_stroke: boolean Brush lags behind mouse and follows a smoother path -Brush.use_space -> use_space: boolean Limit brush application to the distance specified by spacing -Brush.use_spacing_pressure -> use_pressure_spacing: boolean Enable tablet pressure sensitivity for spacing -Brush.use_strength_pressure -> use_pressure_strength: boolean Enable tablet pressure sensitivity for strength -Brush.use_wrap -> use_wrap: boolean Enable torus wrapping while painting -BuildModifier.randomize -> use_random_order: boolean Randomize the faces or edges during build -Camera.panorama -> use_panorama: boolean Render the scene with a cylindrical camera for pseudo-fisheye lens effects -Camera.show_limits -> show_limits: boolean Draw the clipping range and focus point on the camera -Camera.show_mist -> show_mist: boolean Draw a line from the Camera to indicate the mist area -Camera.show_name -> show_name: boolean Show the active Camera's name in Camera view -Camera.show_passepartout -> show_passepartout: boolean Show a darkened overlay outside the image area in Camera view -Camera.show_title_safe -> show_title_safe: boolean Show indicators for the title safe zone in Camera view -CastModifier.from_radius -> use_radius_as_size: boolean Use radius as size of projection shape (0 = auto) -CastModifier.use_transform -> use_transform: boolean Use object transform to control projection shape -CastModifier.x -> use_x: boolean -CastModifier.y -> use_y: boolean -CastModifier.z -> use_z: boolean -ChildOfConstraint.use_location_x -> use_location_x: boolean Use X Location of Parent -ChildOfConstraint.use_location_y -> use_location_y: boolean Use Y Location of Parent -ChildOfConstraint.use_location_z -> use_location_z: boolean Use Z Location of Parent -ChildOfConstraint.use_rotation_x -> use_rotation_x: boolean Use X Rotation of Parent -ChildOfConstraint.use_rotation_y -> use_rotation_y: boolean Use Y Rotation of Parent -ChildOfConstraint.use_rotation_z -> use_rotation_z: boolean Use Z Rotation of Parent -ChildOfConstraint.use_scale_x -> use_scale_x: boolean Use X Scale of Parent -ChildOfConstraint.use_scale_y -> use_scale_y: boolean Use Y Scale of Parent -ChildOfConstraint.use_scale_z -> use_scale_z: boolean Use Z Scale of Parent -ClampToConstraint.cyclic -> use_cyclic: boolean Treat curve as cyclic curve (no clamping to curve bounding box -ClothCollisionSettings.enable_collision -> use_collision: boolean Enable collisions with other objects -ClothCollisionSettings.enable_self_collision -> use_self_collision: boolean Enable self collisions -ClothSettings.pin_cloth -> use_pin_cloth: boolean Enable pinning of cloth vertices to other objects/positions -ClothSettings.stiffness_scaling -> use_stiffness_scale: boolean If enabled, stiffness can be scaled along a weight painted vertex group -CollisionSensor.collision_type -> use_material: boolean Use material instead of property -CollisionSensor.pulse -> use_pulse: boolean Changes to the set of colliding objects generates pulse -CollisionSettings.enabled -> use: boolean Enable this objects as a collider for physics systems -CollisionSettings.kill_particles -> use_particle_kill: boolean Kill colliding particles -CompositorNodeAlphaOver.convert_premul -> use_premultiply: boolean -CompositorNodeBlur.bokeh -> use_bokeh: boolean -CompositorNodeBlur.gamma -> use_gamma_correction: boolean -CompositorNodeBlur.relative -> use_relative: boolean -CompositorNodeColorSpill.unspill -> use_unspill: boolean Compensate all channels (diffenrently) by hand -CompositorNodeCrop.crop_size -> use_crop_size: boolean Whether to crop the size of the input image -CompositorNodeDBlur.wrap -> use_wrap: boolean -CompositorNodeDefocus.gamma_correction -> use_gamma_correction: boolean Enable gamma correction before and after main process -CompositorNodeDefocus.preview -> use_preview: boolean Enable sampling mode, useful for preview when using low samplecounts -CompositorNodeDefocus.use_zbuffer -> use_zbuffer: boolean Disable when using an image as input instead of actual zbuffer (auto enabled if node not image based, eg. time node) -CompositorNodeGlare.rotate_45 -> use_rotate_45: boolean Simple star filter: add 45 degree rotation offset -CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean -CompositorNodeImage.cyclic -> use_cyclic: boolean -CompositorNodeInvert.alpha -> invert_alpha: boolean -CompositorNodeInvert.rgb -> invert_rgb: boolean -CompositorNodeLensdist.fit -> use_fit: boolean For positive distortion factor only: scale image such that black areas are not visible -CompositorNodeLensdist.jitter -> use_jitter: boolean Enable/disable jittering; faster, but also noisier -CompositorNodeLensdist.projector -> use_projector: boolean Enable/disable projector mode. Effect is applied in horizontal direction only -CompositorNodeMapValue.use_max -> use_max: boolean -CompositorNodeMapValue.use_min -> use_min: boolean -CompositorNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation -CompositorNodeOutputFile.exr_half -> use_exr_half: boolean -CompositorNodeVecBlur.curved -> use_curved: boolean Interpolate between frames in a bezier curve, rather than linearly -Constraint.active -> active: boolean Constraint is the one being edited -Constraint.disabled -> is_valid: boolean, (read-only) Constraint has invalid settings and will not be evaluated -Constraint.expanded -> show_expanded: boolean Constraint's panel is expanded in UI -Constraint.proxy_local -> is_proxy_local: boolean Constraint was added in this proxy instance (i.e. did not belong to source Armature) -ConstraintActuator.detect_material -> use_material_detect: boolean Detect material instead of property -ConstraintActuator.fh_normal -> use_fh_normal: boolean Add a horizontal spring force on slopes -ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis: boolean Keep object axis parallel to normal -ConstraintActuator.force_distance -> use_force_distance: boolean Force distance of object to point of impact of ray -ConstraintActuator.local -> use_local: boolean Set ray along object's axis or global axis -ConstraintActuator.normal -> use_normal: boolean Set object axis along (local axis) or parallel (global axis) to the normal at hit position -ConstraintActuator.persistent -> use_persistent: boolean Persistent actuator: stays active even if ray does not reach target -ControlFluidSettings.active -> use: boolean Object contributes to the fluid simulation -ControlFluidSettings.reverse_frames -> use_reverse_frames: boolean Reverse control object movement -Controller.expanded -> show_expanded: boolean Set controller expanded in the user interface -Controller.priority -> use_priority: boolean Mark controller for execution before all non-marked controllers (good for startup scripts) -Controller.state -> states: boolean, (read-only) Set Controller state index (1 to 30) -CopyLocationConstraint.invert_x -> invert_x: boolean Invert the X location -CopyLocationConstraint.invert_y -> invert_y: boolean Invert the Y location -CopyLocationConstraint.invert_z -> invert_z: boolean Invert the Z location -CopyLocationConstraint.use_offset -> use_offset: boolean Add original location into copied location -CopyLocationConstraint.use_x -> use_x: boolean Copy the target's X location -CopyLocationConstraint.use_y -> use_y: boolean Copy the target's Y location -CopyLocationConstraint.use_z -> use_z: boolean Copy the target's Z location -CopyRotationConstraint.invert_x -> invert_x: boolean Invert the X rotation -CopyRotationConstraint.invert_y -> invert_y: boolean Invert the Y rotation -CopyRotationConstraint.invert_z -> invert_z: boolean Invert the Z rotation -CopyRotationConstraint.use_offset -> use_offset: boolean Add original rotation into copied rotation -CopyRotationConstraint.use_x -> use_x: boolean Copy the target's X rotation -CopyRotationConstraint.use_y -> use_y: boolean Copy the target's Y rotation -CopyRotationConstraint.use_z -> use_z: boolean Copy the target's Z rotation -CopyScaleConstraint.use_offset -> use_offset: boolean Add original scale into copied scale -CopyScaleConstraint.use_x -> use_x: boolean Copy the target's X scale -CopyScaleConstraint.use_y -> use_y: boolean Copy the target's Y scale -CopyScaleConstraint.use_z -> use_z: boolean Copy the target's Z scale -Curve.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object -Curve.back -> use_fill_back: boolean Draw filled back for extruded/beveled curves -Curve.draw_handles -> show_handles: boolean Display bezier handles in editmode -Curve.draw_normals -> show_normals: boolean Display 3D curve normals in editmode -Curve.front -> use_fill_front: boolean Draw filled front for extruded/beveled curves -Curve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box -Curve.use_deform_fill -> use_fill_deform: boolean Fill curve after applying deformation -Curve.use_path -> use_path: boolean Enable the curve to become a translation path -Curve.use_path_follow -> use_path_follow: boolean Make curve path children to rotate along the path -Curve.use_radius -> use_radius: boolean Option for paths: apply the curve radius with path following it and deforming -Curve.use_stretch -> use_stretch: boolean Option for curve-deform: makes deformed child to stretch along entire path -Curve.use_time_offset -> use_time_offset: boolean Children will use Time Offset value as path distance offset - -CurveMapping.clip -> use_clip: boolean Force the curve view to fit a defined boundary -DelaySensor.repeat -> use_repeat: boolean Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics -DomainFluidSettings.generate_speed_vectors -> use_speed_vectors: boolean Generate speed vectors for vector blur -DomainFluidSettings.override_time -> use_time_override: boolean Use a custom start and end time (in seconds) instead of the scene's timeline -DomainFluidSettings.reverse_frames -> use_reverse_frames: boolean Reverse fluid frames -NEGATE * DopeSheet.collapse_summary -> show_expanded_summary: boolean Collapse summary when shown, so all other channels get hidden. (DopeSheet Editors Only) -DopeSheet.display_armature -> show_armatures: boolean Include visualization of Armature related Animation data -DopeSheet.display_camera -> show_cameras: boolean Include visualization of Camera related Animation data -DopeSheet.display_curve -> show_curves: boolean Include visualization of Curve related Animation data -DopeSheet.display_lamp -> show_lamps: boolean Include visualization of Lamp related Animation data -DopeSheet.display_material -> show_materials: boolean Include visualization of Material related Animation data -DopeSheet.display_mesh -> show_meshes: boolean Include visualization of Mesh related Animation data -DopeSheet.display_metaball -> show_metaballs: boolean Include visualization of Metaball related Animation data -DopeSheet.display_node -> show_nodes: boolean Include visualization of Node related Animation data -DopeSheet.display_particle -> show_particles: boolean Include visualization of Particle related Animation data -DopeSheet.display_scene -> show_scenes: boolean Include visualization of Scene related Animation data -DopeSheet.display_shapekeys -> show_shapekeys: boolean Include visualization of ShapeKey related Animation data -DopeSheet.display_summary -> show_summary: boolean Display an additional 'summary' line. (DopeSheet Editors only) -DopeSheet.display_texture -> show_textures: boolean Include visualization of Texture related Animation data -DopeSheet.display_transforms -> show_transforms: boolean Include visualization of Object-level Animation data (mostly Transforms) -DopeSheet.display_world -> show_worlds: boolean Include visualization of World related Animation data -DopeSheet.include_missing_nla -> show_missing_nla: boolean Include Animation Data blocks with no NLA data. (NLA Editor only) -DopeSheet.only_group_objects -> show_only_group_objects: boolean Only include channels from Objects in the specified Group -DopeSheet.only_selected -> show_only_selected: boolean Only include channels relating to selected objects and data -Driver.invalid -> is_valid: boolean Driver could not be evaluated in past, so should be skipped -Driver.show_debug_info -> show_debug_info: boolean Show intermediate values for the driver calculations to allow debugging of drivers -DriverTarget.use_local_space_transforms -> use_local_space_transform: boolean Use transforms in Local Space (as opposed to the worldspace default) -EdgeSplitModifier.use_edge_angle -> use_edge_angle: boolean Split edges with high angle between faces -EdgeSplitModifier.use_sharp -> use_edge_sharp: boolean Split edges that are marked as sharp -EditBone.connected -> use_connect: boolean When bone has a parent, bone's head is struck to the parent's tail -EditBone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects -EditBone.deform -> use_deform: boolean Bone does not deform any geometry -EditBone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes - -EditBone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone -EditBone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone -EditBone.layer -> layers: boolean Layers bone exists in -EditBone.local_location -> use_local_location: boolean Bone location is set in local space -EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence - -EditObjectActuator.enable_3d_tracking -> use_3d_tracking: boolean Enable 3D tracking -EditObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean Apply the rotation locally -EditObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean Apply the transformation locally -EditObjectActuator.replace_display_mesh -> use_replace_display_mesh: boolean Replace the display mesh -EditObjectActuator.replace_physics_mesh -> use_replace_physics_mesh: boolean Replace the physics mesh (triangle bounds only - compound shapes not supported) -EffectSequence.convert_float -> use_float: boolean Convert input to float data -EffectSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields -EffectSequence.flip_x -> use_flip_x: boolean Flip on the X axis -EffectSequence.flip_y -> use_flip_y: boolean Flip on the Y axis -EffectSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha -EffectSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data -EffectSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from -EffectSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order -EffectSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input -EffectSequence.use_crop -> use_crop: boolean Crop image before processing -EffectSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip -EffectSequence.use_translation -> use_translation: boolean Translate image before processing -EffectorWeights.do_growing_hair -> apply_to_hair_growing: boolean Use force fields when growing hair -EnvironmentMap.ignore_layers -> layers_ignore: boolean Hide objects on these layers when generating the Environment Map -EnvironmentMapTexture.use_filter_size_min -> use_minimum_filter_size: boolean Use Filter Size as a minimal filter value in pixels -EnvironmentMapTexture.mipmap -> use_mipmap: boolean Uses auto-generated MIP maps for the image -EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss: boolean Uses Gauss filter to sample down MIP maps -Event.alt -> is_pressed_alt: boolean, (read-only) True when the Alt/Option key is held -Event.ctrl -> is_pressed_ctrl: boolean, (read-only) True when the Ctrl key is held -Event.oskey -> is_pressed_cmd: boolean, (read-only) True when the Cmd key is held -Event.shift -> is_pressed_shift: boolean, (read-only) True when the Shift key is held -ExplodeModifier.alive -> show_alive: boolean Show mesh when particles are alive -ExplodeModifier.dead -> show_dead: boolean Show mesh when particles are dead -ExplodeModifier.size -> use_size: boolean Use particle size for the shrapnel -ExplodeModifier.split_edges -> use_edge_split: boolean Split face edges for nicer shrapnel -ExplodeModifier.unborn -> show_unborn: boolean Show mesh when particles are unborn -FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean All auto-handles for F-Curve are clamped -FModifier.active -> active: boolean F-Curve Modifier is the one being edited -NEGATE * FModifier.disabled -> use: boolean, (read-only) F-Curve Modifier has invalid settings and will not be evaluated -FModifier.expanded -> show_expanded: boolean F-Curve Modifier's panel is expanded in UI -FModifierFunctionGenerator.additive -> use_additive: boolean Values generated by this modifier are applied on top of the existing values instead of overwriting them -FModifierGenerator.additive -> use_additive: boolean Values generated by this modifier are applied on top of the existing values instead of overwriting them -FModifierLimits.use_maximum_x -> use_max_x: boolean Use the maximum X value -FModifierLimits.use_maximum_y -> use_max_y: boolean Use the maximum Y value -FModifierLimits.use_minimum_x -> use_min_x: boolean Use the minimum X value -FModifierLimits.use_minimum_y -> use_min_y: boolean Use the minimum Y value -FModifierStepped.use_frame_end -> use_frame_end: boolean Restrict modifier to only act before its 'end' frame -FModifierStepped.use_frame_start -> use_frame_start: boolean Restrict modifier to only act after its 'start' frame -FcurveActuator.add -> use_add: boolean F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag -FcurveActuator.child -> apply_to_children: boolean Update F-Curve on all children Objects as well -FcurveActuator.force -> use_force: boolean Apply F-Curve as a global or local force depending on the local option (dynamic objects only) -FcurveActuator.local -> use_local: boolean Let the F-Curve act in local coordinates, used in Force and Add mode -FieldSettings.do_absorption -> use_absorption: boolean Force gets absorbed by collision objects -FieldSettings.do_location -> apply_to_location: boolean Effect particles' location -FieldSettings.do_rotation -> apply_to_rotation: boolean Effect particles' dynamic rotation -FieldSettings.force_2d -> use_2d_force: boolean Apply force only in 2d -FieldSettings.global_coordinates -> use_global_coordinates: boolean Use effector/global coordinates for turbulence -FieldSettings.guide_path_add -> use_guide_path_add: boolean Based on distance/falloff it adds a portion of the entire path -FieldSettings.multiple_springs -> use_multiple_springs: boolean Every point is effected by multiple springs -FieldSettings.root_coordinates -> use_root_coordinates: boolean Texture coordinates from root particle locations -FieldSettings.use_coordinates -> use_object_coordinates: boolean Use object/global coordinates for texture -FieldSettings.use_guide_path_weight -> use_guide_path_weight: boolean Use curve weights to influence the particle influence along the curve -FieldSettings.use_max_distance -> use_max_distance: boolean Use a maximum distance for the field to work -FieldSettings.use_min_distance -> use_min_distance: boolean Use a minimum distance for the field's fall-off -FieldSettings.use_radial_max -> use_radial_max: boolean Use a maximum radial distance for the field to work -FieldSettings.use_radial_min -> use_radial_min: boolean Use a minimum radial distance for the field's fall-off -FileSelectParams.do_filter -> use_filter: boolean Enable filtering of files -FileSelectParams.filter_blender -> use_filter_blender: boolean Show .blend files -FileSelectParams.filter_folder -> use_filter_folder: boolean Show folders -FileSelectParams.filter_font -> use_filter_font: boolean Show font files -FileSelectParams.filter_image -> use_filter_image: boolean Show image files -FileSelectParams.filter_movie -> use_filter_movie: boolean Show movie files -FileSelectParams.filter_script -> use_filter_script: boolean Show script files -FileSelectParams.filter_sound -> use_filter_sound: boolean Show sound files -FileSelectParams.filter_text -> use_filter_text: boolean Show text files -NEGATE * FileSelectParams.hide_dot -> show_hidden: boolean Hide hidden dot files -Filter2DActuator.enable_motion_blur -> use_motion_blur: boolean Enable/Disable Motion Blur -FloorConstraint.sticky -> use_sticky: boolean Immobilize object while constrained -FloorConstraint.use_rotation -> use_rotation: boolean Use the target's rotation to determine floor -FluidFluidSettings.active -> use: boolean Object contributes to the fluid simulation -FluidFluidSettings.export_animated_mesh -> use_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it -FollowPathConstraint.use_curve_follow -> use_curve_follow: boolean Object will follow the heading and banking of the curve -FollowPathConstraint.use_curve_radius -> use_curve_radius: boolean Objects scale by the curve radius -FollowPathConstraint.use_fixed_position -> use_fixed_location: boolean Object will stay locked to a single point somewhere along the length of the curve regardless of time -Function.registered -> is_registered: boolean, (read-only) Function is registered as callback as part of type registration -Function.registered_optional -> is_registered_optional: boolean, (read-only) Function is optionally registered as callback part of type registration -GPencilFrame.paint_lock -> is_edited: boolean Frame is being edited (painted on) -GPencilLayer.active -> active: boolean Set active layer for editing -GPencilLayer.frame_lock -> lock_frame: boolean Lock current frame displayed by layer -GPencilLayer.hide -> hide: boolean Set layer Visibility - -GPencilLayer.show_points -> show_points: boolean Draw the points which make up the strokes (for debugging purposes) -GPencilLayer.use_onion_skinning -> use_onion_skinning: boolean Ghost frames on either side of frame -GameBooleanProperty.value -> value: boolean Property value -GameObjectSettings.actor -> use_actor: boolean Object is detected by the Near and Radar sensor -GameObjectSettings.all_states -> use_all_states: boolean Set all state bits -GameObjectSettings.anisotropic_friction -> use_anisotropic_friction: boolean Enable anisotropic friction -GameObjectSettings.collision_compound -> use_collision_compound: boolean Add children to form a compound collision object -GameObjectSettings.debug_state -> show_debug_state: boolean Print state debug info in the game engine -GameObjectSettings.ghost -> use_ghost: boolean Object does not restitute collisions, like a ghost -GameObjectSettings.initial_state -> states_initial: boolean Initial state when the game starts -GameObjectSettings.lock_x_axis -> lock_location_x: boolean Disable simulation of linear motion along the X axis -GameObjectSettings.lock_x_rot_axis -> lock_rotation_x: boolean Disable simulation of angular motion along the X axis -GameObjectSettings.lock_y_axis -> lock_location_y: boolean Disable simulation of linear motion along the Y axis -GameObjectSettings.lock_y_rot_axis -> lock_rotation_y: boolean Disable simulation of angular motion along the Y axis -GameObjectSettings.lock_z_axis -> lock_location_z: boolean Disable simulation of linear motion along the Z axis -GameObjectSettings.lock_z_rot_axis -> lock_rotation_z: boolean Disable simulation of angular motion along the Z axis -GameObjectSettings.material_physics -> use_material_physics: boolean Use physics settings in materials -NEGATE * GameObjectSettings.no_sleeping -> use_sleep: boolean Disable auto (de)activation in physics simulation -GameObjectSettings.rotate_from_normal -> use_rotate_from_normal: boolean Use face normal to rotate object, so that it points away from the surface -GameObjectSettings.show_actuators -> show_actuators: boolean Shows actuators for this object in the user interface -GameObjectSettings.show_controllers -> show_controllers: boolean Shows controllers for this object in the user interface -GameObjectSettings.show_sensors -> show_sensors: boolean Shows sensors for this object in the user interface -GameObjectSettings.show_state_panel -> show_state_panel: boolean Show state panel -GameObjectSettings.use_activity_culling -> use_activity_culling: boolean Disable simulation of angular motion along the Z axis -GameObjectSettings.use_collision_bounds -> use_collision_bounds: boolean Specify a collision bounds type other than the default -GameObjectSettings.used_state -> states_used: boolean, (read-only) States which are being used by controllers -GameObjectSettings.visible_state -> states_visible: boolean State determining which controllers are displayed -GameProperty.debug -> show_debug: boolean Print debug information for this property -GameSoftBodySettings.bending_const -> use_bending_constraints: boolean Enable bending constraints -GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean Enable cluster collision between soft and rigid body -GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody: boolean Enable cluster collision between soft and soft body -GameSoftBodySettings.shape_match -> use_shape_match: boolean Enable soft body shape matching goal -GlowSequence.only_boost -> use_only_boost: boolean Show the glow buffer only -GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean Only use the first and last parts of the stroke for snapping -Group.layer -> layers: boolean Layers visible when this groups is instanced as a dupli -ID.fake_user -> use_fake_user: boolean Saves this datablock even if it has no users -ID.tag -> tag: boolean Tools can use this to tag data, (initial state is undefined) -Image.animated -> use_animation: boolean Use as animated texture in the game engine -Image.clamp_x -> use_clamp_x: boolean Disable texture repeating horizontally -Image.clamp_y -> use_clamp_y: boolean Disable texture repeating vertically -Image.dirty -> is_dirty: boolean, (read-only) Image has changed and is not saved -Image.fields -> use_fields: boolean Use fields of the image -Image.has_data -> has_data: boolean, (read-only) True if this image has data -Image.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha -Image.tiles -> use_tiles: boolean Use of tilemode for faces (default shift-LMB to pick the tile for selected faces) -ImagePaint.invert_stencil -> invert_stencil: boolean Invert the stencil layer -ImagePaint.show_brush -> show_brush: boolean Enables brush shape while not drawing -ImagePaint.show_brush_draw -> show_brush_draw: boolean Enables brush shape while drawing -ImagePaint.use_backface_cull -> use_backface_culling: boolean Ignore faces pointing away from the view (faster) -ImagePaint.use_clone_layer -> use_clone_layer: boolean Use another UV layer as clone source, otherwise use 3D the cursor as the source -ImagePaint.use_normal_falloff -> use_normal_falloff: boolean Paint most on faces pointing towards the view -ImagePaint.use_occlude -> use_occlude: boolean Only paint onto the faces directly under the brush (slower) -ImagePaint.use_projection -> use_projection: boolean Use projection painting for improved consistency in the brush strokes -ImagePaint.use_stencil_layer -> use_stencil_layer: boolean Set the mask layer from the UV layer buttons -ImageSequence.convert_float -> use_float: boolean Convert input to float data -ImageSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields -ImageSequence.flip_x -> use_flip_x: boolean Flip on the X axis -ImageSequence.flip_y -> use_flip_y: boolean Flip on the Y axis -ImageSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha -ImageSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data -ImageSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from -ImageSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order -ImageSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input -ImageSequence.use_crop -> use_crop: boolean Crop image before processing -ImageSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip -ImageSequence.use_translation -> use_translation: boolean Translate image before processing -ImageTexture.calculate_alpha -> use_calculate_alpha: boolean Calculates an alpha channel based on RGB values in the image -ImageTexture.checker_even -> use_checker_even: boolean Sets even checker tiles -ImageTexture.checker_odd -> use_checker_odd: boolean Sets odd checker tiles -ImageTexture.filter_size_minimum -> use_minimum_filter_size: boolean Use Filter Size as a minimal filter value in pixels -ImageTexture.flip_axis -> use_flip_axis: boolean Flips the texture's X and Y axis -ImageTexture.interpolation -> use_interpolation: boolean Interpolates pixels using Area filter -ImageTexture.invert_alpha -> invert_alpha: boolean Inverts all the alpha values in the image -ImageTexture.mipmap -> use_mipmap: boolean Uses auto-generated MIP maps for the image -ImageTexture.mipmap_gauss -> use_mipmap_gauss: boolean Uses Gauss filter to sample down MIP maps -ImageTexture.mirror_x -> use_mirror_x: boolean Mirrors the image repetition on the X direction -ImageTexture.mirror_y -> use_mirror_y: boolean Mirrors the image repetition on the Y direction -ImageTexture.normal_map -> use_normal_map: boolean Uses image RGB values for normal mapping -ImageTexture.use_alpha -> use_alpha: boolean Uses the alpha channel information in the image -ImageUser.auto_refresh -> use_auto_refresh: boolean Always refresh image on frame changes -ImageUser.cyclic -> use_cyclic: boolean Cycle the images in the movie -InflowFluidSettings.active -> use: boolean Object contributes to the fluid simulation -InflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it -InflowFluidSettings.local_coordinates -> use_local_coordinates: boolean Use local coordinates for inflow. (e.g. for rotating objects) -Itasc.auto_step -> use_auto_step: boolean Automatically determine the optimal number of steps for best performance/accuracy trade off -JoystickSensor.all_events -> use_all_events: boolean Triggered by all events on this joysticks current type (axis/button/hat) -Key.relative -> use_relative: boolean Makes shape keys relative -KeyConfig.user_defined -> is_user_defined: boolean, (read-only) Indicates that a keyconfig was defined by the user -KeyMap.children_expanded -> show_expanded_children: boolean Children expanded in the user interface -KeyMap.items_expanded -> show_expanded_items: boolean Expanded in the user interface -KeyMap.modal -> is_modal: boolean, (read-only) Indicates that a keymap is used for translate modal events for an operator -KeyMap.user_defined -> is_user_defined: boolean Keymap is defined by the user -KeyMapItem.active -> active: boolean Activate or deactivate item -KeyMapItem.alt -> pressed_alt: boolean Alt key pressed -KeyMapItem.any -> pressed_any: boolean Any modifier keys pressed -KeyMapItem.ctrl -> pressed_ctrl: boolean Control key pressed -KeyMapItem.expanded -> show_expanded: boolean Show key map event and property details in the user interface -KeyMapItem.oskey -> pressed_cmd: boolean Operating system key pressed -KeyMapItem.shift -> pressed_shift: boolean Shift key pressed -KeyboardSensor.all_keys -> use_all_keys: boolean Trigger this sensor on any keystroke -KeyingSet.absolute -> use_absolute: boolean Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info) -KeyingSet.insertkey_needed -> use_insertkey_needed: boolean Only insert keyframes where they're needed in the relevant F-Curves -KeyingSet.insertkey_visual -> use_insertkey_visual: boolean Insert keyframes based on 'visual transforms' -KeyingSet.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis -KeyingSetInfo.insertkey_needed -> use_insertkey_needed: boolean Only insert keyframes where they're needed in the relevant F-Curves -KeyingSetInfo.insertkey_visual -> use_insertkey_visual: boolean Insert keyframes based on 'visual transforms' -KeyingSetInfo.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis -KeyingSetPath.entire_array -> use_entire_array: boolean When an 'array/vector' type is chosen (Location, Rotation, Color, etc.), entire array is to be used -KeyingSetPath.insertkey_needed -> use_insertkey_needed: boolean Only insert keyframes where they're needed in the relevant F-Curves -KeyingSetPath.insertkey_visual -> use_insertkey_visual: boolean Insert keyframes based on 'visual transforms' -KeyingSetPath.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis -KinematicConstraint.pos_lock_x -> lock_location_x: boolean Constraint position along X axis -KinematicConstraint.pos_lock_y -> lock_location_y: boolean Constraint position along Y axis -KinematicConstraint.pos_lock_z -> lock_location_z: boolean Constraint position along Z axis -KinematicConstraint.rot_lock_x -> lock_rotation_x: boolean Constraint rotation along X axis -KinematicConstraint.rot_lock_y -> lock_rotation_y: boolean Constraint rotation along Y axis -KinematicConstraint.rot_lock_z -> lock_rotation_z: boolean Constraint rotation along Z axis -KinematicConstraint.use_position -> use_location: boolean Chain follows position of target -KinematicConstraint.use_rotation -> use_rotation: boolean Chain follows rotation of target -KinematicConstraint.use_stretch -> use_stretch: boolean Enable IK Stretching -KinematicConstraint.use_tail -> use_tail: boolean Include bone's tail as last element in chain -KinematicConstraint.use_target -> use_target: boolean Disable for targetless IK -Lamp.diffuse -> use_diffuse: boolean Lamp does diffuse shading -Lamp.layer -> use_own_layer: boolean Illuminates objects only on the same layer the lamp is on -Lamp.negative -> use_negative: boolean Lamp casts negative light -Lamp.specular -> use_specular: boolean Lamp creates specular highlights -LampSkySettings.use_atmosphere -> use_atmosphere: boolean Apply sun effect on atmosphere -LampSkySettings.use_sky -> use_sky: boolean Apply sun effect on sky -LampTextureSlot.map_color -> use_map_color: boolean Lets the texture affect the basic color of the lamp -LampTextureSlot.map_shadow -> use_map_shadow: boolean Lets the texture affect the shadow color of the lamp -Lattice.outside -> use_outside: boolean Only draw, and take into account, the outer vertices -LimitLocationConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well -LimitLocationConstraint.use_maximum_x -> use_max_x: boolean Use the maximum X value -LimitLocationConstraint.use_maximum_y -> use_max_y: boolean Use the maximum Y value -LimitLocationConstraint.use_maximum_z -> use_max_z: boolean Use the maximum Z value -LimitLocationConstraint.use_minimum_x -> use_min_x: boolean Use the minimum X value -LimitLocationConstraint.use_minimum_y -> use_min_y: boolean Use the minimum Y value -LimitLocationConstraint.use_minimum_z -> use_min_z: boolean Use the minimum Z value -LimitRotationConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well -LimitRotationConstraint.use_limit_x -> use_limit_x: boolean Use the minimum X value -LimitRotationConstraint.use_limit_y -> use_limit_y: boolean Use the minimum Y value -LimitRotationConstraint.use_limit_z -> use_limit_z: boolean Use the minimum Z value -LimitScaleConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well -LimitScaleConstraint.use_maximum_x -> use_max_x: boolean Use the maximum X value -LimitScaleConstraint.use_maximum_y -> use_max_y: boolean Use the maximum Y value -LimitScaleConstraint.use_maximum_z -> use_max_z: boolean Use the maximum Z value -LimitScaleConstraint.use_minimum_x -> use_min_x: boolean Use the minimum X value -LimitScaleConstraint.use_minimum_y -> use_min_y: boolean Use the minimum Y value -LimitScaleConstraint.use_minimum_z -> use_min_z: boolean Use the minimum Z value -Main.debug -> show_debug: boolean Print debugging information in console -Main.file_is_saved -> is_saved: boolean, (read-only) Has the current session been saved to disk as a .blend file -MaskModifier.invert -> invert_vertex_group: boolean Use vertices that are not part of region defined -Material.cast_approximate -> use_cast_approximate: boolean Allow this material to cast shadows when using approximate ambient occlusion. -Material.cast_buffer_shadows -> use_cast_buffer_shadows: boolean Allow this material to cast shadows from shadow buffer lamps -Material.cast_shadows_only -> use_cast_shadows_only: boolean Makes objects with this material appear invisible, only casting shadows (not rendered) -Material.cubic -> use_cubic: boolean Use cubic interpolation for diffuse values, for smoother transitions -NEGATE * Material.exclude_mist -> use_mist: boolean Excludes this material from mist effects (in world settings) -Material.face_texture -> use_face_texture: boolean Replaces the object's base color with color from face assigned image textures -Material.face_texture_alpha -> use_face_texture_alpha: boolean Replaces the object's base alpha value with alpha from face assigned image textures -Material.full_oversampling -> use_full_oversampling: boolean Force this material to render full shading/textures for all anti-aliasing samples -Material.invert_z -> invert_z: boolean Renders material's faces with an inverted Z buffer (scanline only) -Material.light_group_exclusive -> use_light_group_exclusive: boolean Material uses the light group exclusively - these lamps are excluded from other scene lighting -Material.object_color -> use_object_color: boolean Modulate the result with a per-object color -Material.only_shadow -> use_only_shadow: boolean Renders shadows as the material's alpha value, making materials transparent except for shadowed areas -Material.ray_shadow_bias -> use_ray_shadow_bias: boolean Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem) -Material.receive_transparent_shadows -> use_transparent_shadows: boolean Allow this object to receive transparent shadows casted through other objects -Material.shadeless -> use_shadeless: boolean Makes this material insensitive to light or shadow -Material.shadows -> use_shadows: boolean Allows this material to receive shadows -Material.tangent_shading -> use_tangent_shading: boolean Use the material's tangent vector instead of the normal for shading - for anisotropic shading effects -Material.traceable -> use_traceable: boolean Include this material and geometry that uses it in ray tracing calculations -Material.transparency -> use_transparency: boolean Render material as transparent -Material.use_diffuse_ramp -> use_diffuse_ramp: boolean Toggle diffuse ramp operations -Material.use_nodes -> use_nodes: boolean Use shader nodes to render the material -Material.use_sky -> use_sky: boolean Renders this material with zero alpha, with sky background in place (scanline only) -Material.use_specular_ramp -> use_specular_ramp: boolean Toggle specular ramp operations -Material.use_textures -> use_textures: boolean Enable/Disable each texture -Material.vertex_color_light -> use_vertex_color_light: boolean Add vertex colors as additional lighting -Material.vertex_color_paint -> use_vertex_color_paint: boolean Replaces object base color with vertex colors (multiplies with 'texture face' face assigned textures) -MaterialHalo.flare_mode -> use_flare_mode: boolean Renders halo as a lensflare -MaterialHalo.lines -> use_lines: boolean Renders star shaped lines over halo -MaterialHalo.ring -> use_ring: boolean Renders rings over halo -MaterialHalo.shaded -> use_shading: boolean Lets halo receive light and shadows from external objects -MaterialHalo.soft -> use_soft: boolean Softens the edges of halos at intersections with other geometry -MaterialHalo.star -> use_star: boolean Renders halo as a star -MaterialHalo.texture -> use_texture: boolean Gives halo a texture -MaterialHalo.vertex_normal -> use_vertex_normal: boolean Uses the vertex normal to specify the dimension of the halo -MaterialHalo.xalpha -> use_extreme_alpha: boolean Uses extreme alpha -MaterialPhysics.align_to_normal -> use_align_to_normal: boolean Align dynamic game objects along the surface normal, when inside the physics distance area -MaterialRaytraceMirror.enabled -> use: boolean Enable raytraced reflections -MaterialStrand.blender_units -> use_blender_units: boolean Use Blender units for widths instead of pixels -MaterialStrand.surface_diffuse -> use_surface_diffuse: boolean Make diffuse shading more similar to shading the surface -MaterialStrand.tangent_shading -> use_tangent_shading: boolean Uses direction of strands as normal for tangent-shading -MaterialSubsurfaceScattering.enabled -> use: boolean Enable diffuse subsurface scatting effects in a material -MaterialTextureSlot.enabled -> use: boolean Enable this material texture slot -MaterialTextureSlot.from_dupli -> use_from_dupli: boolean Dupli's instanced from verts, faces or particles, inherit texture coordinate from their parent -MaterialTextureSlot.from_original -> use_from_original: boolean Dupli's derive their object coordinates from the original objects transformation -MaterialTextureSlot.map_alpha -> use_map_alpha: boolean Causes the texture to affect the alpha value -MaterialTextureSlot.map_ambient -> use_map_ambient: boolean Causes the texture to affect the value of ambient -MaterialTextureSlot.map_colordiff -> use_map_colordiff: boolean Causes the texture to affect basic color of the material -MaterialTextureSlot.map_coloremission -> use_map_coloremission: boolean Causes the texture to affect the color of emission -MaterialTextureSlot.map_colorreflection -> use_map_colorreflection: boolean Causes the texture to affect the color of scattered light -MaterialTextureSlot.map_colorspec -> use_map_colorspec: boolean Causes the texture to affect the specularity color -MaterialTextureSlot.map_colortransmission -> use_map_colortransmission: boolean Causes the texture to affect the result color after other light has been scattered/absorbed -MaterialTextureSlot.map_density -> use_map_density: boolean Causes the texture to affect the volume's density -MaterialTextureSlot.map_diffuse -> use_map_diffuse: boolean Causes the texture to affect the value of the materials diffuse reflectivity -MaterialTextureSlot.map_displacement -> use_map_displacement: boolean Let the texture displace the surface -MaterialTextureSlot.map_emission -> use_map_emission: boolean Causes the texture to affect the volume's emission -MaterialTextureSlot.map_emit -> use_map_emit: boolean Causes the texture to affect the emit value -MaterialTextureSlot.map_hardness -> use_map_hardness: boolean Causes the texture to affect the hardness value -MaterialTextureSlot.map_mirror -> use_map_mirror: boolean Causes the texture to affect the mirror color -MaterialTextureSlot.map_normal -> use_map_normal: boolean Causes the texture to affect the rendered normal -MaterialTextureSlot.map_raymir -> use_map_raymir: boolean Causes the texture to affect the ray-mirror value -MaterialTextureSlot.map_reflection -> use_map_reflect: boolean Causes the texture to affect the reflected light's brightness -MaterialTextureSlot.map_scattering -> use_map_scatter: boolean Causes the texture to affect the volume's scattering -MaterialTextureSlot.map_specular -> use_map_specular: boolean Causes the texture to affect the value of specular reflectivity -MaterialTextureSlot.map_translucency -> use_map_translucency: boolean Causes the texture to affect the translucency value -MaterialTextureSlot.map_warp -> use_map_warp: boolean Let the texture warp texture coordinates of next channels -MaterialTextureSlot.new_bump -> use_new_bump: boolean Use new, corrected bump mapping code (backwards compatibility option) -MaterialVolume.external_shadows -> use_external_shadows: boolean Receive shadows from sources outside the volume (temporary) -MaterialVolume.light_cache -> use_light_cache: boolean Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy -Mesh.all_edges -> show_all_edges: boolean Displays all edges for wireframe in all view modes in the 3D view -Mesh.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object -Mesh.autosmooth -> use_autosmooth: boolean Treats all set-smoothed faces with angles less than the specified angle as 'smooth' during render -Mesh.double_sided -> show_double_sided: boolean Render/display the mesh with double or single sided lighting -Mesh.draw_bevel_weights -> show_bevel_weights: boolean Displays weights created for the Bevel modifier -Mesh.draw_creases -> show_creases: boolean Displays creases created for subsurf weighting -Mesh.draw_edge_angle -> show_edge_angle: boolean Displays the angles in the selected edges in degrees -Mesh.draw_edge_lenght -> show_edge_lenght: boolean Displays selected edge lengths -Mesh.draw_edges -> show_edges: boolean Displays selected edges using highlights in the 3D view and UV editor -Mesh.draw_face_area -> show_face_area: boolean Displays the area of selected faces -Mesh.draw_faces -> show_faces: boolean Displays all faces as shades in the 3D view and UV editor -Mesh.draw_normals -> show_normals: boolean Displays face normals as lines -Mesh.draw_seams -> show_seams: boolean Displays UV unwrapping seams -Mesh.draw_sharp -> show_sharp: boolean Displays sharp edges, used with the EdgeSplit modifier -Mesh.draw_vertex_normals -> show_vertex_normals: boolean Displays vertex normals as lines -Mesh.use_mirror_topology -> use_mirror_topology: boolean Use topology based mirroring -Mesh.use_mirror_x -> use_mirror_x: boolean X Axis mirror editing -Mesh.use_paint_mask -> use_paint_mask: boolean Face selection masking for painting -Mesh.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render -MeshColorLayer.active -> active: boolean Sets the layer as active for display and editing -MeshColorLayer.active_render -> active_render: boolean Sets the layer as active for rendering -MeshDeformModifier.dynamic -> use_dynamic_bind: boolean Recompute binding dynamically on top of other deformers (slower and more memory consuming.) -MeshDeformModifier.invert -> invert_vertex_group: boolean Invert vertex group influence -MeshDeformModifier.is_bound -> is_bound: boolean, (read-only) Whether geometry has been bound to control cage -MeshEdge.fgon -> is_fgon: boolean, (read-only) Fgon edge -MeshEdge.loose -> is_loose: boolean, (read-only) Loose edge -MeshEdge.seam -> use_seam: boolean Seam edge for UV unwrapping -MeshEdge.sharp -> use_sharp: boolean Sharp edge for the EdgeSplit modifier - -MeshFace.smooth -> use_smooth: boolean -MeshTextureFace.alpha_sort -> use_alpha_sort: boolean Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible) -MeshTextureFace.billboard -> use_billboard: boolean Billboard with Z-axis constraint -MeshTextureFace.collision -> use_collision: boolean Use face for collision and ray-sensor detection -MeshTextureFace.halo -> use_halo: boolean Screen aligned billboard -MeshTextureFace.invisible -> hide: boolean Make face invisible -MeshTextureFace.light -> use_light: boolean Use light for face -MeshTextureFace.object_color -> use_object_color: boolean Use ObColor instead of vertex colors -MeshTextureFace.shadow -> use_shadow_face: boolean Face is used for shadow -MeshTextureFace.shared -> use_blend_shared: boolean Blend vertex colors across face when vertices are shared -MeshTextureFace.tex -> use_texture: boolean Render face with texture -MeshTextureFace.text -> use_bitmap_text: boolean Enable bitmap text on face -MeshTextureFace.twoside -> use_twoside: boolean Render face two-sided -MeshTextureFace.uv_pinned -> pin_uv: boolean -MeshTextureFace.uv_selected -> select_uv: boolean -MeshTextureFaceLayer.active -> active: boolean Sets the layer as active for display and editing -MeshTextureFaceLayer.active_clone -> active_clone: boolean Sets the layer as active for cloning -MeshTextureFaceLayer.active_render -> active_render: boolean Sets the layer as active for rendering -MetaBall.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object -MetaElement.hide -> hide: boolean Hide element -MetaElement.negative -> use_negative: boolean Set metaball as negative one -MetaSequence.convert_float -> use_float: boolean Convert input to float data -MetaSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields -MetaSequence.flip_x -> use_flip_x: boolean Flip on the X axis -MetaSequence.flip_y -> use_flip_y: boolean Flip on the Y axis -MetaSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha -MetaSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data -MetaSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from -MetaSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order -MetaSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input -MetaSequence.use_crop -> use_crop: boolean Crop image before processing -MetaSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip -MetaSequence.use_translation -> use_translation: boolean Translate image before processing -MirrorModifier.clip -> use_clip: boolean Prevents vertices from going through the mirror during transform -MirrorModifier.mirror_u -> use_mirror_u: boolean Mirror the U texture coordinate around the 0.5 point -MirrorModifier.mirror_v -> use_mirror_v: boolean Mirror the V texture coordinate around the 0.5 point -MirrorModifier.mirror_vertex_groups -> use_mirror_vertex_groups: boolean Mirror vertex groups (e.g. .R->.L) -MirrorModifier.x -> use_x: boolean Enable X axis mirror -MirrorModifier.y -> use_y: boolean Enable Y axis mirror -MirrorModifier.z -> use_z: boolean Enable Z axis mirror -Modifier.editmode -> show_in_editmode: boolean Use modifier while in the edit mode -Modifier.expanded -> show_expanded: boolean Set modifier expanded in the user interface -Modifier.on_cage -> show_on_cage: boolean Enable direct editing of modifier control cage -Modifier.realtime -> show_realtime: boolean Realtime display of a modifier -Modifier.render -> use_render: boolean Use modifier during rendering -MotionPath.editing -> is_edited: boolean Path is being edited -MotionPath.use_bone_head -> use_bone_head: boolean, (read-only) For PoseBone paths, use the bone head location when calculating this path -MovieSequence.convert_float -> use_float: boolean Convert input to float data -MovieSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields -MovieSequence.flip_x -> use_flip_x: boolean Flip on the X axis -MovieSequence.flip_y -> use_flip_y: boolean Flip on the Y axis -MovieSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha -MovieSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data -MovieSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from -MovieSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order -MovieSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input -MovieSequence.use_crop -> use_crop: boolean Crop image before processing -MovieSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip -MovieSequence.use_translation -> use_translation: boolean Translate image before processing -MulticamSequence.convert_float -> use_float: boolean Convert input to float data -MulticamSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields -MulticamSequence.flip_x -> use_flip_x: boolean Flip on the X axis -MulticamSequence.flip_y -> use_flip_y: boolean Flip on the Y axis -MulticamSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha -MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data -MulticamSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from -MulticamSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order -MulticamSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input -MulticamSequence.use_crop -> use_crop: boolean Crop image before processing -MulticamSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip -MulticamSequence.use_translation -> use_translation: boolean Translate image before processing -MultiresModifier.external -> is_external: boolean, (read-only) Store multires displacements outside the .blend file, to save memory -MultiresModifier.optimal_display -> show_only_control_edges: boolean Skip drawing/rendering of interior subdivided edges -NetRenderSettings.master_broadcast -> use_master_broadcast: boolean broadcast master server address on local network -NetRenderSettings.master_clear -> use_master_clear: boolean delete saved files on exit -NetRenderSettings.slave_clear -> use_slave_clear: boolean delete downloaded files on exit -NetRenderSettings.slave_outputlog -> use_slave_output_log: boolean Output render text log to console as well as sending it to the master -NetRenderSettings.slave_thumb -> use_slave_thumb: boolean Generate thumbnails on slaves instead of master -NlaStrip.active -> active: boolean, (read-only) NLA Strip is active -NlaStrip.animated_influence -> use_animated_influence: boolean Influence setting is controlled by an F-Curve rather than automatically determined -NlaStrip.animated_time -> use_animated_time: boolean Strip time is controlled by an F-Curve rather than automatically determined -NlaStrip.animated_time_cyclic -> use_animated_time_cyclic: boolean Cycle the animated time within the action start & end -NlaStrip.auto_blending -> use_auto_blend: boolean Number of frames for Blending In/Out is automatically determined from overlapping strips -NlaStrip.muted -> mute: boolean NLA Strip is not evaluated -NlaStrip.reversed -> use_reverse: boolean NLA Strip is played back in reverse order (only when timing is automatically determined) -NlaTrack.active -> active: boolean, (read-only) NLA Track is active -NlaTrack.solo -> is_solo: boolean, (read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled) -Object.draw_axis -> show_axis: boolean Displays the object's origin and axis -Object.draw_bounds -> show_bounds: boolean Displays the object's bounds -Object.draw_name -> show_name: boolean Displays the object's name -Object.draw_texture_space -> show_texture_space: boolean Displays the object's texture space -Object.draw_transparent -> show_transparent: boolean Enables transparent materials for the object (Mesh only) -Object.draw_wire -> show_wire: boolean Adds the object's wireframe over solid drawing -Object.duplis_used -> is_duplicator: boolean, (read-only) -Object.layers -> layers: boolean Layers the object is on -Object.lock_location -> lock_location: boolean Lock editing of location in the interface -Object.lock_rotation -> lock_rotation: boolean Lock editing of rotation in the interface -Object.lock_rotation_w -> lock_rotation_w: boolean Lock editing of 'angle' component of four-component rotations in the interface -Object.lock_rotations_4d -> lock_rotations_4d: boolean Lock editing of four component rotations by components (instead of as Eulers) -Object.lock_scale -> lock_scale: boolean Lock editing of scale in the interface - -Object.shape_key_edit_mode -> use_shape_key_edit_mode: boolean Apply shape keys in edit mode (for Meshes only) -Object.shape_key_lock -> show_shape_key: boolean Always show the current Shape for this Object -Object.slow_parent -> use_slow_parent: boolean Create a delay in the parent relationship -Object.time_offset_add_parent -> use_time_offset_add_parent: boolean Add the parents time offset value -Object.time_offset_edit -> use_time_offset_edit: boolean Use time offset when inserting keys and display time offset for F-Curve and action views -Object.time_offset_parent -> use_time_offset_parent: boolean Apply the time offset to this objects parent relationship -Object.time_offset_particle -> use_time_offset_particle: boolean Let the time offset work on the particle effect -Object.use_dupli_faces_scale -> use_dupli_faces_scale: boolean Scale dupli based on face size -Object.use_dupli_frames_speed -> use_dupli_frames_speed: boolean Set dupliframes to use the frame -Object.use_dupli_verts_rotation -> use_dupli_verts_rotation: boolean Rotate dupli according to vertex normal -Object.x_ray -> show_x_ray: boolean Makes the object draw in front of others -ObjectActuator.add_linear_velocity -> use_add_linear_velocity: boolean Toggles between ADD and SET linV -ObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean Angular velocity is defined in local coordinates -ObjectActuator.local_force -> use_local_force: boolean Force is defined in local coordinates -ObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean Velocity is defined in local coordinates -ObjectActuator.local_location -> use_local_location: boolean Location is defined in local coordinates -ObjectActuator.local_rotation -> use_local_rotation: boolean Rotation is defined in local coordinates -ObjectActuator.local_torque -> use_local_torque: boolean Torque is defined in local coordinates -ObjectActuator.servo_limit_x -> use_servo_limit_x: boolean Set limit to force along the X axis -ObjectActuator.servo_limit_y -> use_servo_limit_y: boolean Set limit to force along the Y axis -ObjectActuator.servo_limit_z -> use_servo_limit_z: boolean Set limit to force along the Z axis -ObjectBase.layers -> layers: boolean Layers the object base is on -ObstacleFluidSettings.active -> use: boolean Object contributes to the fluid simulation -ObstacleFluidSettings.export_animated_mesh -> use_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it -Operator.has_reports -> has_reports: boolean, (read-only) Operator has a set of reports (warnings and errors) from last execution -OperatorStrokeElement.flip -> use_flip: boolean -OutflowFluidSettings.active -> use: boolean Object contributes to the fluid simulation -OutflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it -Paint.fast_navigate -> show_low_resolution: boolean For multires, show low resolution while navigating the view -Paint.show_brush -> show_brush: boolean -Panel.bl_default_closed -> bl_use_closed: boolean -Panel.bl_show_header -> bl_show_header: boolean -ParentActuator.compound -> use_compound: boolean Add this object shape to the parent shape (only if the parent shape is already compound) -ParentActuator.ghost -> use_ghost: boolean Make this object ghost while parented (only if not compound) -ParticleBrush.use_puff_volume -> use_puff_volume: boolean Apply puff to unselected end-points, (helps maintain hair volume when puffing root) -ParticleEdit.add_interpolate -> use_add_interpolate: boolean Interpolate new particles from the existing ones -ParticleEdit.auto_velocity -> use_auto_velocity: boolean Calculate point velocities automatically -ParticleEdit.draw_particles -> show_particles: boolean Draw actual particles -ParticleEdit.editable -> is_editable: boolean, (read-only) A valid edit mode exists -ParticleEdit.emitter_deflect -> use_emitter_deflect: boolean Keep paths from intersecting the emitter -ParticleEdit.fade_time -> use_fade_time: boolean Fade paths and keys further away from current frame -ParticleEdit.hair -> is_hair: boolean, (read-only) Editing hair -ParticleEdit.keep_lengths -> use_preserve_lengths: boolean Keep path lengths constant -ParticleEdit.keep_root -> use_preserve_root: boolean Keep root keys unmodified -ParticleFluidSettings.drops -> use_drops: boolean Show drop particles -ParticleFluidSettings.floats -> use_floats: boolean Show floating foam particles -ParticleFluidSettings.tracer -> use_tracer: boolean Show tracer particles -ParticleInstanceModifier.alive -> use_alive: boolean Show instances when particles are alive -ParticleInstanceModifier.children -> use_children: boolean Create instances from child particles -ParticleInstanceModifier.dead -> use_dead: boolean Show instances when particles are dead -ParticleInstanceModifier.keep_shape -> use_preserve_shape: boolean Don't stretch the object -ParticleInstanceModifier.normal -> use_normal: boolean Create instances from normal particles -ParticleInstanceModifier.size -> use_size: boolean Use particle size to scale the instances -ParticleInstanceModifier.unborn -> use_unborn: boolean Show instances when particles are unborn -ParticleInstanceModifier.use_path -> use_path: boolean Create instances along particle paths -ParticleSettings.abs_path_time -> use_absolute_path_time: boolean Path timing is in absolute frames -ParticleSettings.animate_branching -> use_animate_branching: boolean Animate branching -ParticleSettings.billboard_lock -> lock_billboard: boolean Lock the billboards align axis -ParticleSettings.boids_2d -> lock_boids_to_surface: boolean Constrain boids to a surface -ParticleSettings.branching -> use_branching: boolean Branch child paths from each other -ParticleSettings.child_effector -> apply_effector_to_children: boolean Apply effectors to children -ParticleSettings.child_guide -> apply_guide_to_children: boolean -ParticleSettings.die_on_collision -> use_die_on_collision: boolean Particles die when they collide with a deflector object -ParticleSettings.died -> use_died: boolean Show particles after they have died -ParticleSettings.draw_health -> show_health: boolean Draw boid health -ParticleSettings.emitter -> use_render_emitter: boolean Render emitter Object also -ParticleSettings.enable_simplify -> use_simplify: boolean Remove child strands as the object becomes smaller on the screen -ParticleSettings.even_distribution -> use_even_distribution: boolean Use even distribution from faces based on face areas or edge lengths -ParticleSettings.grid_invert -> invert_grid: boolean Invert what is considered object and what is not -ParticleSettings.hair_bspline -> use_hair_bspline: boolean Interpolate hair using B-Splines -ParticleSettings.material_color -> show_material_color: boolean Draw particles using material's diffuse color -ParticleSettings.num -> show_number: boolean Show particle number -ParticleSettings.parent -> use_parents: boolean Render parent particles -ParticleSettings.rand_group -> use_group_pick_random: boolean Pick objects from group randomly -ParticleSettings.react_multiple -> use_react_multiple: boolean React multiple times -ParticleSettings.react_start_end -> use_react_start_end: boolean Give birth to unreacted particles eventually -ParticleSettings.render_adaptive -> use_render_adaptive: boolean Use adapative rendering for paths -ParticleSettings.render_strand -> use_strand_primitive: boolean Use the strand primitive for rendering -ParticleSettings.rotation_dynamic -> use_dynamic_rotation: boolean Sets rotation to dynamic/constant -ParticleSettings.self_effect -> use_self_effect: boolean Particle effectors effect themselves -ParticleSettings.show_size -> show_size: boolean Show particle size -ParticleSettings.size_deflect -> use_size_deflect: boolean Use particle's size in deflection -ParticleSettings.sizemass -> use_multiply_size_mass: boolean Multiply mass by particle size -ParticleSettings.symmetric_branching -> use_symmetric_branching: boolean Start and end points are the same -ParticleSettings.trand -> use_emit_random: boolean Emit in random order of elements -ParticleSettings.unborn -> use_unborn: boolean Show particles before they are emitted -ParticleSettings.use_global_dupli -> use_global_dupli: boolean Use object's global coordinates for duplication -ParticleSettings.use_group_count -> use_group_count: boolean Use object multiple times in the same group -ParticleSettings.velocity -> show_velocity: boolean Show particle velocity -ParticleSettings.velocity_length -> use_velocity_length: boolean Multiply line length by particle speed -ParticleSettings.viewport -> use_simplify_viewport: boolean -ParticleSettings.whole_group -> use_whole_group: boolean Use whole group at once -ParticleSystem.editable -> is_editable: boolean, (read-only) Particle system can be edited in particle mode -ParticleSystem.edited -> is_edited: boolean, (read-only) Particle system has been edited in particle mode -ParticleSystem.global_hair -> is_global_hair: boolean, (read-only) Hair keys are in global coordinate space -ParticleSystem.hair_dynamics -> use_hair_dynamics: boolean Enable hair dynamics using cloth simulation -ParticleSystem.keyed_timing -> use_keyed_timing: boolean Use key times -ParticleSystem.multiple_caches -> has_multiple_caches: boolean, (read-only) Particle system has multiple point caches -ParticleSystem.vertex_group_clump_negate -> invert_vertex_group_clump: boolean Negate the effect of the clump vertex group -ParticleSystem.vertex_group_density_negate -> invert_vertex_group_density: boolean Negate the effect of the density vertex group -ParticleSystem.vertex_group_field_negate -> invert_vertex_group_field: boolean Negate the effect of the field vertex group -ParticleSystem.vertex_group_kink_negate -> invert_vertex_group_kink: boolean Negate the effect of the kink vertex group -ParticleSystem.vertex_group_length_negate -> invert_vertex_group_length: boolean Negate the effect of the length vertex group -ParticleSystem.vertex_group_rotation_negate -> invert_vertex_group_rotation: boolean Negate the effect of the rotation vertex group -ParticleSystem.vertex_group_roughness1_negate -> invert_vertex_group_roughness1: boolean Negate the effect of the roughness 1 vertex group -ParticleSystem.vertex_group_roughness2_negate -> invert_vertex_group_roughness2: boolean Negate the effect of the roughness 2 vertex group -ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughness_end: boolean Negate the effect of the roughness end vertex group -ParticleSystem.vertex_group_size_negate -> invert_vertex_group_size: boolean Negate the effect of the size vertex group -ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent: boolean Negate the effect of the tangent vertex group -ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity: boolean Negate the effect of the velocity vertex group -ParticleTarget.valid -> is_valid: boolean Keyed particles target is valid -PivotConstraint.use_relative_position -> use_relative_location: boolean Offset will be an absolute point in space instead of relative to the target -PointCache.baked -> is_baked: boolean, (read-only) -PointCache.baking -> is_baking: boolean, (read-only) -PointCache.disk_cache -> use_disk_cache: boolean Save cache files to disk (.blend file must be saved first) -PointCache.external -> use_external: boolean Read cache from an external location -PointCache.has_skipped_frames-> has_skipped_frames: boolean, (read-only) -PointCache.outdated -> is_outdated: boolean, (read-only) -PointCache.quick_cache -> use_quick_cache: boolean Update simulation with cache steps -PointCache.use_library_path -> use_library_path: boolean Use this files path when library linked into another file. -PointDensity.turbulence -> use_turbulence: boolean Add directed noise to the density at render-time -PointLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects -PointLamp.shadow_layer -> use_shadow_layer: boolean Causes only objects on the same layer to cast shadows -PointLamp.sphere -> use_sphere: boolean Sets light intensity to zero beyond lamp distance -PoseBone.has_ik -> is_in_ik_chain: boolean, (read-only) Is part of an IK chain -NEGATE * PoseBone.ik_dof_x -> lock_ik_x: boolean Allow movement around the X axis -NEGATE * PoseBone.ik_dof_y -> lock_ik_y: boolean Allow movement around the Y axis -NEGATE * PoseBone.ik_dof_z -> lock_ik_z: boolean Allow movement around the Z axis -PoseBone.ik_limit_x -> lock_ik_x: boolean Limit movement around the X axis -PoseBone.ik_limit_y -> lock_ik_y: boolean Limit movement around the Y axis -PoseBone.ik_limit_z -> lock_ik_z: boolean Limit movement around the Z axis -PoseBone.ik_lin_control -> use_ik_lin_control: boolean Apply channel size as IK constraint if stretching is enabled -PoseBone.ik_rot_control -> use_ik_rot_control: boolean Apply channel rotation as IK constraint -PoseBone.lock_location -> lock_location: boolean Lock editing of location in the interface -PoseBone.lock_rotation -> lock_rotation: boolean Lock editing of rotation in the interface -PoseBone.lock_rotation_w -> lock_rotation_w: boolean Lock editing of 'angle' component of four-component rotations in the interface -PoseBone.lock_rotations_4d -> lock_rotations_4d: boolean Lock editing of four component rotations by components (instead of as Eulers) -PoseBone.lock_scale -> lock_scale: boolean Lock editing of scale in the interface - -PoseTemplateSettings.generate_def_rig -> use_generate_deform_rig: boolean Create a copy of the metarig, constrainted by the generated rig -Property.is_never_none -> is_never_none: boolean, (read-only) True when this value can't be set to None -Property.is_readonly -> is_readonly: boolean, (read-only) Property is editable through RNA -Property.is_required -> is_required: boolean, (read-only) False when this property is an optional argument in an RNA function -Property.registered -> is_registered: boolean, (read-only) Property is registered as part of type registration -Property.registered_optional -> is_registered_optional: boolean, (read-only) Property is optionally registered as part of type registration -Property.use_output -> is_output: boolean, (read-only) True when this property is an output value from an RNA function -PythonConstraint.script_error -> has_script_error: boolean, (read-only) The linked Python script has thrown an error -PythonConstraint.use_targets -> use_targets: boolean Use the targets indicated in the constraint panel -PythonController.debug -> use_debug: boolean Continuously reload the module from disk for editing external modules without restarting -RandomActuator.always_true -> use_always_true: boolean Always false or always true -RaySensor.x_ray_mode -> use_x_ray: boolean See through objects that don't have the property -RegionView3D.box_clip -> use_box_clip: boolean Clip objects based on what's visible in other side views -RegionView3D.box_preview -> show_synced_view: boolean Sync view position between side views -RegionView3D.lock_rotation -> lock_rotation: boolean Lock view rotation in side views -RenderEngine.bl_postprocess -> bl_use_postprocess: boolean -RenderEngine.bl_preview -> bl_use_preview: boolean -RenderLayer.all_z -> use_all_z: boolean, (read-only) Fill in Z values for solid faces in invisible layers, for masking -RenderLayer.edge -> use_edge_enhance: boolean, (read-only) Render Edge-enhance in this Layer (only works for Solid faces) -RenderLayer.enabled -> use: boolean, (read-only) Disable or enable the render layer -RenderLayer.halo -> use_halo: boolean, (read-only) Render Halos in this Layer (on top of Solid) -RenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean, (read-only) Deliver AO pass -RenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean, (read-only) Exclude AO pass from combined -RenderLayer.pass_color -> use_pass_color: boolean, (read-only) Deliver shade-less color pass -RenderLayer.pass_combined -> use_pass_combined: boolean, (read-only) Deliver full combined RGBA buffer -RenderLayer.pass_diffuse -> use_pass_diffuse: boolean, (read-only) Deliver diffuse pass -RenderLayer.pass_emit -> use_pass_emit: boolean, (read-only) Deliver emission pass -RenderLayer.pass_emit_exclude -> exclude_emit: boolean, (read-only) Exclude emission pass from combined -RenderLayer.pass_environment -> use_pass_environment: boolean, (read-only) Deliver environment lighting pass -RenderLayer.pass_environment_exclude -> exclude_environment: boolean, (read-only) Exclude environment pass from combined -RenderLayer.pass_indirect -> use_pass_indirect: boolean, (read-only) Deliver indirect lighting pass -RenderLayer.pass_indirect_exclude -> exclude_indirect: boolean, (read-only) Exclude indirect pass from combined -RenderLayer.pass_mist -> use_pass_mist: boolean, (read-only) Deliver mist factor pass (0.0-1.0) -RenderLayer.pass_normal -> use_pass_normal: boolean, (read-only) Deliver normal pass -RenderLayer.pass_object_index -> use_pass_object_index: boolean, (read-only) Deliver object index pass -RenderLayer.pass_reflection -> use_pass_reflection: boolean, (read-only) Deliver raytraced reflection pass -RenderLayer.pass_reflection_exclude -> exclude_reflection: boolean, (read-only) Exclude raytraced reflection pass from combined -RenderLayer.pass_refraction -> use_pass_refraction: boolean, (read-only) Deliver raytraced refraction pass -RenderLayer.pass_refraction_exclude -> exclude_refraction: boolean, (read-only) Exclude raytraced refraction pass from combined -RenderLayer.pass_shadow -> use_pass_shadow: boolean, (read-only) Deliver shadow pass -RenderLayer.pass_shadow_exclude -> exclude_shadow: boolean, (read-only) Exclude shadow pass from combined -RenderLayer.pass_specular -> use_pass_specular: boolean, (read-only) Deliver specular pass -RenderLayer.pass_specular_exclude -> exclude_specular: boolean, (read-only) Exclude specular pass from combined -RenderLayer.pass_uv -> use_pass_uv: boolean, (read-only) Deliver texture UV pass -RenderLayer.pass_vector -> use_pass_vector: boolean, (read-only) Deliver speed vector pass -RenderLayer.pass_z -> use_pass_z: boolean, (read-only) Deliver Z values pass -RenderLayer.sky -> use_sky: boolean, (read-only) Render Sky in this Layer -RenderLayer.solid -> use_solid: boolean, (read-only) Render Solid faces in this Layer -RenderLayer.strand -> use_strand: boolean, (read-only) Render Strands in this Layer -RenderLayer.visible_layers -> layers: boolean, (read-only) Scene layers included in this render layer -RenderLayer.zmask -> use_zmask: boolean, (read-only) Only render what's in front of the solid z values -RenderLayer.zmask_layers -> layers_zmask: boolean, (read-only) Zmask scene layers -RenderLayer.zmask_negate -> invert_zmask: boolean, (read-only) For Zmask, only render what is behind solid z values instead of in front -RenderLayer.ztransp -> use_ztransp: boolean, (read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos) -RenderSettings.backbuf -> use_backbuf: boolean Render backbuffer image -RenderSettings.bake_active -> use_bake_active_to_selected: boolean Bake shading on the surface of selected objects to the active object -RenderSettings.bake_clear -> use_bake_clear: boolean Clear Images before baking -RenderSettings.bake_enable_aa -> use_bake_antialiasing: boolean Enables Anti-aliasing -RenderSettings.bake_normalized -> use_bake_normalized: boolean With displacement normalize to the distance, with ambient occlusion normalize without using material settings -RenderSettings.cineon_log -> use_cineon_log: boolean Convert to logarithmic color space -RenderSettings.color_management -> use_color_management: boolean Use color profiles and gamma corrected imaging pipeline -RenderSettings.crop_to_border -> use_crop_to_border: boolean Crop the rendered frame to the defined border size -RenderSettings.edge -> use_edge_enhance: boolean use_Create a toon outline around the edges of geometry -RenderSettings.exr_half -> use_exr_half: boolean Use 16 bit floats instead of 32 bit floats per channel -RenderSettings.exr_preview -> use_exr_preview: boolean When rendering animations, save JPG preview images in same directory -RenderSettings.exr_zbuf -> use_exr_zbuf: boolean Save the z-depth per pixel (32 bit unsigned int zbuffer) -RenderSettings.ffmpeg_autosplit -> use_ffmpeg_autosplit: boolean Autosplit output at 2GB boundary -RenderSettings.fields -> use_fields: boolean Render image to two fields per frame, for interlaced TV output -RenderSettings.fields_still -> use_fields_still: boolean Disable the time difference between fields -RenderSettings.free_image_textures -> use_free_image_textures: boolean Free all image texture from memory after render, to save memory before compositing -RenderSettings.free_unused_nodes -> use_free_unused_nodes: boolean Free Nodes that are not used while compositing, to save memory -RenderSettings.full_sample -> use_full_sample: boolean Save for every anti-aliasing sample the entire RenderLayer results. This solves anti-aliasing issues with compositing -RenderSettings.is_movie_format -> is_movie_format: boolean, (read-only) When true the format is a movie -RenderSettings.jpeg2k_ycc -> use_jpeg2k_ycc: boolean Save luminance-chrominance-chrominance channels instead of RGB colors -RenderSettings.motion_blur -> use_motion_blur: boolean Use multi-sampled 3D scene motion blur -RenderSettings.multiple_engines -> has_multiple_engines: boolean, (read-only) More than one rendering engine is available -RenderSettings.render_antialiasing -> use_antialiasing: boolean Render and combine multiple samples per pixel to prevent jagged edges -RenderSettings.render_stamp -> use_stamp: boolean Render the stamp info text in the rendered image -RenderSettings.save_buffers -> use_save_buffers: boolean Save tiles for all RenderLayers and SceneNodes to files in the temp directory (saves memory, required for Full Sample) -RenderSettings.simplify_triangulate -> use_simplify_triangulate: boolean Disables non-planer quads being triangulated -RenderSettings.single_layer -> use_single_layer: boolean Only render the active layer -RenderSettings.stamp_camera -> use_stamp_camera: boolean Include the name of the active camera in image metadata -RenderSettings.stamp_date -> use_stamp_date: boolean Include the current date in image metadata -RenderSettings.stamp_filename -> use_stamp_filename: boolean Include the filename of the .blend file in image metadata -RenderSettings.stamp_frame -> use_stamp_frame: boolean Include the frame number in image metadata -RenderSettings.stamp_marker -> use_stamp_marker: boolean Include the name of the last marker in image metadata -RenderSettings.stamp_note -> use_stamp_note: boolean Include a custom note in image metadata -RenderSettings.stamp_render_time -> use_stamp_render_time: boolean Include the render time in the stamp image -RenderSettings.stamp_scene -> use_stamp_scene: boolean Include the name of the active scene in image metadata -RenderSettings.stamp_sequencer_strip -> use_stamp_sequencer_strip: boolean Include the name of the foreground sequence strip in image metadata -RenderSettings.stamp_time -> use_stamp_time: boolean Include the render frame as HH:MM:SS.FF in image metadata -RenderSettings.tiff_bit -> use_tiff_16bit: boolean Save TIFF with 16 bits per channel -RenderSettings.use_border -> use_border: boolean Render a user-defined border region, within the frame size. Note, this disables save_buffers and full_sample -RenderSettings.use_compositing -> use_compositing: boolean Process the render result through the compositing pipeline, if compositing nodes are enabled -RenderSettings.use_envmaps -> use_envmaps: boolean Calculate environment maps while rendering -RenderSettings.use_file_extension -> use_file_extension: boolean Add the file format extensions to the rendered file name (eg: filename + .jpg) -RenderSettings.use_game_engine -> use_game_engine: boolean, (read-only) Current rendering engine is a game engine -RenderSettings.use_instances -> use_instances: boolean Instance support leads to effective memory reduction when using duplicates -RenderSettings.use_local_coords -> use_local_coords: boolean Vertex coordinates are stored localy on each primitive. Increases memory usage, but may have impact on speed -RenderSettings.use_overwrite -> use_overwrite: boolean Overwrite existing files while rendering -RenderSettings.use_placeholder -> use_placeholder: boolean Create empty placeholder files while rendering frames (similar to Unix 'touch') -RenderSettings.use_radiosity -> use_radiosity: boolean Calculate radiosity in a pre-process before rendering -RenderSettings.use_raytracing -> use_raytrace: boolean Pre-calculate the raytrace accelerator and render raytracing effects -RenderSettings.use_sequencer -> use_sequencer: boolean Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips exist -RenderSettings.use_sequencer_gl_preview -> use_sequencer_gl_preview: boolean -RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render: boolean -RenderSettings.use_shadows -> use_shadows: boolean Calculate shadows while rendering -RenderSettings.use_simplify -> use_simplify: boolean Enable simplification of scene for quicker preview renders -RenderSettings.use_sss -> use_sss: boolean Calculate sub-surface scattering in materials rendering -RenderSettings.use_textures -> use_textures: boolean Use textures to affect material properties -NEGATE * RigidBodyJointConstraint.disable_linked_collision -> use_linked_collision: boolean Disable collision between linked bodies -RigidBodyJointConstraint.draw_pivot -> show_pivot: boolean Display the pivot point and rotation in 3D view -Scene.frame_drop -> use_frame_drop: boolean Play back dropping frames if frame display is too slow -Scene.layers -> layers: boolean Layers visible when rendering the scene -Scene.mute_audio -> mute_audio: boolean Play back of audio from Sequence Editor will be muted -Scene.nla_tweakmode_on -> use_nla_tweakmode: boolean, (read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only -Scene.pov_radio_always_sample -> use_pov_radio_always_sample: boolean Only use the data from the pretrace step and not gather any new samples during the final radiosity pass -Scene.pov_radio_display_advanced -> show_pov_radio_advanced: boolean Show advanced options -Scene.pov_radio_enable -> use_pov_radio: boolean Enable povrays radiosity calculation -Scene.pov_radio_media -> use_pov_radio_media: boolean Radiosity estimation can be affected by media -Scene.pov_radio_normal -> use_pov_radio_normal: boolean Radiosity estimation can be affected by normals -Scene.scrub_audio -> use_audio_scrub: boolean Play audio from Sequence Editor while scrubbing -Scene.sync_audio -> use_audio_sync: boolean Play back and sync with audio clock, dropping frames if frame display is too slow -Scene.use_gravity -> use_gravity: boolean Use global gravity for all dynamics -Scene.use_nodes -> use_nodes: boolean Enable the compositing node tree -Scene.use_preview_range -> use_preview_range: boolean Use an alternative start/end frame for UI playback, rather than the scene start/end frame -SceneGameData.activity_culling -> use_activity_culling: boolean Activity culling is enabled -SceneGameData.auto_start -> use_auto_start: boolean Automatically start game at load time -SceneGameData.fullscreen -> show_fullscreen: boolean Starts player in a new fullscreen display -SceneGameData.glsl_extra_textures -> use_glsl_extra_textures: boolean Use extra textures like normal or specular maps for GLSL rendering -SceneGameData.glsl_lights -> use_glsl_lights: boolean Use lights for GLSL rendering -SceneGameData.glsl_nodes -> use_glsl_nodes: boolean Use nodes for GLSL rendering -SceneGameData.glsl_ramps -> use_glsl_ramps: boolean Use ramps for GLSL rendering -SceneGameData.glsl_shaders -> use_glsl_shaders: boolean Use shaders for GLSL rendering -SceneGameData.glsl_shadows -> use_glsl_shadows: boolean Use shadows for GLSL rendering -SceneGameData.show_debug_properties -> show_debug_properties: boolean Show properties marked for debugging while the game runs -SceneGameData.show_framerate_profile -> show_framerate_profile: boolean Show framerate and profiling information while the game runs -SceneGameData.show_physics_visualization -> show_physics_visualization: boolean Show a visualization of physics bounds and interactions -SceneGameData.use_animation_record -> use_animation_record: boolean Record animation to fcurves -SceneGameData.use_deprecation_warnings -> use_deprecation_warnings: boolean Print warnings when using deprecated features in the python API -SceneGameData.use_display_lists -> use_display_lists: boolean Use display lists to speed up rendering by keeping geometry on the GPU -SceneGameData.use_frame_rate -> use_frame_rate: boolean Respect the frame rate rather than rendering as many frames as possible -SceneGameData.use_occlusion_culling -> use_occlusion_culling: boolean Use optimized Bullet DBVT tree for view frustum and occlusion culling -SceneRenderLayer.all_z -> use_all_z: boolean Fill in Z values for solid faces in invisible layers, for masking -SceneRenderLayer.edge -> use_edge_enhance: boolean Render Edge-enhance in this Layer (only works for Solid faces) -SceneRenderLayer.enabled -> use: boolean Disable or enable the render layer -SceneRenderLayer.halo -> use_halo: boolean Render Halos in this Layer (on top of Solid) -SceneRenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean Deliver AO pass -SceneRenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean Exclude AO pass from combined -SceneRenderLayer.pass_color -> use_pass_color: boolean Deliver shade-less color pass -SceneRenderLayer.pass_combined -> use_pass_combined: boolean Deliver full combined RGBA buffer -SceneRenderLayer.pass_diffuse -> use_pass_diffuse: boolean Deliver diffuse pass -SceneRenderLayer.pass_emit -> use_pass_emit: boolean Deliver emission pass -SceneRenderLayer.pass_emit_exclude -> exclude_emit: boolean Exclude emission pass from combined -SceneRenderLayer.pass_environment -> use_pass_environment: boolean Deliver environment lighting pass -SceneRenderLayer.pass_environment_exclude -> exclude_environment: boolean Exclude environment pass from combined -SceneRenderLayer.pass_indirect -> use_pass_indirect: boolean Deliver indirect lighting pass -SceneRenderLayer.pass_indirect_exclude -> exclude_indirect: boolean Exclude indirect pass from combined -SceneRenderLayer.pass_mist -> use_pass_mist: boolean Deliver mist factor pass (0.0-1.0) -SceneRenderLayer.pass_normal -> use_pass_normal: boolean Deliver normal pass -SceneRenderLayer.pass_object_index -> use_pass_object_index: boolean Deliver object index pass -SceneRenderLayer.pass_reflection -> use_pass_reflection: boolean Deliver raytraced reflection pass -SceneRenderLayer.pass_reflection_exclude -> exclude_reflection: boolean Exclude raytraced reflection pass from combined -SceneRenderLayer.pass_refraction -> use_pass_refraction: boolean Deliver raytraced refraction pass -SceneRenderLayer.pass_refraction_exclude -> exclude_refraction: boolean Exclude raytraced refraction pass from combined -SceneRenderLayer.pass_shadow -> use_pass_shadow: boolean Deliver shadow pass -SceneRenderLayer.pass_shadow_exclude -> exclude_shadow: boolean Exclude shadow pass from combined -SceneRenderLayer.pass_specular -> use_pass_specular: boolean Deliver specular pass -SceneRenderLayer.pass_specular_exclude -> exclude_specular: boolean Exclude specular pass from combined -SceneRenderLayer.pass_uv -> use_pass_uv: boolean Deliver texture UV pass -SceneRenderLayer.pass_vector -> use_pass_vector: boolean Deliver speed vector pass -SceneRenderLayer.pass_z -> use_pass_z: boolean Deliver Z values pass -SceneRenderLayer.sky -> use_sky: boolean Render Sky in this Layer -SceneRenderLayer.solid -> use_solid: boolean Render Solid faces in this Layer -SceneRenderLayer.strand -> use_strand: boolean Render Strands in this Layer -SceneRenderLayer.visible_layers -> layers: boolean Scene layers included in this render layer -SceneRenderLayer.zmask -> use_zmask: boolean Only render what's in front of the solid z values -SceneRenderLayer.zmask_layers -> layers_zmask: boolean Zmask scene layers -SceneRenderLayer.zmask_negate -> invert_zmask: boolean For Zmask, only render what is behind solid z values instead of in front -SceneRenderLayer.ztransp -> use_ztransp: boolean Render Z-Transparent faces in this Layer (On top of Solid and Halos) -SceneSequence.convert_float -> use_float: boolean Convert input to float data -SceneSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields -SceneSequence.flip_x -> use_flip_x: boolean Flip on the X axis -SceneSequence.flip_y -> use_flip_y: boolean Flip on the Y axis -SceneSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha -SceneSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data -SceneSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from -SceneSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order -SceneSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input -SceneSequence.use_crop -> use_crop: boolean Crop image before processing -SceneSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip -SceneSequence.use_translation -> use_translation: boolean Translate image before processing -Scopes.use_full_resolution -> use_full_resolution: boolean Sample every pixel of the image -Screen.animation_playing -> is_animation_playing: boolean, (read-only) Animation playback is active -Screen.fullscreen -> is_fullscreen: boolean, (read-only) An area is maximised, filling this screen -ScrewModifier.use_normal_calculate -> use_normal_calculate: boolean Calculate the order of edges (needed for meshes, but not curves) -ScrewModifier.use_normal_flip -> use_normal_flip: boolean Flip normals of lathed faces -ScrewModifier.use_object_screw_offset -> use_object_screw_offset: boolean Use the distance between the objects to make a screw -Sculpt.lock_x -> lock_x: boolean Disallow changes to the X axis of vertices -Sculpt.lock_y -> lock_y: boolean Disallow changes to the Y axis of vertices -Sculpt.lock_z -> lock_z: boolean Disallow changes to the Z axis of vertices -Sculpt.symmetry_x -> use_symmetry_x: boolean Mirror brush across the X axis -Sculpt.symmetry_y -> use_symmetry_y: boolean Mirror brush across the Y axis -Sculpt.symmetry_z -> use_symmetry_z: boolean Mirror brush across the Z axis -Sensor.expanded -> show_expanded: boolean Set sensor expanded in the user interface -Sensor.invert -> invert: boolean Invert the level(output) of this sensor -Sensor.level -> use_level: boolean Level detector, trigger controllers of new states (only applicable upon logic state transition) -Sensor.pulse_false_level -> use_pulse_false_level: boolean Activate FALSE level triggering (pulse mode) -Sensor.pulse_true_level -> use_pulse_true_level: boolean Activate TRUE level triggering (pulse mode) -Sensor.tap -> use_tap: boolean Trigger controllers only for an instant, even while the sensor remains true -Sequence.frame_locked -> use_frame_lock: boolean Lock the animation curve to the global frame counter -Sequence.lock -> lock: boolean Lock strip so that it can't be transformed -Sequence.mute -> mute: boolean -Sequence.use_effect_default_fade -> use_default_fade: boolean Fade effect using the built-in default (usually make transition as long as effect strip) -SequenceColorBalance.inverse_gain -> invert_gain: boolean -SequenceColorBalance.inverse_gamma -> invert_gamma: boolean -SequenceColorBalance.inverse_lift -> invert_lift: boolean -ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean Material Node outputs Diffuse -ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean Material Node uses inverted normal -ShaderNodeExtendedMaterial.specular -> use_specular: boolean Material Node outputs Specular -ShaderNodeMapping.clamp_maximum -> use_max: boolean Clamp the output coordinate to a maximum value -ShaderNodeMapping.clamp_minimum -> use_min: boolean Clamp the output coordinate to a minimum value -ShaderNodeMaterial.diffuse -> use_diffuse: boolean Material Node outputs Diffuse -ShaderNodeMaterial.invert_normal -> invert_normal: boolean Material Node uses inverted normal -ShaderNodeMaterial.specular -> use_specular: boolean Material Node outputs Specular -ShaderNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation -ShapeActionActuator.continue_last_frame -> use_continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time -ShapeKey.mute -> mute: boolean Mute this shape key -ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces: boolean Stop vertices from projecting to a back face on the target -ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces: boolean Stop vertices from projecting to a front face on the target -ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface: boolean -ShrinkwrapModifier.negative -> use_negative_direction: boolean Allow vertices to move in the negative direction of axis -ShrinkwrapModifier.positive -> use_positive_direction: boolean Allow vertices to move in the positive direction of axis -ShrinkwrapModifier.x -> use_project_x: boolean -ShrinkwrapModifier.y -> use_project_y: boolean -ShrinkwrapModifier.z -> use_project_z: boolean -SimpleDeformModifier.lock_x_axis -> lock_x: boolean -SimpleDeformModifier.lock_y_axis -> lock_y: boolean -SimpleDeformModifier.relative -> use_relative: boolean Sets the origin of deform space to be relative to the object -SmokeDomainSettings.dissolve_smoke -> use_dissolve_smoke: boolean Enable smoke to disappear over time -SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log: boolean Using 1/x -SmokeDomainSettings.highres -> use_high_resolution: boolean Enable high resolution (using amplification) -SmokeDomainSettings.initial_velocity -> use_initial_velocity: boolean Smoke inherits it's velocity from the emitter particle -SmokeDomainSettings.viewhighres -> show_high_resolution: boolean Show high resolution (using amplification) -NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean Deletes smoke from simulation -SmoothModifier.x -> use_x: boolean -SmoothModifier.y -> use_y: boolean -SmoothModifier.z -> use_z: boolean -SoftBodySettings.auto_step -> use_auto_step: boolean Use velocities for automagic step sizes -SoftBodySettings.diagnose -> use_diagnose: boolean Turn on SB diagnose console prints -SoftBodySettings.edge_collision -> use_edge_collision: boolean Edges collide too -SoftBodySettings.estimate_matrix -> use_estimate_matrix: boolean estimate matrix .. split to COM , ROT ,SCALE -SoftBodySettings.face_collision -> use_face_collision: boolean Faces collide too, SLOOOOOW warning -SoftBodySettings.new_aero -> use_new_aero: boolean New aero(uses angle and length) -SoftBodySettings.self_collision -> use_self_collision: boolean Enable naive vertex ball self collision -SoftBodySettings.stiff_quads -> use_stiff_quads: boolean Adds diagonal springs on 4-gons -SoftBodySettings.use_edges -> use_edges: boolean Use Edges as springs -SoftBodySettings.use_goal -> use_goal: boolean Define forces for vertices to stick to animated position -SolidifyModifier.invert -> invert_vertex_group: boolean Invert the vertex group influence -SolidifyModifier.use_even_offset -> use_even_offset: boolean Maintain thickness by adjusting for sharp corners (slow, disable when not needed) -SolidifyModifier.use_quality_normals -> use_quality_normals: boolean Calculate normals which result in more even thickness (slow, disable when not needed) -SolidifyModifier.use_rim -> use_rim: boolean Create edge loops between the inner and outer surfaces on face edges (slow, disable when not needed) -SolidifyModifier.use_rim_material -> use_rim_material: boolean Use in the next material for rim faces -Sound.caching -> use_ram_cache: boolean The sound file is decoded and loaded into RAM -SoundActuator.enable_sound_3d -> use_3d_sound: boolean Enable/Disable 3D Sound -SpaceConsole.show_report_debug -> show_report_debug: boolean Display debug reporting info -SpaceConsole.show_report_error -> show_report_error: boolean Display error text -SpaceConsole.show_report_info -> show_report_info: boolean Display general information -SpaceConsole.show_report_operator -> show_report_operator: boolean Display the operator log -SpaceConsole.show_report_warn -> show_report_warning: boolean Display warnings -SpaceDopeSheetEditor.automerge_keyframes -> use_automerge_keyframes: boolean Automatically merge nearby keyframes -SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates: boolean When transforming keyframes, changes to the animation data are flushed to other views -SpaceDopeSheetEditor.show_cframe_indicator -> show_frame_indicator: boolean Show frame number beside the current frame indicator line -SpaceDopeSheetEditor.show_seconds -> show_seconds: boolean, (read-only) Show timing in seconds not frames -SpaceDopeSheetEditor.show_sliders -> show_sliders: boolean Show sliders beside F-Curve channels -SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync: boolean Sync Markers with keyframe edits -SpaceGraphEditor.automerge_keyframes -> use_automerge_keyframes: boolean Automatically merge nearby keyframes -SpaceGraphEditor.has_ghost_curves -> has_ghost_curves: boolean Graph Editor instance has some ghost curves stored -SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles: boolean Only keyframes of selected F-Curves are visible and editable -SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles: boolean Only show and edit handles of selected keyframes -SpaceGraphEditor.realtime_updates -> use_realtime_updates: boolean When transforming keyframes, changes to the animation data are flushed to other views -SpaceGraphEditor.show_cframe_indicator -> show_frame_indicator: boolean Show frame number beside the current frame indicator line -SpaceGraphEditor.show_cursor -> show_cursor: boolean Show 2D cursor -SpaceGraphEditor.show_handles -> show_handles: boolean Show handles of Bezier control points -SpaceGraphEditor.show_seconds -> show_seconds: boolean, (read-only) Show timing in seconds not frames -SpaceGraphEditor.show_sliders -> show_sliders: boolean Show sliders beside F-Curve channels -SpaceImageEditor.draw_repeated -> show_repeated: boolean Draw the image repeated outside of the main view -SpaceImageEditor.image_painting -> use_image_paint: boolean Enable image painting mode -SpaceImageEditor.image_pin -> use_image_pin: boolean Display current image regardless of object selection -SpaceImageEditor.show_paint -> show_paint: boolean, (read-only) Show paint related properties -SpaceImageEditor.show_render -> show_render: boolean, (read-only) Show render related properties -SpaceImageEditor.show_uvedit -> show_uvedit: boolean, (read-only) Show UV editing related properties -SpaceImageEditor.update_automatically -> use_realtime_updates: boolean Update other affected window spaces automatically to reflect changes during interactive operations such as transform -SpaceImageEditor.use_grease_pencil -> use_grease_pencil: boolean Display and edit the grease pencil freehand annotations overlay -SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_objects: boolean Show actuators of active object -SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states: boolean Show only actuators connected to active states -SpaceLogicEditor.actuators_show_linked_controller -> show_actuators_linked_controller: boolean Show linked objects to the actuator -SpaceLogicEditor.actuators_show_selected_objects -> show_actuators_selected_objects: boolean Show actuators of all selected objects -SpaceLogicEditor.controllers_show_active_objects -> show_controllers_active_objects: boolean Show controllers of active object -SpaceLogicEditor.controllers_show_linked_controller -> show_controllers_linked_controller: boolean Show linked objects to sensor/actuator -SpaceLogicEditor.controllers_show_selected_objects -> show_controllers_selected_objects: boolean Show controllers of all selected objects -SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_objects: boolean Show sensors of active object -SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states: boolean Show only sensors connected to active states -SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller: boolean Show linked objects to the controller -SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects: boolean Show sensors of all selected objects -SpaceNLA.realtime_updates -> use_realtime_updates: boolean When transforming strips, changes to the animation data are flushed to other views -SpaceNLA.show_cframe_indicator -> show_frame_indicator: boolean Show frame number beside the current frame indicator line -SpaceNLA.show_seconds -> show_seconds: boolean, (read-only) Show timing in seconds not frames -SpaceNLA.show_strip_curves -> show_strip_curves: boolean Show influence curves on strips -SpaceNodeEditor.backdrop -> show_backdrop: boolean Use active Viewer Node output as backdrop for compositing nodes -SpaceOutliner.match_case_sensitive -> use_match_case_sensitive: boolean Only use case sensitive matches of search string -SpaceOutliner.match_complete -> use_match_complete: boolean Only use complete matches of search string -SpaceOutliner.show_restriction_columns -> show_restriction_columns: boolean Show column -SpaceProperties.brush_texture -> show_brush_texture: boolean Show brush textures -SpaceProperties.use_pin_id -> use_pin_id: boolean Use the pinned context -SpaceSequenceEditor.draw_frames -> show_frames: boolean Draw frames rather than seconds -SpaceSequenceEditor.draw_safe_margin -> show_safe_margin: boolean Draw title safe margins in preview -SpaceSequenceEditor.separate_color_preview -> show_separate_color: boolean Separate color channels in preview -SpaceSequenceEditor.show_cframe_indicator -> show_frame_indicator: boolean Show frame number beside the current frame indicator line -SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil: boolean Display and edit the grease pencil freehand annotations overlay -SpaceSequenceEditor.use_marker_sync -> use_marker_sync: boolean Transform markers as well as strips -SpaceTextEditor.find_all -> use_find_all: boolean Search in all text datablocks, instead of only the active one -SpaceTextEditor.find_wrap -> use_find_wrap: boolean Search again from the start of the file when reaching the end -SpaceTextEditor.line_numbers -> show_line_numbers: boolean Show line numbers next to the text -SpaceTextEditor.live_edit -> use_live_edit: boolean Run python while editing -SpaceTextEditor.overwrite -> use_overwrite: boolean Overwrite characters when typing rather than inserting them -SpaceTextEditor.syntax_highlight -> show_syntax_highlight: boolean Syntax highlight for scripting -SpaceTextEditor.word_wrap -> use_word_wrap: boolean Wrap words if there is not enough horizontal space -SpaceTimeline.only_selected -> show_only_selected: boolean Show keyframes for active Object and/or its selected channels only -SpaceTimeline.play_all_3d -> use_play_3d_editors: boolean -SpaceTimeline.play_anim -> use_play_animation_editors: boolean -SpaceTimeline.play_buttons -> use_play_properties_editors: boolean -SpaceTimeline.play_image -> use_play_image_editors: boolean -SpaceTimeline.play_nodes -> use_play_node_editors: boolean -SpaceTimeline.play_sequencer -> use_play_sequence_editors: boolean -SpaceTimeline.play_top_left -> use_play_top_left_3d_editor: boolean -SpaceTimeline.show_cframe_indicator -> show_frame_indicator: boolean Show frame number beside the current frame indicator line -SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds: boolean Constraint to stay within the image bounds while editing -SpaceUVEditor.draw_modified_edges -> show_modified_edges: boolean Draw edges after modifiers are applied -SpaceUVEditor.draw_other_objects -> show_other_objects: boolean Draw other selected objects that share the same image -SpaceUVEditor.draw_smooth_edges -> show_smooth_edges: boolean Draw UV edges anti-aliased -SpaceUVEditor.draw_stretch -> show_stretch: boolean Draw faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion) -SpaceUVEditor.live_unwrap -> use_live_unwrap: boolean Continuously unwrap the selected UV island while transforming pinned vertices -SpaceUVEditor.normalized_coordinates -> show_normalized_coordinates: boolean Display UV coordinates from 0.0 to 1.0 rather than in pixels -SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels: boolean Snap UVs to pixel locations while editing -SpaceView3D.all_object_origins -> show_all_objects_origin: boolean Show the object origin center dot for all (selected and unselected) objects -SpaceView3D.display_background_images -> show_background_images: boolean Display reference images behind objects in the 3D View -SpaceView3D.display_floor -> show_floor: boolean Show the ground plane grid in perspective view -SpaceView3D.display_render_override -> show_only_render: boolean Display only objects which will be rendered -SpaceView3D.display_x_axis -> show_axis_x: boolean Show the X axis line in perspective view -SpaceView3D.display_y_axis -> show_axis_y: boolean Show the Y axis line in perspective view -SpaceView3D.display_z_axis -> show_axis_z: boolean Show the Z axis line in perspective view -SpaceView3D.layers -> layers: boolean Layers visible in this 3D View -SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers: boolean Use the scene's active camera and layers in this view, rather than local layers -SpaceView3D.manipulator -> use_manipulator: boolean Use a 3D manipulator widget for controlling transforms -SpaceView3D.manipulator_rotate -> use_manipulator_rotate: boolean Use the manipulator for rotation transformations -SpaceView3D.manipulator_scale -> use_manipulator_scale: boolean Use the manipulator for scale transformations -SpaceView3D.manipulator_translate -> use_manipulator_translate: boolean Use the manipulator for movement transformations -SpaceView3D.occlude_geometry -> use_occlude_geometry: boolean Limit selection to visible (clipped with depth buffer) -SpaceView3D.outline_selected -> show_outline_selected: boolean Show an outline highlight around selected objects in non-wireframe views -SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean Manipulate object centers only -SpaceView3D.relationship_lines -> show_relationship_lines: boolean Show dashed lines indicating parent or constraint relationships -SpaceView3D.textured_solid -> show_textured_solid: boolean Display face-assigned textures in solid view -SpaceView3D.used_layers -> layers_used: boolean, (read-only) Layers that contain something -SpeedControlSequence.curve_compress_y -> use_curve_compress_y: boolean Scale F-Curve value to get the target frame number, F-Curve value runs from 0.0 to 1.0 -SpeedControlSequence.curve_velocity -> use_curve_velocity: boolean Interpret the F-Curve value as a velocity instead of a frame number -SpeedControlSequence.frame_blending -> use_frame_blend: boolean Blend two frames into the target for a smoother result -Spline.bezier_u -> use_bezier_u: boolean 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) -Spline.bezier_v -> use_bezier_v: boolean 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) -Spline.cyclic_u -> use_cyclic_u: boolean Make this curve or surface a closed loop in the U direction -Spline.cyclic_v -> use_cyclic_v: boolean Make this surface a closed loop in the V direction -Spline.endpoint_u -> use_endpoint_u: boolean Make this nurbs curve or surface meet the endpoints in the U direction (Cyclic U must be disabled) -Spline.endpoint_v -> use_endpoint_v: boolean Make this nurbs surface meet the endpoints in the V direction (Cyclic V must be disabled) -Spline.hide -> hide: boolean Hide this curve in editmode -Spline.smooth -> use_smooth: boolean Smooth the normals of the surface or beveled curve -SplineIKConstraint.chain_offset -> use_chain_offset: boolean Offset the entire chain relative to the root joint -SplineIKConstraint.even_divisions -> use_even_divisions: boolean Ignore the relative lengths of the bones when fitting to the curve -SplineIKConstraint.use_curve_radius -> use_curve_radius: boolean Average radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale mode -SplineIKConstraint.y_stretch -> use_y_stretch: boolean Stretch the Y axis of the bones to fit the curve - -SpotLamp.auto_clip_end -> use_auto_clip_end: boolean Automatic calculation of clipping-end, based on visible vertices -SpotLamp.auto_clip_start -> use_auto_clip_start: boolean Automatic calculation of clipping-start, based on visible vertices -SpotLamp.halo -> use_halo: boolean Renders spotlight with a volumetric halo (Buffer Shadows) -SpotLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects -SpotLamp.shadow_layer -> use_shadow_layer: boolean Causes only objects on the same layer to cast shadows -SpotLamp.show_cone -> show_cone: boolean Draw transparent cone in 3D view to visualize which objects are contained in it -SpotLamp.sphere -> use_sphere: boolean Sets light intensity to zero beyond lamp distance -SpotLamp.square -> use_square: boolean Casts a square spot light shape -StateActuator.state -> states: boolean -SubsurfModifier.optimal_display -> show_only_control_edges: boolean Skip drawing/rendering of interior subdivided edges -SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean Use subsurf to subdivide UVs -SunLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects -SunLamp.shadow_layer -> use_shadow_layer: boolean Causes only objects on the same layer to cast shadows -SurfaceCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box -SurfaceCurve.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render -TexMapping.has_maximum -> use_max: boolean Whether to use maximum clipping value -TexMapping.has_minimum -> use_min: boolean Whether to use minimum clipping value -Text.dirty -> is_dirty: boolean, (read-only) Text file has been edited since last save -Text.memory -> is_in_memory: boolean, (read-only) Text file is in memory, without a corresponding file on disk -Text.modified -> is_modified: boolean, (read-only) Text file on disk is different than the one in memory -Text.tabs_as_spaces -> use_tabs_as_spaces: boolean Automatically converts all new tabs into spaces -Text.use_module -> use_module: boolean Register this text as a module on loading, Text name must end with '.py' -TextCharacterFormat.bold -> use_bold: boolean -TextCharacterFormat.italic -> use_italic: boolean -TextCharacterFormat.style -> use_style: boolean -TextCharacterFormat.underline -> use_underline: boolean -TextCharacterFormat.wrap -> use_wrap: boolean -TextCurve.fast -> use_fast_editing: boolean Don't fill polygons while editing -TextCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box -TextCurve.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render -TextMarker.edit_all -> use_edit_all: boolean, (read-only) Edit all markers of the same group as one -TextMarker.temporary -> is_temporary: boolean, (read-only) Marker is temporary -Texture.use_color_ramp -> use_color_ramp: boolean Toggle color ramp operations -Texture.use_nodes -> use_nodes: boolean Make this a node-based texture -Texture.use_preview_alpha -> use_preview_alpha: boolean Show Alpha in Preview Render -TextureNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation -TextureSlot.negate -> invert: boolean Inverts the values of the texture to reverse its effect -TextureSlot.rgb_to_intensity -> use_rgb_to_intensity: boolean Converts texture RGB values to intensity (gray) values -TextureSlot.stencil -> use_stencil: boolean Use this texture as a blending value on the next texture -ThemeBoneColorSet.colored_constraints -> show_colored_constraints: boolean Allow the use of colors indicating constraints/keyed status -ThemeWidgetColors.shaded -> show_shaded: boolean -ToolSettings.auto_normalize -> use_auto_normalize: boolean Ensure all bone-deforming vertex groups add up to 1.0 while weight painting -ToolSettings.automerge_editing -> use_automerge_editing: boolean Automatically merge vertices moved to the same location -ToolSettings.bone_sketching -> use_bone_sketching: boolean DOC BROKEN -ToolSettings.etch_autoname -> use_etch_autoname: boolean DOC BROKEN -ToolSettings.etch_overdraw -> use_etch_overdraw: boolean DOC BROKEN -ToolSettings.etch_quick -> use_etch_quick: boolean DOC BROKEN -ToolSettings.mesh_selection_mode -> mesh_selection_mode: boolean Which mesh elements selection works on -ToolSettings.record_with_nla -> use_record_with_nla: boolean Add a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweaking -ToolSettings.snap -> use_snap: boolean Snap during transform -ToolSettings.snap_align_rotation -> use_snap_align_rotation: boolean Align rotation with the snapping target -ToolSettings.snap_peel_object -> use_snap_peel_object: boolean Consider objects as whole when finding volume center -ToolSettings.snap_project -> use_snap_project: boolean Project vertices on the surface of other objects -ToolSettings.use_auto_keying -> use_keyframe_insert_auto: boolean Automatic keyframe insertion for Objects and Bones -ToolSettings.uv_local_view -> show_local_view: boolean Draw only faces with the currently displayed image assigned -ToolSettings.uv_sync_selection -> use_uv_sync_selection: boolean Keep UV and edit mode mesh selection in sync -TrackToConstraint.target_z -> use_target_z: boolean Target's Z axis, not World Z axis, will constraint the Up direction -TransformConstraint.extrapolate_motion -> use_motion_extrapolate: boolean Extrapolate ranges -TransformSequence.uniform_scale -> use_uniform_scale: boolean Scale uniformly, preserving aspect ratio -UILayout.active -> show_active: boolean -UILayout.enabled -> show_enabled: boolean -UVProjectModifier.override_image -> use_image_override: boolean Override faces' current images with the given image -UnitSettings.use_separate -> use_separate: boolean Display units in pairs -UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_available: boolean Automatic keyframe insertion in available curves -UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_keyingset: boolean Automatic keyframe insertion using active Keying Set -UserPreferencesEdit.drag_immediately -> use_drag_immediately: boolean Moving things with a mouse drag confirms when releasing the button -UserPreferencesEdit.duplicate_action -> use_duplicate_action: boolean Causes actions to be duplicated with the object -UserPreferencesEdit.duplicate_armature -> use_duplicate_armature: boolean Causes armature data to be duplicated with the object -UserPreferencesEdit.duplicate_curve -> use_duplicate_curve: boolean Causes curve data to be duplicated with the object -UserPreferencesEdit.duplicate_fcurve -> use_duplicate_fcurve: boolean Causes F-curve data to be duplicated with the object -UserPreferencesEdit.duplicate_lamp -> use_duplicate_lamp: boolean Causes lamp data to be duplicated with the object -UserPreferencesEdit.duplicate_material -> use_duplicate_material: boolean Causes material data to be duplicated with the object -UserPreferencesEdit.duplicate_mesh -> use_duplicate_mesh: boolean Causes mesh data to be duplicated with the object -UserPreferencesEdit.duplicate_metaball -> use_duplicate_metaball: boolean Causes metaball data to be duplicated with the object -UserPreferencesEdit.duplicate_particle -> use_duplicate_particle: boolean Causes particle systems to be duplicated with the object -UserPreferencesEdit.duplicate_surface -> use_duplicate_surface: boolean Causes surface data to be duplicated with the object -UserPreferencesEdit.duplicate_text -> use_duplicate_text: boolean Causes text data to be duplicated with the object -UserPreferencesEdit.duplicate_texture -> use_duplicate_texture: boolean Causes texture data to be duplicated with the object -UserPreferencesEdit.enter_edit_mode -> use_enter_edit_mode: boolean Enter Edit Mode automatically after adding a new object -UserPreferencesEdit.global_undo -> use_global_undo: boolean Global undo works by keeping a full copy of the file itself in memory, so takes extra memory -UserPreferencesEdit.grease_pencil_simplify_stroke -> use_grease_pencil_simplify_stroke: boolean Simplify the final stroke -UserPreferencesEdit.grease_pencil_smooth_stroke -> use_grease_pencil_smooth_stroke: boolean Smooth the final stroke -UserPreferencesEdit.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis -UserPreferencesEdit.keyframe_insert_needed -> use_keyframe_insert_needed: boolean Keyframe insertion only when keyframe needed -UserPreferencesEdit.use_auto_keying -> use_auto_keying: boolean Automatic keyframe insertion for Objects and Bones -UserPreferencesEdit.use_negative_frames -> use_negative_frames: boolean Current frame number can be manually set to a negative value -UserPreferencesEdit.use_visual_keying -> use_visual_keying: boolean Use Visual keying automatically for constrained objects -UserPreferencesFilePaths.auto_save_temporary_files -> use_auto_save_temporary_files: boolean Automatic saving of temporary files -UserPreferencesFilePaths.compress_file -> use_file_compression: boolean Enable file compression when saving .blend files -UserPreferencesFilePaths.filter_file_extensions -> use_filter_files: boolean Display only files with extensions in the image select window -UserPreferencesFilePaths.hide_dot_files_datablocks -> show_hidden_files_datablocks: boolean Hide files/datablocks that start with a dot(.*) -UserPreferencesFilePaths.load_ui -> use_load_ui: boolean Load user interface setup when loading .blend files -UserPreferencesFilePaths.save_preview_images -> use_save_preview_images: boolean Enables automatic saving of preview images in the .blend file -UserPreferencesFilePaths.use_relative_paths -> use_relative_paths: boolean Default relative path option for the file selector -UserPreferencesInput.continuous_mouse -> use_continuous_mouse: boolean Allow moving the mouse outside the view on some manipulations (transform, ui control drag) -UserPreferencesInput.emulate_3_button_mouse -> use_emulate_3_button_mouse: boolean Emulates Middle Mouse with Alt+LeftMouse (doesn't work with Left Mouse Select option) -UserPreferencesInput.emulate_numpad -> use_emulate_numpad: boolean Causes the 1 to 0 keys to act as the numpad (useful for laptops) -UserPreferencesInput.invert_zoom_direction -> invert_zoom_direction: boolean Invert the axis of mouse movement for zooming -UserPreferencesSystem.auto_execute_scripts -> use_scripts_auto_execute: boolean Allow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source) -UserPreferencesSystem.enable_all_codecs -> use_preview_images: boolean Enables automatic saving of preview images in the .blend file (Windows only) -UserPreferencesSystem.international_fonts -> use_international_fonts: boolean Use international fonts -UserPreferencesSystem.tabs_as_spaces -> use_tabs_as_spaces: boolean Automatically converts all new tabs into spaces for new and loaded text files -UserPreferencesSystem.translate_buttons -> use_translate_buttons: boolean Translate button labels -UserPreferencesSystem.translate_toolbox -> use_translate_toolbox: boolean Translate toolbox menu -UserPreferencesSystem.translate_tooltips -> use_translate_tooltips: boolean Translate Tooltips -UserPreferencesSystem.use_antialiasing -> use_antialiasing: boolean Use anti-aliasing for the 3D view (may impact redraw performance) -UserPreferencesSystem.use_mipmaps -> use_mipmaps: boolean Scale textures for the 3D View (looks nicer but uses more memory and slows image reloading) -UserPreferencesSystem.use_textured_fonts -> use_textured_fonts: boolean Use textures for drawing international fonts -UserPreferencesSystem.use_vbos -> use_vertex_buffer_objects: boolean Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering -UserPreferencesSystem.use_weight_color_range -> use_weight_color_range: boolean Enable color range used for weight visualization in weight painting mode -UserPreferencesView.auto_depth -> use_mouse_auto_depth: boolean Use the depth under the mouse to improve view pan/rotate/zoom functionality -UserPreferencesView.auto_perspective -> use_auto_perspective: boolean Automatically switch between orthographic and perspective when changing from top/front/side views -UserPreferencesView.directional_menus -> use_directional_menus: boolean Otherwise menus, etc will always be top to bottom, left to right, no matter opening direction -UserPreferencesView.display_object_info -> show_object_info: boolean Display objects name and frame number in 3D view -UserPreferencesView.global_pivot -> use_global_pivot: boolean Lock the same rotation/scaling pivot in all 3D Views -UserPreferencesView.global_scene -> use_global_scene: boolean Forces the current Scene to be displayed in all Screens -UserPreferencesView.open_mouse_over -> use_mouse_over_open: boolean Open menu buttons and pulldowns automatically when the mouse is hovering -UserPreferencesView.rotate_around_selection -> use_rotate_around_selection: boolean Use selection as the pivot point -UserPreferencesView.show_mini_axis -> show_mini_axis: boolean Show a small rotating 3D axis in the bottom left corner of the 3D View -UserPreferencesView.show_playback_fps -> show_playback_fps: boolean Show the frames per second screen refresh rate, while animation is played back -UserPreferencesView.show_splash -> show_splash: boolean Display splash screen on startup -UserPreferencesView.show_view_name -> show_view_name: boolean Show the name of the view's direction in each 3D View -UserPreferencesView.tooltips -> show_tooltips: boolean Display tooltips -UserPreferencesView.use_column_layout -> show_column_layout: boolean Use a column layout for toolbox -UserPreferencesView.use_large_cursors -> show_large_cursors: boolean Use large mouse cursors when available -UserPreferencesView.use_manipulator -> show_manipulator: boolean Use 3D transform manipulator -UserPreferencesView.use_middle_mouse_paste -> use_mouse_mmb_paste: boolean In text window, paste with middle mouse button instead of panning -UserPreferencesView.wheel_invert_zoom -> invert_mouse_wheel_zoom: boolean Swap the Mouse Wheel zoom direction -UserPreferencesView.zoom_to_mouse -> use_zoom_to_mouse: boolean Zoom in towards the mouse pointer's position in the 3D view, rather than the 2D window center -UserSolidLight.enabled -> use: boolean Enable this OpenGL light in solid draw mode -VertexPaint.all_faces -> use_all_faces: boolean Paint on all faces inside brush -VertexPaint.normals -> use_normal: boolean Applies the vertex normal before painting -VertexPaint.spray -> use_spray: boolean Keep applying paint effect while holding mouse -VisibilityActuator.children -> apply_to_children: boolean Set all the children of this object to the same visibility/occlusion recursively -VisibilityActuator.occlusion -> use_occlusion: boolean Set the object to occlude objects behind it. Initialized from the object type in physics button -VisibilityActuator.visible -> use_visible: boolean Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner) -VoxelData.still -> use_still_frame: boolean Always render a still frame from the voxel data sequence -WaveModifier.cyclic -> use_cyclic: boolean Cyclic wave effect -WaveModifier.normals -> use_normal: boolean Displace along normal -WaveModifier.x -> use_x: boolean X axis motion -WaveModifier.x_normal -> use_normal_x: boolean Enable displacement along the X normal -WaveModifier.y -> use_y: boolean Y axis motion -WaveModifier.y_normal -> use_normal_y: boolean Enable displacement along the Y normal -WaveModifier.z_normal -> use_normal_z: boolean Enable displacement along the Z normal -World.blend_sky -> use_sky_blend: boolean Render background with natural progression from horizon to zenith -World.paper_sky -> use_sky_paper: boolean Flatten blend or texture coordinates -World.real_sky -> use_sky_real: boolean Render background with a real horizon, relative to the camera angle -WorldLighting.falloff -> use_falloff: boolean -WorldLighting.pixel_cache -> use_cache: boolean Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate) -WorldLighting.use_ambient_occlusion -> use_ambient_occlusian: boolean Use Ambient Occlusion to add shadowing based on distance between objects -WorldLighting.use_environment_lighting -> use_environment_lighting: boolean Add light coming from the environment -WorldLighting.use_indirect_lighting -> use_indirect_lighting: boolean Add indirect light bouncing of surrounding objects -WorldMistSettings.use_mist -> use_mist: boolean Occlude objects with the environment color as they are further away -WorldStarsSettings.use_stars -> use_stars: boolean Enable starfield generation -WorldTextureSlot.map_blend -> use_map_blend: boolean Affect the color progression of the background -WorldTextureSlot.map_horizon -> use_map_horizon: boolean Affect the color of the horizon -WorldTextureSlot.map_zenith_down -> use_map_zenith_down: boolean Affect the color of the zenith below -WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean Affect the color of the zenith above diff --git a/source/blender/makesrna/rna_cleanup/rna_cleaner.py b/source/blender/makesrna/rna_cleanup/rna_cleaner.py index a0ce76d261d..a2909923388 100755 --- a/source/blender/makesrna/rna_cleanup/rna_cleaner.py +++ b/source/blender/makesrna/rna_cleanup/rna_cleaner.py @@ -6,6 +6,9 @@ This script is used to help cleaning RNA api. Typical line in the input file (elements in [] are optional). [comment *] ToolSettings.snap_align_rotation -> use_snap_align_rotation: boolean [Align rotation with the snapping target] + +Geterate output format from blender run this: + ./blender.bin --background --python ./release/scripts/modules/rna_info.py > source/blender/makesrna/rna_cleanup/out.txt """ @@ -189,11 +192,14 @@ def sort(props_list, sort_priority): """ # order based on the i-th element in lists - i = sort_choices.index(sort_priority) - if i == 0: - props_list = sorted(props_list, key=lambda p: p[i], reverse=True) + if sort_priority == "class.from": + props_list = sorted(props_list, key=lambda p: (p[2], p[3])) else: - props_list = sorted(props_list, key=lambda p: p[i]) + i = sort_choices.index(sort_priority) + if i == 0: + props_list = sorted(props_list, key=lambda p: p[i], reverse=True) + else: + props_list = sorted(props_list, key=lambda p: p[i]) print ('\nSorted by %s.' % font_bold(sort_priority)) return props_list @@ -266,8 +272,8 @@ def main(): global sort_choices, default_sort_choice global kw_prefixes, kw - sort_choices = ['note','changed','class','from','to','kw'] - default_sort_choice = sort_choices[0] + sort_choices = ['note','changed','class','from','to','kw', 'class.from'] + default_sort_choice = sort_choices[-1] kw_prefixes = [ 'active','apply','bl','exclude','has','invert','is','lock', \ 'pressed','show','show_only','use','use_only','layers','states'] kw = ['active','hide','invert','select','layers','mute','states','use','lock'] diff --git a/source/blender/makesrna/rna_cleanup/rna_cleaner_merge.py b/source/blender/makesrna/rna_cleanup/rna_cleaner_merge.py new file mode 100644 index 00000000000..9fcaa8be3f8 --- /dev/null +++ b/source/blender/makesrna/rna_cleanup/rna_cleaner_merge.py @@ -0,0 +1,56 @@ +#! /usr/bin/env python3.1 + +import sys + +''' +Example usage: + python3 rna_cleaner_merge.py out_work.py rna_booleans_work.py +''' +def main(): + + def work_line_id(line): + return line[2], line[3] # class/from + + + if not (sys.argv[-1].endswith(".py") and sys.argv[-2].endswith(".py")): + print("Only accepts 2 py files as arguments.") + + sys.path.insert(0, ".") + + mod_from = __import__(sys.argv[-1][:-3]) + mod_to = __import__(sys.argv[-2][:-3]) + + mod_to_dict = dict([(work_line_id(line), line) for line in mod_to.rna_api]) + mod_from_dict = dict([(work_line_id(line), line) for line in mod_from.rna_api]) + + rna_api_new = [] + + for key, val_orig in mod_to_dict.items(): + try: + val = mod_from_dict.pop(key) + except: + # print("not found", key) + val = val_orig + + rna_api_new.append(val) + + def write_work_file(file_path, rna_api): + rna_api = list(rna_api) + rna_api.sort(key=work_line_id) + file_out = open(file_path, "w") + file_out.write("rna_api = [\n") + for line in rna_api: + file_out.write(" %s,\n" % (repr(line))) + file_out.write("]\n") + file_out.close() + + file_path = sys.argv[-2][:-3] + "_merged.py" + write_work_file(file_path, rna_api_new) + + if mod_from_dict: + file_path = sys.argv[-2][:-3] + "_lost.py" + write_work_file(file_path, list(mod_from_dict.values())) + print("Warning '%s' contains lost %d items from module %s.py" % (file_path, len(mod_from_dict), mod_from.__name__)) + +if __name__ == "__main__": + main()
\ No newline at end of file diff --git a/source/blender/makesrna/rna_cleanup/rna_properties.txt b/source/blender/makesrna/rna_cleanup/rna_properties.txt index 0c0b7e1070b..187f9e7bae1 100644 --- a/source/blender/makesrna/rna_cleanup/rna_properties.txt +++ b/source/blender/makesrna/rna_cleanup/rna_properties.txt @@ -1,3190 +1,4605 @@ -Action.fcurves -> fcurves: collection, (read-only) The individual F-Curves that make up the Action -Action.groups -> groups: collection, (read-only) Convenient groupings of F-Curves -Action.pose_markers -> pose_markers: collection, (read-only) Markers specific to this Action, for labeling poses -ActionActuator.action -> action: pointer -ActionActuator.blendin -> blendin: int Number of frames of motion blending -ActionActuator.frame_end -> frame_end: int -ActionActuator.frame_property -> frame_property: string Assign the action's current frame number to this property -ActionActuator.frame_start -> frame_start: int -ActionActuator.mode -> mode: enum Action playback type -ActionActuator.priority -> priority: int Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack -ActionActuator.property -> property: string Use this property to define the Action position -ActionConstraint.action -> action: pointer -ActionConstraint.frame_end -> frame_end: int Last frame of the Action to use -ActionConstraint.frame_start -> frame_start: int First frame of the Action to use -ActionConstraint.maximum -> max: float Maximum value for target channel range -ActionConstraint.minimum -> min: float Minimum value for target channel range -ActionConstraint.subtarget -> subtarget: string -ActionConstraint.target -> target: pointer Target Object -ActionConstraint.transform_channel -> transform_channel: enum Transformation channel from the target that is used to key the Action -ActionGroup.channels -> channels: collection, (read-only) F-Curves in this group -ActionGroup.custom_color -> custom_color: int Index of custom color set -ActionGroup.name -> name: string -Actuator.name -> name: string -Actuator.type -> type: enum -ActuatorSensor.actuator -> actuator: string Actuator name, actuator active state modifications will be detected -Addon.module -> module: string Module name -AnimData.action -> action: pointer Active Action for this datablock -AnimData.action_blending -> action_blend_type: enum Method used for combining Active Action's result with result of NLA stack -AnimData.action_extrapolation -> action_extrapolation: enum Action to take for gaps past the Active Action's range (when evaluating with NLA) -AnimData.action_influence -> action_influence: float Amount the Active Action contributes to the result of the NLA stack -AnimData.drivers -> drivers: collection, (read-only) The Drivers/Expressions for this datablock -AnimData.nla_tracks -> nla_tracks: collection, (read-only) NLA Tracks (i.e. Animation Layers) -AnimViz.motion_paths -> motion_paths: pointer, (read-only) Motion Path settings for visualisation -AnimViz.onion_skinning -> onion_skin_frames: pointer, (read-only) Onion Skinning (ghosting) settings for visualisation -AnimVizMotionPaths.after_current -> after_current: int Number of frames to show after the current frame (only for 'Around Current Frame' Onion-skinning method) -AnimVizMotionPaths.bake_location -> bake_location: enum When calculating Bone Paths, use Head or Tips -AnimVizMotionPaths.before_current -> before_current: int Number of frames to show before the current frame (only for 'Around Current Frame' Onion-skinning method) -AnimVizMotionPaths.frame_end -> frame_end: int End frame of range of paths to display/calculate (not for 'Around Current Frame' Onion-skinning method) -AnimVizMotionPaths.frame_start -> frame_start: int Starting frame of range of paths to display/calculate (not for 'Around Current Frame' Onion-skinning method) -AnimVizMotionPaths.frame_step -> frame_step: int Number of frames between paths shown (not for 'On Keyframes' Onion-skinning method) -AnimVizMotionPaths.type -> type: enum Type of range to show for Motion Paths -AnimVizOnionSkinning.after_current -> after_current: int Number of frames to show after the current frame (only for 'Around Current Frame' Onion-skinning method) -AnimVizOnionSkinning.before_current -> before_current: int Number of frames to show before the current frame (only for 'Around Current Frame' Onion-skinning method) -AnimVizOnionSkinning.frame_end -> frame_end: int End frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method) -AnimVizOnionSkinning.frame_start -> frame_start: int Starting frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method) -AnimVizOnionSkinning.frame_step -> frame_step: int Number of frames between ghosts shown (not for 'On Keyframes' Onion-skinning method) -AnimVizOnionSkinning.type -> type: enum Method used for determining what ghosts get drawn -Area.active_space -> active_space: pointer, (read-only) Space currently being displayed in this area -Area.regions -> regions: collection, (read-only) Regions this area is subdivided in -Area.spaces -> spaces: collection, (read-only) Spaces contained in this area, the first space is active -Area.type -> type: enum Space type -AreaLamp.gamma -> gamma: float Light gamma correction value -AreaLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float Threshold for Adaptive Sampling (Raytraced shadows) -AreaLamp.shadow_color -> shadow_color: float Color of shadows cast by the lamp -AreaLamp.shadow_method -> shadow_method: enum Method to compute lamp shadow with -AreaLamp.shadow_ray_samples_x -> shadow_ray_samples_x: int Amount of samples taken extra (samples x samples) -AreaLamp.shadow_ray_samples_y -> shadow_ray_samples_y: int Amount of samples taken extra (samples x samples) -AreaLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower -AreaLamp.shadow_soft_size -> shadow_soft_size: float Light size for ray shadow sampling (Raytraced shadows) -AreaLamp.shape -> shape: enum Shape of the area lamp -AreaLamp.size -> size: float Size of the area of the area Lamp, X direction size for Rectangle shapes -AreaLamp.size_y -> size_y: float Size of the area of the area Lamp in the Y direction for Rectangle shapes -Armature.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock -Armature.bones -> bones: collection, (read-only) -Armature.drawtype -> drawtype: enum -Armature.edit_bones -> edit_bones: collection, (read-only) -Armature.ghost_frame_end -> ghost_frame_end: int End frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method) -Armature.ghost_frame_start -> ghost_frame_start: int Starting frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method) -Armature.ghost_size -> ghost_size: int Frame step for Ghosts (not for 'On Keyframes' Onion-skinning method) -Armature.ghost_step -> ghost_step: int Number of frame steps on either side of current frame to show as ghosts (only for 'Around Current Frame' Onion-skinning method) -Armature.ghost_type -> ghost_type: enum Method of Onion-skinning for active Action -Armature.pose_position -> pose_position: enum Show armature in binding pose or final posed state -ArmatureActuator.bone -> bone: string Bone on which the constraint is defined -ArmatureActuator.constraint -> constraint: string Name of the constraint you want to control -ArmatureActuator.mode -> mode: enum -ArmatureActuator.secondary_target -> secondary_target: pointer Set weight of this constraint -ArmatureActuator.target -> target: pointer Set this object as the target of the constraint -ArmatureActuator.weight -> weight: float Set weight of this constraint -ArmatureBones.active -> active: pointer Armatures active bone -ArmatureEditBones.active -> active: pointer Armatures active edit bone -ArmatureModifier.object -> object: pointer Armature object to deform with -ArmatureModifier.vertex_group -> vertex_group: string Vertex group name -ArmatureSensor.bone -> bone: string Identify the bone to check value from -ArmatureSensor.constraint -> constraint: string Identify the bone constraint to check value from -ArmatureSensor.test_type -> test_type: enum Type of value and test -ArmatureSensor.value -> value: float Specify value to be used in comparison -ArrayModifier.constant_offset_displacement -> constant_offset_displacement: float -ArrayModifier.count -> count: int Number of duplicates to make -ArrayModifier.curve -> curve: pointer Curve object to fit array length to -ArrayModifier.end_cap -> end_cap: pointer Mesh object to use as an end cap -ArrayModifier.fit_type -> fit_type: enum Array length calculation method -ArrayModifier.length -> length: float Length to fit array within -ArrayModifier.merge_distance -> merge_distance: float Limit below which to merge vertices -ArrayModifier.offset_object -> offset_object: pointer -ArrayModifier.relative_offset_displacement -> relative_offset_displacement: float -ArrayModifier.start_cap -> start_cap: pointer Mesh object to use as a start cap -BackgroundImage.image -> image: pointer Image displayed and edited in this space -BackgroundImage.image_user -> image_user: pointer, (read-only) Parameters defining which layer, pass and frame of the image is displayed -BackgroundImage.offset_x -> offset_x: float Offsets image horizontally from the world origin -BackgroundImage.offset_y -> offset_y: float Offsets image vertically from the world origin -BackgroundImage.size -> size: float Scaling factor for the background image -BackgroundImage.transparency -> transparency: float Amount to blend the image against the background color -BackgroundImage.view_axis -> view_axis: enum The axis to display the image on -BevelModifier.angle -> angle: float Angle above which to bevel edges -BevelModifier.edge_weight_method -> edge_weight_method: enum What edge weight to use for weighting a vertex -BevelModifier.limit_method -> limit_method: enum -BevelModifier.width -> width: float Bevel value/amount -BezierSplinePoint.co -> co: float Coordinates of the control point -BezierSplinePoint.handle1 -> handle_left: float Coordinates of the first handle -BezierSplinePoint.handle1_type -> handle_left_type: enum Handle types -BezierSplinePoint.handle2 -> handle_right: float Coordinates of the second handle -BezierSplinePoint.handle2_type -> handle_right_type: enum Handle types -BezierSplinePoint.radius -> radius: float, (read-only) Radius for bevelling -BezierSplinePoint.tilt -> tilt: float Tilt in 3D View -BezierSplinePoint.weight -> weight: float Softbody goal weight -BlendTexture.flip_axis -> flip_axis: enum Flips the texture's X and Y axis -BlendTexture.progression -> progression: enum Sets the style of the color blending -BlenderRNA.structs -> structs: collection, (read-only) -BoidRule.name -> name: string Boid rule name -BoidRule.type -> type: enum, (read-only) -BoidRuleAverageSpeed.level -> level: float How much velocity's z-component is kept constant -BoidRuleAverageSpeed.speed -> speed: float Percentage of maximum speed -BoidRuleAverageSpeed.wander -> wander: float How fast velocity's direction is randomized -BoidRuleAvoid.fear_factor -> fear_factor: float Avoid object if danger from it is above this threshold -BoidRuleAvoid.object -> object: pointer Object to avoid -BoidRuleAvoidCollision.look_ahead -> look_ahead: float Time to look ahead in seconds -BoidRuleFight.distance -> distance: float Attack boids at max this distance -BoidRuleFight.flee_distance -> flee_distance: float Flee to this distance -BoidRuleFollowLeader.distance -> distance: float Distance behind leader to follow -BoidRuleFollowLeader.object -> object: pointer Follow this object instead of a boid -BoidRuleFollowLeader.queue_size -> queue_size: int How many boids in a line -BoidRuleGoal.object -> object: pointer Goal object -BoidSettings.accuracy -> accuracy: float Accuracy of attack -BoidSettings.active_boid_state -> active_boid_state: pointer, (read-only) -BoidSettings.active_boid_state_index -> active_boid_state_index: int -BoidSettings.aggression -> aggression: float Boid will fight this times stronger enemy -BoidSettings.air_max_acc -> air_acc_max: float Maximum acceleration in air (relative to maximum speed) -BoidSettings.air_max_ave -> air_ave_max: float Maximum angular velocity in air (relative to 180 degrees) -BoidSettings.air_max_speed -> air_speed_max: float Maximum speed in air -BoidSettings.air_min_speed -> air_speed_min: float Minimum speed in air (relative to maximum speed) -BoidSettings.air_personal_space -> air_personal_space: float Radius of boids personal space in air (% of particle size) -BoidSettings.banking -> bank: float Amount of rotation around velocity vector on turns -BoidSettings.health -> health: float Initial boid health when born -BoidSettings.height -> height: float Boid height relative to particle size -BoidSettings.land_jump_speed -> land_jump_speed: float Maximum speed for jumping -BoidSettings.land_max_acc -> land_acc_max: float Maximum acceleration on land (relative to maximum speed) -BoidSettings.land_max_ave -> land_ave_max: float Maximum angular velocity on land (relative to 180 degrees) -BoidSettings.land_max_speed -> land_speed_max: float Maximum speed on land -BoidSettings.land_personal_space -> land_personal_space: float Radius of boids personal space on land (% of particle size) -BoidSettings.land_stick_force -> land_stick_force: float How strong a force must be to start effecting a boid on land -BoidSettings.landing_smoothness -> land_smooth: float How smoothly the boids land -BoidSettings.range -> range: float The maximum distance from which a boid can attack -BoidSettings.states -> states: collection, (read-only) -BoidSettings.strength -> strength: float Maximum caused damage on attack per second -BoidState.active_boid_rule -> active_boid_rule: pointer, (read-only) -BoidState.active_boid_rule_index -> active_boid_rule_index: int -BoidState.falloff -> falloff: float -BoidState.name -> name: string Boid state name -BoidState.rule_fuzziness -> rule_fuzzy: float -BoidState.rules -> rules: collection, (read-only) -BoidState.ruleset_type -> ruleset_type: enum How the rules in the list are evaluated -BoidState.volume -> volume: float -Bone.bbone_in -> bbone_in: float Length of first Bezier Handle (for B-Bones only) -Bone.bbone_out -> bbone_out: float Length of second Bezier Handle (for B-Bones only) -Bone.bbone_segments -> bbone_segments: int Number of subdivisions of bone (for B-Bones only) -Bone.children -> children: collection, (read-only) Bones which are children of this bone -Bone.envelope_distance -> envelope_distance: float Bone deformation distance (for Envelope deform only) -Bone.envelope_weight -> envelope_weight: float Bone deformation weight (for Envelope deform only) -Bone.head -> head: float Location of head end of the bone relative to its parent -Bone.head_local -> head_local: float Location of head end of the bone relative to armature -Bone.head_radius -> head_radius: float Radius of head of bone (for Envelope deform only) -Bone.matrix -> matrix: float 3x3 bone matrix -Bone.matrix_local -> matrix_local: float 4x4 bone matrix relative to armature -Bone.name -> name: string -Bone.parent -> parent: pointer, (read-only) Parent bone (in same Armature) -Bone.tail -> tail: float Location of tail end of the bone -Bone.tail_local -> tail_local: float Location of tail end of the bone relative to armature -Bone.tail_radius -> tail_radius: float Radius of tail of bone (for Envelope deform only) -BoneGroup.color_set -> color_set: enum Custom color set to use -BoneGroup.colors -> colors: pointer, (read-only) Copy of the colors associated with the group's color set -BoneGroup.name -> name: string -BooleanModifier.object -> object: pointer Mesh object to use for Boolean operation -BooleanModifier.operation -> operation: enum -BooleanProperty.array_length -> array_length: int, (read-only) Maximum length of the array, 0 means unlimited -Brush.blend -> blend: enum Brush blending mode -Brush.clone_alpha -> clone_alpha: float Opacity of clone image display -Brush.clone_image -> clone_image: pointer Image for clone tool -Brush.clone_offset -> clone_offset: float -Brush.color -> color: float -Brush.curve -> curve: pointer, (read-only) Editable falloff curve -Brush.direction -> direction: enum Mapping type to use for this image in the game engine -Brush.imagepaint_tool -> imagepaint_tool: enum -Brush.jitter -> jitter: float Jitter the position of the brush while painting -Brush.rate -> rate: float Interval between paints for Airbrush -Brush.sculpt_tool -> sculpt_tool: enum -Brush.size -> size: int Diameter of the brush -Brush.smooth_stroke_factor -> smooth_stroke_factor: float Higher values give a smoother stroke -Brush.smooth_stroke_radius -> smooth_stroke_radius: int Minimum distance from last point before stroke continues -Brush.spacing -> spacing: float Spacing between brush stamps -Brush.strength -> strength: float The amount of pressure on the brush -Brush.texture -> texture: pointer -Brush.texture_slot -> texture_slot: pointer, (read-only) -Brush.vertexpaint_tool -> vertexpaint_tool: enum -BrushTextureSlot.angle -> angle: float Defines brush texture rotation -BrushTextureSlot.map_mode -> map_mode: enum -BuildModifier.frame_start -> frame_start: float Specify the start frame of the effect -BuildModifier.length -> length: float Specify the total time the build effect requires -BuildModifier.seed -> seed: int Specify the seed for random if used -Camera.angle -> angle: float Perspective Camera lens field of view in degrees -Camera.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock -Camera.clip_end -> clip_end: float Camera far clipping distance -Camera.clip_start -> clip_start: float Camera near clipping distance -Camera.dof_distance -> dof_distance: float Distance to the focus point for depth of field -Camera.dof_object -> dof_object: pointer Use this object to define the depth of field focal point -Camera.draw_size -> draw_size: float Apparent size of the Camera object in the 3D View -Camera.lens -> lens: float Perspective Camera lens value in millimeters -Camera.lens_unit -> lens_unit: enum Unit to edit lens in for the user interface -Camera.ortho_scale -> ortho_scale: float Orthographic Camera scale (similar to zoom) -Camera.passepartout_alpha -> passepartout_alpha: float Opacity (alpha) of the darkened overlay in Camera view -Camera.shift_x -> shift_x: float Perspective Camera horizontal shift -Camera.shift_y -> shift_y: float Perspective Camera vertical shift -Camera.type -> type: enum Camera types -CameraActuator.axis -> axis: enum Specify the axis the Camera will try to get behind -CameraActuator.height -> height: float -CameraActuator.max -> max: float -CameraActuator.min -> min: float -CameraActuator.object -> object: pointer Look at this Object -CastModifier.cast_type -> cast_type: enum -CastModifier.factor -> factor: float -CastModifier.object -> object: pointer Control object: if available, its location determines the center of the effect -CastModifier.radius -> radius: float Only deform vertices within this distance from the center of the effect (leave as 0 for infinite.) -CastModifier.size -> size: float Size of projection shape (leave as 0 for auto.) -CastModifier.vertex_group -> vertex_group: string Vertex group name -ChildOfConstraint.subtarget -> subtarget: string -ChildOfConstraint.target -> target: pointer Target Object -ClampToConstraint.main_axis -> main_axis: enum Main axis of movement -ClampToConstraint.target -> target: pointer Target Object -ClothCollisionSettings.collision_quality -> collision_quality: int How many collision iterations should be done. (higher is better quality but slower) -ClothCollisionSettings.friction -> friction: float Friction force if a collision happened. (higher = less movement) -ClothCollisionSettings.group -> group: pointer Limit colliders to this Group -ClothCollisionSettings.min_distance -> distance_min: float Minimum distance between collision objects before collision response takes in -ClothCollisionSettings.self_collision_quality -> self_collision_quality: int How many self collision iterations should be done. (higher is better quality but slower) -ClothCollisionSettings.self_friction -> self_friction: float Friction/damping with self contact -ClothCollisionSettings.self_min_distance -> self_distance_min: float 0.5 means no distance at all, 1.0 is maximum distance -ClothModifier.collision_settings -> collision_settings: pointer, (read-only) -ClothModifier.point_cache -> point_cache: pointer, (read-only) -ClothModifier.settings -> settings: pointer, (read-only) -ClothSettings.air_damping -> air_damping: float Air has normally some thickness which slows falling things down -ClothSettings.bending_stiffness -> bending_stiffness: float Wrinkle coefficient. (higher = less smaller but more big wrinkles) -ClothSettings.bending_stiffness_max -> bending_stiffness_max: float Maximum bending stiffness value -ClothSettings.bending_vertex_group -> bending_vertex_group: string Vertex group for fine control over bending stiffness -ClothSettings.collider_friction -> collider_friction: float -ClothSettings.effector_weights -> effector_weights: pointer, (read-only) -ClothSettings.goal_default -> goal_default: float Default Goal (vertex target position) value, when no Vertex Group used -ClothSettings.goal_friction -> goal_friction: float Goal (vertex target position) friction -ClothSettings.goal_max -> goal_max: float Goal maximum, vertex group weights are scaled to match this range -ClothSettings.goal_min -> goal_min: float Goal minimum, vertex group weights are scaled to match this range -ClothSettings.goal_spring -> goal_spring: float Goal (vertex target position) spring stiffness -ClothSettings.gravity -> gravity: float Gravity or external force vector -ClothSettings.internal_friction -> internal_friction: float -ClothSettings.mass -> mass: float Mass of cloth material -ClothSettings.mass_vertex_group -> mass_vertex_group: string Vertex Group for pinning of vertices -ClothSettings.pin_stiffness -> pin_stiffness: float Pin (vertex target position) spring stiffness -ClothSettings.pre_roll -> pre_roll: int Simulation starts on this frame -ClothSettings.quality -> quality: int Quality of the simulation in steps per frame. (higher is better quality but slower) -ClothSettings.rest_shape_key -> rest_shape_key: pointer Shape key to use the rest spring lengths from -ClothSettings.spring_damping -> spring_damping: float Damping of cloth velocity. (higher = more smooth, less jiggling) -ClothSettings.structural_stiffness -> structural_stiffness: float Overall stiffness of structure -ClothSettings.structural_stiffness_max -> structural_stiffness_max: float Maximum structural stiffness value -ClothSettings.structural_stiffness_vertex_group -> structural_stiffness_vertex_group: string Vertex group for fine control over structural stiffness -CloudsTexture.nabla -> nabla: float Size of derivative offset used for calculating normal -CloudsTexture.noise_basis -> noise_basis: enum Sets the noise basis used for turbulence -CloudsTexture.noise_depth -> noise_depth: int Sets the depth of the cloud calculation -CloudsTexture.noise_size -> noise_size: float Sets scaling for noise input -CloudsTexture.noise_type -> noise_type: enum -CloudsTexture.stype -> stype: enum -CollectionProperty.fixed_type -> fixed_type: pointer, (read-only) Fixed pointer type, empty if variable type -CollisionModifier.settings -> settings: pointer, (read-only) -CollisionSensor.material -> material: string Only look for Objects with this material -CollisionSensor.property -> property: string Only look for Objects with this property -CollisionSettings.absorption -> absorption: float How much of effector force gets lost during collision with this object (in percent) -CollisionSettings.damping -> damping: float Amount of damping during collision -CollisionSettings.damping_factor -> damping_factor: float Amount of damping during particle collision -CollisionSettings.friction_factor -> friction_factor: float Amount of friction during particle collision -CollisionSettings.inner_thickness -> inner_thickness: float Inner face thickness -CollisionSettings.outer_thickness -> outer_thickness: float Outer face thickness -CollisionSettings.permeability -> permeability: float Chance that the particle will pass through the mesh -CollisionSettings.random_damping -> random_damping: float Random variation of damping -CollisionSettings.random_friction -> random_friction: float Random variation of friction -CollisionSettings.stickness -> stickness: float Amount of stickness to surface collision -ColorRamp.elements -> elements: collection, (read-only) -ColorRamp.interpolation -> interpolation: enum -ColorRampElement.color -> color: float -ColorRampElement.position -> position: float -ColorSequence.color -> color: float -CompositorNode.type -> type: enum, (read-only) -CompositorNodeAlphaOver.premul -> premul: float Mix Factor -CompositorNodeBilateralblur.iterations -> iterations: int -CompositorNodeBilateralblur.sigma_color -> sigma_color: float -CompositorNodeBilateralblur.sigma_space -> sigma_space: float -CompositorNodeBlur.factor -> factor: float -CompositorNodeBlur.factor_x -> factor_x: float -CompositorNodeBlur.factor_y -> factor_y: float -CompositorNodeBlur.filter_type -> filter_type: enum -CompositorNodeBlur.sizex -> size_x: int -CompositorNodeBlur.sizey -> size_y: int -CompositorNodeChannelMatte.algorithm -> algorithm: enum Algorithm to use to limit channel -CompositorNodeChannelMatte.channel -> channel: enum Channel used to determine matte -CompositorNodeChannelMatte.color_space -> color_space: enum -CompositorNodeChannelMatte.high -> high: float Values higher than this setting are 100% opaque -CompositorNodeChannelMatte.limit_channel -> limit_channel: enum Limit by this channels value -CompositorNodeChannelMatte.low -> low: float Values lower than this setting are 100% keyed -CompositorNodeChromaMatte.acceptance -> acceptance: float Tolerance for a color to be considered a keying color -CompositorNodeChromaMatte.cutoff -> cutoff: float Tolerance below which colors will be considered as exact matches -CompositorNodeChromaMatte.gain -> gain: float Alpha gain -CompositorNodeChromaMatte.lift -> lift: float Alpha lift -CompositorNodeChromaMatte.shadow_adjust -> shadow_adjust: float Adjusts the brightness of any shadows captured -CompositorNodeColorBalance.correction_formula -> correction_formula: enum -CompositorNodeColorBalance.gain -> gain: float Correction for Highlights -CompositorNodeColorBalance.gamma -> gamma: float Correction for Midtones -CompositorNodeColorBalance.lift -> lift: float Correction for Shadows -CompositorNodeColorBalance.offset -> offset: float Correction for Shadows -CompositorNodeColorBalance.power -> power: float Correction for Midtones -CompositorNodeColorBalance.slope -> slope: float Correction for Highlights -CompositorNodeColorMatte.h -> h: float Hue tolerance for colors to be considered a keying color -CompositorNodeColorMatte.s -> s: float Saturation Tolerance for the color -CompositorNodeColorMatte.v -> v: float Value Tolerance for the color -CompositorNodeColorSpill.algorithm -> algorithm: enum -CompositorNodeColorSpill.channel -> channel: enum -CompositorNodeColorSpill.limit_channel -> limit_channel: enum -CompositorNodeColorSpill.ratio -> ratio: float Scale limit by value -CompositorNodeColorSpill.unspill_blue -> unspill_blue: float Blue spillmap scale -CompositorNodeColorSpill.unspill_green -> unspill_green: float Green spillmap scale -CompositorNodeColorSpill.unspill_red -> unspill_red: float Red spillmap scale -CompositorNodeCrop.x1 -> x1: int -CompositorNodeCrop.x2 -> x2: int -CompositorNodeCrop.y1 -> y1: int -CompositorNodeCrop.y2 -> y2: int -CompositorNodeCurveRGB.mapping -> mapping: pointer, (read-only) -CompositorNodeCurveVec.mapping -> mapping: pointer, (read-only) -CompositorNodeDBlur.angle -> angle: float -CompositorNodeDBlur.center_x -> center_x: float -CompositorNodeDBlur.center_y -> center_y: float -CompositorNodeDBlur.distance -> distance: float -CompositorNodeDBlur.iterations -> iterations: int -CompositorNodeDBlur.spin -> spin: float -CompositorNodeDBlur.zoom -> zoom: float -CompositorNodeDefocus.angle -> angle: int Bokeh shape rotation offset in degrees -CompositorNodeDefocus.bokeh -> bokeh: enum -CompositorNodeDefocus.f_stop -> f_stop: float Amount of focal blur, 128=infinity=perfect focus, half the value doubles the blur radius -CompositorNodeDefocus.max_blur -> blur_max: float blur limit, maximum CoC radius, 0=no limit -CompositorNodeDefocus.samples -> samples: int Number of samples (16=grainy, higher=less noise) -CompositorNodeDefocus.threshold -> threshold: float CoC radius threshold, prevents background bleed on in-focus midground, 0=off -CompositorNodeDefocus.z_scale -> z_scale: float Scales the Z input when not using a zbuffer, controls maximum blur designated by the color white or input value 1 -CompositorNodeDiffMatte.falloff -> falloff: float Color distances below this additional threshold are partially keyed -CompositorNodeDiffMatte.tolerance -> tolerance: float Color distances below this threshold are keyed -CompositorNodeDilateErode.distance -> distance: int Distance to grow/shrink (number of iterations) -CompositorNodeDistanceMatte.falloff -> falloff: float Color distances below this additional threshold are partially keyed -CompositorNodeDistanceMatte.tolerance -> tolerance: float Color distances below this threshold are keyed -CompositorNodeFilter.filter_type -> filter_type: enum -CompositorNodeFlip.axis -> axis: enum -CompositorNodeGlare.angle_offset -> angle_offset: float Streak angle offset in degrees -CompositorNodeGlare.color_modulation -> color_modulation: float Amount of Color Modulation, modulates colors of streaks and ghosts for a spectral dispersion effect -CompositorNodeGlare.fade -> fade: float Streak fade-out factor -CompositorNodeGlare.glare_type -> glare_type: enum -CompositorNodeGlare.iterations -> iterations: int -CompositorNodeGlare.mix -> mix: float -1 is original image only, 0 is exact 50/50 mix, 1 is processed image only -CompositorNodeGlare.quality -> quality: enum If not set to high quality, the effect will be applied to a low-res copy of the source image -CompositorNodeGlare.size -> size: int Glow/glare size (not actual size; relative to initial size of bright area of pixels) -CompositorNodeGlare.streaks -> streaks: int Total number of streaks -CompositorNodeGlare.threshold -> threshold: float The glare filter will only be applied to pixels brighter than this value -CompositorNodeHueCorrect.mapping -> mapping: pointer, (read-only) -CompositorNodeHueSat.hue -> hue: float -CompositorNodeHueSat.sat -> sat: float -CompositorNodeHueSat.val -> val: float -CompositorNodeIDMask.index -> index: int Pass index number to convert to alpha -CompositorNodeImage.frames -> frames: int Number of images used in animation -CompositorNodeImage.image -> image: pointer -CompositorNodeImage.layer -> layer: enum -CompositorNodeImage.offset -> offset: int Offsets the number of the frame to use in the animation -CompositorNodeImage.start -> start: int -CompositorNodeLevels.channel -> channel: enum -CompositorNodeLumaMatte.high -> high: float Values higher than this setting are 100% opaque -CompositorNodeLumaMatte.low -> low: float Values lower than this setting are 100% keyed -CompositorNodeMapUV.alpha -> alpha: int -CompositorNodeMapValue.max -> max: float -CompositorNodeMapValue.min -> min: float -CompositorNodeMapValue.offset -> offset: float -CompositorNodeMapValue.size -> size: float -CompositorNodeMath.operation -> operation: enum -CompositorNodeMixRGB.blend_type -> blend_type: enum -CompositorNodeOutputFile.exr_codec -> exr_codec: enum -CompositorNodeOutputFile.filepath -> filepath: string Output path for the image, same functionality as render output. -CompositorNodeOutputFile.frame_end -> frame_end: int -CompositorNodeOutputFile.frame_start -> frame_start: int -CompositorNodeOutputFile.image_type -> image_type: enum -CompositorNodeOutputFile.quality -> quality: int -CompositorNodePremulKey.mapping -> mapping: enum Conversion between premultiplied alpha and key alpha -CompositorNodeRLayers.layer -> layer: enum -CompositorNodeRLayers.scene -> scene: pointer -CompositorNodeRotate.filter -> filter: enum Method to use to filter rotation -CompositorNodeScale.space -> space: enum Coordinate space to scale relative to -CompositorNodeSplitViewer.axis -> axis: enum -CompositorNodeSplitViewer.factor -> factor: int -CompositorNodeTexture.node_output -> node_output: int For node-based textures, which output node to use -CompositorNodeTexture.texture -> texture: pointer -CompositorNodeTime.curve -> curve: pointer, (read-only) -CompositorNodeTime.end -> end: int -CompositorNodeTime.start -> start: int -CompositorNodeTonemap.adaptation -> adaptation: float If 0, global; if 1, based on pixel intensity -CompositorNodeTonemap.contrast -> contrast: float Set to 0 to use estimate from input image -CompositorNodeTonemap.correction -> correction: float If 0, same for all channels; if 1, each independent -CompositorNodeTonemap.gamma -> gamma: float If not used, set to 1 -CompositorNodeTonemap.intensity -> intensity: float If less than zero, darkens image; otherwise, makes it brighter -CompositorNodeTonemap.key -> key: float The value the average luminance is mapped to -CompositorNodeTonemap.offset -> offset: float Normally always 1, but can be used as an extra control to alter the brightness curve -CompositorNodeTonemap.tonemap_type -> tonemap_type: enum -CompositorNodeValToRGB.color_ramp -> color_ramp: pointer, (read-only) -CompositorNodeVecBlur.factor -> factor: float Scaling factor for motion vectors; actually 'shutter speed' in frames -CompositorNodeVecBlur.max_speed -> speed_max: int Maximum speed, or zero for none -CompositorNodeVecBlur.min_speed -> speed_min: int Minimum speed for a pixel to be blurred; used to separate background from foreground -CompositorNodeVecBlur.samples -> samples: int -ConsoleLine.current_character -> current_character: int -ConsoleLine.line -> line: string Text in the line -Constraint.influence -> influence: float Amount of influence constraint will have on the final solution -Constraint.lin_error -> lin_error: float, (read-only) Amount of residual error in Blender space unit for constraints that work on position -Constraint.name -> name: string Constraint name -Constraint.owner_space -> owner_space: enum Space that owner is evaluated in -Constraint.rot_error -> rot_error: float, (read-only) Amount of residual error in radiant for constraints that work on orientation -Constraint.target_space -> target_space: enum Space that target is evaluated in -Constraint.type -> type: enum, (read-only) -ConstraintActuator.damping -> damping: int Damping factor: time constant (in frame) of low pass filter -ConstraintActuator.damping_rotation -> damping_rotation: int Use a different damping for orientation -ConstraintActuator.direction -> direction: enum Set the direction of the ray -ConstraintActuator.direction_axis -> direction_axis: enum Select the axis to be aligned along the reference direction -ConstraintActuator.distance -> distance: float Set the maximum length of ray -ConstraintActuator.fh_damping -> fh_damping: float Damping factor of the Fh spring force -ConstraintActuator.fh_height -> fh_height: float Height of the Fh area -ConstraintActuator.limit -> limit: enum -ConstraintActuator.limit_max -> limit_max: float -ConstraintActuator.limit_min -> limit_min: float -ConstraintActuator.material -> material: string Ray detects only Objects with this material -ConstraintActuator.max_angle -> angle_max: float Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max -ConstraintActuator.max_rotation -> rotation_max: float Reference Direction -ConstraintActuator.min_angle -> angle_min: float Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max -ConstraintActuator.mode -> mode: enum The type of the constraint -ConstraintActuator.property -> property: string Ray detect only Objects with this property -ConstraintActuator.range -> range: float Set the maximum length of ray -ConstraintActuator.spring -> spring: float Spring force within the Fh area -ConstraintActuator.time -> time: int Maximum activation time in frame, 0 for unlimited -ConstraintTarget.subtarget -> subtarget: string -ConstraintTarget.target -> target: pointer Target Object -Context.area -> area: pointer, (read-only) -Context.main -> main: pointer, (read-only) -Context.manager -> manager: pointer, (read-only) -Context.mode -> mode: enum, (read-only) -Context.region -> region: pointer, (read-only) -Context.scene -> scene: pointer, (read-only) -Context.screen -> screen: pointer, (read-only) -Context.space_data -> space_data: pointer, (read-only) -Context.tool_settings -> tool_settings: pointer, (read-only) -Context.user_preferences -> user_preferences: pointer, (read-only) -Context.window -> window: pointer, (read-only) -ControlFluidSettings.attraction_radius -> attraction_radius: float Specifies the force field radius around the control object -ControlFluidSettings.attraction_strength -> attraction_strength: float Force strength for directional attraction towards the control object -ControlFluidSettings.end_time -> end_time: float Specifies time when the control particles are deactivated -ControlFluidSettings.quality -> quality: float Specifies the quality which is used for object sampling. (higher = better but slower) -ControlFluidSettings.start_time -> start_time: float Specifies time when the control particles are activated -ControlFluidSettings.velocity_radius -> velocity_radius: float Specifies the force field radius around the control object -ControlFluidSettings.velocity_strength -> velocity_strength: float Force strength of how much of the control object's velocity is influencing the fluid velocity -Controller.name -> name: string -Controller.state_number -> state_number: int Set Controller state index (1 to 30) -Controller.type -> type: enum -CopyLocationConstraint.head_tail -> head_tail: float Target along length of bone: Head=0, Tail=1 -CopyLocationConstraint.subtarget -> subtarget: string -CopyLocationConstraint.target -> target: pointer Target Object -CopyRotationConstraint.subtarget -> subtarget: string -CopyRotationConstraint.target -> target: pointer Target Object -CopyScaleConstraint.subtarget -> subtarget: string -CopyScaleConstraint.target -> target: pointer Target Object -CopyTransformsConstraint.head_tail -> head_tail: float Target along length of bone: Head=0, Tail=1 -CopyTransformsConstraint.subtarget -> subtarget: string -CopyTransformsConstraint.target -> target: pointer Target Object -Curve.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock -Curve.bevel_depth -> bevel_depth: float Bevel depth when not using a bevel object -Curve.bevel_object -> bevel_object: pointer Curve object name that defines the bevel shape -Curve.bevel_resolution -> bevel_resolution: int Bevel resolution when depth is non-zero and no specific bevel object has been defined -Curve.dimensions -> dimensions: enum Select 2D or 3D curve type -Curve.eval_time -> eval_time: float Parametric position along the length of the curve that Objects 'following' it should be at. Position is evaluated by dividing by the 'Path Length' value -Curve.extrude -> extrude: float Amount of curve extrusion when not using a bevel object -Curve.materials -> materials: collection, (read-only) -Curve.path_length -> path_length: int The number of frames that are needed to traverse the path, defining the maximum value for the 'Evaluation Time' setting -Curve.render_resolution_u -> render_resolution_u: int Surface resolution in U direction used while rendering. Zero skips this property -Curve.render_resolution_v -> render_resolution_v: int Surface resolution in V direction used while rendering. Zero skips this property -Curve.resolution_u -> resolution_u: int Surface resolution in U direction -Curve.resolution_v -> resolution_v: int Surface resolution in V direction -Curve.shape_keys -> shape_keys: pointer, (read-only) -Curve.splines -> splines: collection, (read-only) Collection of splines in this curve data object -Curve.taper_object -> taper_object: pointer Curve object name that defines the taper (width) -Curve.texspace_loc -> texspace_loc: float Texture space location -Curve.texspace_size -> texspace_size: float Texture space size -Curve.twist_mode -> twist_mode: enum The type of tilt calculation for 3D Curves -Curve.twist_smooth -> twist_smooth: float Smoothing iteration for tangents -Curve.width -> width: float Scale the original width (1.0) based on given factor -CurveMap.extend -> extend: enum, (read-only) Extrapolate the curve or extend it horizontally -CurveMap.points -> points: collection, (read-only) -CurveMapPoint.handle_type -> handle_type: enum, (read-only) Curve interpolation at this point: bezier or vector -CurveMapPoint.location -> location: float, (read-only) X/Y coordinates of the curve point -CurveMapping.black_level -> black_level: float For RGB curves, the color that black is mapped to -CurveMapping.clip_max_x -> clip_max_x: float -CurveMapping.clip_max_y -> clip_max_y: float -CurveMapping.clip_min_x -> clip_min_x: float -CurveMapping.clip_min_y -> clip_min_y: float -CurveMapping.curves -> curves: collection, (read-only) -CurveMapping.white_level -> white_level: float For RGB curves, the color that white is mapped to -CurveModifier.deform_axis -> deform_axis: enum The axis that the curve deforms along -CurveModifier.object -> object: pointer Curve object to deform with -CurveModifier.vertex_group -> vertex_group: string Vertex group name -CurveSplines.active -> active: pointer Active curve spline -DampedTrackConstraint.subtarget -> subtarget: string -DampedTrackConstraint.target -> target: pointer Target Object -DampedTrackConstraint.track -> track: enum Axis that points to the target object -DecimateModifier.face_count -> face_count: int, (read-only) The current number of faces in the decimated mesh -DecimateModifier.ratio -> ratio: float Defines the ratio of triangles to reduce to -DelaySensor.delay -> delay: int Delay in number of logic tics before the positive trigger (default 60 per second) -DelaySensor.duration -> duration: int If >0, delay in number of logic tics before the negative trigger following the positive trigger -DisplaceModifier.direction -> direction: enum -DisplaceModifier.midlevel -> midlevel: float Material value that gives no displacement -DisplaceModifier.strength -> strength: float -DisplaceModifier.texture -> texture: pointer -DisplaceModifier.texture_coordinate_object -> texture_coordinate_object: pointer -DisplaceModifier.texture_coordinates -> texture_coordinates: enum -DisplaceModifier.uv_layer -> uv_layer: string UV layer name -DisplaceModifier.vertex_group -> vertex_group: string Vertex group name -DistortedNoiseTexture.distortion -> distortion: float -DistortedNoiseTexture.nabla -> nabla: float Size of derivative offset used for calculating normal -DistortedNoiseTexture.noise_basis -> noise_basis: enum Sets the noise basis used for turbulence -DistortedNoiseTexture.noise_distortion -> noise_distortion: enum Sets the noise basis for the distortion -DistortedNoiseTexture.noise_size -> noise_size: float Sets scaling for noise input -DomainFluidSettings.compressibility -> compressibility: float Allowed compressibility due to gravitational force for standing fluid. (directly affects simulation step size) -DomainFluidSettings.end_time -> end_time: float Simulation time of the last blender frame -DomainFluidSettings.generate_particles -> generate_particles: float Amount of particles to generate (0=off, 1=normal, >1=more) -DomainFluidSettings.gravity -> gravity: float Gravity in X, Y and Z direction -DomainFluidSettings.grid_levels -> grid_levels: int Number of coarsened grids to use (-1 for automatic) -DomainFluidSettings.memory_estimate -> memory_estimate: string, (read-only) Estimated amount of memory needed for baking the domain -DomainFluidSettings.partial_slip_factor -> partial_slip_factor: float Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip -DomainFluidSettings.path -> path: string Directory (and/or filename prefix) to store baked fluid simulation files in -DomainFluidSettings.preview_resolution -> preview_resolution: int Preview resolution in X,Y and Z direction -DomainFluidSettings.real_world_size -> real_world_size: float Size of the simulation domain in metres -DomainFluidSettings.render_display_mode -> render_display_mode: enum How to display the mesh for rendering -DomainFluidSettings.resolution -> resolution: int Domain resolution in X,Y and Z direction -DomainFluidSettings.slip_type -> slip_type: enum -DomainFluidSettings.start_time -> start_time: float Simulation time of the first blender frame -DomainFluidSettings.surface_smoothing -> surface_smooth: float Amount of surface smoothing. A value of 0 is off, 1 is normal smoothing and more than 1 is extra smoothing -DomainFluidSettings.surface_subdivisions -> surface_subdivisions: int Number of isosurface subdivisions. This is necessary for the inclusion of particles into the surface generation. Warning - can lead to longer computation times! -DomainFluidSettings.tracer_particles -> tracer_particles: int Number of tracer particles to generate -DomainFluidSettings.viewport_display_mode -> viewport_display_mode: enum How to display the mesh in the viewport -DomainFluidSettings.viscosity_base -> viscosity_base: float Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1) -DomainFluidSettings.viscosity_exponent -> viscosity_exponent: int Negative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6.) -DomainFluidSettings.viscosity_preset -> viscosity_preset: enum Set viscosity of the fluid to a preset value, or use manual input -DopeSheet.filtering_group -> filtering_group: pointer Group that included Object should be a member of -DopeSheet.source -> source: pointer, (read-only) ID-Block representing source data, currently ID_SCE (for Dopesheet), and ID_SC (for Grease Pencil) -Driver.expression -> expression: string Expression to use for Scripted Expression -Driver.type -> type: enum Driver type -Driver.variables -> variables: collection, (read-only) Properties acting as inputs for this driver -DriverTarget.bone_target -> bone_target: string Name of PoseBone to use as target -DriverTarget.data_path -> data_path: string RNA Path (from ID-block) to property used -DriverTarget.id -> id: pointer ID-block that the specific property used can be found from (id_type property must be set first) -DriverTarget.id_type -> id_type: enum Type of ID-block that can be used -DriverTarget.transform_type -> transform_type: enum Driver variable type -DriverVariable.name -> name: string Name to use in scripted expressions/functions. (No spaces or dots are allowed. Also, must not start with a symbol or digit) -DriverVariable.targets -> targets: collection, (read-only) Sources of input data for evaluating this variable -DriverVariable.type -> type: enum Driver variable type -DupliObject.matrix -> matrix: float Object duplicate transformation matrix -DupliObject.object -> object: pointer, (read-only) Object being duplicated -DupliObject.object_matrix -> object_matrix: float Duplicated object transformation matrix -EdgeSplitModifier.split_angle -> split_angle: float Angle above which to split edges -EditBone.bbone_in -> bbone_in: float Length of first Bezier Handle (for B-Bones only) -EditBone.bbone_out -> bbone_out: float Length of second Bezier Handle (for B-Bones only) -EditBone.bbone_segments -> bbone_segments: int Number of subdivisions of bone (for B-Bones only) -EditBone.envelope_distance -> envelope_distance: float Bone deformation distance (for Envelope deform only) -EditBone.envelope_weight -> envelope_weight: float Bone deformation weight (for Envelope deform only) -EditBone.head -> head: float Location of head end of the bone -EditBone.head_radius -> head_radius: float Radius of head of bone (for Envelope deform only) -EditBone.matrix -> matrix: float, (read-only) Read-only matrix calculated from the roll (armature space) -EditBone.name -> name: string -EditBone.parent -> parent: pointer Parent edit bone (in same Armature) -EditBone.roll -> roll: float Bone rotation around head-tail axis -EditBone.tail -> tail: float Location of tail end of the bone -EditBone.tail_radius -> tail_radius: float Radius of tail of bone (for Envelope deform only) -EditObjectActuator.angular_velocity -> angular_velocity: float Angular velocity upon creation -EditObjectActuator.dynamic_operation -> dynamic_operation: enum -EditObjectActuator.linear_velocity -> linear_velocity: float Velocity upon creation -EditObjectActuator.mass -> mass: float The mass of the object -EditObjectActuator.mesh -> mesh: pointer Replace the existing, when left blank 'Phys' will remake the existing physics mesh -EditObjectActuator.mode -> mode: enum The mode of the actuator -EditObjectActuator.object -> object: pointer Add this Object and all its children (cant be on an visible layer) -EditObjectActuator.time -> time: int Duration the new Object lives or the track takes -EditObjectActuator.track_object -> track_object: pointer Track to this Object -EffectSequence.color_balance -> color_balance: pointer, (read-only) -EffectSequence.crop -> crop: pointer, (read-only) -EffectSequence.multiply_colors -> color_multiply: float -EffectSequence.proxy -> proxy: pointer, (read-only) -EffectSequence.strobe -> strobe: float Only display every nth frame -EffectSequence.transform -> transform: pointer, (read-only) -EffectorWeights.all -> all: float All effector's weight -EffectorWeights.boid -> boid: float Boid effector weight -EffectorWeights.charge -> charge: float Charge effector weight -EffectorWeights.curveguide -> curveguide: float Curve guide effector weight -EffectorWeights.drag -> drag: float Drag effector weight -EffectorWeights.force -> force: float Force effector weight -EffectorWeights.gravity -> gravity: float Global gravity weight -EffectorWeights.group -> group: pointer Limit effectors to this Group -EffectorWeights.harmonic -> harmonic: float Harmonic effector weight -EffectorWeights.lennardjones -> lennardjones: float Lennard-Jones effector weight -EffectorWeights.magnetic -> magnetic: float Magnetic effector weight -EffectorWeights.texture -> texture: float Texture effector weight -EffectorWeights.turbulence -> turbulence: float Turbulence effector weight -EffectorWeights.vortex -> vortex: float Vortex effector weight -EffectorWeights.wind -> wind: float Wind effector weight -EnumProperty.default -> default: enum, (read-only) Default value for this enum -EnumProperty.items -> items: collection, (read-only) Possible values for the property -EnumPropertyItem.description -> description: string, (read-only) Description of the item's purpose -EnumPropertyItem.identifier -> identifier: string, (read-only) Unique name used in the code and scripting -EnumPropertyItem.name -> name: string, (read-only) Human readable name -EnumPropertyItem.value -> value: int, (read-only) Value of the item -EnvironmentMap.clip_end -> clip_end: float Objects further than this are not visible to map -EnvironmentMap.clip_start -> clip_start: float Objects nearer than this are not visible to map -EnvironmentMap.depth -> depth: int Number of times a map will be rendered recursively (mirror effects.) -EnvironmentMap.mapping -> mapping: enum -EnvironmentMap.resolution -> resolution: int Pixel resolution of the rendered environment map -EnvironmentMap.source -> source: enum -EnvironmentMap.viewpoint_object -> viewpoint_object: pointer Object to use as the environment map's viewpoint location -EnvironmentMap.zoom -> zoom: float -EnvironmentMapTexture.environment_map -> environment_map: pointer, (read-only) Gets the environment map associated with this texture -EnvironmentMapTexture.filter -> filter: enum Texture filter to use for sampling image -EnvironmentMapTexture.filter_eccentricity -> filter_eccentricity: int Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower -EnvironmentMapTexture.filter_probes -> filter_probes: int Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower -EnvironmentMapTexture.filter_size -> filter_size: float Multiplies the filter size used by MIP Map and Interpolation -EnvironmentMapTexture.image -> image: pointer Source image file to read the environment map from -EnvironmentMapTexture.image_user -> image_user: pointer, (read-only) Parameters defining which layer, pass and frame of the image is displayed -Event.ascii -> ascii: string, (read-only) Single ASCII character for this event -Event.mouse_prev_x -> mouse_prev_x: int, (read-only) The window relative vertical location of the mouse -Event.mouse_prev_y -> mouse_prev_y: int, (read-only) The window relative horizontal location of the mouse -Event.mouse_region_x -> mouse_region_x: int, (read-only) The region relative vertical location of the mouse -Event.mouse_region_y -> mouse_region_y: int, (read-only) The region relative horizontal location of the mouse -Event.mouse_x -> mouse_x: int, (read-only) The window relative vertical location of the mouse -Event.mouse_y -> mouse_y: int, (read-only) The window relative horizontal location of the mouse -Event.type -> type: enum, (read-only) -Event.value -> value: enum, (read-only) The type of event, only applies to some -ExplodeModifier.protect -> protect: float Clean vertex group edges -ExplodeModifier.vertex_group -> vertex_group: string -ExpressionController.expression -> expression: string -FCurve.array_index -> array_index: int Index to the specific property affected by F-Curve if applicable -FCurve.color -> color: float Color of the F-Curve in the Graph Editor -FCurve.color_mode -> color_mode: enum Method used to determine color of F-Curve in Graph Editor -FCurve.data_path -> data_path: string RNA Path to property affected by F-Curve -FCurve.driver -> driver: pointer, (read-only) Channel Driver (only set for Driver F-Curves) -FCurve.extrapolation -> extrapolation: enum -FCurve.group -> group: pointer Action Group that this F-Curve belongs to -FCurve.keyframe_points -> keyframe_points: collection, (read-only) User-editable keyframes -FCurve.modifiers -> modifiers: collection, (read-only) Modifiers affecting the shape of the F-Curve -FCurve.sampled_points -> sampled_points: collection, (read-only) Sampled animation data -FCurveModifiers.active -> active: pointer Active F-Curve Modifier -FCurveSample.co -> co: float Point coordinates -FModifier.type -> type: enum, (read-only) F-Curve Modifier Type -FModifierCycles.after_cycles -> after_cycles: float Maximum number of cycles to allow after last keyframe. (0 = infinite) -FModifierCycles.after_mode -> after_mode: enum Cycling mode to use after last keyframe -FModifierCycles.before_cycles -> before_cycles: float Maximum number of cycles to allow before first keyframe. (0 = infinite) -FModifierCycles.before_mode -> before_mode: enum Cycling mode to use before first keyframe -FModifierEnvelope.control_points -> control_points: collection, (read-only) Control points defining the shape of the envelope -FModifierEnvelope.default_maximum -> default_max: float Upper distance from Reference Value for 1:1 default influence -FModifierEnvelope.default_minimum -> default_min: float Lower distance from Reference Value for 1:1 default influence -FModifierEnvelope.reference_value -> reference_value: float Value that envelope's influence is centered around / based on -FModifierEnvelopeControlPoint.frame -> frame: float Frame this control-point occurs on -FModifierEnvelopeControlPoint.maximum -> max: float Upper bound of envelope at this control-point -FModifierEnvelopeControlPoint.minimum -> min: float Lower bound of envelope at this control-point -FModifierFunctionGenerator.amplitude -> amplitude: float Scale factor determining the maximum/minimum values -FModifierFunctionGenerator.function_type -> function_type: enum Type of built-in function to use -FModifierFunctionGenerator.phase_multiplier -> phase_multiplier: float Scale factor determining the 'speed' of the function -FModifierFunctionGenerator.phase_offset -> phase_offset: float Constant factor to offset time by for function -FModifierFunctionGenerator.value_offset -> value_offset: float Constant factor to offset values by -FModifierGenerator.coefficients -> coefficients: float Coefficients for 'x' (starting from lowest power of x^0) -FModifierGenerator.mode -> mode: enum Type of generator to use -FModifierGenerator.poly_order -> poly_order: int The highest power of 'x' for this polynomial. (number of coefficients - 1) -FModifierLimits.maximum_x -> max_x: float Highest X value to allow -FModifierLimits.maximum_y -> max_y: float Highest Y value to allow -FModifierLimits.minimum_x -> min_x: float Lowest X value to allow -FModifierLimits.minimum_y -> min_y: float Lowest Y value to allow -FModifierNoise.depth -> depth: int Amount of fine level detail present in the noise -FModifierNoise.modification -> modification: enum Method of modifying the existing F-Curve -FModifierNoise.phase -> phase: float A random seed for the noise effect -FModifierNoise.size -> size: float Scaling (in time) of the noise -FModifierNoise.strength -> strength: float Amplitude of the noise - the amount that it modifies the underlying curve -FModifierStepped.frame_end -> frame_end: float Frame that modifier's influence ends (if applicable) -FModifierStepped.frame_start -> frame_start: float Frame that modifier's influence starts (if applicable) -FModifierStepped.offset -> offset: float Reference number of frames before frames get held. Use to get hold for '1-3' vs '5-7' holding patterns -FModifierStepped.step_size -> step_size: float Number of frames to hold each value -FcurveActuator.frame_end -> frame_end: int -FcurveActuator.frame_property -> frame_property: string Assign the action's current frame number to this property -FcurveActuator.frame_start -> frame_start: int -FcurveActuator.play_type -> play_type: enum Specify the way you want to play the animation -FcurveActuator.property -> property: string Use this property to define the F-Curve position -FieldSettings.falloff_power -> falloff_power: float Falloff power (real gravitational falloff = 2) -FieldSettings.falloff_type -> falloff_type: enum Fall-off shape -FieldSettings.flow -> flow: float Convert effector force into air flow velocity -FieldSettings.guide_clump_amount -> guide_clump_amount: float Amount of clumping -FieldSettings.guide_clump_shape -> guide_clump_shape: float Shape of clumping -FieldSettings.guide_free -> guide_free: float Guide-free time from particle life's end -FieldSettings.guide_kink_amplitude -> guide_kink_amplitude: float The amplitude of the offset -FieldSettings.guide_kink_axis -> guide_kink_axis: enum Which axis to use for offset -FieldSettings.guide_kink_frequency -> guide_kink_frequency: float The frequency of the offset (1/total length) -FieldSettings.guide_kink_shape -> guide_kink_shape: float Adjust the offset to the beginning/end -FieldSettings.guide_kink_type -> guide_kink_type: enum Type of periodic offset on the curve -FieldSettings.guide_minimum -> guide_minimum: float The distance from which particles are affected fully -FieldSettings.harmonic_damping -> harmonic_damping: float Damping of the harmonic force -FieldSettings.inflow -> inflow: float Inwards component of the vortex force -FieldSettings.linear_drag -> linear_drag: float Drag component proportional to velocity -FieldSettings.maximum_distance -> distance_max: float Maximum distance for the field to work -FieldSettings.minimum_distance -> distance_min: float Minimum distance for the field's fall-off -FieldSettings.noise -> noise: float Noise of the force -FieldSettings.quadratic_drag -> quadratic_drag: float Drag component proportional to the square of velocity -FieldSettings.radial_falloff -> radial_falloff: float Radial falloff power (real gravitational falloff = 2) -FieldSettings.radial_maximum -> radial_max: float Maximum radial distance for the field to work -FieldSettings.radial_minimum -> radial_min: float Minimum radial distance for the field's fall-off -FieldSettings.rest_length -> rest_length: float Rest length of the harmonic force -FieldSettings.seed -> seed: int Seed of the noise -FieldSettings.shape -> shape: enum Which direction is used to calculate the effector force -FieldSettings.size -> size: float Size of the noise -FieldSettings.strength -> strength: float Strength of force field -FieldSettings.texture -> texture: pointer Texture to use as force -FieldSettings.texture_mode -> texture_mode: enum How the texture effect is calculated (RGB & Curl need a RGB texture else Gradient will be used instead) -FieldSettings.texture_nabla -> texture_nabla: float Defines size of derivative offset used for calculating gradient and curl -FieldSettings.type -> type: enum Type of field -FieldSettings.z_direction -> z_direction: enum Effect in full or only positive/negative Z direction -FileSelectParams.directory -> directory: string Directory displayed in the file browser -FileSelectParams.display -> display: enum Display mode for the file list -FileSelectParams.file -> file: string Active file in the file browser -FileSelectParams.sort -> sort: enum -FileSelectParams.title -> title: string, (read-only) Title for the file browser -Filter2DActuator.filter_pass -> filter_pass: int Set filter order -Filter2DActuator.glsl_shader -> glsl_shader: pointer -Filter2DActuator.mode -> mode: enum -Filter2DActuator.motion_blur_value -> motion_blur_value: float Set motion blur value -FloatProperty.array_length -> array_length: int, (read-only) Maximum length of the array, 0 means unlimited -FloatProperty.default -> default: float, (read-only) Default value for this number -FloatProperty.default_array -> default_array: float, (read-only) Default value for this array -FloatProperty.hard_max -> hard_max: float, (read-only) Maximum value used by buttons -FloatProperty.hard_min -> hard_min: float, (read-only) Minimum value used by buttons -FloatProperty.precision -> precision: int, (read-only) Number of digits after the dot used by buttons -FloatProperty.soft_max -> soft_max: float, (read-only) Maximum value used by buttons -FloatProperty.soft_min -> soft_min: float, (read-only) Minimum value used by buttons -FloatProperty.step -> step: float, (read-only) Step size used by number buttons, for floats 1/100th of the step size -FloorConstraint.floor_location -> floor_location: enum Location of target that object will not pass through -FloorConstraint.offset -> offset: float Offset of floor from object origin -FloorConstraint.subtarget -> subtarget: string -FloorConstraint.target -> target: pointer Target Object -FluidFluidSettings.initial_velocity -> initial_velocity: float Initial velocity of fluid -FluidFluidSettings.volume_initialization -> volume_initialization: enum Volume initialization type -FluidSettings.type -> type: enum Type of participation in the fluid simulation -FluidSimulationModifier.settings -> settings: pointer, (read-only) Settings for how this object is used in the fluid simulation -FollowPathConstraint.forward -> forward: enum Axis that points forward along the path -FollowPathConstraint.offset -> offset: int Offset from the position corresponding to the time frame -FollowPathConstraint.offset_factor -> offset_factor: float Percentage value defining target position along length of bone -FollowPathConstraint.target -> target: pointer Target Object -FollowPathConstraint.up -> up: enum Axis that points upward -Function.description -> description: string, (read-only) Description of the Function's purpose -Function.identifier -> identifier: string, (read-only) Unique name used in the code and scripting -Function.parameters -> parameters: collection, (read-only) Parameters for the function -GPencilFrame.frame_number -> frame_number: int The frame on which this sketch appears -GPencilFrame.strokes -> strokes: collection, (read-only) Freehand curves defining the sketch on this frame -GPencilLayer.active_frame -> active_frame: pointer, (read-only) Frame currently being displayed for this layer -GPencilLayer.color -> color: float Color for all strokes in this layer -GPencilLayer.frames -> frames: collection, (read-only) Sketches for this layer on different frames -GPencilLayer.info -> info: string Layer name -GPencilLayer.line_thickness -> line_width: int Thickness of strokes (in pixels) -GPencilLayer.max_ghost_range -> ghost_range_max: int Maximum number of frames on either side of the active frame to show (0 = show the 'first' available sketch on either side) -GPencilLayer.opacity -> opacity: float Layer Opacity -GPencilStroke.points -> points: collection, (read-only) Stroke data points -GPencilStrokePoint.co -> co: float -GPencilStrokePoint.pressure -> pressure: float Pressure of tablet at point when drawing it -GameActuator.filename -> filename: string Load this blend file, use the "//" prefix for a path relative to the current blend file -GameActuator.mode -> mode: enum -GameFloatProperty.value -> value: float Property value -GameIntProperty.value -> value: int Property value -GameObjectSettings.actuators -> actuators: collection, (read-only) Game engine actuators to act on events -GameObjectSettings.collision_bounds -> collision_bounds: enum Selects the collision type -GameObjectSettings.collision_margin -> collision_margin: float Extra margin around object for collision detection, small amount required for stability -GameObjectSettings.controllers -> controllers: collection, (read-only) Game engine controllers to process events, connecting sensor to actuators -GameObjectSettings.damping -> damping: float General movement damping -GameObjectSettings.form_factor -> form_factor: float Form factor scales the inertia tensor -GameObjectSettings.friction_coefficients -> friction_coefficients: float Relative friction coefficient in the in the X, Y and Z directions, when anisotropic friction is enabled -GameObjectSettings.mass -> mass: float Mass of the object -GameObjectSettings.maximum_velocity -> velocity_max: float Clamp velocity to this maximum speed -GameObjectSettings.minimum_velocity -> velocity_min: float Clamp velocity to this minimum speed (except when totally still) -GameObjectSettings.physics_type -> physics_type: enum Selects the type of physical representation -GameObjectSettings.properties -> properties: collection, (read-only) Game engine properties -GameObjectSettings.radius -> radius: float Radius of bounding sphere and material physics -GameObjectSettings.rotation_damping -> rotation_damping: float General rotation damping -GameObjectSettings.sensors -> sensors: collection, (read-only) Game engine sensor to detect events -GameObjectSettings.soft_body -> soft_body: pointer, (read-only) Settings for Bullet soft body simulation -GameProperty.name -> name: string Available as GameObject attributes in the game engine's python API -GameProperty.type -> type: enum -GameSoftBodySettings.cluster_iterations -> cluster_iterations: int Specify the number of cluster iterations -GameSoftBodySettings.dynamic_friction -> dynamic_friction: float Dynamic Friction -GameSoftBodySettings.linstiff -> linear_stiffness: float Linear stiffness of the soft body links -GameSoftBodySettings.margin -> margin: float Collision margin for soft body. Small value makes the algorithm unstable -GameSoftBodySettings.position_iterations -> position_iterations: int Position solver iterations -GameSoftBodySettings.threshold -> threshold: float Shape matching threshold -GameSoftBodySettings.welding -> weld_threshold: float 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) -GameStringProperty.value -> value: string Property value -GameTimerProperty.value -> value: float Property value -GlowSequence.blur_distance -> blur_distance: float Radius of glow effect -GlowSequence.boost_factor -> boost_factor: float Brightness multiplier -GlowSequence.clamp -> clamp: float rightness limit of intensity -GlowSequence.quality -> quality: int Accuracy of the blur effect -GlowSequence.threshold -> threshold: float Minimum intensity to trigger a glow -GreasePencil.draw_mode -> draw_mode: enum -GreasePencil.layers -> layers: collection, (read-only) -Group.dupli_offset -> dupli_offset: float Offset from the origin to use when instancing as DupliGroup -Group.objects -> objects: collection, (read-only) A collection of this groups objects -Header.bl_idname -> bl_idname: string -Header.bl_space_type -> bl_space_type: enum -Header.layout -> layout: pointer, (read-only) -Histogram.mode -> mode: enum Channels to display when drawing the histogram -HookModifier.falloff -> falloff: float If not zero, the distance from the hook where influence ends -HookModifier.force -> force: float Relative force of the hook -HookModifier.object -> object: pointer Parent Object for hook, also recalculates and clears offset -HookModifier.subtarget -> subtarget: string Name of Parent Bone for hook (if applicable), also recalculates and clears offset -HookModifier.vertex_group -> vertex_group: string Vertex group name -ID.library -> library: pointer, (read-only) Library file the datablock is linked from -ID.name -> name: string Unique datablock ID name -ID.users -> users: int, (read-only) Number of times this datablock is referenced -IDProperty.collection -> collection: collection, (read-only) -IDProperty.double -> double: float -IDProperty.double_array -> double_array: float -IDProperty.float -> float: float -IDProperty.float_array -> float_array: float -IDProperty.group -> group: pointer, (read-only) -IDProperty.int -> int: int -IDProperty.int_array -> int_array: int -IDProperty.string -> string: string -IDPropertyGroup.name -> name: string Unique name used in the code and scripting -IKParam.ik_solver -> ik_solver: enum, (read-only) IK solver for which these parameters are defined, 0 for Legacy, 1 for iTaSC -Image.animation_end -> animation_end: int End frame of an animated texture -Image.animation_speed -> animation_speed: int Speed of the animation in frames per second -Image.animation_start -> animation_start: int Start frame of an animated texture -Image.bindcode -> bindcode: int, (read-only) OpenGL bindcode -Image.depth -> depth: int, (read-only) Image bit depth -Image.display_aspect -> display_aspect: float Display Aspect for this image, does not affect rendering -Image.field_order -> field_order: enum Order of video fields. Select which lines are displayed first -Image.file_format -> file_format: enum Format used for re-saving this file -Image.filepath -> filepath: string Image/Movie file name -Image.filepath_raw -> filepath_raw: string Image/Movie file name (without data refreshing) -Image.generated_height -> generated_height: int Generated image height -Image.generated_type -> generated_type: enum Generated image type -Image.generated_width -> generated_width: int Generated image width -Image.mapping -> mapping: enum Mapping type to use for this image in the game engine -Image.packed_file -> packed_file: pointer, (read-only) -Image.size -> size: int, (read-only) Width and height in pixels, zero when image data cant be loaded -Image.source -> source: enum Where the image comes from -Image.tiles_x -> tiles_x: int Degree of repetition in the X direction -Image.tiles_y -> tiles_y: int Degree of repetition in the Y direction -Image.type -> type: enum, (read-only) How to generate the image -ImagePaint.normal_angle -> normal_angle: int Paint most on faces pointing towards the view according to this angle -ImagePaint.screen_grab_size -> screen_grab_size: int Size to capture the image for re-projecting -ImagePaint.seam_bleed -> seam_bleed: int Extend paint beyond the faces UVs to reduce seams (in pixels, slower) -ImageSequence.animation_end_offset -> animation_end_offset: int Animation end offset (trim end) -ImageSequence.animation_start_offset -> animation_start_offset: int Animation start offset (trim start) -ImageSequence.color_balance -> color_balance: pointer, (read-only) -ImageSequence.crop -> crop: pointer, (read-only) -ImageSequence.directory -> directory: string -ImageSequence.elements -> elements: collection, (read-only) -ImageSequence.multiply_colors -> multiply_colors: float -ImageSequence.proxy -> proxy: pointer, (read-only) -ImageSequence.strobe -> strobe: float Only display every nth frame -ImageSequence.transform -> transform: pointer, (read-only) -ImageTexture.checker_distance -> checker_distance: float Sets distance between checker tiles -ImageTexture.crop_max_x -> crop_max_x: float Sets maximum X value to crop the image -ImageTexture.crop_max_y -> crop_max_y: float Sets maximum Y value to crop the image -ImageTexture.crop_min_x -> crop_min_x: float Sets minimum X value to crop the image -ImageTexture.crop_min_y -> crop_min_y: float Sets minimum Y value to crop the image -ImageTexture.extension -> extension: enum Sets how the image is extrapolated past its original bounds -ImageTexture.filter -> filter: enum Texture filter to use for sampling image -ImageTexture.filter_eccentricity -> filter_eccentricity: int Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower -ImageTexture.filter_probes -> filter_probes: int Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower -ImageTexture.filter_size -> filter_size: float Multiplies the filter size used by MIP Map and Interpolation -ImageTexture.image -> image: pointer -ImageTexture.image_user -> image_user: pointer, (read-only) Parameters defining which layer, pass and frame of the image is displayed -ImageTexture.normal_space -> normal_space: enum Sets space of normal map image -ImageTexture.repeat_x -> repeat_x: int Sets a repetition multiplier in the X direction -ImageTexture.repeat_y -> repeat_y: int Sets a repetition multiplier in the Y direction -ImageUser.fields_per_frame -> fields_per_frame: int The number of fields per rendered frame (2 fields is 1 image) -ImageUser.frame_start -> frame_start: int Sets the global starting frame of the movie -ImageUser.frames -> frames: int Sets the number of images of a movie to use -ImageUser.multilayer_layer -> multilayer_layer: int, (read-only) Layer in multilayer image -ImageUser.multilayer_pass -> multilayer_pass: int, (read-only) Pass in multilayer image -ImageUser.offset -> offset: int Offsets the number of the frame to use in the animation -InflowFluidSettings.inflow_velocity -> inflow_velocity: float Initial velocity of fluid -InflowFluidSettings.volume_initialization -> volume_initialization: enum Volume initialization type -IntProperty.array_length -> array_length: int, (read-only) Maximum length of the array, 0 means unlimited -IntProperty.default -> default: int, (read-only) Default value for this number -IntProperty.default_array -> default_array: int, (read-only) Default value for this array -IntProperty.hard_max -> hard_max: int, (read-only) Maximum value used by buttons -IntProperty.hard_min -> hard_min: int, (read-only) Minimum value used by buttons -IntProperty.soft_max -> soft_max: int, (read-only) Maximum value used by buttons -IntProperty.soft_min -> soft_min: int, (read-only) Minimum value used by buttons -IntProperty.step -> step: int, (read-only) Step size used by number buttons, for floats 1/100th of the step size -Itasc.dampeps -> dampeps: float Singular value under which damping is progressively applied. Higher values=more stability, less reactivity. Default=0.1 -Itasc.dampmax -> dampmax: float Maximum damping coefficient when singular value is nearly 0. Higher values=more stability, less reactivity. Default=0.5 -Itasc.feedback -> feedback: float Feedback coefficient for error correction. Average response time=1/feedback. Default=20 -Itasc.max_step -> step_max: float Higher bound for timestep in second in case of automatic substeps -Itasc.max_velocity -> velocity_max: float Maximum joint velocity in rad/s. Default=50 -Itasc.min_step -> step_min: float Lower bound for timestep in second in case of automatic substeps -Itasc.mode -> mode: enum -Itasc.num_iter -> num_iter: int Maximum number of iterations for convergence in case of reiteration -Itasc.num_step -> num_step: int Divides the frame interval into this many steps -Itasc.precision -> precision: float Precision of convergence in case of reiteration -Itasc.reiteration -> reiteration: enum Defines if the solver is allowed to reiterate (converges until precision is met) on none, first or all frames -Itasc.solver -> solver: enum Solving method selection: Automatic damping or manual damping -JoystickSensor.axis_direction -> axis_direction: enum The direction of the axis -JoystickSensor.axis_number -> axis_number: int Specify which axis pair to use, 1 is usually the main direction input -JoystickSensor.axis_threshold -> axis_threshold: int Specify the precision of the axis -JoystickSensor.button_number -> button_number: int Specify which button to use -JoystickSensor.event_type -> event_type: enum The type of event this joystick sensor is triggered on -JoystickSensor.hat_direction -> hat_direction: enum Specify hat direction -JoystickSensor.hat_number -> hat_number: int Specify which hat to use -JoystickSensor.joystick_index -> joystick_index: int Specify which joystick to use -JoystickSensor.single_axis_number -> single_axis_number: int Specify a single axis (verticle/horizontal/other) to detect -Key.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock -Key.keys -> keys: collection, (read-only) Shape keys -Key.reference_key -> reference_key: pointer, (read-only) -Key.slurph -> slurph: int Creates a delay in amount of frames in applying keypositions, first vertex goes first -Key.user -> user: pointer, (read-only) Datablock using these shape keys -KeyConfig.keymaps -> keymaps: collection, (read-only) Key maps configured as part of this configuration -KeyConfig.name -> name: string Name of the key configuration -KeyMap.items -> items: collection, (read-only) Items in the keymap, linking an operator to an input event -KeyMap.name -> name: string, (read-only) Name of the key map -KeyMap.region_type -> region_type: enum, (read-only) Optional region type keymap is associated with -KeyMap.space_type -> space_type: enum, (read-only) Optional space type keymap is associated with -KeyMapItem.id -> id: int, (read-only) ID of the item -KeyMapItem.idname -> idname: string Identifier of operator to call on input event -KeyMapItem.key_modifier -> key_modifier: enum Regular key pressed as a modifier -KeyMapItem.map_type -> map_type: enum Type of event mapping -KeyMapItem.name -> name: string, (read-only) Name of operator to call on input event -KeyMapItem.properties -> properties: pointer, (read-only) Properties to set when the operator is called -KeyMapItem.propvalue -> propvalue: enum The value this event translates to in a modal keymap -KeyMapItem.type -> type: enum Type of event -KeyMapItem.value -> value: enum -KeyboardSensor.key -> key: enum -KeyboardSensor.log -> log: string Property that receive the keystrokes in case a string is logged -KeyboardSensor.modifier_key -> modifier_key: enum Modifier key code -KeyboardSensor.second_modifier_key -> second_modifier_key: enum Modifier key code -KeyboardSensor.target -> target: string Property that indicates whether to log keystrokes as a string -Keyframe.co -> co: float Coordinates of the control point -Keyframe.handle1 -> handle_left: float Coordinates of the first handle -Keyframe.handle1_type -> handle_left_type: enum Handle types -Keyframe.handle2 -> handle_right: float Coordinates of the second handle -Keyframe.handle2_type -> handle_right_type: enum Handle types -Keyframe.interpolation -> interpolation: enum Interpolation method to use for segment of the curve from this Keyframe until the next Keyframe -Keyframe.type -> type: enum The type of keyframe -KeyingSet.active_path -> active_path: pointer Active Keying Set used to insert/delete keyframes -KeyingSet.active_path_index -> active_path_index: int Current Keying Set index -KeyingSet.name -> name: string -KeyingSet.paths -> paths: collection, (read-only) Keying Set Paths to define settings that get keyframed together -KeyingSet.type_info -> type_info: pointer, (read-only) Callback function defines for built-in Keying Sets -KeyingSetInfo.bl_idname -> bl_idname: string -KeyingSetInfo.bl_label -> bl_label: string -KeyingSetPath.array_index -> array_index: int Index to the specific setting if applicable -KeyingSetPath.data_path -> data_path: string Path to property setting -KeyingSetPath.group -> group: string Name of Action Group to assign setting(s) for this path to -KeyingSetPath.grouping -> group_method: enum Method used to define which Group-name to use -KeyingSetPath.id -> id: pointer ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only) -KeyingSetPath.id_type -> id_type: enum Type of ID-block that can be used -KinematicConstraint.axis_reference -> axis_reference: enum Constraint axis Lock options relative to Bone or Target reference -KinematicConstraint.chain_length -> chain_length: int How many bones are included in the IK effect - 0 uses all bones -KinematicConstraint.distance -> distance: float Radius of limiting sphere -KinematicConstraint.ik_type -> ik_type: enum -KinematicConstraint.iterations -> iterations: int Maximum number of solving iterations -KinematicConstraint.limit_mode -> limit_mode: enum Distances in relation to sphere of influence to allow -KinematicConstraint.orient_weight -> orient_weight: float For Tree-IK: Weight of orientation control for this target -KinematicConstraint.pole_angle -> pole_angle: float Pole rotation offset -KinematicConstraint.pole_subtarget -> pole_subtarget: string -KinematicConstraint.pole_target -> pole_target: pointer Object for pole rotation -KinematicConstraint.subtarget -> subtarget: string -KinematicConstraint.target -> target: pointer Target Object -KinematicConstraint.weight -> weight: float For Tree-IK: Weight of position control for this target -Lamp.active_texture -> active_texture: pointer Active texture slot being displayed -Lamp.active_texture_index -> active_texture_index: int Index of active texture slot -Lamp.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock -Lamp.color -> color: float Light color -Lamp.distance -> distance: float Falloff distance - the light is at half the original intensity at this point -Lamp.energy -> energy: float Amount of light that the lamp emits -Lamp.texture_slots -> texture_slots: collection, (read-only) Texture slots defining the mapping and influence of textures -Lamp.type -> type: enum Type of Lamp -LampSkySettings.atmosphere_distance_factor -> atmosphere_distance_factor: float Multiplier to convert blender units to physical distance -LampSkySettings.atmosphere_extinction -> atmosphere_extinction: float Extinction scattering contribution factor -LampSkySettings.atmosphere_inscattering -> atmosphere_inscattering: float Scatter contribution factor -LampSkySettings.atmosphere_turbidity -> atmosphere_turbidity: float Sky turbidity -LampSkySettings.backscattered_light -> backscattered_light: float Backscattered light -LampSkySettings.horizon_brightness -> horizon_intensity: float Horizon brightness -LampSkySettings.sky_blend -> sky_blend: float Blend factor with sky -LampSkySettings.sky_blend_type -> sky_blend_type: enum Blend mode for combining sun sky with world sky -LampSkySettings.sky_color_space -> sky_color_space: enum Color space to use for internal XYZ->RGB color conversion -LampSkySettings.sky_exposure -> sky_exposure: float Strength of sky shading exponential exposure correction -LampSkySettings.spread -> spread: float Horizon Spread -LampSkySettings.sun_brightness -> sun_intensity: float Sun brightness -LampSkySettings.sun_intensity -> sun_intensity: float Sun intensity -LampSkySettings.sun_size -> sun_size: float Sun size -LampTextureSlot.color_factor -> color_factor: float Amount texture affects color values -LampTextureSlot.object -> object: pointer Object to use for mapping with Object texture coordinates -LampTextureSlot.shadow_factor -> shadow_factor: float Amount texture affects shadow -LampTextureSlot.texture_coordinates -> texture_coordinates: enum -Lattice.interpolation_type_u -> interpolation_type_u: enum -Lattice.interpolation_type_v -> interpolation_type_v: enum -Lattice.interpolation_type_w -> interpolation_type_w: enum -Lattice.points -> points: collection, (read-only) Points of the lattice -Lattice.points_u -> points_u: int Points in U direction -Lattice.points_v -> points_v: int Points in V direction -Lattice.points_w -> points_w: int Points in W direction -Lattice.shape_keys -> shape_keys: pointer, (read-only) -Lattice.vertex_group -> vertex_group: string Vertex group to apply the influence of the lattice -LatticeModifier.object -> object: pointer Lattice object to deform with -LatticeModifier.vertex_group -> vertex_group: string Vertex group name -LatticePoint.co -> co: float, (read-only) -LatticePoint.deformed_co -> deformed_co: float -LatticePoint.groups -> groups: collection, (read-only) Weights for the vertex groups this point is member of -Library.filepath -> filepath: string Path to the library .blend file -Library.parent -> parent: pointer, (read-only) -LimitDistanceConstraint.distance -> distance: float Radius of limiting sphere -LimitDistanceConstraint.limit_mode -> limit_mode: enum Distances in relation to sphere of influence to allow -LimitDistanceConstraint.subtarget -> subtarget: string -LimitDistanceConstraint.target -> target: pointer Target Object -LimitLocationConstraint.maximum_x -> max_x: float Highest X value to allow -LimitLocationConstraint.maximum_y -> max_y: float Highest Y value to allow -LimitLocationConstraint.maximum_z -> max_z: float Highest Z value to allow -LimitLocationConstraint.minimum_x -> min_x: float Lowest X value to allow -LimitLocationConstraint.minimum_y -> min_y: float Lowest Y value to allow -LimitLocationConstraint.minimum_z -> min_z: float Lowest Z value to allow -LimitRotationConstraint.maximum_x -> max_x: float Highest X value to allow -LimitRotationConstraint.maximum_y -> max_y: float Highest Y value to allow -LimitRotationConstraint.maximum_z -> max_z: float Highest Z value to allow -LimitRotationConstraint.minimum_x -> min_x: float Lowest X value to allow -LimitRotationConstraint.minimum_y -> min_y: float Lowest Y value to allow -LimitRotationConstraint.minimum_z -> min_z: float Lowest Z value to allow -LimitScaleConstraint.maximum_x -> max_x: float Highest X value to allow -LimitScaleConstraint.maximum_y -> max_y: float Highest Y value to allow -LimitScaleConstraint.maximum_z -> max_z: float Highest Z value to allow -LimitScaleConstraint.minimum_x -> min_x: float Lowest X value to allow -LimitScaleConstraint.minimum_y -> min_y: float Lowest Y value to allow -LimitScaleConstraint.minimum_z -> min_z: float Lowest Z value to allow -LockedTrackConstraint.locked -> locked: enum Axis that points upward -LockedTrackConstraint.subtarget -> subtarget: string -LockedTrackConstraint.target -> target: pointer Target Object -LockedTrackConstraint.track -> track: enum Axis that points to the target object -Macro.bl_description -> bl_description: string -Macro.bl_idname -> bl_idname: string -Macro.bl_label -> bl_label: string -Macro.bl_options -> bl_options: enum Options for this operator type -Macro.name -> name: string, (read-only) -Macro.properties -> properties: pointer, (read-only) -MagicTexture.noise_depth -> noise_depth: int Sets the depth of the cloud calculation -MagicTexture.turbulence -> turbulence: float Sets the turbulence of the bandnoise and ringnoise types -Main.actions -> actions: collection, (read-only) Action datablocks. -Main.armatures -> armatures: collection, (read-only) Armature datablocks. -Main.brushes -> brushes: collection, (read-only) Brush datablocks. -Main.cameras -> cameras: collection, (read-only) Camera datablocks. -Main.curves -> curves: collection, (read-only) Curve datablocks. -Main.filepath -> filepath: string, (read-only) Path to the .blend file -Main.fonts -> fonts: collection, (read-only) Vector font datablocks. -Main.gpencil -> gpencil: collection, (read-only) Grease Pencil datablocks. -Main.groups -> groups: collection, (read-only) Group datablocks. -Main.images -> images: collection, (read-only) Image datablocks. -Main.lamps -> lamps: collection, (read-only) Lamp datablocks. -Main.lattices -> lattices: collection, (read-only) Lattice datablocks. -Main.libraries -> libraries: collection, (read-only) Library datablocks. -Main.materials -> materials: collection, (read-only) Material datablocks. -Main.meshes -> meshes: collection, (read-only) Mesh datablocks. -Main.metaballs -> metaballs: collection, (read-only) Metaball datablocks. -Main.node_groups -> node_groups: collection, (read-only) Node group datablocks. -Main.objects -> objects: collection, (read-only) Object datablocks. -Main.particles -> particles: collection, (read-only) Particle datablocks. -Main.scenes -> scenes: collection, (read-only) Scene datablocks. -Main.screens -> screens: collection, (read-only) Screen datablocks. -Main.scripts -> scripts: collection, (read-only) Script datablocks (DEPRECATED). -Main.sounds -> sounds: collection, (read-only) Sound datablocks. -Main.texts -> texts: collection, (read-only) Text datablocks. -Main.textures -> textures: collection, (read-only) Texture datablocks. -Main.window_managers -> window_managers: collection, (read-only) Window manager datablocks. -Main.worlds -> worlds: collection, (read-only) World datablocks. -MaintainVolumeConstraint.axis -> axis: enum The free scaling axis of the object -MaintainVolumeConstraint.volume -> volume: float Volume of the bone at rest -MarbleTexture.nabla -> nabla: float Size of derivative offset used for calculating normal -MarbleTexture.noise_basis -> noise_basis: enum Sets the noise basis used for turbulence -MarbleTexture.noise_depth -> noise_depth: int Sets the depth of the cloud calculation -MarbleTexture.noise_size -> noise_size: float Sets scaling for noise input -MarbleTexture.noise_type -> noise_type: enum -MarbleTexture.noisebasis2 -> noisebasis2: enum -MarbleTexture.stype -> stype: enum -MarbleTexture.turbulence -> turbulence: float Sets the turbulence of the bandnoise and ringnoise types -MaskModifier.armature -> armature: pointer Armature to use as source of bones to mask -MaskModifier.mode -> mode: enum -MaskModifier.vertex_group -> vertex_group: string Vertex group name -Material.active_node_material -> active_node_material: pointer Active node material -Material.active_texture -> active_texture: pointer Active texture slot being displayed -Material.active_texture_index -> active_texture_index: int Index of active texture slot -Material.alpha -> alpha: float Alpha transparency of the material -Material.ambient -> ambient: float Amount of global ambient color the material receives -Material.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock -Material.darkness -> darkness: float Minnaert darkness -Material.diffuse_color -> diffuse_color: float -Material.diffuse_fresnel -> diffuse_fresnel: float Power of Fresnel -Material.diffuse_fresnel_factor -> diffuse_fresnel_factor: float Blending factor of Fresnel -Material.diffuse_intensity -> diffuse_intensity: float Amount of diffuse reflection -Material.diffuse_ramp -> diffuse_ramp: pointer, (read-only) Color ramp used to affect diffuse shading -Material.diffuse_ramp_blend -> diffuse_ramp_blend: enum -Material.diffuse_ramp_factor -> diffuse_ramp_factor: float Blending factor (also uses alpha in Colorband) -Material.diffuse_ramp_input -> diffuse_ramp_input: enum -Material.diffuse_shader -> diffuse_shader: enum -Material.diffuse_toon_size -> diffuse_toon_size: float Size of diffuse toon area -Material.diffuse_toon_smooth -> diffuse_toon_smooth: float Smoothness of diffuse toon area -Material.emit -> emit: float Amount of light to emit -Material.halo -> halo: pointer, (read-only) Halo settings for the material -Material.light_group -> light_group: pointer Limit lighting to lamps in this Group -Material.mirror_color -> mirror_color: float Mirror color of the material -Material.node_tree -> node_tree: pointer, (read-only) Node tree for node based materials -Material.physics -> physics: pointer, (read-only) Game physics settings -Material.preview_render_type -> preview_render_type: enum Type of preview render -Material.raytrace_mirror -> raytrace_mirror: pointer, (read-only) Raytraced reflection settings for the material -Material.raytrace_transparency -> raytrace_transparency: pointer, (read-only) Raytraced transparency settings for the material -Material.roughness -> rough: float Oren-Nayar Roughness -Material.shadow_buffer_bias -> shadow_buffer_bias: float Factor to multiply shadow buffer bias with (0 is ignore.) -Material.shadow_casting_alpha -> shadow_cast_alpha: float Shadow casting alpha, in use for Irregular and Deep shadow buffer -Material.shadow_ray_bias -> shadow_ray_bias: float Shadow raytracing bias to prevent terminator problems on shadow boundary -Material.specular_alpha -> specular_alpha: float Alpha transparency for specular areas -Material.specular_color -> specular_color: float Specular color of the material -Material.specular_hardness -> specular_hard: int -Material.specular_intensity -> specular_intensity: float -Material.specular_ior -> specular_ior: float -Material.specular_ramp -> specular_ramp: pointer, (read-only) Color ramp used to affect specular shading -Material.specular_ramp_blend -> specular_ramp_blend: enum -Material.specular_ramp_factor -> specular_ramp_factor: float Blending factor (also uses alpha in Colorband) -Material.specular_ramp_input -> specular_ramp_input: enum -Material.specular_shader -> specular_shader: enum -Material.specular_slope -> specular_slope: float The standard deviation of surface slope -Material.specular_toon_size -> specular_toon_size: float Size of specular toon area -Material.specular_toon_smooth -> specular_toon_smooth: float Smoothness of specular toon area -Material.strand -> strand: pointer, (read-only) Strand settings for the material -Material.subsurface_scattering -> subsurface_scattering: pointer, (read-only) Subsurface scattering settings for the material -Material.texture_slots -> texture_slots: collection, (read-only) Texture slots defining the mapping and influence of textures -Material.translucency -> translucency: float Amount of diffuse shading on the back side -Material.transparency_method -> transparency_method: enum Method to use for rendering transparency -Material.type -> type: enum Material type defining how the object is rendered -Material.volume -> volume: pointer, (read-only) Volume settings for the material -Material.z_offset -> z_offset: float Gives faces an artificial offset in the Z buffer for Z transparency -MaterialHalo.add -> add: float Sets the strength of the add effect -MaterialHalo.flare_boost -> flare_boost: float Gives the flare extra strength -MaterialHalo.flare_seed -> flare_seed: int Specifies an offset in the flare seed table -MaterialHalo.flare_size -> flare_size: float Sets the factor by which the flare is larger than the halo -MaterialHalo.flare_subsize -> flare_subsize: float Sets the dimension of the subflares, dots and circles -MaterialHalo.flares_sub -> flares_sub: int Sets the number of subflares -MaterialHalo.hardness -> hard: int Sets the hardness of the halo -MaterialHalo.line_number -> line_number: int Sets the number of star shaped lines rendered over the halo -MaterialHalo.rings -> rings: int Sets the number of rings rendered over the halo -MaterialHalo.seed -> seed: int Randomizes ring dimension and line location -MaterialHalo.size -> size: float Sets the dimension of the halo -MaterialHalo.star_tips -> star_tips: int Sets the number of points on the star shaped halo -MaterialPhysics.damp -> damp: float Damping of the spring force, when inside the physics distance area -MaterialPhysics.distance -> distance: float Distance of the physics area -MaterialPhysics.elasticity -> elasticity: float Elasticity of collisions -MaterialPhysics.force -> force: float Upward spring force, when inside the physics distance area -MaterialPhysics.friction -> friction: float Coulomb friction coefficient, when inside the physics distance area -MaterialRaytraceMirror.depth -> depth: int Maximum allowed number of light inter-reflections -MaterialRaytraceMirror.distance -> distance: float Maximum distance of reflected rays. Reflections further than this range fade to sky color or material color -MaterialRaytraceMirror.fade_to -> fade_to: enum The color that rays with no intersection within the Max Distance take. Material color can be best for indoor scenes, sky color for outdoor -MaterialRaytraceMirror.fresnel -> fresnel: float Power of Fresnel for mirror reflection -MaterialRaytraceMirror.fresnel_factor -> fresnel_factor: float Blending factor for Fresnel -MaterialRaytraceMirror.gloss_anisotropic -> gloss_anisotropic: float The shape of the reflection, from 0.0 (circular) to 1.0 (fully stretched along the tangent -MaterialRaytraceMirror.gloss_factor -> gloss_factor: float The shininess of the reflection. Values < 1.0 give diffuse, blurry reflections -MaterialRaytraceMirror.gloss_samples -> gloss_samples: int Number of cone samples averaged for blurry reflections -MaterialRaytraceMirror.gloss_threshold -> gloss_threshold: float Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped -MaterialRaytraceMirror.reflect_factor -> reflect_factor: float Sets the amount mirror reflection for raytrace -MaterialRaytraceTransparency.depth -> depth: int Maximum allowed number of light inter-refractions -MaterialRaytraceTransparency.falloff -> falloff: float Falloff power for transmissivity filter effect (1.0 is linear) -MaterialRaytraceTransparency.filter -> filter: float Amount to blend in the material's diffuse color in raytraced transparency (simulating absorption) -MaterialRaytraceTransparency.fresnel -> fresnel: float Power of Fresnel for transparency (Ray or ZTransp) -MaterialRaytraceTransparency.fresnel_factor -> fresnel_factor: float Blending factor for Fresnel -MaterialRaytraceTransparency.gloss_factor -> gloss_factor: float The clarity of the refraction. Values < 1.0 give diffuse, blurry refractions -MaterialRaytraceTransparency.gloss_samples -> gloss_samples: int Number of cone samples averaged for blurry refractions -MaterialRaytraceTransparency.gloss_threshold -> gloss_threshold: float Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped -MaterialRaytraceTransparency.ior -> ior: float Sets angular index of refraction for raytraced refraction -MaterialRaytraceTransparency.limit -> limit: float Maximum depth for light to travel through the transparent material before becoming fully filtered (0.0 is disabled) -MaterialSlot.link -> link: enum Link material to object or the object's data -MaterialSlot.material -> material: pointer Material datablock used by this material slot -MaterialSlot.name -> name: string, (read-only) Material slot name -MaterialStrand.blend_distance -> blend_distance: float Worldspace distance over which to blend in the surface normal -MaterialStrand.min_size -> size_min: float Minimum size of strands in pixels -MaterialStrand.root_size -> root_size: float Start size of strands in pixels or Blender units -MaterialStrand.shape -> shape: float Positive values make strands rounder, negative makes strands spiky -MaterialStrand.tip_size -> tip_size: float End size of strands in pixels or Blender units -MaterialStrand.uv_layer -> uv_layer: string Name of UV layer to override -MaterialStrand.width_fade -> width_fade: float Transparency along the width of the strand -MaterialSubsurfaceScattering.back -> back: float Back scattering weight -MaterialSubsurfaceScattering.color -> color: float Scattering color -MaterialSubsurfaceScattering.color_factor -> color_factor: float Blend factor for SSS colors -MaterialSubsurfaceScattering.error_tolerance -> error_tolerance: float Error tolerance (low values are slower and higher quality) -MaterialSubsurfaceScattering.front -> front: float Front scattering weight -MaterialSubsurfaceScattering.ior -> ior: float Index of refraction (higher values are denser) -MaterialSubsurfaceScattering.radius -> radius: float Mean red/green/blue scattering path length -MaterialSubsurfaceScattering.scale -> scale: float Object scale factor -MaterialSubsurfaceScattering.texture_factor -> texture_factor: float Texture scatting blend factor -MaterialTextureSlot.alpha_factor -> alpha_factor: float Amount texture affects alpha -MaterialTextureSlot.ambient_factor -> ambient_factor: float Amount texture affects ambient -MaterialTextureSlot.colordiff_factor -> colordiff_factor: float Amount texture affects diffuse color -MaterialTextureSlot.coloremission_factor -> coloremission_factor: float Amount texture affects emission color -MaterialTextureSlot.colorreflection_factor -> colorreflection_factor: float Amount texture affects color of out-scattered light -MaterialTextureSlot.colorspec_factor -> colorspec_factor: float Amount texture affects specular color -MaterialTextureSlot.colortransmission_factor -> colortransmission_factor: float Amount texture affects result color after light has been scattered/absorbed -MaterialTextureSlot.density_factor -> density_factor: float Amount texture affects density -MaterialTextureSlot.diffuse_factor -> diffuse_factor: float Amount texture affects diffuse reflectivity -MaterialTextureSlot.displacement_factor -> displacement_factor: float Amount texture displaces the surface -MaterialTextureSlot.emission_factor -> emission_factor: float Amount texture affects emission -MaterialTextureSlot.emit_factor -> emit_factor: float Amount texture affects emission -MaterialTextureSlot.hardness_factor -> hard_factor: float Amount texture affects hardness -MaterialTextureSlot.mapping -> mapping: enum -MaterialTextureSlot.mirror_factor -> mirror_factor: float Amount texture affects mirror color -MaterialTextureSlot.normal_factor -> normal_factor: float Amount texture affects normal values -MaterialTextureSlot.normal_map_space -> normal_map_space: enum -MaterialTextureSlot.object -> object: pointer Object to use for mapping with Object texture coordinates -MaterialTextureSlot.raymir_factor -> raymir_factor: float Amount texture affects ray mirror -MaterialTextureSlot.reflection_factor -> reflection_factor: float Amount texture affects brightness of out-scattered light -MaterialTextureSlot.scattering_factor -> scattering_factor: float Amount texture affects scattering -MaterialTextureSlot.specular_factor -> specular_factor: float Amount texture affects specular reflectivity -MaterialTextureSlot.texture_coordinates -> texture_coordinates: enum -MaterialTextureSlot.translucency_factor -> translucency_factor: float Amount texture affects translucency -MaterialTextureSlot.uv_layer -> uv_layer: string UV layer to use for mapping with UV texture coordinates -MaterialTextureSlot.warp_factor -> warp_factor: float Amount texture affects texture coordinates of next channels -MaterialTextureSlot.x_mapping -> x_mapping: enum -MaterialTextureSlot.y_mapping -> y_mapping: enum -MaterialTextureSlot.z_mapping -> z_mapping: enum -MaterialVolume.asymmetry -> asymmetry: float Back scattering (-1.0) to Forward scattering (1.0) and the range in between -MaterialVolume.cache_resolution -> cache_resolution: int Resolution of the voxel grid, low resolutions are faster, high resolutions use more memory -MaterialVolume.density -> density: float The base density of the volume -MaterialVolume.density_scale -> density_scale: float Multiplier for the material's density -MaterialVolume.depth_cutoff -> depth_cutoff: float Stop ray marching early if transmission drops below this luminance - higher values give speedups in dense volumes at the expense of accuracy -MaterialVolume.emission -> emission: float Amount of light that gets emitted by the volume -MaterialVolume.emission_color -> emission_color: float -MaterialVolume.lighting_mode -> light_mode: enum Method of shading, attenuating, and scattering light through the volume -MaterialVolume.ms_diffusion -> ms_diffusion: float Diffusion factor, the strength of the blurring effect -MaterialVolume.ms_intensity -> ms_intensity: float Multiplier for multiple scattered light energy -MaterialVolume.ms_spread -> ms_spread: float Proportional distance over which the light is diffused -MaterialVolume.reflection -> reflection: float Multiplier to make out-scattered light brighter or darker (non-physically correct) -MaterialVolume.reflection_color -> reflection_color: float Colour of light scattered out of the volume (does not affect transmission) -MaterialVolume.scattering -> scattering: float Amount of light that gets scattered out by the volume - the more out-scattering, the shallower the light will penetrate -MaterialVolume.step_calculation -> step_calculation: enum Method of calculating the steps through the volume -MaterialVolume.step_size -> step_size: float Distance between subsequent volume depth samples -MaterialVolume.transmission_color -> transmission_color: float Result color of the volume, after other light has been scattered/absorbed -Menu.bl_idname -> bl_idname: string -Menu.bl_label -> bl_label: string -Menu.layout -> layout: pointer, (read-only) -Mesh.active_uv_texture -> active_uv_texture: pointer Active UV texture -Mesh.active_uv_texture_index -> active_uv_texture_index: int Active UV texture index -Mesh.active_vertex_color -> active_vertex_color: pointer Active vertex color layer -Mesh.active_vertex_color_index -> active_vertex_color_index: int Active vertex color index -Mesh.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock -Mesh.autosmooth_angle -> autosmooth_angle: int Defines maximum angle between face normals that 'Auto Smooth' will operate on -Mesh.edges -> edges: collection, (read-only) Edges of the mesh -Mesh.faces -> faces: collection, (read-only) Faces of the mesh -Mesh.float_layers -> float_layers: collection, (read-only) -Mesh.int_layers -> int_layers: collection, (read-only) -Mesh.materials -> materials: collection, (read-only) -Mesh.shape_keys -> shape_keys: pointer, (read-only) -Mesh.sticky -> sticky: collection, (read-only) Sticky texture coordinates -Mesh.string_layers -> string_layers: collection, (read-only) -Mesh.texco_mesh -> texco_mesh: pointer Derive texture coordinates from another mesh -Mesh.texspace_loc -> texspace_loc: float Texture space location -Mesh.texspace_size -> texspace_size: float Texture space size -Mesh.texture_mesh -> texture_mesh: pointer Use another mesh for texture indices (vertex indices must be aligned) -Mesh.total_edge_sel -> total_edge_sel: int, (read-only) Selected edge count in editmode -Mesh.total_face_sel -> total_face_sel: int, (read-only) Selected face count in editmode -Mesh.total_vert_sel -> total_vert_sel: int, (read-only) Selected vertex count in editmode -Mesh.uv_texture_clone -> uv_texture_clone: pointer UV texture to be used as cloning source -Mesh.uv_texture_clone_index -> uv_texture_clone_index: int Clone UV texture index -Mesh.uv_texture_stencil -> uv_texture_stencil: pointer UV texture to mask the painted area -Mesh.uv_texture_stencil_index -> uv_texture_stencil_index: int Mask UV texture index -Mesh.uv_textures -> uv_textures: collection, (read-only) -Mesh.vertex_colors -> vertex_colors: collection, (read-only) -Mesh.verts -> verts: collection, (read-only) Vertices of the mesh -MeshColor.color1 -> color1: float -MeshColor.color2 -> color2: float -MeshColor.color3 -> color3: float -MeshColor.color4 -> color4: float -MeshColorLayer.data -> data: collection, (read-only) -MeshColorLayer.name -> name: string -MeshDeformModifier.object -> object: pointer Mesh object to deform with -MeshDeformModifier.precision -> precision: int The grid size for binding -MeshDeformModifier.vertex_group -> vertex_group: string Vertex group name -MeshEdge.bevel_weight -> bevel_weight: float Weight used by the Bevel modifier -MeshEdge.crease -> crease: float Weight used by the Subsurf modifier for creasing -MeshEdge.index -> index: int, (read-only) Index number of the vertex -MeshEdge.verts -> verts: int Vertex indices -MeshFace.area -> area: float, (read-only) read only area of the face -MeshFace.index -> index: int, (read-only) Index number of the vertex -MeshFace.material_index -> material_index: int -MeshFace.normal -> normal: float, (read-only) local space unit length normal vector for this face -MeshFace.verts -> verts: int Vertex indices -MeshFace.verts_raw -> verts_raw: int Fixed size vertex indices array -MeshFaces.active -> active: int The active face for this mesh -MeshFaces.active_tface -> active_tface: pointer, (read-only) Active Texture Face -MeshFloatProperty.value -> value: float -MeshFloatPropertyLayer.data -> data: collection, (read-only) -MeshFloatPropertyLayer.name -> name: string -MeshIntProperty.value -> value: int -MeshIntPropertyLayer.data -> data: collection, (read-only) -MeshIntPropertyLayer.name -> name: string -MeshSticky.co -> co: float Sticky texture coordinate location -MeshStringProperty.value -> value: string -MeshStringPropertyLayer.data -> data: collection, (read-only) -MeshStringPropertyLayer.name -> name: string -MeshTextureFace.image -> image: pointer -MeshTextureFace.transp -> transp: enum Transparency blending mode -MeshTextureFace.uv -> uv: float -MeshTextureFace.uv1 -> uv1: float -MeshTextureFace.uv2 -> uv2: float -MeshTextureFace.uv3 -> uv3: float -MeshTextureFace.uv4 -> uv4: float -MeshTextureFace.uv_raw -> uv_raw: float Fixed size UV coordinates array -MeshTextureFaceLayer.data -> data: collection, (read-only) -MeshTextureFaceLayer.name -> name: string -MeshVertex.bevel_weight -> bevel_weight: float Weight used by the Bevel modifier 'Only Vertices' option -MeshVertex.co -> co: float -MeshVertex.groups -> groups: collection, (read-only) Weights for the vertex groups this vertex is member of -MeshVertex.index -> index: int, (read-only) Index number of the vertex -MeshVertex.normal -> normal: float Vertex Normal -MessageActuator.body_message -> body_message: string Optional message body Text -MessageActuator.body_property -> body_property: string The message body will be set by the Property Value -MessageActuator.body_type -> body_type: enum Toggle message type: either Text or a PropertyName -MessageActuator.subject -> subject: string Optional message subject. This is what can be filtered on -MessageActuator.to_property -> to_property: string Optional send message to objects with this name only, or empty to broadcast -MessageSensor.subject -> subject: string Optional subject filter: only accept messages with this subject, or empty for all -MetaBall.active_element -> active_element: pointer, (read-only) Last selected element -MetaBall.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock -MetaBall.elements -> elements: collection, (read-only) Meta elements -MetaBall.flag -> flag: enum Metaball edit update behavior -MetaBall.materials -> materials: collection, (read-only) -MetaBall.render_size -> render_size: float Polygonization resolution in rendering -MetaBall.texspace_loc -> texspace_loc: float Texture space location -MetaBall.texspace_size -> texspace_size: float Texture space size -MetaBall.threshold -> threshold: float Influence of meta elements -MetaBall.wire_size -> wire_size: float Polygonization resolution in the 3D viewport -MetaElement.location -> location: float -MetaElement.radius -> radius: float -MetaElement.rotation -> rotation: float -MetaElement.size_x -> size_x: float Size of element, use of components depends on element type -MetaElement.size_y -> size_y: float Size of element, use of components depends on element type -MetaElement.size_z -> size_z: float Size of element, use of components depends on element type -MetaElement.stiffness -> stiffness: float Stiffness defines how much of the element to fill -MetaElement.type -> type: enum Metaball types -MetaSequence.animation_end_offset -> animation_end_offset: int Animation end offset (trim end) -MetaSequence.animation_start_offset -> animation_start_offset: int Animation start offset (trim start) -MetaSequence.color_balance -> color_balance: pointer, (read-only) -MetaSequence.crop -> crop: pointer, (read-only) -MetaSequence.multiply_colors -> multiply_colors: float -MetaSequence.proxy -> proxy: pointer, (read-only) -MetaSequence.sequences -> sequences: collection, (read-only) -MetaSequence.strobe -> strobe: float Only display every nth frame -MetaSequence.transform -> transform: pointer, (read-only) -MirrorModifier.merge_limit -> merge_limit: float Distance from axis within which mirrored vertices are merged -MirrorModifier.mirror_object -> mirror_object: pointer Object to use as mirror -Modifier.name -> name: string Modifier name -Modifier.type -> type: enum, (read-only) -MotionPath.frame_end -> frame_end: int, (read-only) End frame of the stored range -MotionPath.frame_start -> frame_start: int, (read-only) Starting frame of the stored range -MotionPath.length -> length: int, (read-only) Number of frames cached -MotionPath.points -> points: collection, (read-only) Cached positions per frame -MotionPathVert.co -> co: float -MouseSensor.mouse_event -> mouse_event: enum Specify the type of event this mouse sensor should trigger on -MovieSequence.animation_end_offset -> animation_end_offset: int Animation end offset (trim end) -MovieSequence.animation_start_offset -> animation_start_offset: int Animation start offset (trim start) -MovieSequence.color_balance -> color_balance: pointer, (read-only) -MovieSequence.crop -> crop: pointer, (read-only) -MovieSequence.filepath -> filepath: string -MovieSequence.mpeg_preseek -> mpeg_preseek: int For MPEG movies, preseek this many frames -MovieSequence.multiply_colors -> multiply_colors: float -MovieSequence.proxy -> proxy: pointer, (read-only) -MovieSequence.strobe -> strobe: float Only display every nth frame -MovieSequence.transform -> transform: pointer, (read-only) -MulticamSequence.animation_end_offset -> animation_end_offset: int Animation end offset (trim end) -MulticamSequence.animation_start_offset -> animation_start_offset: int Animation start offset (trim start) -MulticamSequence.color_balance -> color_balance: pointer, (read-only) -MulticamSequence.crop -> crop: pointer, (read-only) -MulticamSequence.multicam_source -> multicam_source: int -MulticamSequence.multiply_colors -> multiply_colors: float -MulticamSequence.proxy -> proxy: pointer, (read-only) -MulticamSequence.strobe -> strobe: float Only display every nth frame -MulticamSequence.transform -> transform: pointer, (read-only) -MultiresModifier.filepath -> filepath: string Path to external displacements file -MultiresModifier.levels -> levels: int Number of subdivisions to use in the viewport -MultiresModifier.render_levels -> render_levels: int -MultiresModifier.sculpt_levels -> sculpt_levels: int Number of subdivisions to use in sculpt mode -MultiresModifier.subdivision_type -> subdivision_type: enum Selects type of subdivision algorithm -MultiresModifier.total_levels -> total_levels: int, (read-only) Number of subdivisions for which displacements are stored -MusgraveTexture.gain -> gain: float The gain multiplier -MusgraveTexture.highest_dimension -> highest_dimension: float Highest fractal dimension -MusgraveTexture.lacunarity -> lacunarity: float Gap between successive frequencies -MusgraveTexture.musgrave_type -> musgrave_type: enum -MusgraveTexture.nabla -> nabla: float Size of derivative offset used for calculating normal -MusgraveTexture.noise_basis -> noise_basis: enum Sets the noise basis used for turbulence -MusgraveTexture.noise_intensity -> noise_intensity: float -MusgraveTexture.noise_size -> noise_size: float Sets scaling for noise input -MusgraveTexture.octaves -> octaves: float Number of frequencies used -MusgraveTexture.offset -> offset: float The fractal offset -NearSensor.distance -> distance: float Trigger distance -NearSensor.property -> property: string Only look for objects with this property -NearSensor.reset_distance -> reset_distance: float -NetRenderJob.name -> name: string -NetRenderSettings.active_blacklisted_slave_index -> active_blacklisted_slave_index: int -NetRenderSettings.active_job_index -> active_job_index: int -NetRenderSettings.active_slave_index -> active_slave_index: int -NetRenderSettings.chunks -> chunks: int Number of frame to dispatch to each slave in one chunk -NetRenderSettings.job_category -> job_category: string Category of the job -NetRenderSettings.job_id -> job_id: string id of the last sent render job -NetRenderSettings.job_name -> job_name: string Name of the job -NetRenderSettings.jobs -> jobs: collection, (read-only) -NetRenderSettings.mode -> mode: enum Mode of operation of this instance -NetRenderSettings.path -> path: string Path for temporary files -NetRenderSettings.priority -> priority: int Priority of the job -NetRenderSettings.server_address -> server_address: string IP or name of the master render server -NetRenderSettings.server_port -> server_port: int port of the master render server -NetRenderSettings.slaves -> slaves: collection, (read-only) -NetRenderSettings.slaves_blacklist -> slaves_blacklist: collection, (read-only) -NetRenderSlave.name -> name: string -NlaStrip.action -> action: pointer Action referenced by this strip -NlaStrip.action_frame_end -> action_frame_end: float -NlaStrip.action_frame_start -> action_frame_start: float -NlaStrip.blend_in -> blend_in: float Number of frames at start of strip to fade in influence -NlaStrip.blend_out -> blend_out: float -NlaStrip.blending -> blend_type: enum Method used for combining strip's result with accumulated result -NlaStrip.extrapolation -> extrapolation: enum Action to take for gaps past the strip extents -NlaStrip.fcurves -> fcurves: collection, (read-only) F-Curves for controlling the strip's influence and timing -NlaStrip.frame_end -> frame_end: float -NlaStrip.frame_start -> frame_start: float -NlaStrip.influence -> influence: float Amount the strip contributes to the current result -NlaStrip.modifiers -> modifiers: collection, (read-only) Modifiers affecting all the F-Curves in the referenced Action -NlaStrip.name -> name: string -NlaStrip.repeat -> repeat: float Number of times to repeat the action range -NlaStrip.scale -> scale: float Scaling factor for action -NlaStrip.strip_time -> strip_time: float Frame of referenced Action to evaluate -NlaStrip.strips -> strips: collection, (read-only) NLA Strips that this strip acts as a container for (if it is of type Meta) -NlaStrip.type -> type: enum, (read-only) Type of NLA Strip -NlaTrack.name -> name: string -NlaTrack.strips -> strips: collection, (read-only) NLA Strips on this NLA-track -Node.inputs -> inputs: collection, (read-only) -Node.location -> location: float -Node.name -> name: string Node name -Node.outputs -> outputs: collection, (read-only) -NodeGroup.nodetree -> nodetree: pointer -NodeTree.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock -NodeTree.grease_pencil -> grease_pencil: pointer Grease Pencil datablock -NodeTree.nodes -> nodes: collection, (read-only) -Object.active_material -> active_material: pointer Active material being displayed -Object.active_material_index -> active_material_index: int Index of active material slot -Object.active_particle_system -> active_particle_system: pointer, (read-only) Active particle system being displayed -Object.active_particle_system_index -> active_particle_system_index: int Index of active particle system slot -Object.active_shape_key -> active_shape_key: pointer, (read-only) Current shape key -Object.active_shape_key_index -> active_shape_key_index: int Current shape key index -Object.active_vertex_group -> active_vertex_group: pointer, (read-only) Vertex groups of the object -Object.active_vertex_group_index -> active_vertex_group_index: int Active index in vertex group array -Object.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock -Object.animation_visualisation -> animation_visualisation: pointer, (read-only) Animation data for this datablock -Object.bound_box -> bound_box: float, (read-only) Objects bound box in object-space coordinates -Object.collision -> collision: pointer, (read-only) Settings for using the objects as a collider in physics simulation -Object.color -> color: float Object color and alpha, used when faces have the ObColor mode enabled -Object.constraints -> constraints: collection, (read-only) Constraints affecting the transformation of the object -Object.data -> data: pointer Object data -Object.delta_location -> delta_location: float Extra translation added to the location of the object -Object.delta_rotation_euler -> delta_rotation_euler: float Extra rotation added to the rotation of the object (when using Euler rotations) -Object.delta_rotation_quaternion -> delta_rotation_quaternion: float Extra rotation added to the rotation of the object (when using Quaternion rotations) -Object.delta_scale -> delta_scale: float Extra scaling added to the scale of the object -Object.dimensions -> dimensions: float Absolute bounding box dimensions of the object -Object.draw_bounds_type -> draw_bounds_type: enum Object boundary display type -Object.dupli_faces_scale -> dupli_faces_scale: float Scale the DupliFace objects -Object.dupli_frames_end -> dupli_frames_end: int End frame for DupliFrames -Object.dupli_frames_off -> dupli_frames_off: int Recurring frames to exclude from the Dupliframes -Object.dupli_frames_on -> dupli_frames_on: int Number of frames to use between DupOff frames -Object.dupli_frames_start -> dupli_frames_start: int Start frame for DupliFrames -Object.dupli_group -> dupli_group: pointer Instance an existing group -Object.dupli_list -> dupli_list: collection, (read-only) Object duplis -Object.dupli_type -> dupli_type: enum If not None, object duplication method to use -Object.empty_draw_size -> empty_draw_size: float Size of display for empties in the viewport -Object.empty_draw_type -> empty_draw_type: enum Viewport display style for empties -Object.field -> field: pointer, (read-only) Settings for using the objects as a field in physics simulation -Object.game -> game: pointer, (read-only) Game engine related settings for the object -Object.grease_pencil -> grease_pencil: pointer Grease Pencil datablock -Object.location -> location: float Location of the object -Object.material_slots -> material_slots: collection, (read-only) Material slots in the object -Object.matrix_local -> matrix_local: float Parent relative transformation matrix -Object.matrix_world -> matrix_world: float Worldspace transformation matrix -Object.max_draw_type -> draw_type: enum Maximum draw type to display object with in viewport -Object.mode -> mode: enum, (read-only) Object interaction mode -Object.modifiers -> modifiers: collection, (read-only) Modifiers affecting the geometric data of the object -Object.motion_path -> motion_path: pointer, (read-only) Motion Path for this element -Object.parent -> parent: pointer Parent Object -Object.parent_bone -> parent_bone: string Name of parent bone in case of a bone parenting relation -Object.parent_type -> parent_type: enum Type of parent relation -Object.parent_vertices -> parent_vertices: int, (read-only) Indices of vertices in cases of a vertex parenting relation -Object.particle_systems -> particle_systems: collection, (read-only) Particle systems emitted from the object -Object.pass_index -> pass_index: int Index # for the IndexOB render pass -Object.pose -> pose: pointer, (read-only) Current pose for armatures -Object.pose_library -> pose_library: pointer, (read-only) Action used as a pose library for armatures -Object.proxy -> proxy: pointer, (read-only) Library object this proxy object controls -Object.proxy_group -> proxy_group: pointer, (read-only) Library group duplicator object this proxy object controls -Object.rotation_axis_angle -> rotation_axis_angle: float Angle of Rotation for Axis-Angle rotation representation -Object.rotation_euler -> rotation_euler: float Rotation in Eulers -Object.rotation_mode -> rotation_mode: enum -Object.rotation_quaternion -> rotation_quaternion: float Rotation in Quaternions -Object.scale -> scale: float Scaling of the object -Object.soft_body -> soft_body: pointer, (read-only) Settings for soft body simulation -Object.time_offset -> time_offset: float Animation offset in frames for F-Curve and dupligroup instances -Object.track_axis -> track_axis: enum Axis that points in 'forward' direction -Object.type -> type: enum, (read-only) Type of Object -Object.up_axis -> up_axis: enum Axis that points in the upward direction -Object.vertex_groups -> vertex_groups: collection, (read-only) Vertex groups of the object -ObjectActuator.angular_velocity -> angular_velocity: float Sets the angular velocity -ObjectActuator.damping -> damping: int Number of frames to reach the target velocity -ObjectActuator.derivate_coefficient -> derivate_coefficient: float Not required, high values can cause instability -ObjectActuator.force -> force: float Sets the force -ObjectActuator.force_max_x -> force_max_x: float Set the upper limit for force -ObjectActuator.force_max_y -> force_max_y: float Set the upper limit for force -ObjectActuator.force_max_z -> force_max_z: float Set the upper limit for force -ObjectActuator.force_min_x -> force_min_x: float Set the lower limit for force -ObjectActuator.force_min_y -> force_min_y: float Set the lower limit for force -ObjectActuator.force_min_z -> force_min_z: float Set the lower limit for force -ObjectActuator.integral_coefficient -> integral_coefficient: float Low value (0.01) for slow response, high value (0.5) for fast response -ObjectActuator.linear_velocity -> linear_velocity: float Sets the linear velocity (in Servo mode it sets the target relative linear velocity, it will be achieved by automatic application of force. Null velocity is a valid target) -ObjectActuator.loc -> loc: float Sets the location -ObjectActuator.mode -> mode: enum Specify the motion system -ObjectActuator.proportional_coefficient -> proportional_coefficient: float Typical value is 60x integral coefficient -ObjectActuator.reference_object -> reference_object: pointer Reference object for velocity calculation, leave empty for world reference -ObjectActuator.rot -> rot: float Sets the rotation -ObjectActuator.torque -> torque: float Sets the torque -ObjectBase.object -> object: pointer, (read-only) Object this base links to -ObjectConstraints.active -> active: pointer Active Object constraint -ObstacleFluidSettings.impact_factor -> impact_factor: float This is an unphysical value for moving objects - it controls the impact an obstacle has on the fluid, =0 behaves a bit like outflow (deleting fluid), =1 is default, while >1 results in high forces. Can be used to tweak total mass -ObstacleFluidSettings.partial_slip_factor -> partial_slip_factor: float Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip -ObstacleFluidSettings.slip_type -> slip_type: enum -ObstacleFluidSettings.volume_initialization -> volume_initialization: enum Volume initialization type -Operator.bl_description -> bl_description: string -Operator.bl_idname -> bl_idname: string -Operator.bl_label -> bl_label: string -Operator.bl_options -> bl_options: enum Options for this operator type -Operator.layout -> layout: pointer, (read-only) -Operator.name -> name: string, (read-only) -Operator.properties -> properties: pointer, (read-only) -OperatorFileListElement.name -> name: string the name of a file or directory within a file list -OperatorMousePath.loc -> loc: float Mouse location -OperatorMousePath.time -> time: float Time of mouse location -OperatorStrokeElement.location -> location: float -OperatorStrokeElement.mouse -> mouse: float -OperatorStrokeElement.pressure -> pressure: float Tablet pressure -OperatorStrokeElement.time -> time: float -OperatorTypeMacro.properties -> properties: pointer, (read-only) -OutflowFluidSettings.volume_initialization -> volume_initialization: enum Volume initialization type -PackedFile.size -> size: int, (read-only) Size of packed file in bytes -Paint.active_brush_index -> active_brush_index: int -Paint.active_brush_name -> active_brush_name: string -Paint.brush -> brush: pointer Active paint brush -Paint.brushes -> brushes: collection, (read-only) Brushes selected for this paint mode -Panel.bl_context -> bl_context: string -Panel.bl_idname -> bl_idname: string -Panel.bl_label -> bl_label: string -Panel.bl_region_type -> bl_region_type: enum -Panel.bl_space_type -> bl_space_type: enum -Panel.layout -> layout: pointer, (read-only) -Panel.text -> text: string -ParentActuator.mode -> mode: enum -ParentActuator.object -> object: pointer Set this object as parent -Particle.alive_state -> alive_state: enum -Particle.angular_velocity -> angular_velocity: float -Particle.birthtime -> birthtime: float -Particle.die_time -> die_time: float -Particle.hair -> hair: collection, (read-only) -Particle.keys -> keys: collection, (read-only) -Particle.lifetime -> lifetime: float -Particle.location -> location: float -Particle.prev_angular_velocity -> prev_angular_velocity: float -Particle.prev_location -> prev_location: float -Particle.prev_rotation -> prev_rotation: float -Particle.prev_velocity -> prev_velocity: float -Particle.rotation -> rotation: float -Particle.size -> size: float -Particle.velocity -> velocity: float -ParticleBrush.count -> count: int Particle count -ParticleBrush.curve -> curve: pointer, (read-only) -ParticleBrush.length_mode -> length_mode: enum -ParticleBrush.puff_mode -> puff_mode: enum -ParticleBrush.size -> size: int Brush size -ParticleBrush.steps -> steps: int Brush steps -ParticleBrush.strength -> strength: float Brush strength -ParticleDupliWeight.count -> count: int The number of times this object is repeated with respect to other objects -ParticleDupliWeight.name -> name: string, (read-only) Particle dupliobject name -ParticleEdit.add_keys -> add_keys: int How many keys to make new particles with -ParticleEdit.brush -> brush: pointer, (read-only) -ParticleEdit.draw_step -> draw_step: int How many steps to draw the path with -ParticleEdit.emitter_distance -> emitter_distance: float Distance to keep particles away from the emitter -ParticleEdit.fade_frames -> fade_frames: int How many frames to fade -ParticleEdit.object -> object: pointer, (read-only) The edited object -ParticleEdit.selection_mode -> selection_mode: enum Particle select and display mode -ParticleEdit.tool -> tool: enum -ParticleEdit.type -> type: enum -ParticleFluidSettings.alpha_influence -> alpha_influence: float Amount of particle alpha change, inverse of size influence: 0=off (all same alpha), 1=full. (large particles get lower alphas, smaller ones higher values) -ParticleFluidSettings.particle_influence -> particle_influence: float Amount of particle size scaling: 0=off (all same size), 1=full (range 0.2-2.0), >1=stronger -ParticleFluidSettings.path -> path: string Directory (and/or filename prefix) to store and load particles from -ParticleHairKey.location -> location: float Location of the hair key in object space -ParticleHairKey.location_hairspace -> location_hairspace: float Location of the hair key in its internal coordinate system, relative to the emitting face -ParticleHairKey.time -> time: float Relative time of key over hair length -ParticleHairKey.weight -> weight: float Weight for cloth simulation -ParticleInstanceModifier.axis -> axis: enum Pole axis for rotation -ParticleInstanceModifier.object -> object: pointer Object that has the particle system -ParticleInstanceModifier.particle_system_number -> particle_system_number: int -ParticleInstanceModifier.position -> position: float Position along path -ParticleInstanceModifier.random_position -> random_position: float Randomize position along path -ParticleKey.angular_velocity -> angular_velocity: float Key angular velocity -ParticleKey.location -> location: float Key location -ParticleKey.rotation -> rotation: float Key rotation quaterion -ParticleKey.time -> time: float Time of key over the simulation -ParticleKey.velocity -> velocity: float Key velocity -ParticleSettings.active_dupliweight -> active_dupliweight: pointer, (read-only) -ParticleSettings.active_dupliweight_index -> active_dupliweight_index: int -ParticleSettings.adaptive_angle -> adaptive_angle: int How many degrees path has to curve to make another render segment -ParticleSettings.adaptive_pix -> adaptive_pix: int How many pixels path has to cover to make another render segment -ParticleSettings.amount -> amount: int Total number of particles -ParticleSettings.angular_velocity_factor -> angular_velocity_factor: float Angular velocity amount -ParticleSettings.angular_velocity_mode -> angular_velocity_mode: enum Particle angular velocity mode -ParticleSettings.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock -ParticleSettings.billboard_align -> billboard_align: enum In respect to what the billboards are aligned -ParticleSettings.billboard_animation -> billboard_animation: enum How to animate billboard textures -ParticleSettings.billboard_object -> billboard_object: pointer Billboards face this object (default is active camera) -ParticleSettings.billboard_offset -> billboard_offset: float -ParticleSettings.billboard_random_tilt -> billboard_random_tilt: float Random tilt of the billboards -ParticleSettings.billboard_split_offset -> billboard_split_offset: enum How to offset billboard textures -ParticleSettings.billboard_tilt -> billboard_tilt: float Tilt of the billboards -ParticleSettings.billboard_uv_split -> billboard_uv_split: int Amount of rows/columns to split UV coordinates for billboards -ParticleSettings.boids -> boids: pointer, (read-only) -ParticleSettings.branch_threshold -> branch_threshold: float Threshold of branching -ParticleSettings.brownian_factor -> brownian_factor: float Specify the amount of Brownian motion -ParticleSettings.child_length -> child_length: float Length of child paths -ParticleSettings.child_length_thres -> child_length_thres: float Amount of particles left untouched by child path length -ParticleSettings.child_nbr -> child_nbr: int Amount of children/parent -ParticleSettings.child_radius -> child_radius: float Radius of children around parent -ParticleSettings.child_random_size -> child_random_size: float Random variation to the size of the child particles -ParticleSettings.child_roundness -> child_roundness: float Roundness of children around parent -ParticleSettings.child_size -> child_size: float A multiplier for the child particle size -ParticleSettings.child_type -> child_type: enum Create child particles -ParticleSettings.clump_factor -> clump_factor: float Amount of clumping -ParticleSettings.clumppow -> clumppow: float Shape of clumping -ParticleSettings.damp_factor -> damp_factor: float Specify the amount of damping -ParticleSettings.display -> display: int Percentage of particles to display in 3D view -ParticleSettings.distribution -> distribution: enum How to distribute particles on selected element -ParticleSettings.drag_factor -> drag_factor: float Specify the amount of air-drag -ParticleSettings.draw_as -> draw_as: enum How particles are drawn in viewport -ParticleSettings.draw_size -> draw_size: int Size of particles on viewport in pixels (0=default) -ParticleSettings.draw_step -> draw_step: int How many steps paths are drawn with (power of 2) -ParticleSettings.dupli_group -> dupli_group: pointer Show Objects in this Group in place of particles -ParticleSettings.dupli_object -> dupli_object: pointer Show this Object in place of particles -ParticleSettings.dupliweights -> dupliweights: collection, (read-only) Weights for all of the objects in the dupli group -ParticleSettings.effect_hair -> effect_hair: float Hair stiffness for effectors -ParticleSettings.effector_weights -> effector_weights: pointer, (read-only) -ParticleSettings.emit_from -> emit_from: enum Where to emit particles from -ParticleSettings.fluid -> fluid: pointer, (read-only) -ParticleSettings.force_field_1 -> force_field_1: pointer, (read-only) -ParticleSettings.force_field_2 -> force_field_2: pointer, (read-only) -ParticleSettings.frame_end -> frame_end: float Frame # to stop emitting particles -ParticleSettings.frame_start -> frame_start: float Frame # to start emitting particles -ParticleSettings.grid_resolution -> grid_resolution: int The resolution of the particle grid -ParticleSettings.hair_step -> hair_step: int Number of hair segments -ParticleSettings.integrator -> integrator: enum Select physics integrator type -ParticleSettings.jitter_factor -> jitter_factor: float Amount of jitter applied to the sampling -ParticleSettings.keyed_loops -> keyed_loops: int Number of times the keys are looped -ParticleSettings.keys_step -> keys_step: int -ParticleSettings.kink -> kink: enum Type of periodic offset on the path -ParticleSettings.kink_amplitude -> kink_amplitude: float The amplitude of the offset -ParticleSettings.kink_axis -> kink_axis: enum Which axis to use for offset -ParticleSettings.kink_frequency -> kink_frequency: float The frequency of the offset (1/total length) -ParticleSettings.kink_shape -> kink_shape: float Adjust the offset to the beginning/end -ParticleSettings.lifetime -> lifetime: float Specify the life span of the particles -ParticleSettings.line_length_head -> line_length_head: float Length of the line's head -ParticleSettings.line_length_tail -> line_length_tail: float Length of the line's tail -ParticleSettings.mass -> mass: float Specify the mass of the particles -ParticleSettings.material -> material: int Specify material used for the particles -ParticleSettings.normal_factor -> normal_factor: float Let the surface normal give the particle a starting speed -ParticleSettings.object_aligned_factor -> object_aligned_factor: float Let the emitter object orientation give the particle a starting speed -ParticleSettings.object_factor -> object_factor: float Let the object give the particle a starting speed -ParticleSettings.particle_factor -> particle_factor: float Let the target particle give the particle a starting speed -ParticleSettings.particle_size -> particle_size: float The size of the particles -ParticleSettings.path_end -> path_end: float End time of drawn path -ParticleSettings.path_start -> path_start: float Starting time of drawn path -ParticleSettings.phase_factor -> phase_factor: float Initial rotation phase -ParticleSettings.physics_type -> physics_type: enum Particle physics type -ParticleSettings.random_factor -> random_factor: float Give the starting speed a random variation -ParticleSettings.random_length -> random_length: float Give path length a random variation -ParticleSettings.random_lifetime -> random_lifetime: float Give the particle life a random variation -ParticleSettings.random_phase_factor -> random_phase_factor: float Randomize rotation phase -ParticleSettings.random_rotation_factor -> random_rotation_factor: float Randomize rotation -ParticleSettings.random_size -> random_size: float Give the particle size a random variation -ParticleSettings.react_event -> react_event: enum The event of target particles to react on -ParticleSettings.reaction_shape -> reaction_shape: float Power of reaction strength dependence on distance to target -ParticleSettings.reactor_factor -> reactor_factor: float Let the vector away from the target particles location give the particle a starting speed -ParticleSettings.ren_as -> ren_as: enum How particles are rendered -ParticleSettings.render_step -> render_step: int How many steps paths are rendered with (power of 2) -ParticleSettings.rendered_child_nbr -> rendered_child_nbr: int Amount of children/parent for rendering -ParticleSettings.rotate_from -> rotate_from: enum -ParticleSettings.rotation_mode -> rotation_mode: enum Particles initial rotation -ParticleSettings.rough1 -> rough1: float Amount of location dependent rough -ParticleSettings.rough1_size -> rough1_size: float Size of location dependent rough -ParticleSettings.rough2 -> rough2: float Amount of random rough -ParticleSettings.rough2_size -> rough2_size: float Size of random rough -ParticleSettings.rough2_thres -> rough2_thres: float Amount of particles left untouched by random rough -ParticleSettings.rough_end_shape -> rough_end_shape: float Shape of end point rough -ParticleSettings.rough_endpoint -> rough_endpoint: float Amount of end point rough -ParticleSettings.simplify_rate -> simplify_rate: float Speed of simplification -ParticleSettings.simplify_refsize -> simplify_refsize: int Reference size in pixels, after which simplification begins -ParticleSettings.simplify_transition -> simplify_transition: float Transition period for fading out strands -ParticleSettings.simplify_viewport -> simplify_viewport: float Speed of Simplification -ParticleSettings.subframes -> subframes: int Subframes to simulate for improved stability and finer granularity simulations -ParticleSettings.tangent_factor -> tangent_factor: float Let the surface tangent give the particle a starting speed -ParticleSettings.tangent_phase -> tangent_phase: float Rotate the surface tangent -ParticleSettings.time_tweak -> time_tweak: float A multiplier for physics timestep (1.0 means one frame = 1/25 seconds) -ParticleSettings.trail_count -> trail_count: int Number of trail particles -ParticleSettings.type -> type: enum -ParticleSettings.userjit -> userjit: int Emission locations / face (0 = automatic) -ParticleSettings.virtual_parents -> virtual_parents: float Relative amount of virtual parents -ParticleSystem.active_particle_target -> active_particle_target: pointer, (read-only) -ParticleSystem.active_particle_target_index -> active_particle_target_index: int -ParticleSystem.billboard_normal_uv -> billboard_normal_uv: string UV Layer to control billboard normals -ParticleSystem.billboard_split_uv -> billboard_split_uv: string UV Layer to control billboard splitting -ParticleSystem.billboard_time_index_uv -> billboard_time_index_uv: string UV Layer to control billboard time index (X-Y) -ParticleSystem.child_particles -> child_particles: collection, (read-only) Child particles generated by the particle system -ParticleSystem.cloth -> cloth: pointer, (read-only) Cloth dynamics for hair -ParticleSystem.name -> name: string Particle system name -ParticleSystem.parent -> parent: pointer Use this object's coordinate system instead of global coordinate system -ParticleSystem.particles -> particles: collection, (read-only) Particles generated by the particle system -ParticleSystem.point_cache -> point_cache: pointer, (read-only) -ParticleSystem.reactor_target_object -> reactor_target_object: pointer For reactor systems, the object that has the target particle system (empty if same object) -ParticleSystem.reactor_target_particle_system -> reactor_target_particle_system: int For reactor systems, index of particle system on the target object -ParticleSystem.seed -> seed: int Offset in the random number table, to get a different randomized result -ParticleSystem.settings -> settings: pointer Particle system settings -ParticleSystem.targets -> targets: collection, (read-only) Target particle systems -ParticleSystem.vertex_group_clump -> vertex_group_clump: string Vertex group to control clump -ParticleSystem.vertex_group_density -> vertex_group_density: string Vertex group to control density -ParticleSystem.vertex_group_field -> vertex_group_field: string Vertex group to control field -ParticleSystem.vertex_group_kink -> vertex_group_kink: string Vertex group to control kink -ParticleSystem.vertex_group_length -> vertex_group_length: string Vertex group to control length -ParticleSystem.vertex_group_rotation -> vertex_group_rotation: string Vertex group to control rotation -ParticleSystem.vertex_group_roughness1 -> vertex_group_rough1: string Vertex group to control roughness 1 -ParticleSystem.vertex_group_roughness2 -> vertex_group_rough2: string Vertex group to control roughness 2 -ParticleSystem.vertex_group_roughness_end -> vertex_group_rough_end: string Vertex group to control roughness end -ParticleSystem.vertex_group_size -> vertex_group_size: string Vertex group to control size -ParticleSystem.vertex_group_tangent -> vertex_group_tangent: string Vertex group to control tangent -ParticleSystem.vertex_group_velocity -> vertex_group_velocity: string Vertex group to control velocity -ParticleSystemModifier.particle_system -> particle_system: pointer, (read-only) Particle System that this modifier controls -ParticleTarget.duration -> duration: float -ParticleTarget.mode -> mode: enum -ParticleTarget.name -> name: string, (read-only) Particle target name -ParticleTarget.object -> object: pointer The object that has the target particle system (empty if same object) -ParticleTarget.system -> system: int The index of particle system on the target object -ParticleTarget.time -> time: float -PivotConstraint.enabled_rotation_range -> enabled_rotation_range: enum Rotation range on which pivoting should occur -PivotConstraint.head_tail -> head_tail: float Target along length of bone: Head=0, Tail=1 -PivotConstraint.offset -> offset: float Offset of pivot from target (when set), or from owner's location (when Fixed Position is off), or the absolute pivot point -PivotConstraint.subtarget -> subtarget: string -PivotConstraint.target -> target: pointer Target Object, defining the position of the pivot when defined -PluginSequence.filename -> filename: string, (read-only) -PointCache.active_point_cache_index -> active_point_cache_index: int -PointCache.filepath -> filepath: string Cache file path -PointCache.frame_end -> frame_end: int Frame on which the simulation stops -PointCache.frame_start -> frame_start: int Frame on which the simulation starts -PointCache.index -> index: int Index number of cache files -PointCache.info -> info: string, (read-only) Info on current cache status -PointCache.name -> name: string Cache name -PointCache.point_cache_list -> point_cache_list: collection, (read-only) Point cache list -PointCache.step -> step: int Number of frames between cached frames -PointDensity.color_ramp -> color_ramp: pointer, (read-only) -PointDensity.color_source -> color_source: enum Data to derive color results from -PointDensity.falloff -> falloff: enum Method of attenuating density by distance from the point -PointDensity.falloff_softness -> falloff_soft: float Softness of the 'soft' falloff option -PointDensity.noise_basis -> noise_basis: enum Noise formula used for turbulence -PointDensity.object -> object: pointer Object to take point data from -PointDensity.particle_cache -> particle_cache: enum Co-ordinate system to cache particles in -PointDensity.particle_system -> particle_system: pointer Particle System to render as points -PointDensity.point_source -> point_source: enum Point data to use as renderable point density -PointDensity.radius -> radius: float Radius from the shaded sample to look for points within -PointDensity.speed_scale -> speed_scale: float Multiplier to bring particle speed within an acceptable range -PointDensity.turbulence_depth -> turbulence_depth: int Level of detail in the added turbulent noise -PointDensity.turbulence_influence -> turbulence_influence: enum Method for driving added turbulent noise -PointDensity.turbulence_size -> turbulence_size: float Scale of the added turbulent noise -PointDensity.turbulence_strength -> turbulence_strength: float -PointDensity.vertices_cache -> vertices_cache: enum Co-ordinate system to cache vertices in -PointDensityTexture.pointdensity -> pointdensity: pointer, (read-only) The point density settings associated with this texture -PointLamp.falloff_curve -> falloff_curve: pointer, (read-only) Custom Lamp Falloff Curve -PointLamp.falloff_type -> falloff_type: enum Intensity Decay with distance -PointLamp.linear_attenuation -> linear_attenuation: float Linear distance attenuation -PointLamp.quadratic_attenuation -> quadratic_attenuation: float Quadratic distance attenuation -PointLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float Threshold for Adaptive Sampling (Raytraced shadows) -PointLamp.shadow_color -> shadow_color: float Color of shadows cast by the lamp -PointLamp.shadow_method -> shadow_method: enum Method to compute lamp shadow with -PointLamp.shadow_ray_samples -> shadow_ray_samples: int Amount of samples taken extra (samples x samples) -PointLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower -PointLamp.shadow_soft_size -> shadow_soft_size: float Light size for ray shadow sampling (Raytraced shadows) -PointerProperty.fixed_type -> fixed_type: pointer, (read-only) Fixed pointer type, empty if variable type -Pose.active_bone_group -> active_bone_group: pointer Active bone group for this pose -Pose.active_bone_group_index -> active_bone_group_index: int Active index in bone groups array -Pose.animation_visualisation -> animation_visualisation: pointer, (read-only) Animation data for this datablock -Pose.bone_groups -> bone_groups: collection, (read-only) Groups of the bones -Pose.bones -> bones: collection, (read-only) Individual pose bones for the armature -Pose.ik_param -> ik_param: pointer, (read-only) Parameters for IK solver -Pose.ik_solver -> ik_solver: enum Selection of IK solver for IK chain, current choice is 0 for Legacy, 1 for iTaSC -PoseBone.bone -> bone: pointer, (read-only) Bone associated with this PoseBone -PoseBone.bone_group -> bone_group: pointer Bone Group this pose channel belongs to -PoseBone.bone_group_index -> bone_group_index: int Bone Group this pose channel belongs to (0=no group) -PoseBone.child -> child: pointer, (read-only) Child of this pose bone -PoseBone.constraints -> constraints: collection, (read-only) Constraints that act on this PoseChannel -PoseBone.custom_shape -> custom_shape: pointer Object that defines custom draw type for this bone -PoseBone.custom_shape_transform -> custom_shape_transform: pointer Bone that defines the display transform of this custom shape -PoseBone.head -> head: float, (read-only) Location of head of the channel's bone -PoseBone.ik_lin_weight -> ik_lin_weight: float Weight of scale constraint for IK -PoseBone.ik_max_x -> ik_max_x: float Maximum angles for IK Limit -PoseBone.ik_max_y -> ik_max_y: float Maximum angles for IK Limit -PoseBone.ik_max_z -> ik_max_z: float Maximum angles for IK Limit -PoseBone.ik_min_x -> ik_min_x: float Minimum angles for IK Limit -PoseBone.ik_min_y -> ik_min_y: float Minimum angles for IK Limit -PoseBone.ik_min_z -> ik_min_z: float Minimum angles for IK Limit -PoseBone.ik_rot_weight -> ik_rot_weight: float Weight of rotation constraint for IK -PoseBone.ik_stiffness_x -> ik_stiffness_x: float IK stiffness around the X axis -PoseBone.ik_stiffness_y -> ik_stiffness_y: float IK stiffness around the Y axis -PoseBone.ik_stiffness_z -> ik_stiffness_z: float IK stiffness around the Z axis -PoseBone.ik_stretch -> ik_stretch: float Allow scaling of the bone for IK -PoseBone.location -> location: float -PoseBone.matrix -> matrix: float, (read-only) Final 4x4 matrix for this channel -PoseBone.matrix_channel -> matrix_channel: float, (read-only) 4x4 matrix, before constraints -PoseBone.matrix_local -> matrix_local: float Matrix representing the parent relative location, scale and rotation. Provides an alternative access to these properties. -PoseBone.motion_path -> motion_path: pointer, (read-only) Motion Path for this element -PoseBone.name -> name: string -PoseBone.parent -> parent: pointer, (read-only) Parent of this pose bone -PoseBone.rotation_axis_angle -> rotation_axis_angle: float Angle of Rotation for Axis-Angle rotation representation -PoseBone.rotation_euler -> rotation_euler: float Rotation in Eulers -PoseBone.rotation_mode -> rotation_mode: enum -PoseBone.rotation_quaternion -> rotation_quaternion: float Rotation in Quaternions -PoseBone.scale -> scale: float -PoseBone.tail -> tail: float, (read-only) Location of tail of the channel's bone -PoseBoneConstraints.active -> active: pointer Active PoseChannel constraint -PoseTemplate.name -> name: string -PoseTemplateSettings.active_template_index -> active_template_index: int -PoseTemplateSettings.templates -> templates: collection, (read-only) -Property.description -> description: string, (read-only) Description of the property for tooltips -Property.identifier -> identifier: string, (read-only) Unique name used in the code and scripting -Property.name -> name: string, (read-only) Human readable name -Property.srna -> srna: pointer, (read-only) Struct definition used for properties assigned to this item -Property.subtype -> subtype: enum, (read-only) Semantic interpretation of the property -Property.type -> type: enum, (read-only) Data type of the property -Property.unit -> unit: enum, (read-only) Type of units for this property -PropertyActuator.mode -> mode: enum -PropertyActuator.object -> object: pointer Copy from this Object -PropertyActuator.object_property -> object_property: string Copy this property -PropertyActuator.property -> property: string The name of the property -PropertyActuator.value -> value: string The value to use, use "" around strings -PropertySensor.evaluation_type -> evaluation_type: enum Type of property evaluation -PropertySensor.max_value -> value_max: string Specify maximum value in Interval type -PropertySensor.min_value -> value_min: string Specify minimum value in Interval type -PropertySensor.property -> property: string -PropertySensor.value -> value: string Check for this value in types in Equal or Not Equal types -PythonConstraint.number_of_targets -> number_of_targets: int Usually only 1-3 are needed -PythonConstraint.targets -> targets: collection, (read-only) Target Objects -PythonConstraint.text -> text: pointer The text object that contains the Python script -PythonController.mode -> mode: enum Python script type (textblock or module - faster) -PythonController.module -> module: string Module name and function to run e.g. "someModule.main". Internal texts and external python files can be used -PythonController.text -> text: pointer Text datablock with the python script -RGBANodeSocket.default_value -> default_value: float Default value of the socket when no link is attached -RGBANodeSocket.name -> name: string, (read-only) Socket name -RadarSensor.angle -> angle: float Opening angle of the radar cone -RadarSensor.axis -> axis: enum Specify along which axis the radar cone is cast -RadarSensor.distance -> distance: float Depth of the radar cone -RadarSensor.property -> property: string Only look for Objects with this property -RandomActuator.chance -> chance: float Pick a number between 0 and 1. Success if you stay below this value -RandomActuator.distribution -> distribution: enum Choose the type of distribution -RandomActuator.float_max -> float_max: float Choose a number from a range. Upper boundary of the range -RandomActuator.float_mean -> float_mean: float A normal distribution. Mean of the distribution -RandomActuator.float_min -> float_min: float Choose a number from a range. Lower boundary of the range -RandomActuator.float_value -> float_value: float Always return this number -RandomActuator.half_life_time -> half_life_time: float Negative exponential dropoff -RandomActuator.int_max -> int_max: int Choose a number from a range. Upper boundary of the range -RandomActuator.int_mean -> int_mean: float Expected mean value of the distribution -RandomActuator.int_min -> int_min: int Choose a number from a range. Lower boundary of the range -RandomActuator.int_value -> int_value: int Always return this number -RandomActuator.property -> property: string Assign the random value to this property -RandomActuator.seed -> seed: int Initial seed of the random generator. Use Python for more freedom (choose 0 for not random) -RandomActuator.standard_derivation -> standard_derivation: float A normal distribution. Standard deviation of the distribution -RandomSensor.seed -> seed: int Initial seed of the generator. (Choose 0 for not random) -RaySensor.axis -> axis: enum Specify along which axis the ray is cast -RaySensor.material -> material: string Only look for Objects with this material -RaySensor.property -> property: string Only look for Objects with this property -RaySensor.range -> range: float Sense objects no farther than this distance -RaySensor.ray_type -> ray_type: enum Toggle collision on material or property -Region.height -> height: int, (read-only) Region height -Region.id -> id: int, (read-only) Unique ID for this region -Region.type -> type: enum, (read-only) Type of this region -Region.width -> width: int, (read-only) Region width -RegionView3D.perspective_matrix -> perspective_matrix: float, (read-only) Current perspective matrix of the 3D region -RegionView3D.view_distance -> view_distance: float Distance to the view location -RegionView3D.view_location -> view_location: float View pivot location -RegionView3D.view_matrix -> view_matrix: float, (read-only) Current view matrix of the 3D region -RegionView3D.view_perspective -> view_perspective: enum View Perspective -RegionView3D.view_rotation -> view_rotation: float Rotation in quaternions (keep normalized) -RenderEngine.bl_idname -> bl_idname: string -RenderEngine.bl_label -> bl_label: string -RenderLayer.light_override -> light_override: pointer, (read-only) Group to override all other lights in this render layer -RenderLayer.material_override -> material_override: pointer, (read-only) Material to override all other materials in this render layer -RenderLayer.name -> name: string, (read-only) Render layer name -RenderLayer.passes -> passes: collection, (read-only) -RenderLayer.rect -> rect: float -RenderPass.channel_id -> channel_id: string, (read-only) -RenderPass.channels -> channels: int, (read-only) -RenderPass.name -> name: string, (read-only) -RenderPass.rect -> rect: float -RenderPass.type -> type: enum, (read-only) -RenderResult.layers -> layers: collection, (read-only) -RenderResult.resolution_x -> resolution_x: int, (read-only) -RenderResult.resolution_y -> resolution_y: int, (read-only) -RenderSettings.active_layer_index -> active_layer_index: int Active index in render layer array -RenderSettings.alpha_mode -> alpha_mode: enum Representation of alpha information in the RGBA pixels -RenderSettings.antialiasing_samples -> antialiasing_samples: enum Amount of anti-aliasing samples per pixel -RenderSettings.bake_aa_mode -> bake_aa_mode: enum -RenderSettings.bake_bias -> bake_bias: float Bias towards faces further away from the object (in blender units) -RenderSettings.bake_distance -> bake_distance: float Maximum distance from active object to other object (in blender units -RenderSettings.bake_margin -> bake_margin: int Amount of pixels to extend the baked result with, as post process filter -RenderSettings.bake_normal_space -> bake_normal_space: enum Choose normal space for baking -RenderSettings.bake_quad_split -> bake_quad_split: enum Choose the method used to split a quad into 2 triangles for baking -RenderSettings.bake_type -> bake_type: enum Choose shading information to bake into the image -RenderSettings.border_max_x -> border_max_x: float Sets maximum X value for the render border -RenderSettings.border_max_y -> border_max_y: float Sets maximum Y value for the render border -RenderSettings.border_min_x -> border_min_x: float Sets minimum X value to for the render border -RenderSettings.border_min_y -> border_min_y: float Sets minimum Y value for the render border -RenderSettings.cineon_black -> cineon_black: int Log conversion reference blackpoint -RenderSettings.cineon_gamma -> cineon_gamma: float Log conversion gamma -RenderSettings.cineon_white -> cineon_white: int Log conversion reference whitepoint -RenderSettings.color_mode -> color_mode: enum Choose BW for saving greyscale images, RGB for saving red, green and blue channels, AND RGBA for saving red, green, blue + alpha channels -RenderSettings.display_mode -> display_mode: enum Select where rendered images will be displayed -RenderSettings.dither_intensity -> dither_intensity: float Amount of dithering noise added to the rendered image to break up banding -RenderSettings.edge_color -> edge_color: float -RenderSettings.edge_threshold -> edge_threshold: int Threshold for drawing outlines on geometry edges -RenderSettings.engine -> engine: enum Engine to use for rendering -RenderSettings.field_order -> field_order: enum Order of video fields. Select which lines get rendered first, to create smooth motion for TV output -RenderSettings.file_extension -> file_extension: string, (read-only) The file extension used for saving renders -RenderSettings.file_format -> file_format: enum File format to save the rendered images as -RenderSettings.file_quality -> file_quality: int Quality of JPEG images, AVI Jpeg and SGI movies -RenderSettings.filter_size -> filter_size: float Pixel width over which the reconstruction filter combines samples -RenderSettings.fps -> fps: int Framerate, expressed in frames per second -RenderSettings.fps_base -> fps_base: float Framerate base -RenderSettings.layers -> layers: collection, (read-only) -RenderSettings.motion_blur_samples -> motion_blur_samples: int Number of scene samples to take with motion blur -RenderSettings.motion_blur_shutter -> motion_blur_shutter: float Time taken in frames between shutter open and close -RenderSettings.octree_resolution -> octree_resolution: enum Resolution of raytrace accelerator. Use higher resolutions for larger scenes -RenderSettings.output_path -> output_path: string Directory/name to save animations, # characters defines the position and length of frame numbers -RenderSettings.parts_x -> parts_x: int Number of horizontal tiles to use while rendering -RenderSettings.parts_y -> parts_y: int Number of vertical tiles to use while rendering -RenderSettings.pixel_aspect_x -> pixel_aspect_x: float Horizontal aspect ratio - for anamorphic or non-square pixel output -RenderSettings.pixel_aspect_y -> pixel_aspect_y: float Vertical aspect ratio - for anamorphic or non-square pixel output -RenderSettings.pixel_filter -> pixel_filter: enum Reconstruction filter used for combining anti-aliasing samples -RenderSettings.raytrace_structure -> raytrace_structure: enum Type of raytrace accelerator structure -RenderSettings.resolution_percentage -> resolution_percentage: int Percentage scale for render resolution -RenderSettings.resolution_x -> resolution_x: int Number of horizontal pixels in the rendered image -RenderSettings.resolution_y -> resolution_y: int Number of vertical pixels in the rendered image -RenderSettings.sequencer_gl_preview -> sequencer_gl_preview: enum Method to draw in the sequencer view -RenderSettings.sequencer_gl_render -> sequencer_gl_render: enum Method to draw in the sequencer view -RenderSettings.simplify_ao_sss -> simplify_ao_sss: float Global approximate AA and SSS quality factor -RenderSettings.simplify_child_particles -> simplify_child_particles: float Global child particles percentage -RenderSettings.simplify_shadow_samples -> simplify_shadow_samples: int Global maximum shadow samples -RenderSettings.simplify_subdivision -> simplify_subdivision: int Global maximum subdivision level -RenderSettings.stamp_background -> stamp_background: float Color to use behind stamp text -RenderSettings.stamp_font_size -> stamp_font_size: int Size of the font used when rendering stamp text -RenderSettings.stamp_foreground -> stamp_foreground: float Color to use for stamp text -RenderSettings.stamp_note_text -> stamp_note_text: string Custom text to appear in the stamp note -RenderSettings.threads -> threads: int Number of CPU threads to use simultaneously while rendering (for multi-core/CPU systems) -RenderSettings.threads_mode -> threads_mode: enum Determine the amount of render threads used -RigidBodyJointConstraint.axis_x -> axis_x: float Rotate pivot on X axis in degrees -RigidBodyJointConstraint.axis_y -> axis_y: float Rotate pivot on Y axis in degrees -RigidBodyJointConstraint.axis_z -> axis_z: float Rotate pivot on Z axis in degrees -RigidBodyJointConstraint.child -> child: pointer Child object -RigidBodyJointConstraint.pivot_type -> pivot_type: enum -RigidBodyJointConstraint.pivot_x -> pivot_x: float Offset pivot on X -RigidBodyJointConstraint.pivot_y -> pivot_y: float Offset pivot on Y -RigidBodyJointConstraint.pivot_z -> pivot_z: float Offset pivot on Z -RigidBodyJointConstraint.target -> target: pointer Target Object -SPHFluidSettings.buoyancy -> buoyancy: float -SPHFluidSettings.fluid_radius -> fluid_radius: float Fluid interaction Radius -SPHFluidSettings.rest_density -> rest_density: float Density -SPHFluidSettings.rest_length -> rest_length: float The Spring Rest Length (factor of interaction radius) -SPHFluidSettings.spring_k -> spring_k: float Spring force constant -SPHFluidSettings.stiffness_k -> stiffness_k: float Constant K - Stiffness -SPHFluidSettings.stiffness_knear -> stiffness_knear: float Repulsion factor: stiffness_knear -SPHFluidSettings.viscosity_beta -> viscosity_beta: float Square viscosity factor -SPHFluidSettings.viscosity_omega -> viscosity_omega: float Linear viscosity -Scene.active_keying_set -> active_keying_set: pointer Active Keying Set used to insert/delete keyframes -Scene.active_keying_set_index -> active_keying_set_index: int Current Keying Set index (negative for 'builtin' and positive for 'absolute') -Scene.all_keying_sets -> all_keying_sets: collection, (read-only) All Keying Sets available for use (builtins and Absolute Keying Sets for this Scene) -Scene.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock -Scene.bases -> bases: collection, (read-only) -Scene.camera -> camera: pointer Active camera used for rendering the scene -Scene.cursor_location -> cursor_location: float 3D cursor location -Scene.distance_model -> distance_model: enum Distance model for distance attenuation calculation -Scene.doppler_factor -> doppler_factor: float Pitch factor for Doppler effect calculation -Scene.frame_current -> frame_current: int -Scene.frame_end -> frame_end: int Final frame of the playback/rendering range -Scene.frame_start -> frame_start: int First frame of the playback/rendering range -Scene.frame_step -> frame_step: int Number of frames to skip forward while rendering/playing back each frame -Scene.game_data -> game_data: pointer, (read-only) -Scene.gravity -> gravity: float Constant acceleration in a given direction -Scene.grease_pencil -> grease_pencil: pointer Grease Pencil datablock -Scene.keying_sets -> keying_sets: collection, (read-only) Absolute Keying Sets for this Scene -Scene.network_render -> network_render: pointer, (read-only) Network Render Settings -Scene.nodetree -> nodetree: pointer, (read-only) Compositing node tree -Scene.objects -> objects: collection, (read-only) -Scene.orientations -> orientations: collection, (read-only) -Scene.pose_templates -> pose_templates: pointer, (read-only) Pose Template Settings -Scene.pov_radio_adc_bailout -> pov_radio_adc_bailout: float The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results -Scene.pov_radio_brightness -> pov_radio_intensity: float Amount objects are brightened before being returned upwards to the rest of the system -Scene.pov_radio_count -> pov_radio_count: int Number of rays that are sent out whenever a new radiosity value has to be calculated -Scene.pov_radio_error_bound -> pov_radio_error_bound: float One of the two main speed/quality tuning values, lower values are more accurate -Scene.pov_radio_gray_threshold -> pov_radio_gray_threshold: float One of the two main speed/quality tuning values, lower values are more accurate -Scene.pov_radio_low_error_factor -> pov_radio_low_error_factor: float If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting -Scene.pov_radio_minimum_reuse -> pov_radio_minimum_reuse: float Fraction of the screen width which sets the minimum radius of reuse for each sample point (At values higher than 2% expect errors) -Scene.pov_radio_nearest_count -> pov_radio_nearest_count: int Number of old ambient values blended together to create a new interpolated value -Scene.pov_radio_recursion_limit -> pov_radio_recursion_limit: int how many recursion levels are used to calculate the diffuse inter-reflection -Scene.preview_range_frame_end -> preview_range_frame_end: int Alternative end frame for UI playback -Scene.preview_range_frame_start -> preview_range_frame_start: int Alternative start frame for UI playback -Scene.render -> render: pointer, (read-only) -Scene.sequence_editor -> sequence_editor: pointer, (read-only) -Scene.set -> set: pointer Background set scene -Scene.speed_of_sound -> speed_of_sound: float Speed of sound for Doppler effect calculation -Scene.stamp_note -> stamp_note: string User define note for the render stamping -Scene.sync_mode -> sync_mode: enum How to sync playback -Scene.timeline_markers -> timeline_markers: collection, (read-only) Markers used in all timelines for the current scene -Scene.tool_settings -> tool_settings: pointer, (read-only) -Scene.unit_settings -> unit_settings: pointer, (read-only) Unit editing settings -Scene.world -> world: pointer World used for rendering the scene -SceneActuator.camera -> camera: pointer Set this Camera. Leave empty to refer to self object -SceneActuator.mode -> mode: enum -SceneActuator.scene -> scene: pointer Set the Scene to be added/removed/paused/resumed -SceneBases.active -> active: pointer Active object base in the scene -SceneGameData.activity_culling_box_radius -> activity_culling_box_radius: float Radius of the activity bubble, in Manhattan length. Objects outside the box are activity-culled -SceneGameData.depth -> depth: int Displays bit depth of full screen display -SceneGameData.dome_angle -> dome_angle: int Field of View of the Dome - it only works in mode Fisheye and Truncated -SceneGameData.dome_buffer_resolution -> dome_buffer_resolution: float Buffer Resolution - decrease it to increase speed -SceneGameData.dome_mode -> dome_mode: enum Dome physical configurations -SceneGameData.dome_tesselation -> dome_tesselation: int Tessellation level - check the generated mesh in wireframe mode -SceneGameData.dome_text -> dome_text: pointer Custom Warp Mesh data file -SceneGameData.dome_tilt -> dome_tilt: int Camera rotation in horizontal axis -SceneGameData.eye_separation -> eye_separation: float Set the distance between the eyes - the camera focal length/30 should be fine -SceneGameData.fps -> fps: int The nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate -SceneGameData.framing_color -> frame_color: float Set colour of the bars -SceneGameData.framing_type -> frame_type: enum Select the type of Framing you want -SceneGameData.frequency -> frequency: int Displays clock frequency of fullscreen display -SceneGameData.logic_step_max -> logic_step_max: int Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics -SceneGameData.material_mode -> material_mode: enum Material mode to use for rendering -SceneGameData.occlusion_culling_resolution -> occlusion_culling_resolution: float The size of the occlusion buffer in pixel, use higher value for better precision (slower) -SceneGameData.physics_engine -> physics_engine: enum Physics engine used for physics simulation in the game engine -SceneGameData.physics_gravity -> physics_gravity: float Gravitational constant used for physics simulation in the game engine -SceneGameData.physics_step_max -> physics_step_max: int 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 -SceneGameData.physics_step_sub -> physics_step_sub: int Sets the number of simulation substep per physic timestep, higher value give better physics precision -SceneGameData.resolution_x -> resolution_x: int Number of horizontal pixels in the screen -SceneGameData.resolution_y -> resolution_y: int Number of vertical pixels in the screen -SceneGameData.stereo -> stereo: enum -SceneGameData.stereo_mode -> stereo_mode: enum Stereographic techniques -SceneObjects.active -> active: pointer Active object for this scene -SceneRenderLayer.light_override -> light_override: pointer Group to override all other lights in this render layer -SceneRenderLayer.material_override -> material_override: pointer Material to override all other materials in this render layer -SceneRenderLayer.name -> name: string Render layer name -SceneSequence.animation_end_offset -> animation_end_offset: int Animation end offset (trim end) -SceneSequence.animation_start_offset -> animation_start_offset: int Animation start offset (trim start) -SceneSequence.color_balance -> color_balance: pointer, (read-only) -SceneSequence.crop -> crop: pointer, (read-only) -SceneSequence.multiply_colors -> multiply_colors: float -SceneSequence.proxy -> proxy: pointer, (read-only) -SceneSequence.scene -> scene: pointer Scene that this sequence uses -SceneSequence.scene_camera -> scene_camera: pointer Override the scenes active camera -SceneSequence.strobe -> strobe: float Only display every nth frame -SceneSequence.transform -> transform: pointer, (read-only) -Scopes.accuracy -> accuracy: float Proportion of original image source pixel lines to sample -Scopes.histogram -> histogram: pointer, (read-only) Histogram for viewing image statistics -Scopes.vectorscope_alpha -> vectorscope_alpha: float Opacity of the points -Scopes.waveform_alpha -> waveform_alpha: float Opacity of the points -Scopes.waveform_mode -> waveform_mode: enum -Screen.areas -> areas: collection, (read-only) Areas the screen is subdivided into -Screen.scene -> scene: pointer Active scene to be edited in the screen -ScrewModifier.angle -> angle: float Angle of revolution -ScrewModifier.axis -> axis: enum Screw axis -ScrewModifier.iterations -> iterations: int Number of times to apply the screw operation -ScrewModifier.object -> object: pointer Object to define the screw axis -ScrewModifier.render_steps -> render_steps: int Number of steps in the revolution -ScrewModifier.screw_offset -> screw_offset: float Offset the revolution along its axis -ScrewModifier.steps -> steps: int Number of steps in the revolution -Sensor.frequency -> frequency: int Delay between repeated pulses(in logic tics, 0=no delay) -Sensor.name -> name: string Sensor name -Sensor.type -> type: enum -Sequence.blend_mode -> blend_type: enum -Sequence.blend_opacity -> blend_opacity: float -Sequence.channel -> channel: int Y position of the sequence strip -Sequence.effect_fader -> effect_fader: float -Sequence.frame_final_end -> frame_final_end: int End frame displayed in the sequence editor after offsets are applied -Sequence.frame_final_length -> frame_final_length: int The length of the contents of this strip before the handles are applied -Sequence.frame_final_start -> frame_final_start: int Start frame displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frame -Sequence.frame_length -> frame_length: int, (read-only) The length of the contents of this strip before the handles are applied -Sequence.frame_offset_end -> frame_offset_end: int, (read-only) -Sequence.frame_offset_start -> frame_offset_start: int, (read-only) -Sequence.frame_start -> frame_start: int -Sequence.frame_still_end -> frame_still_end: int, (read-only) -Sequence.frame_still_start -> frame_still_start: int, (read-only) -Sequence.name -> name: string -Sequence.speed_fader -> speed_fader: float -Sequence.type -> type: enum, (read-only) -SequenceColorBalance.gain -> gain: float Color balance gain (highlights) -SequenceColorBalance.gamma -> gamma: float Color balance gamma (midtones) -SequenceColorBalance.lift -> lift: float Color balance lift (shadows) -SequenceCrop.bottom -> bottom: int -SequenceCrop.left -> left: int -SequenceCrop.right -> right: int -SequenceCrop.top -> top: int -SequenceEditor.active_strip -> active_strip: pointer -SequenceEditor.meta_stack -> meta_stack: collection, (read-only) Meta strip stack, last is currently edited meta strip -SequenceEditor.overlay_frame -> overlay_frame: int Sequencers active strip -SequenceEditor.sequences -> sequences: collection, (read-only) -SequenceEditor.sequences_all -> sequences_all: collection, (read-only) -SequenceElement.filename -> filename: string -SequenceProxy.directory -> directory: string Location to store the proxy files -SequenceProxy.filepath -> filepath: string Location of custom proxy file -SequenceTransform.offset_x -> offset_x: int -SequenceTransform.offset_y -> offset_y: int -ShaderNode.type -> type: enum, (read-only) -ShaderNodeExtendedMaterial.material -> material: pointer -ShaderNodeGeometry.color_layer -> color_layer: string -ShaderNodeGeometry.uv_layer -> uv_layer: string -ShaderNodeMapping.location -> location: float Location offset for the input coordinate -ShaderNodeMapping.maximum -> max: float Maximum value to clamp coordinate to -ShaderNodeMapping.minimum -> min: float Minimum value to clamp coordinate to -ShaderNodeMapping.rotation -> rotation: float Rotation offset for the input coordinate -ShaderNodeMapping.scale -> scale: float Scale adjustment for the input coordinate -ShaderNodeMaterial.material -> material: pointer -ShaderNodeMath.operation -> operation: enum -ShaderNodeMixRGB.blend_type -> blend_type: enum -ShaderNodeRGBCurve.mapping -> mapping: pointer, (read-only) -ShaderNodeTexture.node_output -> node_output: int For node-based textures, which output node to use -ShaderNodeTexture.texture -> texture: pointer -ShaderNodeValToRGB.color_ramp -> color_ramp: pointer, (read-only) -ShaderNodeVectorCurve.mapping -> mapping: pointer, (read-only) -ShaderNodeVectorMath.operation -> operation: enum -ShapeActionActuator.action -> action: pointer -ShapeActionActuator.blendin -> blendin: int Number of frames of motion blending -ShapeActionActuator.frame_end -> frame_end: int -ShapeActionActuator.frame_property -> frame_property: string Assign the action's current frame number to this property -ShapeActionActuator.frame_start -> frame_start: int -ShapeActionActuator.mode -> mode: enum Action playback type -ShapeActionActuator.priority -> priority: int Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack -ShapeActionActuator.property -> property: string Use this property to define the Action position -ShapeKey.data -> data: collection, (read-only) -ShapeKey.frame -> frame: float, (read-only) Frame for absolute keys -ShapeKey.interpolation -> interpolation: enum Interpolation type -ShapeKey.name -> name: string -ShapeKey.relative_key -> relative_key: pointer Shape used as a relative key -ShapeKey.slider_max -> slider_max: float Maximum for slider -ShapeKey.slider_min -> slider_min: float Minimum for slider -ShapeKey.value -> value: float Value of shape key at the current frame -ShapeKey.vertex_group -> vertex_group: string Vertex weight group, to blend with basis shape -ShapeKeyBezierPoint.co -> co: float -ShapeKeyBezierPoint.handle_1_co -> handle_1_co: float -ShapeKeyBezierPoint.handle_2_co -> handle_2_co: float -ShapeKeyCurvePoint.co -> co: float -ShapeKeyCurvePoint.tilt -> tilt: float -ShapeKeyPoint.co -> co: float -ShrinkwrapConstraint.distance -> distance: float Distance to Target -ShrinkwrapConstraint.shrinkwrap_type -> shrinkwrap_type: enum Selects type of shrinkwrap algorithm for target position -ShrinkwrapConstraint.target -> target: pointer Target Object -ShrinkwrapModifier.auxiliary_target -> auxiliary_target: pointer Additional mesh target to shrink to -ShrinkwrapModifier.mode -> mode: enum -ShrinkwrapModifier.offset -> offset: float Distance to keep from the target -ShrinkwrapModifier.subsurf_levels -> subsurf_levels: int Number of subdivisions that must be performed before extracting vertices' positions and normals -ShrinkwrapModifier.target -> target: pointer Mesh target to shrink to -ShrinkwrapModifier.vertex_group -> vertex_group: string Vertex group name -SimpleDeformModifier.factor -> factor: float -SimpleDeformModifier.limits -> limits: float Lower/Upper limits for deform -SimpleDeformModifier.mode -> mode: enum -SimpleDeformModifier.origin -> origin: pointer Origin of modifier space coordinates -SimpleDeformModifier.vertex_group -> vertex_group: string Vertex group name -SmokeDomainSettings.alpha -> alpha: float Higher value results in sinking smoke -SmokeDomainSettings.amplify -> amplify: int Enhance the resolution of smoke by this factor using noise -SmokeDomainSettings.beta -> beta: float Higher value results in faster rising smoke -SmokeDomainSettings.coll_group -> coll_group: pointer Limit collisions to this group -SmokeDomainSettings.dissolve_speed -> dissolve_speed: int Dissolve Speed -SmokeDomainSettings.eff_group -> eff_group: pointer Limit effectors to this group -SmokeDomainSettings.effector_weights -> effector_weights: pointer, (read-only) -SmokeDomainSettings.fluid_group -> fluid_group: pointer Limit fluid objects to this group -SmokeDomainSettings.maxres -> maxres: int Maximal resolution used in the fluid domain -SmokeDomainSettings.noise_type -> noise_type: enum Noise method which is used for creating the high resolution -SmokeDomainSettings.point_cache_high -> point_cache_high: pointer, (read-only) -SmokeDomainSettings.point_cache_low -> point_cache_low: pointer, (read-only) -SmokeDomainSettings.smoke_cache_comp -> smoke_cache_comp: enum Compression method to be used -SmokeDomainSettings.smoke_cache_high_comp -> smoke_cache_high_comp: enum Compression method to be used -SmokeDomainSettings.strength -> strength: float Strength of wavelet noise -SmokeFlowSettings.density -> density: float -SmokeFlowSettings.psys -> psys: pointer Particle systems emitted from the object -SmokeFlowSettings.temperature -> temperature: float Temperature difference to ambient temperature -SmokeModifier.coll_settings -> coll_settings: pointer, (read-only) -SmokeModifier.domain_settings -> domain_settings: pointer, (read-only) -SmokeModifier.flow_settings -> flow_settings: pointer, (read-only) -SmokeModifier.smoke_type -> smoke_type: enum -SmoothModifier.factor -> factor: float -SmoothModifier.repeat -> repeat: int -SmoothModifier.vertex_group -> vertex_group: string Vertex group name -SoftBodyModifier.point_cache -> point_cache: pointer, (read-only) -SoftBodyModifier.settings -> settings: pointer, (read-only) -SoftBodySettings.aero -> aero: float Make edges 'sail' -SoftBodySettings.aerodynamics_type -> aerodynamics_type: enum Method of calculating aerodynamic interaction -SoftBodySettings.ball_damp -> ball_damp: float Blending to inelastic collision -SoftBodySettings.ball_size -> ball_size: float Absolute ball size or factor if not manual adjusted -SoftBodySettings.ball_stiff -> ball_stiff: float Ball inflating pressure -SoftBodySettings.bending -> bend: float Bending Stiffness -SoftBodySettings.choke -> choke: int 'Viscosity' inside collision target -SoftBodySettings.collision_type -> collision_type: enum Choose Collision Type -SoftBodySettings.damp -> damp: float Edge spring friction -SoftBodySettings.effector_weights -> effector_weights: pointer, (read-only) -SoftBodySettings.error_limit -> error_limit: float The Runge-Kutta ODE solver error limit, low value gives more precision, high values speed -SoftBodySettings.friction -> friction: float General media friction for point movements -SoftBodySettings.fuzzy -> fuzzy: int Fuzziness while on collision, high values make collsion handling faster but less stable -SoftBodySettings.goal_default -> goal_default: float Default Goal (vertex target position) value, when no Vertex Group used -SoftBodySettings.goal_friction -> goal_friction: float Goal (vertex target position) friction -SoftBodySettings.goal_max -> goal_max: float Goal maximum, vertex weights are scaled to match this range -SoftBodySettings.goal_min -> goal_min: float Goal minimum, vertex weights are scaled to match this range -SoftBodySettings.goal_spring -> goal_spring: float Goal (vertex target position) spring stiffness -SoftBodySettings.goal_vertex_group -> goal_vertex_group: string Control point weight values -SoftBodySettings.gravity -> gravity: float Apply gravitation to point movement -SoftBodySettings.lcom -> lcom: float Location of Center of mass -SoftBodySettings.lrot -> lrot: float Estimated rotation matrix -SoftBodySettings.lscale -> lscale: float Estimated scale matrix -SoftBodySettings.mass -> mass: float General Mass value -SoftBodySettings.mass_vertex_group -> mass_vertex_group: string Control point mass values -SoftBodySettings.maxstep -> step_max: int Maximal # solver steps/frame -SoftBodySettings.minstep -> step_min: int Minimal # solver steps/frame -SoftBodySettings.plastic -> plastic: float Permanent deform -SoftBodySettings.pull -> pull: float Edge spring stiffness when longer than rest length -SoftBodySettings.push -> push: float Edge spring stiffness when shorter than rest length -SoftBodySettings.shear -> shear: float Shear Stiffness -SoftBodySettings.speed -> speed: float Tweak timing for physics to control frequency and speed -SoftBodySettings.spring_length -> spring_length: float Alter spring length to shrink/blow up (unit %) 0 to disable -SoftBodySettings.spring_vertex_group -> spring_vertex_group: string Control point spring strength values -SolidifyModifier.edge_crease_inner -> edge_crease_inner: float Assign a crease to inner edges -SolidifyModifier.edge_crease_outer -> edge_crease_outer: float Assign a crease to outer edges -SolidifyModifier.edge_crease_rim -> edge_crease_rim: float Assign a crease to the edges making up the rim -SolidifyModifier.offset -> offset: float -SolidifyModifier.thickness -> thickness: float Thickness of the shell -SolidifyModifier.vertex_group -> vertex_group: string Vertex group name -Sound.filepath -> filepath: string Sound sample file used by this Sound datablock -Sound.packed_file -> packed_file: pointer, (read-only) -SoundActuator.cone_inner_angle_3d -> cone_inner_angle_3d: float The angle of the inner cone -SoundActuator.cone_outer_angle_3d -> cone_outer_angle_3d: float The angle of the outer cone -SoundActuator.cone_outer_gain_3d -> cone_outer_gain_3d: float The gain outside the outer cone. The gain in the outer cone will be interpolated between this value and the normal gain in the inner cone -SoundActuator.max_distance_3d -> distance_3d_max: float The maximum distance at which you can hear the sound -SoundActuator.maximum_gain_3d -> gain_3d_max: float The maximum gain of the sound, no matter how near it is -SoundActuator.minimum_gain_3d -> gain_3d_min: float The minimum gain of the sound, no matter how far it is away -SoundActuator.mode -> mode: enum -SoundActuator.pitch -> pitch: float Sets the pitch of the sound -SoundActuator.reference_distance_3d -> reference_distance_3d: float The distance where the sound has a gain of 1.0 -SoundActuator.rolloff_factor_3d -> rolloff_factor_3d: float The influence factor on volume depending on distance -SoundActuator.sound -> sound: pointer -SoundActuator.volume -> volume: float Sets the initial volume of the sound -SoundSequence.animation_end_offset -> animation_end_offset: int Animation end offset (trim end) -SoundSequence.animation_start_offset -> animation_start_offset: int Animation start offset (trim start) -SoundSequence.attenuation -> attenuation: float Attenuation in dezibel -SoundSequence.filepath -> filepath: string -SoundSequence.sound -> sound: pointer, (read-only) Sound datablock used by this sequence -SoundSequence.volume -> volume: float Playback volume of the sound -Space.type -> type: enum, (read-only) Space data type -SpaceConsole.console_type -> console_type: enum Console type -SpaceConsole.font_size -> font_size: int Font size to use for displaying the text -SpaceConsole.history -> history: collection, (read-only) Command history -SpaceConsole.language -> language: string Command line prompt language -SpaceConsole.prompt -> prompt: string Command line prompt -SpaceConsole.scrollback -> scrollback: collection, (read-only) Command output -SpaceConsole.selection_end -> selection_end: int -SpaceConsole.selection_start -> selection_start: int -SpaceDopeSheetEditor.action -> action: pointer Action displayed and edited in this space -SpaceDopeSheetEditor.autosnap -> autosnap: enum Automatic time snapping settings for transformations -SpaceDopeSheetEditor.dopesheet -> dopesheet: pointer, (read-only) Settings for filtering animation data -SpaceDopeSheetEditor.mode -> mode: enum Editing context being displayed -SpaceFileBrowser.params -> params: pointer, (read-only) Parameters and Settings for the Filebrowser -SpaceGraphEditor.autosnap -> autosnap: enum Automatic time snapping settings for transformations -SpaceGraphEditor.cursor_value -> cursor_value: float Graph Editor 2D-Value cursor - Y-Value component -SpaceGraphEditor.dopesheet -> dopesheet: pointer, (read-only) Settings for filtering animation data -SpaceGraphEditor.mode -> mode: enum Editing context being displayed -SpaceGraphEditor.pivot_point -> pivot_point: enum Pivot center for rotation/scaling -SpaceImageEditor.curves -> curves: pointer, (read-only) Color curve mapping to use for displaying the image -SpaceImageEditor.draw_channels -> draw_channels: enum Channels of the image to draw -SpaceImageEditor.grease_pencil -> grease_pencil: pointer Grease pencil data for this space -SpaceImageEditor.image -> image: pointer Image displayed and edited in this space -SpaceImageEditor.image_user -> image_user: pointer, (read-only) Parameters defining which layer, pass and frame of the image is displayed -SpaceImageEditor.sample_histogram -> sample_histogram: pointer, (read-only) Sampled colors along line -SpaceImageEditor.scopes -> scopes: pointer, (read-only) Scopes to visualize image statistics. -SpaceImageEditor.uv_editor -> uv_editor: pointer, (read-only) UV editor settings -SpaceNLA.autosnap -> autosnap: enum Automatic time snapping settings for transformations -SpaceNLA.dopesheet -> dopesheet: pointer, (read-only) Settings for filtering animation data -SpaceNodeEditor.id -> id: pointer, (read-only) Datablock whose nodes are being edited -SpaceNodeEditor.id_from -> id_from: pointer, (read-only) Datablock from which the edited datablock is linked -SpaceNodeEditor.nodetree -> nodetree: pointer, (read-only) Node tree being displayed and edited -SpaceNodeEditor.texture_type -> texture_type: enum Type of data to take texture from -SpaceNodeEditor.tree_type -> tree_type: enum Node tree type to display and edit -SpaceOutliner.display_filter -> display_filter: string Live search filtering string -SpaceOutliner.display_mode -> display_mode: enum Type of information to display -SpaceProperties.align -> align: enum Arrangement of the panels -SpaceProperties.context -> context: enum Type of active data to display and edit -SpaceProperties.pin_id -> pin_id: pointer -SpaceSequenceEditor.display_channel -> display_channel: int The channel number shown in the image preview. 0 is the result of all strips combined -SpaceSequenceEditor.display_mode -> display_mode: enum The view mode to use for displaying sequencer output -SpaceSequenceEditor.draw_overexposed -> draw_overexposed: int Show overexposed areas with zebra stripes -SpaceSequenceEditor.grease_pencil -> grease_pencil: pointer, (read-only) Grease pencil data for this space -SpaceSequenceEditor.offset_x -> offset_x: float Offsets image horizontally from the view center -SpaceSequenceEditor.offset_y -> offset_y: float Offsets image horizontally from the view center -SpaceSequenceEditor.proxy_render_size -> proxy_render_size: enum Draw preview using full resolution or different proxy resolutions -SpaceSequenceEditor.view_type -> view_type: enum The type of the Sequencer view (sequencer, preview or both) -SpaceSequenceEditor.zoom -> zoom: float Display zoom level -SpaceTextEditor.find_text -> find_text: string Text to search for with the find tool -SpaceTextEditor.font_size -> font_size: int Font size to use for displaying the text -SpaceTextEditor.replace_text -> replace_text: string Text to replace selected text with using the replace tool -SpaceTextEditor.tab_width -> tab_width: int Number of spaces to display tabs with -SpaceTextEditor.text -> text: pointer Text displayed and edited in this space -SpaceUVEditor.cursor_location -> cursor_location: float 2D cursor location for this view -SpaceUVEditor.draw_stretch_type -> draw_stretch_type: enum Type of stretch to draw -SpaceUVEditor.edge_draw_type -> edge_draw_type: enum Draw type for drawing UV edges -SpaceUVEditor.pivot -> pivot: enum Rotation/Scaling Pivot -SpaceUVEditor.sticky_selection_mode -> sticky_selection_mode: enum Automatically select also UVs sharing the same vertex as the ones being selected -SpaceUserPreferences.filter -> filter: string Search term for filtering in the UI -SpaceView3D.background_images -> background_images: collection, (read-only) List of background images -SpaceView3D.camera -> camera: pointer Active camera used in this view (when unlocked from the scene's active camera) -SpaceView3D.clip_end -> clip_end: float 3D View far clipping distance -SpaceView3D.clip_start -> clip_start: float 3D View near clipping distance -SpaceView3D.current_orientation -> current_orientation: pointer, (read-only) Current Transformation orientation -SpaceView3D.cursor_location -> cursor_location: float 3D cursor location for this view (dependent on local view setting) -SpaceView3D.grid_lines -> grid_lines: int The number of grid lines to display in perspective view -SpaceView3D.grid_spacing -> grid_spacing: float The distance between 3D View grid lines -SpaceView3D.grid_subdivisions -> grid_subdivisions: int The number of subdivisions between grid lines -SpaceView3D.lens -> lens: float Lens angle (mm) in perspective view -SpaceView3D.local_view -> local_view: pointer, (read-only) Display an isolated sub-set of objects, apart from the scene visibility -SpaceView3D.lock_bone -> lock_bone: string 3D View center is locked to this bone's position -SpaceView3D.lock_object -> lock_object: pointer 3D View center is locked to this object's position -SpaceView3D.pivot_point -> pivot_point: enum Pivot center for rotation/scaling -SpaceView3D.region_3d -> region_3d: pointer, (read-only) 3D region in this space, in case of quad view the camera region -SpaceView3D.region_quadview -> region_quadview: pointer, (read-only) 3D region that defines the quad view settings -SpaceView3D.transform_orientation -> transform_orientation: enum Transformation orientation -SpaceView3D.viewport_shading -> viewport_shade: enum Method to display/shade objects in the 3D View -SpeedControlSequence.global_speed -> global_speed: float -Spline.bezier_points -> bezier_points: collection, (read-only) Collection of points for bezier curves only -Spline.character_index -> character_index: int, (read-only) Location of this character in the text data (only for text curves) -Spline.material_index -> material_index: int -Spline.order_u -> order_u: int Nurbs order in the U direction (For splines and surfaces), Higher values let points influence a greater area -Spline.order_v -> order_v: int Nurbs order in the V direction (For surfaces only), Higher values let points influence a greater area -Spline.point_count_u -> point_count_u: int, (read-only) Total number points for the curve or surface in the U direction -Spline.point_count_v -> point_count_v: int, (read-only) Total number points for the surface on the V direction -Spline.points -> points: collection, (read-only) Collection of points that make up this poly or nurbs spline -Spline.radius_interpolation -> radius_interpolation: enum The type of radius interpolation for Bezier curves -Spline.resolution_u -> resolution_u: int Curve or Surface subdivisions per segment -Spline.resolution_v -> resolution_v: int Surface subdivisions per segment -Spline.tilt_interpolation -> tilt_interpolation: enum The type of tilt interpolation for 3D, Bezier curves -Spline.type -> type: enum The interpolation type for this curve element -SplineIKConstraint.chain_length -> chain_length: int How many bones are included in the chain -SplineIKConstraint.joint_bindings -> joint_bindings: float (EXPERIENCED USERS ONLY) The relative positions of the joints along the chain as percentages -SplineIKConstraint.target -> target: pointer Curve that controls this relationship -SplineIKConstraint.xz_scaling_mode -> xz_scale_mode: enum Method used for determining the scaling of the X and Z axes of the bones -SplinePoint.co -> co: float Point coordinates -SplinePoint.radius -> radius: float, (read-only) Radius for bevelling -SplinePoint.tilt -> tilt: float Tilt in 3D View -SplinePoint.weight -> weight: float Nurbs weight -SplinePoint.weight_softbody -> weight_softbody: float Softbody goal weight -SpotLamp.compression_threshold -> compression_threshold: float Deep shadow map compression threshold -SpotLamp.falloff_curve -> falloff_curve: pointer, (read-only) Custom Lamp Falloff Curve -SpotLamp.falloff_type -> falloff_type: enum Intensity Decay with distance -SpotLamp.halo_intensity -> halo_intensity: float Brightness of the spotlight's halo cone (Buffer Shadows) -SpotLamp.halo_step -> halo_step: int Volumetric halo sampling frequency -SpotLamp.linear_attenuation -> linear_attenuation: float Linear distance attenuation -SpotLamp.quadratic_attenuation -> quadratic_attenuation: float Quadratic distance attenuation -SpotLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float Threshold for Adaptive Sampling (Raytraced shadows) -SpotLamp.shadow_buffer_bias -> shadow_buffer_bias: float Shadow buffer sampling bias -SpotLamp.shadow_buffer_clip_end -> shadow_buffer_clip_end: float Shadow map clip end beyond which objects will not generate shadows -SpotLamp.shadow_buffer_clip_start -> shadow_buffer_clip_start: float Shadow map clip start: objects closer will not generate shadows -SpotLamp.shadow_buffer_samples -> shadow_buffer_samples: int Number of shadow buffer samples -SpotLamp.shadow_buffer_size -> shadow_buffer_size: int Resolution of the shadow buffer, higher values give crisper shadows but use more memory -SpotLamp.shadow_buffer_soft -> shadow_buffer_soft: float Size of shadow buffer sampling area -SpotLamp.shadow_buffer_type -> shadow_buffer_type: enum Type of shadow buffer -SpotLamp.shadow_color -> shadow_color: float Color of shadows cast by the lamp -SpotLamp.shadow_filter_type -> shadow_filter_type: enum Type of shadow filter (Buffer Shadows) -SpotLamp.shadow_method -> shadow_method: enum Method to compute lamp shadow with -SpotLamp.shadow_ray_samples -> shadow_ray_samples: int Amount of samples taken extra (samples x samples) -SpotLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower -SpotLamp.shadow_sample_buffers -> shadow_sample_buffers: enum Number of shadow buffers to render for better AA, this increases memory usage -SpotLamp.shadow_soft_size -> shadow_soft_size: float Light size for ray shadow sampling (Raytraced shadows) -SpotLamp.spot_blend -> spot_blend: float The softness of the spotlight edge -SpotLamp.spot_size -> spot_size: float Angle of the spotlight beam in degrees -StateActuator.operation -> operation: enum Select the bit operation on object state mask -StretchToConstraint.bulge -> bulge: float Factor between volume variation and stretching -StretchToConstraint.head_tail -> head_tail: float Target along length of bone: Head=0, Tail=1 -StretchToConstraint.keep_axis -> keep_axis: enum Axis to maintain during stretch -StretchToConstraint.original_length -> original_length: float Length at rest position -StretchToConstraint.subtarget -> subtarget: string -StretchToConstraint.target -> target: pointer Target Object -StretchToConstraint.volume -> volume: enum Maintain the object's volume as it stretches -StringProperty.default -> default: string, (read-only) string default value -StringProperty.max_length -> length_max: int, (read-only) Maximum length of the string, 0 means unlimited -Struct.base -> base: pointer, (read-only) Struct definition this is derived from -Struct.description -> description: string, (read-only) Description of the Struct's purpose -Struct.functions -> functions: collection, (read-only) -Struct.identifier -> identifier: string, (read-only) Unique name used in the code and scripting -Struct.name -> name: string, (read-only) Human readable name -Struct.name_property -> name_property: pointer, (read-only) Property that gives the name of the struct -Struct.nested -> nested: pointer, (read-only) Struct in which this struct is always nested, and to which it logically belongs -Struct.properties -> properties: collection, (read-only) Properties in the struct -StucciTexture.noise_basis -> noise_basis: enum Sets the noise basis used for turbulence -StucciTexture.noise_size -> noise_size: float Sets scaling for noise input -StucciTexture.noise_type -> noise_type: enum -StucciTexture.stype -> stype: enum -StucciTexture.turbulence -> turbulence: float Sets the turbulence of the bandnoise and ringnoise types -SubsurfModifier.levels -> levels: int Number of subdivisions to perform -SubsurfModifier.render_levels -> render_levels: int Number of subdivisions to perform when rendering -SubsurfModifier.subdivision_type -> subdivision_type: enum Selects type of subdivision algorithm -SunLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float Threshold for Adaptive Sampling (Raytraced shadows) -SunLamp.shadow_color -> shadow_color: float Color of shadows cast by the lamp -SunLamp.shadow_method -> shadow_method: enum Method to compute lamp shadow with -SunLamp.shadow_ray_samples -> shadow_ray_samples: int Amount of samples taken extra (samples x samples) -SunLamp.shadow_ray_sampling_method -> shadow_ray_sampling_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower -SunLamp.shadow_soft_size -> shadow_soft_size: float Light size for ray shadow sampling (Raytraced shadows) -SunLamp.sky -> sky: pointer, (read-only) Sky related settings for sun lamps -TexMapping.location -> location: float -TexMapping.maximum -> max: float Maximum value for clipping -TexMapping.minimum -> min: float Minimum value for clipping -TexMapping.rotation -> rotation: float -TexMapping.scale -> scale: float -Text.current_character -> current_character: int, (read-only) Index of current character in current line, and also start index of character in selection if one exists -Text.current_line -> current_line: pointer, (read-only) Current line, and start line of selection if one exists -Text.filepath -> filepath: string Filename of the text file -Text.lines -> lines: collection, (read-only) Lines of text -Text.markers -> markers: collection, (read-only) Text markers highlighting part of the text -Text.selection_end_character -> selection_end_character: int, (read-only) Index of character after end of selection in the selection end line -Text.selection_end_line -> selection_end_line: pointer, (read-only) End line of selection -TextBox.height -> height: float -TextBox.width -> width: float -TextBox.x -> x: float -TextBox.y -> y: float -TextCurve.active_textbox -> active_textbox: int -TextCurve.body -> body: string contents of this text object -TextCurve.edit_format -> edit_format: pointer, (read-only) Editing settings character formatting -TextCurve.family -> family: string Use Blender Objects as font characters. Give font objects a common name followed by the character it represents, eg. familya, familyb etc, and turn on Verts Duplication -TextCurve.font -> font: pointer -TextCurve.line_dist -> line_distance: float -TextCurve.offset_x -> offset_x: float Horizontal offset from the object origin -TextCurve.offset_y -> offset_y: float Vertical offset from the object origin -TextCurve.shear -> shear: float Italic angle of the characters -TextCurve.spacemode -> spacemode: enum Text align from the object center -TextCurve.spacing -> spacing: float -TextCurve.text_on_curve -> text_on_curve: pointer Curve deforming text object -TextCurve.text_size -> text_size: float -TextCurve.textboxes -> textboxes: collection, (read-only) -TextCurve.ul_height -> ul_height: float -TextCurve.ul_position -> ul_position: float Vertical position of underline -TextCurve.word_spacing -> word_spacing: float -TextLine.line -> line: string Text in the line -TextMarker.color -> color: float Color to display the marker with -TextMarker.end -> end: int, (read-only) Start position of the marker in the line -TextMarker.group -> group: int, (read-only) -TextMarker.line -> line: int, (read-only) Line in which the marker is located -TextMarker.start -> start: int, (read-only) Start position of the marker in the line -Texture.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock -Texture.brightness -> intensity: float -Texture.color_ramp -> color_ramp: pointer, (read-only) -Texture.contrast -> contrast: float -Texture.factor_blue -> factor_blue: float -Texture.factor_green -> factor_green: float -Texture.factor_red -> factor_red: float -Texture.node_tree -> node_tree: pointer, (read-only) Node tree for node-based textures -Texture.saturation -> saturation: float -Texture.type -> type: enum -TextureNode.type -> type: enum, (read-only) -TextureNodeBricks.offset -> offset: float -TextureNodeBricks.offset_frequency -> offset_frequency: int Offset every N rows -TextureNodeBricks.squash -> squash: float -TextureNodeBricks.squash_frequency -> squash_frequency: int Squash every N rows -TextureNodeCurveRGB.mapping -> mapping: pointer, (read-only) -TextureNodeCurveTime.curve -> curve: pointer, (read-only) -TextureNodeCurveTime.end -> end: int -TextureNodeCurveTime.start -> start: int -TextureNodeImage.image -> image: pointer -TextureNodeMath.operation -> operation: enum -TextureNodeMixRGB.blend_type -> blend_type: enum -TextureNodeOutput.output_name -> output_name: string -TextureNodeTexture.node_output -> node_output: int For node-based textures, which output node to use -TextureNodeTexture.texture -> texture: pointer -TextureNodeValToRGB.color_ramp -> color_ramp: pointer, (read-only) -TextureSlot.blend_type -> blend_type: enum -TextureSlot.color -> color: float The default color for textures that don't return RGB -TextureSlot.default_value -> default_value: float Value to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and Hard -TextureSlot.name -> name: string, (read-only) Texture slot name -TextureSlot.offset -> offset: float Fine tunes texture mapping X, Y and Z locations -TextureSlot.output_node -> output_node: enum Which output node to use, for node-based textures -TextureSlot.size -> size: float Sets scaling for the texture's X, Y and Z sizes -TextureSlot.texture -> texture: pointer Texture datablock used by this texture slot -Theme.bone_color_sets -> bone_color_sets: collection, (read-only) -Theme.console -> console: pointer, (read-only) -Theme.dopesheet_editor -> dopesheet_editor: pointer, (read-only) -Theme.file_browser -> file_browser: pointer, (read-only) -Theme.graph_editor -> graph_editor: pointer, (read-only) -Theme.image_editor -> image_editor: pointer, (read-only) -Theme.info -> info: pointer, (read-only) -Theme.logic_editor -> logic_editor: pointer, (read-only) -Theme.name -> name: string Name of the theme -Theme.nla_editor -> nla_editor: pointer, (read-only) -Theme.node_editor -> node_editor: pointer, (read-only) -Theme.outliner -> outliner: pointer, (read-only) -Theme.properties -> properties: pointer, (read-only) -Theme.sequence_editor -> sequence_editor: pointer, (read-only) -Theme.text_editor -> text_editor: pointer, (read-only) -Theme.theme_area -> theme_area: enum -Theme.timeline -> timeline: pointer, (read-only) -Theme.user_interface -> user_interface: pointer, (read-only) -Theme.user_preferences -> user_preferences: pointer, (read-only) -Theme.view_3d -> view_3d: pointer, (read-only) -ThemeAudioWindow.back -> back: float -ThemeAudioWindow.button -> button: float -ThemeAudioWindow.button_text -> button_text: float -ThemeAudioWindow.button_text_hi -> button_text_hi: float -ThemeAudioWindow.button_title -> button_title: float -ThemeAudioWindow.frame_current -> frame_current: float -ThemeAudioWindow.grid -> grid: float -ThemeAudioWindow.header -> header: float -ThemeAudioWindow.header_text -> header_text: float -ThemeAudioWindow.header_text_hi -> header_text_hi: float -ThemeAudioWindow.text -> text: float -ThemeAudioWindow.text_hi -> text_hi: float -ThemeAudioWindow.title -> title: float -ThemeAudioWindow.window_sliders -> window_sliders: float -ThemeBoneColorSet.active -> active: float Color used for active bones -ThemeBoneColorSet.normal -> normal: float Color used for the surface of bones -ThemeBoneColorSet.selected -> select: float Color used for selected bones -ThemeConsole.back -> back: float -ThemeConsole.button -> button: float -ThemeConsole.button_text -> button_text: float -ThemeConsole.button_text_hi -> button_text_hi: float -ThemeConsole.button_title -> button_title: float -ThemeConsole.cursor -> cursor: float -ThemeConsole.header -> header: float -ThemeConsole.header_text -> header_text: float -ThemeConsole.header_text_hi -> header_text_hi: float -ThemeConsole.line_error -> line_error: float -ThemeConsole.line_info -> line_info: float -ThemeConsole.line_input -> line_input: float -ThemeConsole.line_output -> line_output: float -ThemeConsole.text -> text: float -ThemeConsole.text_hi -> text_hi: float -ThemeConsole.title -> title: float -ThemeDopeSheet.active_channels_group -> active_channels_group: float -ThemeDopeSheet.back -> back: float -ThemeDopeSheet.button -> button: float -ThemeDopeSheet.button_text -> button_text: float -ThemeDopeSheet.button_text_hi -> button_text_hi: float -ThemeDopeSheet.button_title -> button_title: float -ThemeDopeSheet.channel_group -> channel_group: float -ThemeDopeSheet.channels -> channels: float -ThemeDopeSheet.channels_selected -> channels_selected: float -ThemeDopeSheet.dopesheet_channel -> dopesheet_channel: float -ThemeDopeSheet.dopesheet_subchannel -> dopesheet_subchannel: float -ThemeDopeSheet.frame_current -> frame_current: float -ThemeDopeSheet.grid -> grid: float -ThemeDopeSheet.header -> header: float -ThemeDopeSheet.header_text -> header_text: float -ThemeDopeSheet.header_text_hi -> header_text_hi: float -ThemeDopeSheet.list -> list: float -ThemeDopeSheet.list_text -> list_text: float -ThemeDopeSheet.list_text_hi -> list_text_hi: float -ThemeDopeSheet.list_title -> list_title: float -ThemeDopeSheet.long_key -> long_key: float -ThemeDopeSheet.long_key_selected -> long_key_selected: float -ThemeDopeSheet.text -> text: float -ThemeDopeSheet.text_hi -> text_hi: float -ThemeDopeSheet.title -> title: float -ThemeDopeSheet.value_sliders -> value_sliders: float -ThemeDopeSheet.view_sliders -> view_sliders: float -ThemeFileBrowser.active_file -> active_file: float -ThemeFileBrowser.active_file_text -> active_file_text: float -ThemeFileBrowser.back -> back: float -ThemeFileBrowser.button -> button: float -ThemeFileBrowser.button_text -> button_text: float -ThemeFileBrowser.button_text_hi -> button_text_hi: float -ThemeFileBrowser.button_title -> button_title: float -ThemeFileBrowser.header -> header: float -ThemeFileBrowser.header_text -> header_text: float -ThemeFileBrowser.header_text_hi -> header_text_hi: float -ThemeFileBrowser.list -> list: float -ThemeFileBrowser.list_text -> list_text: float -ThemeFileBrowser.list_text_hi -> list_text_hi: float -ThemeFileBrowser.list_title -> list_title: float -ThemeFileBrowser.scroll_handle -> scroll_handle: float -ThemeFileBrowser.scrollbar -> scrollbar: float -ThemeFileBrowser.selected_file -> selected_file: float -ThemeFileBrowser.text -> text: float -ThemeFileBrowser.text_hi -> text_hi: float -ThemeFileBrowser.tiles -> tiles: float -ThemeFileBrowser.title -> title: float -ThemeFontStyle.font_kerning_style -> font_kerning_style: enum Which style to use for font kerning -ThemeFontStyle.points -> points: int -ThemeFontStyle.shadow -> shadow: int Shadow size in pixels (0, 3 and 5 supported) -ThemeFontStyle.shadowalpha -> shadowalpha: float -ThemeFontStyle.shadowcolor -> shadowcolor: float Shadow color in grey value -ThemeFontStyle.shadx -> shadow_offset_x: int Shadow offset in pixels -ThemeFontStyle.shady -> shadow_offset_y: int Shadow offset in pixels -ThemeGraphEditor.active_channels_group -> active_channels_group: float -ThemeGraphEditor.back -> back: float -ThemeGraphEditor.button -> button: float -ThemeGraphEditor.button_text -> button_text: float -ThemeGraphEditor.button_text_hi -> button_text_hi: float -ThemeGraphEditor.button_title -> button_title: float -ThemeGraphEditor.channel_group -> channel_group: float -ThemeGraphEditor.channels_region -> channels_region: float -ThemeGraphEditor.dopesheet_channel -> dopesheet_channel: float -ThemeGraphEditor.dopesheet_subchannel -> dopesheet_subchannel: float -ThemeGraphEditor.frame_current -> frame_current: float -ThemeGraphEditor.grid -> grid: float -ThemeGraphEditor.handle_align -> handle_align: float -ThemeGraphEditor.handle_auto -> handle_auto: float -ThemeGraphEditor.handle_free -> handle_free: float -ThemeGraphEditor.handle_sel_align -> handle_sel_align: float -ThemeGraphEditor.handle_sel_auto -> handle_sel_auto: float -ThemeGraphEditor.handle_sel_free -> handle_sel_free: float -ThemeGraphEditor.handle_sel_vect -> handle_sel_vect: float -ThemeGraphEditor.handle_vect -> handle_vect: float -ThemeGraphEditor.handle_vertex -> handle_vertex: float -ThemeGraphEditor.handle_vertex_select -> handle_vertex_select: float -ThemeGraphEditor.handle_vertex_size -> handle_vertex_size: int -ThemeGraphEditor.header -> header: float -ThemeGraphEditor.header_text -> header_text: float -ThemeGraphEditor.header_text_hi -> header_text_hi: float -ThemeGraphEditor.lastsel_point -> lastsel_point: float -ThemeGraphEditor.list -> list: float -ThemeGraphEditor.list_text -> list_text: float -ThemeGraphEditor.list_text_hi -> list_text_hi: float -ThemeGraphEditor.list_title -> list_title: float -ThemeGraphEditor.panel -> panel: float -ThemeGraphEditor.text -> text: float -ThemeGraphEditor.text_hi -> text_hi: float -ThemeGraphEditor.title -> title: float -ThemeGraphEditor.vertex -> vertex: float -ThemeGraphEditor.vertex_select -> vertex_select: float -ThemeGraphEditor.vertex_size -> vertex_size: int -ThemeGraphEditor.window_sliders -> window_sliders: float -ThemeImageEditor.back -> back: float -ThemeImageEditor.button -> button: float -ThemeImageEditor.button_text -> button_text: float -ThemeImageEditor.button_text_hi -> button_text_hi: float -ThemeImageEditor.button_title -> button_title: float -ThemeImageEditor.editmesh_active -> editmesh_active: float -ThemeImageEditor.face -> face: float -ThemeImageEditor.face_dot -> face_dot: float -ThemeImageEditor.face_select -> face_select: float -ThemeImageEditor.facedot_size -> facedot_size: int -ThemeImageEditor.header -> header: float -ThemeImageEditor.header_text -> header_text: float -ThemeImageEditor.header_text_hi -> header_text_hi: float -ThemeImageEditor.scope_back -> scope_back: float -ThemeImageEditor.text -> text: float -ThemeImageEditor.text_hi -> text_hi: float -ThemeImageEditor.title -> title: float -ThemeImageEditor.vertex -> vertex: float -ThemeImageEditor.vertex_select -> vertex_select: float -ThemeImageEditor.vertex_size -> vertex_size: int -ThemeInfo.back -> back: float -ThemeInfo.button -> button: float -ThemeInfo.button_text -> button_text: float -ThemeInfo.button_text_hi -> button_text_hi: float -ThemeInfo.button_title -> button_title: float -ThemeInfo.header -> header: float -ThemeInfo.header_text -> header_text: float -ThemeInfo.header_text_hi -> header_text_hi: float -ThemeInfo.text -> text: float -ThemeInfo.text_hi -> text_hi: float -ThemeInfo.title -> title: float -ThemeLogicEditor.back -> back: float -ThemeLogicEditor.button -> button: float -ThemeLogicEditor.button_text -> button_text: float -ThemeLogicEditor.button_text_hi -> button_text_hi: float -ThemeLogicEditor.button_title -> button_title: float -ThemeLogicEditor.header -> header: float -ThemeLogicEditor.header_text -> header_text: float -ThemeLogicEditor.header_text_hi -> header_text_hi: float -ThemeLogicEditor.panel -> panel: float -ThemeLogicEditor.text -> text: float -ThemeLogicEditor.text_hi -> text_hi: float -ThemeLogicEditor.title -> title: float -ThemeNLAEditor.back -> back: float -ThemeNLAEditor.bars -> bars: float -ThemeNLAEditor.bars_selected -> bars_selected: float -ThemeNLAEditor.button -> button: float -ThemeNLAEditor.button_text -> button_text: float -ThemeNLAEditor.button_text_hi -> button_text_hi: float -ThemeNLAEditor.button_title -> button_title: float -ThemeNLAEditor.frame_current -> frame_current: float -ThemeNLAEditor.grid -> grid: float -ThemeNLAEditor.header -> header: float -ThemeNLAEditor.header_text -> header_text: float -ThemeNLAEditor.header_text_hi -> header_text_hi: float -ThemeNLAEditor.list -> list: float -ThemeNLAEditor.list_text -> list_text: float -ThemeNLAEditor.list_text_hi -> list_text_hi: float -ThemeNLAEditor.list_title -> list_title: float -ThemeNLAEditor.strips -> strips: float -ThemeNLAEditor.strips_selected -> strips_selected: float -ThemeNLAEditor.text -> text: float -ThemeNLAEditor.text_hi -> text_hi: float -ThemeNLAEditor.title -> title: float -ThemeNLAEditor.view_sliders -> view_sliders: float -ThemeNodeEditor.back -> back: float -ThemeNodeEditor.button -> button: float -ThemeNodeEditor.button_text -> button_text: float -ThemeNodeEditor.button_text_hi -> button_text_hi: float -ThemeNodeEditor.button_title -> button_title: float -ThemeNodeEditor.converter_node -> converter_node: float -ThemeNodeEditor.group_node -> group_node: float -ThemeNodeEditor.header -> header: float -ThemeNodeEditor.header_text -> header_text: float -ThemeNodeEditor.header_text_hi -> header_text_hi: float -ThemeNodeEditor.in_out_node -> in_out_node: float -ThemeNodeEditor.list -> list: float -ThemeNodeEditor.list_text -> list_text: float -ThemeNodeEditor.list_text_hi -> list_text_hi: float -ThemeNodeEditor.list_title -> list_title: float -ThemeNodeEditor.node_backdrop -> node_backdrop: float -ThemeNodeEditor.operator_node -> operator_node: float -ThemeNodeEditor.selected_text -> selected_text: float -ThemeNodeEditor.text -> text: float -ThemeNodeEditor.text_hi -> text_hi: float -ThemeNodeEditor.title -> title: float -ThemeNodeEditor.wire_select -> wire_select: float -ThemeNodeEditor.wires -> wires: float -ThemeOutliner.back -> back: float -ThemeOutliner.button -> button: float -ThemeOutliner.button_text -> button_text: float -ThemeOutliner.button_text_hi -> button_text_hi: float -ThemeOutliner.button_title -> button_title: float -ThemeOutliner.header -> header: float -ThemeOutliner.header_text -> header_text: float -ThemeOutliner.header_text_hi -> header_text_hi: float -ThemeOutliner.text -> text: float -ThemeOutliner.text_hi -> text_hi: float -ThemeOutliner.title -> title: float -ThemeProperties.back -> back: float -ThemeProperties.button -> button: float -ThemeProperties.button_text -> button_text: float -ThemeProperties.button_text_hi -> button_text_hi: float -ThemeProperties.button_title -> button_title: float -ThemeProperties.header -> header: float -ThemeProperties.header_text -> header_text: float -ThemeProperties.header_text_hi -> header_text_hi: float -ThemeProperties.panel -> panel: float -ThemeProperties.text -> text: float -ThemeProperties.text_hi -> text_hi: float -ThemeProperties.title -> title: float -ThemeSequenceEditor.audio_strip -> audio_strip: float -ThemeSequenceEditor.back -> back: float -ThemeSequenceEditor.button -> button: float -ThemeSequenceEditor.button_text -> button_text: float -ThemeSequenceEditor.button_text_hi -> button_text_hi: float -ThemeSequenceEditor.button_title -> button_title: float -ThemeSequenceEditor.draw_action -> draw_action: float -ThemeSequenceEditor.effect_strip -> effect_strip: float -ThemeSequenceEditor.frame_current -> frame_current: float -ThemeSequenceEditor.grid -> grid: float -ThemeSequenceEditor.header -> header: float -ThemeSequenceEditor.header_text -> header_text: float -ThemeSequenceEditor.header_text_hi -> header_text_hi: float -ThemeSequenceEditor.image_strip -> image_strip: float -ThemeSequenceEditor.keyframe -> keyframe: float -ThemeSequenceEditor.meta_strip -> meta_strip: float -ThemeSequenceEditor.movie_strip -> movie_strip: float -ThemeSequenceEditor.plugin_strip -> plugin_strip: float -ThemeSequenceEditor.scene_strip -> scene_strip: float -ThemeSequenceEditor.text -> text: float -ThemeSequenceEditor.text_hi -> text_hi: float -ThemeSequenceEditor.title -> title: float -ThemeSequenceEditor.transition_strip -> transition_strip: float -ThemeSequenceEditor.window_sliders -> window_sliders: float -ThemeStyle.grouplabel -> grouplabel: pointer, (read-only) -ThemeStyle.paneltitle -> paneltitle: pointer, (read-only) -ThemeStyle.panelzoom -> panelzoom: float Default zoom level for panel areas -ThemeStyle.widget -> widget: pointer, (read-only) -ThemeStyle.widgetlabel -> widgetlabel: pointer, (read-only) -ThemeTextEditor.back -> back: float -ThemeTextEditor.button -> button: float -ThemeTextEditor.button_text -> button_text: float -ThemeTextEditor.button_text_hi -> button_text_hi: float -ThemeTextEditor.button_title -> button_title: float -ThemeTextEditor.cursor -> cursor: float -ThemeTextEditor.header -> header: float -ThemeTextEditor.header_text -> header_text: float -ThemeTextEditor.header_text_hi -> header_text_hi: float -ThemeTextEditor.line_numbers_background -> line_numbers_background: float -ThemeTextEditor.scroll_bar -> scroll_bar: float -ThemeTextEditor.selected_text -> selected_text: float -ThemeTextEditor.syntax_builtin -> syntax_builtin: float -ThemeTextEditor.syntax_comment -> syntax_comment: float -ThemeTextEditor.syntax_numbers -> syntax_numbers: float -ThemeTextEditor.syntax_special -> syntax_special: float -ThemeTextEditor.syntax_string -> syntax_string: float -ThemeTextEditor.text -> text: float -ThemeTextEditor.text_hi -> text_hi: float -ThemeTextEditor.title -> title: float -ThemeTimeline.back -> back: float -ThemeTimeline.button -> button: float -ThemeTimeline.button_text -> button_text: float -ThemeTimeline.button_text_hi -> button_text_hi: float -ThemeTimeline.button_title -> button_title: float -ThemeTimeline.frame_current -> frame_current: float -ThemeTimeline.grid -> grid: float -ThemeTimeline.header -> header: float -ThemeTimeline.header_text -> header_text: float -ThemeTimeline.header_text_hi -> header_text_hi: float -ThemeTimeline.text -> text: float -ThemeTimeline.text_hi -> text_hi: float -ThemeTimeline.title -> title: float -ThemeUserInterface.icon_file -> icon_file: string -ThemeUserInterface.wcol_box -> wcol_box: pointer, (read-only) -ThemeUserInterface.wcol_list_item -> wcol_list_item: pointer, (read-only) -ThemeUserInterface.wcol_menu -> wcol_menu: pointer, (read-only) -ThemeUserInterface.wcol_menu_back -> wcol_menu_back: pointer, (read-only) -ThemeUserInterface.wcol_menu_item -> wcol_menu_item: pointer, (read-only) -ThemeUserInterface.wcol_num -> wcol_num: pointer, (read-only) -ThemeUserInterface.wcol_numslider -> wcol_numslider: pointer, (read-only) -ThemeUserInterface.wcol_option -> wcol_option: pointer, (read-only) -ThemeUserInterface.wcol_progress -> wcol_progress: pointer, (read-only) -ThemeUserInterface.wcol_pulldown -> wcol_pulldown: pointer, (read-only) -ThemeUserInterface.wcol_radio -> wcol_radio: pointer, (read-only) -ThemeUserInterface.wcol_regular -> wcol_regular: pointer, (read-only) -ThemeUserInterface.wcol_scroll -> wcol_scroll: pointer, (read-only) -ThemeUserInterface.wcol_state -> wcol_state: pointer, (read-only) -ThemeUserInterface.wcol_text -> wcol_text: pointer, (read-only) -ThemeUserInterface.wcol_toggle -> wcol_toggle: pointer, (read-only) -ThemeUserInterface.wcol_tool -> wcol_tool: pointer, (read-only) -ThemeUserPreferences.back -> back: float -ThemeUserPreferences.button -> button: float -ThemeUserPreferences.button_text -> button_text: float -ThemeUserPreferences.button_text_hi -> button_text_hi: float -ThemeUserPreferences.button_title -> button_title: float -ThemeUserPreferences.header -> header: float -ThemeUserPreferences.header_text -> header_text: float -ThemeUserPreferences.header_text_hi -> header_text_hi: float -ThemeUserPreferences.text -> text: float -ThemeUserPreferences.text_hi -> text_hi: float -ThemeUserPreferences.title -> title: float -ThemeView3D.act_spline -> act_spline: float -ThemeView3D.back -> back: float -ThemeView3D.bone_pose -> bone_pose: float -ThemeView3D.bone_solid -> bone_solid: float -ThemeView3D.button -> button: float -ThemeView3D.button_text -> button_text: float -ThemeView3D.button_text_hi -> button_text_hi: float -ThemeView3D.button_title -> button_title: float -ThemeView3D.edge_crease -> edge_crease: float -ThemeView3D.edge_facesel -> edge_facesel: float -ThemeView3D.edge_seam -> edge_seam: float -ThemeView3D.edge_select -> edge_select: float -ThemeView3D.edge_sharp -> edge_sharp: float -ThemeView3D.editmesh_active -> editmesh_active: float -ThemeView3D.face -> face: float -ThemeView3D.face_dot -> face_dot: float -ThemeView3D.face_select -> face_select: float -ThemeView3D.facedot_size -> facedot_size: int -ThemeView3D.frame_current -> frame_current: float -ThemeView3D.grid -> grid: float -ThemeView3D.handle_align -> handle_align: float -ThemeView3D.handle_auto -> handle_auto: float -ThemeView3D.handle_free -> handle_free: float -ThemeView3D.handle_sel_align -> handle_sel_align: float -ThemeView3D.handle_sel_auto -> handle_sel_auto: float -ThemeView3D.handle_sel_free -> handle_sel_free: float -ThemeView3D.handle_sel_vect -> handle_sel_vect: float -ThemeView3D.handle_vect -> handle_vect: float -ThemeView3D.header -> header: float -ThemeView3D.header_text -> header_text: float -ThemeView3D.header_text_hi -> header_text_hi: float -ThemeView3D.lamp -> lamp: float -ThemeView3D.lastsel_point -> lastsel_point: float -ThemeView3D.normal -> normal: float -ThemeView3D.nurb_sel_uline -> nurb_sel_uline: float -ThemeView3D.nurb_sel_vline -> nurb_sel_vline: float -ThemeView3D.nurb_uline -> nurb_uline: float -ThemeView3D.nurb_vline -> nurb_vline: float -ThemeView3D.object_active -> object_active: float -ThemeView3D.object_grouped -> object_grouped: float -ThemeView3D.object_grouped_active -> object_grouped_active: float -ThemeView3D.object_selected -> object_selected: float -ThemeView3D.panel -> panel: float -ThemeView3D.text -> text: float -ThemeView3D.text_hi -> text_hi: float -ThemeView3D.title -> title: float -ThemeView3D.transform -> transform: float -ThemeView3D.vertex -> vertex: float -ThemeView3D.vertex_normal -> vertex_normal: float -ThemeView3D.vertex_select -> vertex_select: float -ThemeView3D.vertex_size -> vertex_size: int -ThemeView3D.wire -> wire: float -ThemeWidgetColors.inner -> inner: float -ThemeWidgetColors.inner_sel -> inner_sel: float -ThemeWidgetColors.item -> item: float -ThemeWidgetColors.outline -> outline: float -ThemeWidgetColors.shadedown -> shadedown: int -ThemeWidgetColors.shadetop -> shadetop: int -ThemeWidgetColors.text -> text: float -ThemeWidgetColors.text_sel -> text_sel: float -ThemeWidgetStateColors.blend -> blend: float -ThemeWidgetStateColors.inner_anim -> inner_anim: float -ThemeWidgetStateColors.inner_anim_sel -> inner_anim_sel: float -ThemeWidgetStateColors.inner_driven -> inner_driven: float -ThemeWidgetStateColors.inner_driven_sel -> inner_driven_sel: float -ThemeWidgetStateColors.inner_key -> inner_key: float -ThemeWidgetStateColors.inner_key_sel -> inner_key_sel: float -TimelineMarker.camera -> camera: pointer Camera this timeline sets to active -TimelineMarker.frame -> frame: int The frame on which the timeline marker appears -TimelineMarker.name -> name: string -ToolSettings.autokey_mode -> autokey_mode: enum Mode of automatic keyframe insertion for Objects and Bones -ToolSettings.edge_path_mode -> edge_path_mode: enum The edge flag to tag when selecting the shortest path -ToolSettings.etch_adaptive_limit -> etch_adaptive_limit: float Number of bones in the subdivided stroke -ToolSettings.etch_convert_mode -> etch_convert_mode: enum Method used to convert stroke to bones -ToolSettings.etch_length_limit -> etch_length_limit: float Number of bones in the subdivided stroke -ToolSettings.etch_number -> etch_number: string DOC BROKEN -ToolSettings.etch_roll_mode -> etch_roll_mode: enum Method used to adjust the roll of bones when retargeting -ToolSettings.etch_side -> etch_side: string DOC BROKEN -ToolSettings.etch_subdivision_number -> etch_subdivision_number: int Number of bones in the subdivided stroke -ToolSettings.etch_template -> etch_template: pointer Template armature that will be retargeted to the stroke -ToolSettings.image_paint -> image_paint: pointer, (read-only) -ToolSettings.normal_size -> normal_size: float Display size for normals in the 3D view -ToolSettings.particle_edit -> particle_edit: pointer, (read-only) -ToolSettings.proportional_editing -> proportional_edit: enum Proportional editing mode -ToolSettings.proportional_editing_falloff -> proportional_edit_falloff: enum Falloff type for proportional editing mode -ToolSettings.sculpt -> sculpt: pointer, (read-only) -ToolSettings.snap_element -> snap_element: enum Type of element to snap to -ToolSettings.snap_target -> snap_target: enum Which part to snap onto the target -ToolSettings.uv_selection_mode -> uv_selection_mode: enum UV selection and display mode -ToolSettings.vertex_group_weight -> vertex_group_weight: float Weight to assign in vertex groups -ToolSettings.vertex_paint -> vertex_paint: pointer, (read-only) -ToolSettings.weight_paint -> weight_paint: pointer, (read-only) -TouchSensor.material -> material: pointer Only look for objects with this material -TrackToConstraint.head_tail -> head_tail: float Target along length of bone: Head=0, Tail=1 -TrackToConstraint.subtarget -> subtarget: string -TrackToConstraint.target -> target: pointer Target Object -TrackToConstraint.track -> track: enum Axis that points to the target object -TrackToConstraint.up -> up: enum Axis that points upward -TransformConstraint.from_max_x -> from_max_x: float Top range of X axis source motion -TransformConstraint.from_max_y -> from_max_y: float Top range of Y axis source motion -TransformConstraint.from_max_z -> from_max_z: float Top range of Z axis source motion -TransformConstraint.from_min_x -> from_min_x: float Bottom range of X axis source motion -TransformConstraint.from_min_y -> from_min_y: float Bottom range of Y axis source motion -TransformConstraint.from_min_z -> from_min_z: float Bottom range of Z axis source motion -TransformConstraint.map_from -> map_from: enum The transformation type to use from the target -TransformConstraint.map_to -> map_to: enum The transformation type to affect of the constrained object -TransformConstraint.map_to_x_from -> map_to_x_from: enum The source axis constrained object's X axis uses -TransformConstraint.map_to_y_from -> map_to_y_from: enum The source axis constrained object's Y axis uses -TransformConstraint.map_to_z_from -> map_to_z_from: enum The source axis constrained object's Z axis uses -TransformConstraint.subtarget -> subtarget: string -TransformConstraint.target -> target: pointer Target Object -TransformConstraint.to_max_x -> to_max_x: float Top range of X axis destination motion -TransformConstraint.to_max_y -> to_max_y: float Top range of Y axis destination motion -TransformConstraint.to_max_z -> to_max_z: float Top range of Z axis destination motion -TransformConstraint.to_min_x -> to_min_x: float Bottom range of X axis destination motion -TransformConstraint.to_min_y -> to_min_y: float Bottom range of Y axis destination motion -TransformConstraint.to_min_z -> to_min_z: float Bottom range of Z axis destination motion -TransformOrientation.matrix -> matrix: float -TransformOrientation.name -> name: string -TransformSequence.interpolation -> interpolation: enum -TransformSequence.rotation_start -> rotation_start: float -TransformSequence.scale_start_x -> scale_start_x: float -TransformSequence.scale_start_y -> scale_start_y: float -TransformSequence.translate_start_x -> translate_start_x: float -TransformSequence.translate_start_y -> translate_start_y: float -TransformSequence.translation_unit -> translation_unit: enum -UILayout.alignment -> alignment: enum -UILayout.operator_context -> operator_context: enum -UILayout.scale_x -> scale_x: float -UILayout.scale_y -> scale_y: float -UVProjectModifier.aspect_x -> aspect_x: float -UVProjectModifier.aspect_y -> aspect_y: float -UVProjectModifier.image -> image: pointer -UVProjectModifier.num_projectors -> num_projectors: int Number of projectors to use -UVProjectModifier.projectors -> projectors: collection, (read-only) -UVProjectModifier.scale_x -> scale_x: float -UVProjectModifier.scale_y -> scale_y: float -UVProjectModifier.uv_layer -> uv_layer: string UV layer name -UVProjector.object -> object: pointer Object to use as projector transform -UnitSettings.rotation_units -> rotation_units: enum Unit to use for displaying/editing rotation values -UnitSettings.scale_length -> scale_length: float Scale to use when converting between blender units and dimensions -UnitSettings.system -> system: enum The unit system to use for button display -UserPreferences.active_section -> active_section: enum Active section of the user preferences shown in the user interface -UserPreferences.addons -> addons: collection, (read-only) -UserPreferences.edit -> edit: pointer, (read-only) Settings for interacting with Blender data -UserPreferences.filepaths -> filepaths: pointer, (read-only) Default paths for external files -UserPreferences.inputs -> inputs: pointer, (read-only) Settings for input devices -UserPreferences.system -> system: pointer, (read-only) Graphics driver and operating system settings -UserPreferences.themes -> themes: collection, (read-only) -UserPreferences.uistyles -> uistyles: collection, (read-only) -UserPreferences.view -> view: pointer, (read-only) Preferences related to viewing data -UserPreferencesEdit.auto_keying_mode -> auto_keying_mode: enum Mode of automatic keyframe insertion for Objects and Bones -UserPreferencesEdit.grease_pencil_eraser_radius -> grease_pencil_eraser_radius: int Radius of eraser 'brush' -UserPreferencesEdit.grease_pencil_euclidean_distance -> grease_pencil_euclidean_distance: int Distance moved by mouse when drawing stroke (in pixels) to include -UserPreferencesEdit.grease_pencil_manhattan_distance -> grease_pencil_manhattan_distance: int Pixels moved by mouse per axis when drawing stroke -UserPreferencesEdit.keyframe_new_handle_type -> keyframe_new_handle_type: enum -UserPreferencesEdit.keyframe_new_interpolation_type -> keyframe_new_interpolation_type: enum -UserPreferencesEdit.material_link -> material_link: enum Toggle whether the material is linked to object data or the object block -UserPreferencesEdit.object_align -> object_align: enum When adding objects from a 3D View menu, either align them to that view's direction or the world coordinates -UserPreferencesEdit.undo_memory_limit -> undo_memory_limit: int Maximum memory usage in megabytes (0 means unlimited) -UserPreferencesEdit.undo_steps -> undo_steps: int Number of undo steps available (smaller values conserve memory) -UserPreferencesFilePaths.animation_player -> animation_player: string Path to a custom animation/frame sequence player -UserPreferencesFilePaths.animation_player_preset -> animation_player_preset: enum Preset configs for external animation players -UserPreferencesFilePaths.auto_save_time -> auto_save_time: int The time (in minutes) to wait between automatic temporary saves -UserPreferencesFilePaths.fonts_directory -> fonts_directory: string The default directory to search for loading fonts -UserPreferencesFilePaths.image_editor -> image_editor: string Path to an image editor -UserPreferencesFilePaths.python_scripts_directory -> python_scripts_directory: string The default directory to search for Python scripts (resets python module search path: sys.path) -UserPreferencesFilePaths.recent_files -> recent_files: int Maximum number of recently opened files to remember -UserPreferencesFilePaths.render_output_directory -> render_output_directory: string The default directory for rendering output -UserPreferencesFilePaths.save_version -> save_version: int The number of old versions to maintain in the current directory, when manually saving -UserPreferencesFilePaths.sequence_plugin_directory -> sequence_plugin_directory: string The default directory to search for sequence plugins -UserPreferencesFilePaths.sounds_directory -> sounds_directory: string The default directory to search for sounds -UserPreferencesFilePaths.temporary_directory -> temporary_directory: string The directory for storing temporary save files -UserPreferencesFilePaths.texture_plugin_directory -> texture_plugin_directory: string The default directory to search for texture plugins -UserPreferencesFilePaths.textures_directory -> textures_directory: string The default directory to search for textures -UserPreferencesInput.double_click_time -> double_click_time: int The time (in ms) for a double click -UserPreferencesInput.edited_keymaps -> edited_keymaps: collection, (read-only) -UserPreferencesInput.ndof_pan_speed -> ndof_pan_speed: int The overall panning speed of an NDOF device, as percent of standard -UserPreferencesInput.ndof_rotate_speed -> ndof_rotate_speed: int The overall rotation speed of an NDOF device, as percent of standard -UserPreferencesInput.select_mouse -> select_mouse: enum The mouse button used for selection -UserPreferencesInput.view_rotation -> view_rotation: enum Rotation style in the viewport -UserPreferencesInput.zoom_axis -> zoom_axis: enum Axis of mouse movement to zoom in or out on -UserPreferencesInput.zoom_style -> zoom_style: enum Which style to use for viewport scaling -UserPreferencesSystem.audio_channels -> audio_channels: enum Sets the audio channel count -UserPreferencesSystem.audio_device -> audio_device: enum Sets the audio output device -UserPreferencesSystem.audio_mixing_buffer -> audio_mixing_buffer: enum Sets the number of samples used by the audio mixing buffer -UserPreferencesSystem.audio_sample_format -> audio_sample_format: enum Sets the audio sample format -UserPreferencesSystem.audio_sample_rate -> audio_sample_rate: enum Sets the audio sample rate -UserPreferencesSystem.clip_alpha -> clip_alpha: float Clip alpha below this threshold in the 3D textured view -UserPreferencesSystem.color_picker_type -> color_picker_type: enum Different styles of displaying the color picker widget -UserPreferencesSystem.dpi -> dpi: int Font size and resolution for display -UserPreferencesSystem.frame_server_port -> frame_server_port: int Frameserver Port for Frameserver Rendering -UserPreferencesSystem.gl_texture_limit -> gl_texture_limit: enum Limit the texture size to save graphics memory -UserPreferencesSystem.language -> language: enum Language use for translation -UserPreferencesSystem.memory_cache_limit -> memory_cache_limit: int Memory cache limit in sequencer (megabytes) -UserPreferencesSystem.prefetch_frames -> prefetch_frames: int Number of frames to render ahead during playback -UserPreferencesSystem.screencast_fps -> screencast_fps: int Frame rate for the screencast to be played back -UserPreferencesSystem.screencast_wait_time -> screencast_wait_time: int Time in milliseconds between each frame recorded for screencast -UserPreferencesSystem.scrollback -> scrollback: int Maximum number of lines to store for the console buffer -UserPreferencesSystem.solid_lights -> solid_lights: collection, (read-only) Lights user to display objects in solid draw mode -UserPreferencesSystem.texture_collection_rate -> texture_collection_rate: int Number of seconds between each run of the GL texture garbage collector -UserPreferencesSystem.texture_time_out -> texture_time_out: int Time since last access of a GL texture in seconds after which it is freed. (Set to 0 to keep textures allocated.) -UserPreferencesSystem.weight_color_range -> weight_color_range: pointer, (read-only) Color range used for weight visualization in weight painting mode -UserPreferencesSystem.window_draw_method -> window_draw_method: enum Drawing method used by the window manager -UserPreferencesView.manipulator_handle_size -> manipulator_handle_size: int Size of widget handles as percentage of widget radius -UserPreferencesView.manipulator_hotspot -> manipulator_hotspot: int Hotspot in pixels for clicking widget handles -UserPreferencesView.manipulator_size -> manipulator_size: int Diameter of widget, in 10 pixel units -UserPreferencesView.mini_axis_brightness -> mini_axis_brightness: int The brightness of the icon -UserPreferencesView.mini_axis_size -> mini_axis_size: int The axis icon's size -UserPreferencesView.object_origin_size -> object_origin_size: int Diameter in Pixels for Object/Lamp origin display -UserPreferencesView.open_left_mouse_delay -> open_left_mouse_delay: int Time in 1/10 seconds to hold the Left Mouse Button before opening the toolbox -UserPreferencesView.open_right_mouse_delay -> open_right_mouse_delay: int Time in 1/10 seconds to hold the Right Mouse Button before opening the toolbox -UserPreferencesView.open_sublevel_delay -> open_sublevel_delay: int Time delay in 1/10 seconds before automatically opening sub level menus -UserPreferencesView.open_toplevel_delay -> open_toplevel_delay: int Time delay in 1/10 seconds before automatically opening top level menus -UserPreferencesView.properties_width_check -> properties_width_check: int Dual Column layout will change to single column layout when the width of the area gets below this value (needs restart to take effect) -UserPreferencesView.rotation_angle -> rotation_angle: int The rotation step for numerical pad keys (2 4 6 8) -UserPreferencesView.smooth_view -> smooth_view: int The time to animate the view in milliseconds, zero to disable -UserPreferencesView.timecode_style -> timecode_style: enum Format of Time Codes displayed when not displaying timing in terms of frames -UserPreferencesView.view2d_grid_minimum_spacing -> view2d_grid_spacing_min: int Minimum number of pixels between each gridline in 2D Viewports -UserPreferencesView.wheel_scroll_lines -> wheel_scroll_lines: int The number of lines scrolled at a time with the mouse wheel -UserSolidLight.diffuse_color -> diffuse_color: float The diffuse color of the OpenGL light -UserSolidLight.direction -> direction: float The direction that the OpenGL light is shining -UserSolidLight.specular_color -> specular_color: float The color of the lights specular highlight -ValueNodeSocket.default_value -> default_value: float Default value of the socket when no link is attached -ValueNodeSocket.name -> name: string, (read-only) Socket name -VectorFont.filepath -> filepath: string, (read-only) -VectorFont.packed_file -> packed_file: pointer, (read-only) -VectorNodeSocket.default_value -> default_value: float Default value of the socket when no link is attached -VectorNodeSocket.name -> name: string, (read-only) Socket name -VertexGroup.index -> index: int, (read-only) Index number of the vertex group -VertexGroup.name -> name: string Vertex group name -VertexGroupElement.group -> group: int, (read-only) -VertexGroupElement.weight -> weight: float Vertex Weight -VoronoiTexture.coloring -> color_mode: enum -VoronoiTexture.distance_metric -> distance_metric: enum -VoronoiTexture.minkovsky_exponent -> minkovsky_exponent: float Minkovsky exponent -VoronoiTexture.nabla -> nabla: float Size of derivative offset used for calculating normal -VoronoiTexture.noise_intensity -> noise_intensity: float -VoronoiTexture.noise_size -> noise_size: float Sets scaling for noise input -VoronoiTexture.weight_1 -> weight_1: float Voronoi feature weight 1 -VoronoiTexture.weight_2 -> weight_2: float Voronoi feature weight 2 -VoronoiTexture.weight_3 -> weight_3: float Voronoi feature weight 3 -VoronoiTexture.weight_4 -> weight_4: float Voronoi feature weight 4 -VoxelData.domain_object -> domain_object: pointer Object used as the smoke simulation domain -VoxelData.extension -> extension: enum Sets how the texture is extrapolated past its original bounds -VoxelData.file_format -> file_format: enum Format of the source data set to render -VoxelData.intensity -> intensity: float Multiplier for intensity values -VoxelData.interpolation -> interpolation: enum Method to interpolate/smooth values between voxel cells -VoxelData.resolution -> resolution: int Resolution of the voxel grid -VoxelData.smoke_data_type -> smoke_data_type: enum Simulation value to be used as a texture -VoxelData.source_path -> source_path: string The external source data file to use -VoxelData.still_frame_number -> still_frame_number: int The frame number to always use -VoxelDataTexture.image -> image: pointer -VoxelDataTexture.image_user -> image_user: pointer, (read-only) Parameters defining which layer, pass and frame of the image is displayed -VoxelDataTexture.voxeldata -> voxeldata: pointer, (read-only) The voxel data associated with this texture -WaveModifier.damping_time -> damping_time: float -WaveModifier.falloff_radius -> falloff_radius: float -WaveModifier.height -> height: float -WaveModifier.lifetime -> lifetime: float -WaveModifier.narrowness -> narrowness: float -WaveModifier.speed -> speed: float -WaveModifier.start_position_object -> start_position_object: pointer -WaveModifier.start_position_x -> start_position_x: float -WaveModifier.start_position_y -> start_position_y: float -WaveModifier.texture -> texture: pointer Texture for modulating the wave -WaveModifier.texture_coordinates -> texture_coordinates: enum Texture coordinates used for modulating input -WaveModifier.texture_coordinates_object -> texture_coordinates_object: pointer -WaveModifier.time_offset -> time_offset: float Either the starting frame (for positive speed) or ending frame (for negative speed.) -WaveModifier.uv_layer -> uv_layer: string UV layer name -WaveModifier.vertex_group -> vertex_group: string Vertex group name for modulating the wave -WaveModifier.width -> width: float -Window.screen -> screen: pointer Active screen showing in the window -WindowManager.active_keyconfig -> active_keyconfig: pointer -WindowManager.default_keyconfig -> default_keyconfig: pointer, (read-only) -WindowManager.keyconfigs -> keyconfigs: collection, (read-only) Registered key configurations -WindowManager.operators -> operators: collection, (read-only) Operator registry -WindowManager.windows -> windows: collection, (read-only) Open windows -WipeSequence.angle -> angle: float Edge angle -WipeSequence.blur_width -> blur_width: float Width of the blur edge, in percentage relative to the image size -WipeSequence.direction -> direction: enum Wipe direction -WipeSequence.transition_type -> transition_type: enum -WoodTexture.nabla -> nabla: float Size of derivative offset used for calculating normal -WoodTexture.noise_basis -> noise_basis: enum Sets the noise basis used for turbulence -WoodTexture.noise_size -> noise_size: float Sets scaling for noise input -WoodTexture.noise_type -> noise_type: enum -WoodTexture.noisebasis2 -> noisebasis2: enum -WoodTexture.stype -> stype: enum -WoodTexture.turbulence -> turbulence: float Sets the turbulence of the bandnoise and ringnoise types -World.active_texture -> active_texture: pointer Active texture slot being displayed -World.active_texture_index -> active_texture_index: int Index of active texture slot -World.ambient_color -> ambient_color: float -World.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock -World.exposure -> exposure: float Amount of exponential color correction for light -World.horizon_color -> horizon_color: float Color at the horizon -World.lighting -> lighting: pointer, (read-only) World lighting settings -World.mist -> mist: pointer, (read-only) World mist settings -World.range -> range: float The color range that will be mapped to 0-1 -World.stars -> stars: pointer, (read-only) World stars settings -World.texture_slots -> texture_slots: collection, (read-only) Texture slots defining the mapping and influence of textures -World.zenith_color -> zenith_color: float Color at the zenith -WorldLighting.adapt_to_speed -> adapt_to_speed: float 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) -WorldLighting.ao_blend_mode -> ao_blend_type: enum Defines how AO mixes with material shading -WorldLighting.ao_factor -> ao_factor: float Factor for ambient occlusion blending -WorldLighting.bias -> bias: float Bias (in radians) to prevent smoothed faces from showing banding (for Raytrace Constant Jittered) -WorldLighting.correction -> correction: float Ad-hoc correction for over-occlusion due to the approximation (for Approximate) -WorldLighting.distance -> distance: float Length of rays, defines how far away other faces give occlusion effect -WorldLighting.environment_color -> environment_color: enum Defines where the color of the environment light comes from -WorldLighting.environment_energy -> environment_energy: float Defines the strength of environment light -WorldLighting.error_tolerance -> error_tolerance: float Low values are slower and higher quality (for Approximate) -WorldLighting.falloff_strength -> falloff_strength: float Distance attenuation factor, the higher, the 'shorter' the shadows -WorldLighting.gather_method -> gather_method: enum -WorldLighting.indirect_bounces -> indirect_bounces: int Number of indirect diffuse light bounces to use for approximate ambient occlusion -WorldLighting.indirect_factor -> indirect_factor: float Factor for how much surrounding objects contribute to light -WorldLighting.passes -> passes: int Number of preprocessing passes to reduce overocclusion (for approximate ambient occlusion) -WorldLighting.sample_method -> sample_method: enum Method for generating shadow samples (for Raytrace) -WorldLighting.samples -> samples: int Amount of ray samples. Higher values give smoother results and longer rendering times -WorldLighting.threshold -> threshold: float Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC) -WorldMistSettings.depth -> depth: float The distance over which the mist effect fades in -WorldMistSettings.falloff -> falloff: enum Type of transition used to fade mist -WorldMistSettings.height -> height: float Control how much mist density decreases with height -WorldMistSettings.intensity -> intensity: float Intensity of the mist effect -WorldMistSettings.start -> start: float Starting distance of the mist, measured from the camera -WorldStarsSettings.average_separation -> average_separation: float Average distance between any two stars -WorldStarsSettings.color_randomization -> color_randomization: float Randomize star colors -WorldStarsSettings.min_distance -> distance_min: float Minimum distance to the camera for stars -WorldStarsSettings.size -> size: float Average screen dimension of stars -WorldTextureSlot.blend_factor -> blend_factor: float Amount texture affects color progression of the background -WorldTextureSlot.horizon_factor -> horizon_factor: float Amount texture affects color of the horizon -WorldTextureSlot.object -> object: pointer Object to use for mapping with Object texture coordinates -WorldTextureSlot.texture_coordinates -> texture_coordinates: enum Texture coordinates used to map the texture onto the background -WorldTextureSlot.zenith_down_factor -> zenith_down_factor: float Amount texture affects color of the zenith below -WorldTextureSlot.zenith_up_factor -> zenith_up_factor: float Amount texture affects color of the zenith above +NOTE * CLASS.FROM -> TO: TYPE DESCRIPTION +Action.fcurves -> fcurves: collection, '(read-only) The individual F-Curves that make up the Action' +Action.groups -> groups: collection, '(read-only) Convenient groupings of F-Curves' +Action.pose_markers -> pose_markers: collection, '(read-only) Markers specific to this Action, for labeling poses' +ActionActuator.action -> action: pointer 'NO DESCRIPTION' +ActionActuator.blendin -> blendin: int 'Number of frames of motion blending' +ActionActuator.continue_last_frame -> use_continue_last_frame: boolean 'Restore last frame when switching on/off, otherwise play from the start each time' +ActionActuator.frame_end -> frame_end: int 'NO DESCRIPTION' +ActionActuator.frame_property -> frame_property: string "Assign the action's current frame number to this property" +ActionActuator.frame_start -> frame_start: int 'NO DESCRIPTION' +ActionActuator.mode -> mode: enum 'Action playback type' +ActionActuator.priority -> priority: int 'Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack' +ActionActuator.property -> property: string 'Use this property to define the Action position' +ActionConstraint.action -> action: pointer 'NO DESCRIPTION' +ActionConstraint.frame_end -> frame_end: int 'Last frame of the Action to use' +ActionConstraint.frame_start -> frame_start: int 'First frame of the Action to use' +ActionConstraint.maximum -> max: float 'Maximum value for target channel range' +ActionConstraint.minimum -> min: float 'Minimum value for target channel range' +ActionConstraint.subtarget -> subtarget: string 'NO DESCRIPTION' +ActionConstraint.target -> target: pointer 'Target Object' +ActionConstraint.transform_channel -> transform_channel: enum 'Transformation channel from the target that is used to key the Action' +ActionGroup.channels -> channels: collection, '(read-only) F-Curves in this group' +ActionGroup.custom_color -> custom_color: int 'Index of custom color set' +ActionGroup.expanded -> show_expanded: boolean 'Action Group is expanded' +ActionGroup.lock -> lock: boolean 'Action Group is locked' +ActionGroup.name -> name: string 'NO DESCRIPTION' +ActionGroup.select -> select: boolean 'Action Group is selected' +Actuator.expanded -> show_expanded: boolean 'Set actuator expanded in the user interface' +Actuator.name -> name: string 'NO DESCRIPTION' +Actuator.pinned -> pinned: boolean 'Display when not linked to a visible states controller' +Actuator.type -> type: enum 'NO DESCRIPTION' +ActuatorSensor.actuator -> actuator: string 'Actuator name, actuator active state modifications will be detected' +Addon.module -> module: string 'Module name' +AnimData.action -> action: pointer 'Active Action for this datablock' +AnimData.action_blending -> action_blend_type: enum "Method used for combining Active Action's result with result of NLA stack" +AnimData.action_extrapolation -> action_extrapolation: enum "Action to take for gaps past the Active Action's range (when evaluating with NLA)" +AnimData.action_influence -> action_influence: float 'Amount the Active Action contributes to the result of the NLA stack' +AnimData.drivers -> drivers: collection, '(read-only) The Drivers/Expressions for this datablock' +AnimData.nla_enabled -> use_nla: boolean 'NLA stack is evaluated when evaluating this block' +AnimData.nla_tracks -> nla_tracks: collection, '(read-only) NLA Tracks (i.e. Animation Layers)' +AnimViz.motion_paths -> motion_paths: pointer, '(read-only) Motion Path settings for visualisation' +AnimViz.onion_skinning -> onion_skin_frames: pointer, '(read-only) Onion Skinning (ghosting) settings for visualisation' +AnimVizMotionPaths.after_current -> after_current: int "Number of frames to show after the current frame (only for 'Around Current Frame' Onion-skinning method)" +AnimVizMotionPaths.bake_location -> bake_location: enum 'When calculating Bone Paths, use Head or Tips' +AnimVizMotionPaths.before_current -> before_current: int "Number of frames to show before the current frame (only for 'Around Current Frame' Onion-skinning method)" +AnimVizMotionPaths.frame_end -> frame_end: int "End frame of range of paths to display/calculate (not for 'Around Current Frame' Onion-skinning method)" +AnimVizMotionPaths.frame_start -> frame_start: int "Starting frame of range of paths to display/calculate (not for 'Around Current Frame' Onion-skinning method)" +AnimVizMotionPaths.frame_step -> frame_step: int "Number of frames between paths shown (not for 'On Keyframes' Onion-skinning method)" +AnimVizMotionPaths.highlight_keyframes -> show_keyframe_highlight: boolean 'Emphasize position of keyframes on Motion Paths' +AnimVizMotionPaths.search_all_action_keyframes -> show_keyframe_action_all: boolean 'For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)' +AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers: boolean 'Show frame numbers on Motion Paths' +AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers: boolean 'Show frame numbers of Keyframes on Motion Paths' +AnimVizMotionPaths.type -> type: enum 'Type of range to show for Motion Paths' +AnimVizOnionSkinning.after_current -> after_current: int "Number of frames to show after the current frame (only for 'Around Current Frame' Onion-skinning method)" +AnimVizOnionSkinning.before_current -> before_current: int "Number of frames to show before the current frame (only for 'Around Current Frame' Onion-skinning method)" +AnimVizOnionSkinning.frame_end -> frame_end: int "End frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method)" +AnimVizOnionSkinning.frame_start -> frame_start: int "Starting frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method)" +AnimVizOnionSkinning.frame_step -> frame_step: int "Number of frames between ghosts shown (not for 'On Keyframes' Onion-skinning method)" +AnimVizOnionSkinning.only_selected -> show_only_selected: boolean 'For Pose-Mode drawing, only draw ghosts for selected bones' +AnimVizOnionSkinning.type -> type: enum 'Method used for determining what ghosts get drawn' +Area.active_space -> active_space: pointer, '(read-only) Space currently being displayed in this area' +Area.regions -> regions: collection, '(read-only) Regions this area is subdivided in' +Area.show_menus -> show_menus: boolean 'Show menus in the header' +Area.spaces -> spaces: collection, '(read-only) Spaces contained in this area, the first space is active' +Area.type -> type: enum 'Space type' +AreaLamp.dither -> use_dither: boolean 'Use 2x2 dithering for sampling (Constant Jittered sampling)' +AreaLamp.gamma -> gamma: float 'Light gamma correction value' +AreaLamp.jitter -> use_jitter: boolean 'Use noise for sampling (Constant Jittered sampling)' +AreaLamp.only_shadow -> use_only_shadow: boolean 'Causes light to cast shadows only without illuminating objects' +AreaLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float 'Threshold for Adaptive Sampling (Raytraced shadows)' +AreaLamp.shadow_color -> shadow_color: float 'Color of shadows cast by the lamp' +AreaLamp.shadow_layer -> use_shadow_layer: boolean 'Causes only objects on the same layer to cast shadows' +AreaLamp.shadow_method -> shadow_method: enum 'Method to compute lamp shadow with' +AreaLamp.shadow_ray_samples_x -> shadow_ray_samples_x: int 'Amount of samples taken extra (samples x samples)' +AreaLamp.shadow_ray_samples_y -> shadow_ray_samples_y: int 'Amount of samples taken extra (samples x samples)' +AreaLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum 'Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower' +AreaLamp.shadow_soft_size -> shadow_soft_size: float 'Light size for ray shadow sampling (Raytraced shadows)' +AreaLamp.shape -> shape: enum 'Shape of the area lamp' +AreaLamp.size -> size: float 'Size of the area of the area Lamp, X direction size for Rectangle shapes' +AreaLamp.size_y -> size_y: float 'Size of the area of the area Lamp in the Y direction for Rectangle shapes' +AreaLamp.umbra -> use_umbra: boolean 'Emphasize parts that are fully shadowed (Constant Jittered sampling)' +Armature.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock' +Armature.auto_ik -> use_auto_ik: boolean 'Add temporaral IK constraints while grabbing bones in Pose Mode' +Armature.bones -> bones: collection, '(read-only)' +Armature.deform_envelope -> use_deform_envelopes: boolean 'Enable Bone Envelopes when defining deform' +Armature.deform_quaternion -> use_deform_preserve_volume: boolean 'Deform rotation interpolation with quaternions' +Armature.deform_vertexgroups -> use_deform_vertex_groups: boolean 'Enable Vertex Groups when defining deform' +Armature.delay_deform -> use_deform_delay: boolean "Don't deform children when manipulating bones in Pose Mode" +Armature.draw_axes -> show_axes: boolean 'Draw bone axes' +Armature.draw_custom_bone_shapes -> show_bone_custom_shapes: boolean 'Draw bones with their custom shapes' +Armature.draw_group_colors -> show_group_colors: boolean 'Draw bone group colors' +Armature.draw_names -> show_names: boolean 'Draw bone names' +Armature.drawtype -> drawtype: enum 'NO DESCRIPTION' +Armature.edit_bones -> edit_bones: collection, '(read-only)' +Armature.ghost_frame_end -> ghost_frame_end: int "End frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method)" +Armature.ghost_frame_start -> ghost_frame_start: int "Starting frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method)" +Armature.ghost_only_selected -> show_only_ghost_selected: boolean 'NO DESCRIPTION' +Armature.ghost_size -> ghost_size: int "Frame step for Ghosts (not for 'On Keyframes' Onion-skinning method)" +Armature.ghost_step -> ghost_step: int "Number of frame steps on either side of current frame to show as ghosts (only for 'Around Current Frame' Onion-skinning method)" +Armature.ghost_type -> ghost_type: enum 'Method of Onion-skinning for active Action' +Armature.layer -> layers: boolean 'Armature layer visibility' +Armature.layer_protection -> layers_protected: boolean 'Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo' +Armature.pose_position -> pose_position: enum 'Show armature in binding pose or final posed state' +Armature.x_axis_mirror -> use_mirror_x: boolean 'Apply changes to matching bone on opposite side of X-Axis' +ArmatureActuator.bone -> bone: string 'Bone on which the constraint is defined' +ArmatureActuator.constraint -> constraint: string 'Name of the constraint you want to control' +ArmatureActuator.mode -> mode: enum 'NO DESCRIPTION' +ArmatureActuator.secondary_target -> secondary_target: pointer 'Set weight of this constraint' +ArmatureActuator.target -> target: pointer 'Set this object as the target of the constraint' +ArmatureActuator.weight -> weight: float 'Set weight of this constraint' +ArmatureBones.active -> active: pointer 'Armatures active bone' +ArmatureEditBones.active -> active: pointer 'Armatures active edit bone' +ArmatureModifier.invert -> invert_vertex_group: boolean 'Invert vertex group influence' +ArmatureModifier.multi_modifier -> use_multi_modifier: boolean 'Use same input as previous modifier, and mix results using overall vgroup' +ArmatureModifier.object -> object: pointer 'Armature object to deform with' +ArmatureModifier.quaternion -> use_deform_preserve_volume: boolean 'Deform rotation interpolation with quaternions' +ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean 'NO DESCRIPTION' +ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean 'NO DESCRIPTION' +ArmatureModifier.vertex_group -> vertex_group: string 'Vertex group name' +ArmatureSensor.bone -> bone: string 'Identify the bone to check value from' +ArmatureSensor.constraint -> constraint: string 'Identify the bone constraint to check value from' +ArmatureSensor.test_type -> test_type: enum 'Type of value and test' +ArmatureSensor.value -> value: float 'Specify value to be used in comparison' +ArrayModifier.add_offset_object -> use_object_offset: boolean "Add another object's transformation to the total offset" +ArrayModifier.constant_offset -> use_constant_offset: boolean 'Add a constant offset' +ArrayModifier.constant_offset_displacement -> constant_offset_displacement: float 'NO DESCRIPTION' +ArrayModifier.count -> count: int 'Number of duplicates to make' +ArrayModifier.curve -> curve: pointer 'Curve object to fit array length to' +ArrayModifier.end_cap -> end_cap: pointer 'Mesh object to use as an end cap' +ArrayModifier.fit_type -> fit_type: enum 'Array length calculation method' +ArrayModifier.length -> length: float 'Length to fit array within' +ArrayModifier.merge_adjacent_vertices -> use_merge_adjacent_vertices: boolean 'Merge vertices in adjacent duplicates' +ArrayModifier.merge_distance -> merge_distance: float 'Limit below which to merge vertices' +ArrayModifier.merge_end_vertices -> use_merge_end_vertices: boolean 'Merge vertices in first and last duplicates' +ArrayModifier.offset_object -> offset_object: pointer 'NO DESCRIPTION' +ArrayModifier.relative_offset -> use_relative_offset: boolean "Add an offset relative to the object's bounding box" +ArrayModifier.relative_offset_displacement -> relative_offset_displacement: float 'NO DESCRIPTION' +ArrayModifier.start_cap -> start_cap: pointer 'Mesh object to use as a start cap' +BackgroundImage.image -> image: pointer 'Image displayed and edited in this space' +BackgroundImage.image_user -> image_user: pointer, '(read-only) Parameters defining which layer, pass and frame of the image is displayed' +BackgroundImage.offset_x -> offset_x: float 'Offsets image horizontally from the world origin' +BackgroundImage.offset_y -> offset_y: float 'Offsets image vertically from the world origin' +BackgroundImage.show_expanded -> show_expanded: boolean 'Show the expanded in the user interface' +BackgroundImage.size -> size: float 'Scaling factor for the background image' +BackgroundImage.transparency -> transparency: float 'Amount to blend the image against the background color' +BackgroundImage.view_axis -> view_axis: enum 'The axis to display the image on' +BevelModifier.angle -> angle: float 'Angle above which to bevel edges' +BevelModifier.edge_weight_method -> edge_weight_method: enum 'What edge weight to use for weighting a vertex' +BevelModifier.limit_method -> limit_method: enum 'NO DESCRIPTION' +BevelModifier.only_vertices -> use_only_vertices: boolean 'Bevel verts/corners, not edges' +BevelModifier.width -> width: float 'Bevel value/amount' +BezierSplinePoint.co -> co: float 'Coordinates of the control point' +BezierSplinePoint.handle1 -> handle_left: float 'Coordinates of the first handle' +BezierSplinePoint.handle1_type -> handle_left_type: enum 'Handle types' +BezierSplinePoint.handle2 -> handle_right: float 'Coordinates of the second handle' +BezierSplinePoint.handle2_type -> handle_right_type: enum 'Handle types' +BezierSplinePoint.hide -> hide: boolean 'Visibility status' +BezierSplinePoint.radius -> radius: float, '(read-only) Radius for bevelling' +BezierSplinePoint.select_control_point -> select_control_point: boolean 'Control point selection status' +BezierSplinePoint.select_left_handle -> select_left_handle: boolean 'Handle 1 selection status' +BezierSplinePoint.select_right_handle -> select_right_handle: boolean 'Handle 2 selection status' +BezierSplinePoint.tilt -> tilt: float 'Tilt in 3D View' +BezierSplinePoint.weight -> weight: float 'Softbody goal weight' +BlendTexture.flip_axis -> flip_axis: enum "Flips the texture's X and Y axis" +BlendTexture.progression -> progression: enum 'Sets the style of the color blending' +BlenderRNA.structs -> structs: collection, '(read-only)' +BoidRule.in_air -> use_in_air: boolean 'Use rule when boid is flying' +BoidRule.name -> name: string 'Boid rule name' +BoidRule.on_land -> use_on_land: boolean 'Use rule when boid is on land' +BoidRule.type -> type: enum, '(read-only)' +BoidRuleAverageSpeed.level -> level: float "How much velocity's z-component is kept constant" +BoidRuleAverageSpeed.speed -> speed: float 'Percentage of maximum speed' +BoidRuleAverageSpeed.wander -> wander: float "How fast velocity's direction is randomized" +BoidRuleAvoid.fear_factor -> fear_factor: float 'Avoid object if danger from it is above this threshold' +BoidRuleAvoid.object -> object: pointer 'Object to avoid' +BoidRuleAvoid.predict -> use_predict: boolean 'Predict target movement' +BoidRuleAvoidCollision.boids -> use_avoid: boolean 'Avoid collision with other boids' +BoidRuleAvoidCollision.deflectors -> use_avoid_collision: boolean 'Avoid collision with deflector objects' +BoidRuleAvoidCollision.look_ahead -> look_ahead: float 'Time to look ahead in seconds' +BoidRuleFight.distance -> distance: float 'Attack boids at max this distance' +BoidRuleFight.flee_distance -> flee_distance: float 'Flee to this distance' +BoidRuleFollowLeader.distance -> distance: float 'Distance behind leader to follow' +BoidRuleFollowLeader.line -> use_line: boolean 'Follow leader in a line' +BoidRuleFollowLeader.object -> object: pointer 'Follow this object instead of a boid' +BoidRuleFollowLeader.queue_size -> queue_size: int 'How many boids in a line' +BoidRuleGoal.object -> object: pointer 'Goal object' +BoidRuleGoal.predict -> use_predict: boolean 'Predict target movement' +BoidSettings.accuracy -> accuracy: float 'Accuracy of attack' +BoidSettings.active_boid_state -> active_boid_state: pointer, '(read-only)' +BoidSettings.active_boid_state_index -> active_boid_state_index: int 'NO DESCRIPTION' +BoidSettings.aggression -> aggression: float 'Boid will fight this times stronger enemy' +BoidSettings.air_max_acc -> air_acc_max: float 'Maximum acceleration in air (relative to maximum speed)' +BoidSettings.air_max_ave -> air_ave_max: float 'Maximum angular velocity in air (relative to 180 degrees)' +BoidSettings.air_max_speed -> air_speed_max: float 'Maximum speed in air' +BoidSettings.air_min_speed -> air_speed_min: float 'Minimum speed in air (relative to maximum speed)' +BoidSettings.air_personal_space -> air_personal_space: float 'Radius of boids personal space in air (% of particle size)' +BoidSettings.allow_climb -> use_climb: boolean 'Allow boids to climb goal objects' +BoidSettings.allow_flight -> use_flight: boolean 'Allow boids to move in air' +BoidSettings.allow_land -> use_land: boolean 'Allow boids to move on land' +BoidSettings.banking -> bank: float 'Amount of rotation around velocity vector on turns' +BoidSettings.health -> health: float 'Initial boid health when born' +BoidSettings.height -> height: float 'Boid height relative to particle size' +BoidSettings.land_jump_speed -> land_jump_speed: float 'Maximum speed for jumping' +BoidSettings.land_max_acc -> land_acc_max: float 'Maximum acceleration on land (relative to maximum speed)' +BoidSettings.land_max_ave -> land_ave_max: float 'Maximum angular velocity on land (relative to 180 degrees)' +BoidSettings.land_max_speed -> land_speed_max: float 'Maximum speed on land' +BoidSettings.land_personal_space -> land_personal_space: float 'Radius of boids personal space on land (% of particle size)' +BoidSettings.land_stick_force -> land_stick_force: float 'How strong a force must be to start effecting a boid on land' +BoidSettings.landing_smoothness -> land_smooth: float 'How smoothly the boids land' +BoidSettings.range -> range: float 'The maximum distance from which a boid can attack' +BoidSettings.states -> states: collection, '(read-only)' +BoidSettings.strength -> strength: float 'Maximum caused damage on attack per second' +BoidState.active_boid_rule -> active_boid_rule: pointer, '(read-only)' +BoidState.active_boid_rule_index -> active_boid_rule_index: int 'NO DESCRIPTION' +BoidState.falloff -> falloff: float 'NO DESCRIPTION' +BoidState.name -> name: string 'Boid state name' +BoidState.rule_fuzziness -> rule_fuzzy: float 'NO DESCRIPTION' +BoidState.rules -> rules: collection, '(read-only)' +BoidState.ruleset_type -> ruleset_type: enum 'How the rules in the list are evaluated' +BoidState.volume -> volume: float 'NO DESCRIPTION' +Bone.bbone_in -> bbone_in: float 'Length of first Bezier Handle (for B-Bones only)' +Bone.bbone_out -> bbone_out: float 'Length of second Bezier Handle (for B-Bones only)' +Bone.bbone_segments -> bbone_segments: int 'Number of subdivisions of bone (for B-Bones only)' +Bone.children -> children: collection, '(read-only) Bones which are children of this bone' +Bone.connected -> use_connect: boolean, "(read-only) When bone has a parent, bone's head is struck to the parent's tail" +Bone.cyclic_offset -> use_cyclic_offset: boolean "When bone doesn't have a parent, it receives cyclic offset effects" +Bone.deform -> use_deform: boolean 'Bone does not deform any geometry' +Bone.draw_wire -> show_wire: boolean 'Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes' +Bone.envelope_distance -> envelope_distance: float 'Bone deformation distance (for Envelope deform only)' +Bone.envelope_weight -> envelope_weight: float 'Bone deformation weight (for Envelope deform only)' +Bone.head -> head: float 'Location of head end of the bone relative to its parent' +Bone.head_local -> head_local: float 'Location of head end of the bone relative to armature' +Bone.head_radius -> head_radius: float 'Radius of head of bone (for Envelope deform only)' +Bone.hide -> hide: boolean 'Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)' +Bone.hide_select -> hide_select: boolean 'Bone is able to be selected' +Bone.hinge -> use_hinge: boolean 'Bone inherits rotation or scale from parent bone' +Bone.inherit_scale -> use_inherit_scale: boolean 'Bone inherits scaling from parent bone' +Bone.layer -> layers: boolean 'Layers bone exists in' +Bone.local_location -> use_local_location: boolean 'Bone location is set in local space' +Bone.matrix -> matrix: float '3x3 bone matrix' +Bone.matrix_local -> matrix_local: float '4x4 bone matrix relative to armature' +Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean 'When deforming bone, multiply effects of Vertex Group weights with Envelope influence' +Bone.name -> name: string 'NO DESCRIPTION' +Bone.parent -> parent: pointer, '(read-only) Parent bone (in same Armature)' +Bone.select -> select: boolean 'NO DESCRIPTION' +Bone.tail -> tail: float 'Location of tail end of the bone' +Bone.tail_local -> tail_local: float 'Location of tail end of the bone relative to armature' +Bone.tail_radius -> tail_radius: float 'Radius of tail of bone (for Envelope deform only)' +BoneGroup.color_set -> color_set: enum 'Custom color set to use' +BoneGroup.colors -> colors: pointer, "(read-only) Copy of the colors associated with the group's color set" +BoneGroup.name -> name: string 'NO DESCRIPTION' +BooleanModifier.object -> object: pointer 'Mesh object to use for Boolean operation' +BooleanModifier.operation -> operation: enum 'NO DESCRIPTION' +BooleanProperty.array_length -> array_length: int, '(read-only) Maximum length of the array, 0 means unlimited' +BooleanProperty.default -> default: boolean, '(read-only) Default value for this number' +BooleanProperty.default_array -> default_array: boolean, '(read-only) Default value for this array' +Brush.add_col -> add_col: float 'Color of cursor when adding' +Brush.autosmooth_factor -> autosmooth_factor: float 'Amount of smoothing to automatically apply to each stroke' +Brush.blend -> blend: enum 'Brush blending mode' +Brush.clone_alpha -> clone_alpha: float 'Opacity of clone image display' +Brush.clone_image -> clone_image: pointer 'Image for clone tool' +Brush.clone_offset -> clone_offset: float 'NO DESCRIPTION' +Brush.color -> color: float 'NO DESCRIPTION' +Brush.crease_pinch_factor -> crease_pinch_factor: float 'How much the crease brush pinches' +Brush.curve -> curve: pointer, '(read-only) Editable falloff curve' +Brush.direction -> direction: enum 'Mapping type to use for this image in the game engine' +Brush.edge_to_edge -> edge_to_edge: boolean 'Drag anchor brush from edge-to-edge' +Brush.icon_filepath -> icon_filepath: string 'File path to brush icon' +Brush.imagepaint_tool -> imagepaint_tool: enum 'NO DESCRIPTION' +Brush.jitter -> jitter: float 'Jitter the position of the brush while painting' +Brush.normal_weight -> normal_weight: float 'How much grab will pull vertexes out of surface during a grab' +Brush.plane_offset -> plane_offset: float 'Adjusts plane on which the brush acts towards or away from the object surface' +Brush.plane_trim -> plane_trim: float 'If a vertex is further from offset plane than this then it is not affected' +Brush.rate -> rate: float 'Interval between paints for Airbrush' +Brush.restore_mesh -> restore_mesh: boolean 'Allows a single dot to be carefully positioned' +Brush.sculpt_plane -> sculpt_plane: enum 'NO DESCRIPTION' +Brush.sculpt_tool -> sculpt_tool: enum 'NO DESCRIPTION' +Brush.size -> size: int 'Diameter of the brush' +Brush.smooth_stroke_factor -> smooth_stroke_factor: float 'Higher values give a smoother stroke' +Brush.smooth_stroke_radius -> smooth_stroke_radius: int 'Minimum distance from last point before stroke continues' +Brush.spacing -> spacing: float 'Spacing between brush stamps' +Brush.strength -> strength: float 'The amount of pressure on the brush' +Brush.stroke_method -> stroke_method: enum 'NO DESCRIPTION' +Brush.sub_col -> sub_col: float 'Color of cursor when subtracting' +Brush.texture -> texture: pointer 'NO DESCRIPTION' +Brush.texture_angle_source -> texture_angle_source: enum 'NO DESCRIPTION' +Brush.texture_angle_source_no_random -> texture_angle_source_no_random: enum 'NO DESCRIPTION' +Brush.texture_overlay_alpha -> texture_overlay_alpha: int 'NO DESCRIPTION' +Brush.texture_sample_bias -> texture_sample_bias: float 'Value added to texture samples' +Brush.texture_slot -> texture_slot: pointer, '(read-only)' +Brush.unprojected_radius -> unprojected_radius: float 'Radius of brush in Blender units' +Brush.use_accumulate -> use_accumulate: boolean 'Accumulate stroke dabs on top of each other' +Brush.use_adaptive_space -> use_adaptive_space: boolean 'Space daubs according to surface orientation instead of screen space' +Brush.use_airbrush -> use_airbrush: boolean 'Keep applying paint effect while holding mouse (spray)' +Brush.use_alpha -> use_alpha: boolean 'When this is disabled, lock alpha while painting' +Brush.use_anchor -> use_anchor: boolean 'Keep the brush anchored to the initial location' +Brush.use_custom_icon -> use_custom_icon: boolean 'Set the brush icon from an image file' +Brush.use_frontface -> use_frontface: boolean 'Brush only affects vertexes that face the viewer' +Brush.use_inverse_smooth_pressure -> use_inverse_smooth_pressure: boolean 'Lighter pressure causes more smoothing to be applied' +Brush.use_jitter_pressure -> use_pressure_jitter: boolean 'Enable tablet pressure sensitivity for jitter' +Brush.use_locked_size -> use_locked_size: boolean 'When locked brush stays same size relative to object; when unlocked brush size is given in pixels' +Brush.use_offset_pressure -> use_offset_pressure: boolean 'Enable tablet pressure sensitivity for offset' +Brush.use_original_normal -> use_original_normal: boolean 'When locked keep using normal of surface where stroke was initiated' +Brush.use_paint_sculpt -> use_paint_sculpt: boolean 'Use this brush in sculpt mode' +Brush.use_paint_texture -> use_paint_texture: boolean 'Use this brush in texture paint mode' +Brush.use_paint_vertex -> use_paint_vertex: boolean 'Use this brush in vertex paint mode' +Brush.use_paint_weight -> use_paint_weight: boolean 'Use this brush in weight paint mode' +Brush.use_persistent -> use_persistent: boolean 'Sculpts on a persistent layer of the mesh' +Brush.use_plane_trim -> use_plane_trim: boolean 'Enable Plane Trim' +Brush.use_rake -> use_rake: boolean 'Rotate the brush texture to match the stroke direction' +Brush.use_random_rotation -> use_random_rotation: boolean 'Rotate the brush texture at random' +Brush.use_size_pressure -> use_pressure_size: boolean 'Enable tablet pressure sensitivity for size' +Brush.use_smooth_stroke -> use_smooth_stroke: boolean 'Brush lags behind mouse and follows a smoother path' +Brush.use_space -> use_space: boolean 'Limit brush application to the distance specified by spacing' +Brush.use_space_atten -> use_space_atten: boolean 'Automatically adjusts strength to give consistent results for different spacings' +Brush.use_spacing_pressure -> use_pressure_spacing: boolean 'Enable tablet pressure sensitivity for spacing' +Brush.use_strength_pressure -> use_pressure_strength: boolean 'Enable tablet pressure sensitivity for strength' +Brush.use_texture_overlay -> use_texture_overlay: boolean 'Show texture in viewport' +Brush.use_wrap -> use_wrap: boolean 'Enable torus wrapping while painting' +Brush.vertexpaint_tool -> vertexpaint_tool: enum 'NO DESCRIPTION' +BrushTextureSlot.angle -> angle: float 'Defines brush texture rotation' +BrushTextureSlot.map_mode -> map_mode: enum 'NO DESCRIPTION' +BuildModifier.frame_start -> frame_start: float 'Specify the start frame of the effect' +BuildModifier.length -> length: float 'Specify the total time the build effect requires' +BuildModifier.randomize -> use_random_order: boolean 'Randomize the faces or edges during build' +BuildModifier.seed -> seed: int 'Specify the seed for random if used' +Camera.angle -> angle: float 'Perspective Camera lens field of view in degrees' +Camera.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock' +Camera.clip_end -> clip_end: float 'Camera far clipping distance' +Camera.clip_start -> clip_start: float 'Camera near clipping distance' +Camera.dof_distance -> dof_distance: float 'Distance to the focus point for depth of field' +Camera.dof_object -> dof_object: pointer 'Use this object to define the depth of field focal point' +Camera.draw_size -> draw_size: float 'Apparent size of the Camera object in the 3D View' +Camera.lens -> lens: float 'Perspective Camera lens value in millimeters' +Camera.lens_unit -> lens_unit: enum 'Unit to edit lens in for the user interface' +Camera.ortho_scale -> ortho_scale: float 'Orthographic Camera scale (similar to zoom)' +Camera.panorama -> use_panorama: boolean 'Render the scene with a cylindrical camera for pseudo-fisheye lens effects' +Camera.passepartout_alpha -> passepartout_alpha: float 'Opacity (alpha) of the darkened overlay in Camera view' +Camera.shift_x -> shift_x: float 'Perspective Camera horizontal shift' +Camera.shift_y -> shift_y: float 'Perspective Camera vertical shift' +Camera.show_limits -> show_limits: boolean 'Draw the clipping range and focus point on the camera' +Camera.show_mist -> show_mist: boolean 'Draw a line from the Camera to indicate the mist area' +Camera.show_name -> show_name: boolean "Show the active Camera's name in Camera view" +Camera.show_passepartout -> show_passepartout: boolean 'Show a darkened overlay outside the image area in Camera view' +Camera.show_title_safe -> show_title_safe: boolean 'Show indicators for the title safe zone in Camera view' +Camera.type -> type: enum 'Camera types' +CameraActuator.axis -> axis: enum 'Specify the axis the Camera will try to get behind' +CameraActuator.height -> height: float 'NO DESCRIPTION' +CameraActuator.max -> max: float 'NO DESCRIPTION' +CameraActuator.min -> min: float 'NO DESCRIPTION' +CameraActuator.object -> object: pointer 'Look at this Object' +CastModifier.cast_type -> cast_type: enum 'NO DESCRIPTION' +CastModifier.factor -> factor: float 'NO DESCRIPTION' +CastModifier.from_radius -> use_radius_as_size: boolean 'Use radius as size of projection shape (0 = auto)' +CastModifier.object -> object: pointer 'Control object: if available, its location determines the center of the effect' +CastModifier.radius -> radius: float 'Only deform vertices within this distance from the center of the effect (leave as 0 for infinite.)' +CastModifier.size -> size: float 'Size of projection shape (leave as 0 for auto.)' +CastModifier.use_transform -> use_transform: boolean 'Use object transform to control projection shape' +CastModifier.vertex_group -> vertex_group: string 'Vertex group name' +CastModifier.x -> use_x: boolean 'NO DESCRIPTION' +CastModifier.y -> use_y: boolean 'NO DESCRIPTION' +CastModifier.z -> use_z: boolean 'NO DESCRIPTION' +ChildOfConstraint.subtarget -> subtarget: string 'NO DESCRIPTION' +ChildOfConstraint.target -> target: pointer 'Target Object' +ChildOfConstraint.use_location_x -> use_location_x: boolean 'Use X Location of Parent' +ChildOfConstraint.use_location_y -> use_location_y: boolean 'Use Y Location of Parent' +ChildOfConstraint.use_location_z -> use_location_z: boolean 'Use Z Location of Parent' +ChildOfConstraint.use_rotation_x -> use_rotation_x: boolean 'Use X Rotation of Parent' +ChildOfConstraint.use_rotation_y -> use_rotation_y: boolean 'Use Y Rotation of Parent' +ChildOfConstraint.use_rotation_z -> use_rotation_z: boolean 'Use Z Rotation of Parent' +ChildOfConstraint.use_scale_x -> use_scale_x: boolean 'Use X Scale of Parent' +ChildOfConstraint.use_scale_y -> use_scale_y: boolean 'Use Y Scale of Parent' +ChildOfConstraint.use_scale_z -> use_scale_z: boolean 'Use Z Scale of Parent' +ClampToConstraint.cyclic -> use_cyclic: boolean 'Treat curve as cyclic curve (no clamping to curve bounding box' +ClampToConstraint.main_axis -> main_axis: enum 'Main axis of movement' +ClampToConstraint.target -> target: pointer 'Target Object' +ClothCollisionSettings.collision_quality -> collision_quality: int 'How many collision iterations should be done. (higher is better quality but slower)' +ClothCollisionSettings.enable_collision -> use_collision: boolean 'Enable collisions with other objects' +ClothCollisionSettings.enable_self_collision -> use_self_collision: boolean 'Enable self collisions' +ClothCollisionSettings.friction -> friction: float 'Friction force if a collision happened. (higher = less movement)' +ClothCollisionSettings.group -> group: pointer 'Limit colliders to this Group' +ClothCollisionSettings.min_distance -> distance_min: float 'Minimum distance between collision objects before collision response takes in' +ClothCollisionSettings.self_collision_quality -> self_collision_quality: int 'How many self collision iterations should be done. (higher is better quality but slower)' +ClothCollisionSettings.self_friction -> self_friction: float 'Friction/damping with self contact' +ClothCollisionSettings.self_min_distance -> self_distance_min: float '0.5 means no distance at all, 1.0 is maximum distance' +ClothModifier.collision_settings -> collision_settings: pointer, '(read-only)' +ClothModifier.point_cache -> point_cache: pointer, '(read-only)' +ClothModifier.settings -> settings: pointer, '(read-only)' +ClothSettings.air_damping -> air_damping: float 'Air has normally some thickness which slows falling things down' +ClothSettings.bending_stiffness -> bending_stiffness: float 'Wrinkle coefficient. (higher = less smaller but more big wrinkles)' +ClothSettings.bending_stiffness_max -> bending_stiffness_max: float 'Maximum bending stiffness value' +ClothSettings.bending_vertex_group -> bending_vertex_group: string 'Vertex group for fine control over bending stiffness' +ClothSettings.collider_friction -> collider_friction: float 'NO DESCRIPTION' +ClothSettings.effector_weights -> effector_weights: pointer, '(read-only)' +ClothSettings.goal_default -> goal_default: float 'Default Goal (vertex target position) value, when no Vertex Group used' +ClothSettings.goal_friction -> goal_friction: float 'Goal (vertex target position) friction' +ClothSettings.goal_max -> goal_max: float 'Goal maximum, vertex group weights are scaled to match this range' +ClothSettings.goal_min -> goal_min: float 'Goal minimum, vertex group weights are scaled to match this range' +ClothSettings.goal_spring -> goal_spring: float 'Goal (vertex target position) spring stiffness' +ClothSettings.gravity -> gravity: float 'Gravity or external force vector' +ClothSettings.internal_friction -> internal_friction: float 'NO DESCRIPTION' +ClothSettings.mass -> mass: float 'Mass of cloth material' +ClothSettings.mass_vertex_group -> mass_vertex_group: string 'Vertex Group for pinning of vertices' +ClothSettings.pin_cloth -> use_pin_cloth: boolean 'Enable pinning of cloth vertices to other objects/positions' +ClothSettings.pin_stiffness -> pin_stiffness: float 'Pin (vertex target position) spring stiffness' +ClothSettings.pre_roll -> pre_roll: int 'Simulation starts on this frame' +ClothSettings.quality -> quality: int 'Quality of the simulation in steps per frame. (higher is better quality but slower)' +ClothSettings.rest_shape_key -> rest_shape_key: pointer 'Shape key to use the rest spring lengths from' +ClothSettings.spring_damping -> spring_damping: float 'Damping of cloth velocity. (higher = more smooth, less jiggling)' +ClothSettings.stiffness_scaling -> use_stiffness_scale: boolean 'If enabled, stiffness can be scaled along a weight painted vertex group' +ClothSettings.structural_stiffness -> structural_stiffness: float 'Overall stiffness of structure' +ClothSettings.structural_stiffness_max -> structural_stiffness_max: float 'Maximum structural stiffness value' +ClothSettings.structural_stiffness_vertex_group -> structural_stiffness_vertex_group: string 'Vertex group for fine control over structural stiffness' +CloudsTexture.nabla -> nabla: float 'Size of derivative offset used for calculating normal' +CloudsTexture.noise_basis -> noise_basis: enum 'Sets the noise basis used for turbulence' +CloudsTexture.noise_depth -> noise_depth: int 'Sets the depth of the cloud calculation' +CloudsTexture.noise_size -> noise_size: float 'Sets scaling for noise input' +CloudsTexture.noise_type -> noise_type: enum 'NO DESCRIPTION' +CloudsTexture.stype -> stype: enum 'NO DESCRIPTION' +CollectionProperty.fixed_type -> fixed_type: pointer, '(read-only) Fixed pointer type, empty if variable type' +CollisionModifier.settings -> settings: pointer, '(read-only)' +CollisionSensor.collision_type -> use_material: boolean 'Use material instead of property' +CollisionSensor.material -> material: string 'Only look for Objects with this material' +CollisionSensor.property -> property: string 'Only look for Objects with this property' +CollisionSensor.pulse -> use_pulse: boolean 'Changes to the set of colliding objects generates pulse' +CollisionSettings.absorption -> absorption: float 'How much of effector force gets lost during collision with this object (in percent)' +CollisionSettings.damping -> damping: float 'Amount of damping during collision' +CollisionSettings.damping_factor -> damping_factor: float 'Amount of damping during particle collision' +CollisionSettings.enabled -> use: boolean 'Enable this objects as a collider for physics systems' +CollisionSettings.friction_factor -> friction_factor: float 'Amount of friction during particle collision' +CollisionSettings.inner_thickness -> inner_thickness: float 'Inner face thickness' +CollisionSettings.kill_particles -> use_particle_kill: boolean 'Kill colliding particles' +CollisionSettings.outer_thickness -> outer_thickness: float 'Outer face thickness' +CollisionSettings.permeability -> permeability: float 'Chance that the particle will pass through the mesh' +CollisionSettings.random_damping -> random_damping: float 'Random variation of damping' +CollisionSettings.random_friction -> random_friction: float 'Random variation of friction' +CollisionSettings.stickness -> stickness: float 'Amount of stickness to surface collision' +ColorRamp.elements -> elements: collection, '(read-only)' +ColorRamp.interpolation -> interpolation: enum 'NO DESCRIPTION' +ColorRamp.total -> total: int, '(read-only) Total number of elements' +ColorRampElement.color -> color: float 'NO DESCRIPTION' +ColorRampElement.position -> position: float 'NO DESCRIPTION' +ColorSequence.color -> color: float 'NO DESCRIPTION' +CompositorNode.type -> type: enum, '(read-only)' +CompositorNodeAlphaOver.convert_premul -> use_premultiply: boolean 'NO DESCRIPTION' +CompositorNodeAlphaOver.premul -> premul: float 'Mix Factor' +CompositorNodeBilateralblur.iterations -> iterations: int 'NO DESCRIPTION' +CompositorNodeBilateralblur.sigma_color -> sigma_color: float 'NO DESCRIPTION' +CompositorNodeBilateralblur.sigma_space -> sigma_space: float 'NO DESCRIPTION' +CompositorNodeBlur.bokeh -> use_bokeh: boolean 'NO DESCRIPTION' +CompositorNodeBlur.factor -> factor: float 'NO DESCRIPTION' +CompositorNodeBlur.factor_x -> factor_x: float 'NO DESCRIPTION' +CompositorNodeBlur.factor_y -> factor_y: float 'NO DESCRIPTION' +CompositorNodeBlur.filter_type -> filter_type: enum 'NO DESCRIPTION' +CompositorNodeBlur.gamma -> use_gamma_correction: boolean 'NO DESCRIPTION' +CompositorNodeBlur.relative -> use_relative: boolean 'NO DESCRIPTION' +CompositorNodeBlur.sizex -> size_x: int 'NO DESCRIPTION' +CompositorNodeBlur.sizey -> size_y: int 'NO DESCRIPTION' +CompositorNodeChannelMatte.algorithm -> algorithm: enum 'Algorithm to use to limit channel' +CompositorNodeChannelMatte.channel -> channel: enum 'Channel used to determine matte' +CompositorNodeChannelMatte.color_space -> color_space: enum 'NO DESCRIPTION' +CompositorNodeChannelMatte.high -> high: float 'Values higher than this setting are 100% opaque' +CompositorNodeChannelMatte.limit_channel -> limit_channel: enum 'Limit by this channels value' +CompositorNodeChannelMatte.low -> low: float 'Values lower than this setting are 100% keyed' +CompositorNodeChromaMatte.acceptance -> acceptance: float 'Tolerance for a color to be considered a keying color' +CompositorNodeChromaMatte.cutoff -> cutoff: float 'Tolerance below which colors will be considered as exact matches' +CompositorNodeChromaMatte.gain -> gain: float 'Alpha gain' +CompositorNodeChromaMatte.lift -> lift: float 'Alpha lift' +CompositorNodeChromaMatte.shadow_adjust -> shadow_adjust: float 'Adjusts the brightness of any shadows captured' +CompositorNodeColorBalance.correction_formula -> correction_formula: enum 'NO DESCRIPTION' +CompositorNodeColorBalance.gain -> gain: float 'Correction for Highlights' +CompositorNodeColorBalance.gamma -> gamma: float 'Correction for Midtones' +CompositorNodeColorBalance.lift -> lift: float 'Correction for Shadows' +CompositorNodeColorBalance.offset -> offset: float 'Correction for Shadows' +CompositorNodeColorBalance.power -> power: float 'Correction for Midtones' +CompositorNodeColorBalance.slope -> slope: float 'Correction for Highlights' +CompositorNodeColorMatte.h -> h: float 'Hue tolerance for colors to be considered a keying color' +CompositorNodeColorMatte.s -> s: float 'Saturation Tolerance for the color' +CompositorNodeColorMatte.v -> v: float 'Value Tolerance for the color' +CompositorNodeColorSpill.algorithm -> algorithm: enum 'NO DESCRIPTION' +CompositorNodeColorSpill.channel -> channel: enum 'NO DESCRIPTION' +CompositorNodeColorSpill.limit_channel -> limit_channel: enum 'NO DESCRIPTION' +CompositorNodeColorSpill.ratio -> ratio: float 'Scale limit by value' +CompositorNodeColorSpill.unspill -> use_unspill: boolean 'Compensate all channels (diffenrently) by hand' +CompositorNodeColorSpill.unspill_blue -> unspill_blue: float 'Blue spillmap scale' +CompositorNodeColorSpill.unspill_green -> unspill_green: float 'Green spillmap scale' +CompositorNodeColorSpill.unspill_red -> unspill_red: float 'Red spillmap scale' +CompositorNodeCrop.crop_size -> use_crop_size: boolean 'Whether to crop the size of the input image' +CompositorNodeCrop.x1 -> x1: int 'NO DESCRIPTION' +CompositorNodeCrop.x2 -> x2: int 'NO DESCRIPTION' +CompositorNodeCrop.y1 -> y1: int 'NO DESCRIPTION' +CompositorNodeCrop.y2 -> y2: int 'NO DESCRIPTION' +CompositorNodeCurveRGB.mapping -> mapping: pointer, '(read-only)' +CompositorNodeCurveVec.mapping -> mapping: pointer, '(read-only)' +CompositorNodeDBlur.angle -> angle: float 'NO DESCRIPTION' +CompositorNodeDBlur.center_x -> center_x: float 'NO DESCRIPTION' +CompositorNodeDBlur.center_y -> center_y: float 'NO DESCRIPTION' +CompositorNodeDBlur.distance -> distance: float 'NO DESCRIPTION' +CompositorNodeDBlur.iterations -> iterations: int 'NO DESCRIPTION' +CompositorNodeDBlur.spin -> spin: float 'NO DESCRIPTION' +CompositorNodeDBlur.wrap -> use_wrap: boolean 'NO DESCRIPTION' +CompositorNodeDBlur.zoom -> zoom: float 'NO DESCRIPTION' +CompositorNodeDefocus.angle -> angle: int 'Bokeh shape rotation offset in degrees' +CompositorNodeDefocus.bokeh -> bokeh: enum 'NO DESCRIPTION' +CompositorNodeDefocus.f_stop -> f_stop: float 'Amount of focal blur, 128=infinity=perfect focus, half the value doubles the blur radius' +CompositorNodeDefocus.gamma_correction -> use_gamma_correction: boolean 'Enable gamma correction before and after main process' +CompositorNodeDefocus.max_blur -> blur_max: float 'blur limit, maximum CoC radius, 0=no limit' +CompositorNodeDefocus.preview -> use_preview: boolean 'Enable sampling mode, useful for preview when using low samplecounts' +CompositorNodeDefocus.samples -> samples: int 'Number of samples (16=grainy, higher=less noise)' +CompositorNodeDefocus.threshold -> threshold: float 'CoC radius threshold, prevents background bleed on in-focus midground, 0=off' +CompositorNodeDefocus.use_zbuffer -> use_zbuffer: boolean 'Disable when using an image as input instead of actual zbuffer (auto enabled if node not image based, eg. time node)' +CompositorNodeDefocus.z_scale -> z_scale: float 'Scales the Z input when not using a zbuffer, controls maximum blur designated by the color white or input value 1' +CompositorNodeDiffMatte.falloff -> falloff: float 'Color distances below this additional threshold are partially keyed' +CompositorNodeDiffMatte.tolerance -> tolerance: float 'Color distances below this threshold are keyed' +CompositorNodeDilateErode.distance -> distance: int 'Distance to grow/shrink (number of iterations)' +CompositorNodeDistanceMatte.falloff -> falloff: float 'Color distances below this additional threshold are partially keyed' +CompositorNodeDistanceMatte.tolerance -> tolerance: float 'Color distances below this threshold are keyed' +CompositorNodeFilter.filter_type -> filter_type: enum 'NO DESCRIPTION' +CompositorNodeFlip.axis -> axis: enum 'NO DESCRIPTION' +CompositorNodeGlare.angle_offset -> angle_offset: float 'Streak angle offset in degrees' +CompositorNodeGlare.color_modulation -> color_modulation: float 'Amount of Color Modulation, modulates colors of streaks and ghosts for a spectral dispersion effect' +CompositorNodeGlare.fade -> fade: float 'Streak fade-out factor' +CompositorNodeGlare.glare_type -> glare_type: enum 'NO DESCRIPTION' +CompositorNodeGlare.iterations -> iterations: int 'NO DESCRIPTION' +CompositorNodeGlare.mix -> mix: float '-1 is original image only, 0 is exact 50/50 mix, 1 is processed image only' +CompositorNodeGlare.quality -> quality: enum 'If not set to high quality, the effect will be applied to a low-res copy of the source image' +CompositorNodeGlare.rotate_45 -> use_rotate_45: boolean 'Simple star filter: add 45 degree rotation offset' +CompositorNodeGlare.size -> size: int 'Glow/glare size (not actual size; relative to initial size of bright area of pixels)' +CompositorNodeGlare.streaks -> streaks: int 'Total number of streaks' +CompositorNodeGlare.threshold -> threshold: float 'The glare filter will only be applied to pixels brighter than this value' +CompositorNodeHueCorrect.mapping -> mapping: pointer, '(read-only)' +CompositorNodeHueSat.hue -> hue: float 'NO DESCRIPTION' +CompositorNodeHueSat.sat -> sat: float 'NO DESCRIPTION' +CompositorNodeHueSat.val -> val: float 'NO DESCRIPTION' +CompositorNodeIDMask.index -> index: int 'Pass index number to convert to alpha' +CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean 'NO DESCRIPTION' +CompositorNodeImage.cyclic -> use_cyclic: boolean 'NO DESCRIPTION' +CompositorNodeImage.frames -> frames: int 'Number of images used in animation' +CompositorNodeImage.image -> image: pointer 'NO DESCRIPTION' +CompositorNodeImage.layer -> layer: enum 'NO DESCRIPTION' +CompositorNodeImage.offset -> offset: int 'Offsets the number of the frame to use in the animation' +CompositorNodeImage.start -> start: int 'NO DESCRIPTION' +CompositorNodeInvert.alpha -> invert_alpha: boolean 'NO DESCRIPTION' +CompositorNodeInvert.rgb -> invert_rgb: boolean 'NO DESCRIPTION' +CompositorNodeLensdist.fit -> use_fit: boolean 'For positive distortion factor only: scale image such that black areas are not visible' +CompositorNodeLensdist.jitter -> use_jitter: boolean 'Enable/disable jittering; faster, but also noisier' +CompositorNodeLensdist.projector -> use_projector: boolean 'Enable/disable projector mode. Effect is applied in horizontal direction only' +CompositorNodeLevels.channel -> channel: enum 'NO DESCRIPTION' +CompositorNodeLumaMatte.high -> high: float 'Values higher than this setting are 100% opaque' +CompositorNodeLumaMatte.low -> low: float 'Values lower than this setting are 100% keyed' +CompositorNodeMapUV.alpha -> alpha: int 'NO DESCRIPTION' +CompositorNodeMapValue.max -> max: float 'NO DESCRIPTION' +CompositorNodeMapValue.min -> min: float 'NO DESCRIPTION' +CompositorNodeMapValue.offset -> offset: float 'NO DESCRIPTION' +CompositorNodeMapValue.size -> size: float 'NO DESCRIPTION' +CompositorNodeMapValue.use_max -> use_max: boolean 'NO DESCRIPTION' +CompositorNodeMapValue.use_min -> use_min: boolean 'NO DESCRIPTION' +CompositorNodeMath.operation -> operation: enum 'NO DESCRIPTION' +CompositorNodeMixRGB.alpha -> use_alpha: boolean 'Include alpha of second input in this operation' +CompositorNodeMixRGB.blend_type -> blend_type: enum 'NO DESCRIPTION' +CompositorNodeOutputFile.exr_codec -> exr_codec: enum 'NO DESCRIPTION' +CompositorNodeOutputFile.exr_half -> use_exr_half: boolean 'NO DESCRIPTION' +CompositorNodeOutputFile.filepath -> filepath: string 'Output path for the image, same functionality as render output.' +CompositorNodeOutputFile.frame_end -> frame_end: int 'NO DESCRIPTION' +CompositorNodeOutputFile.frame_start -> frame_start: int 'NO DESCRIPTION' +CompositorNodeOutputFile.image_type -> image_type: enum 'NO DESCRIPTION' +CompositorNodeOutputFile.quality -> quality: int 'NO DESCRIPTION' +CompositorNodePremulKey.mapping -> mapping: enum 'Conversion between premultiplied alpha and key alpha' +CompositorNodeRLayers.layer -> layer: enum 'NO DESCRIPTION' +CompositorNodeRLayers.scene -> scene: pointer 'NO DESCRIPTION' +CompositorNodeRotate.filter -> filter: enum 'Method to use to filter rotation' +CompositorNodeScale.space -> space: enum 'Coordinate space to scale relative to' +CompositorNodeSplitViewer.axis -> axis: enum 'NO DESCRIPTION' +CompositorNodeSplitViewer.factor -> factor: int 'NO DESCRIPTION' +CompositorNodeTexture.node_output -> node_output: int 'For node-based textures, which output node to use' +CompositorNodeTexture.texture -> texture: pointer 'NO DESCRIPTION' +CompositorNodeTime.curve -> curve: pointer, '(read-only)' +CompositorNodeTime.end -> end: int 'NO DESCRIPTION' +CompositorNodeTime.start -> start: int 'NO DESCRIPTION' +CompositorNodeTonemap.adaptation -> adaptation: float 'If 0, global; if 1, based on pixel intensity' +CompositorNodeTonemap.contrast -> contrast: float 'Set to 0 to use estimate from input image' +CompositorNodeTonemap.correction -> correction: float 'If 0, same for all channels; if 1, each independent' +CompositorNodeTonemap.gamma -> gamma: float 'If not used, set to 1' +CompositorNodeTonemap.intensity -> intensity: float 'If less than zero, darkens image; otherwise, makes it brighter' +CompositorNodeTonemap.key -> key: float 'The value the average luminance is mapped to' +CompositorNodeTonemap.offset -> offset: float 'Normally always 1, but can be used as an extra control to alter the brightness curve' +CompositorNodeTonemap.tonemap_type -> tonemap_type: enum 'NO DESCRIPTION' +CompositorNodeValToRGB.color_ramp -> color_ramp: pointer, '(read-only)' +CompositorNodeVecBlur.curved -> use_curved: boolean 'Interpolate between frames in a bezier curve, rather than linearly' +CompositorNodeVecBlur.factor -> factor: float "Scaling factor for motion vectors; actually 'shutter speed' in frames" +CompositorNodeVecBlur.max_speed -> speed_max: int 'Maximum speed, or zero for none' +CompositorNodeVecBlur.min_speed -> speed_min: int 'Minimum speed for a pixel to be blurred; used to separate background from foreground' +CompositorNodeVecBlur.samples -> samples: int 'NO DESCRIPTION' +ConsoleLine.current_character -> current_character: int 'NO DESCRIPTION' +ConsoleLine.line -> line: string 'Text in the line' +Constraint.active -> active: boolean 'Constraint is the one being edited' +Constraint.disabled -> is_valid: boolean, '(read-only) Constraint has invalid settings and will not be evaluated' +Constraint.enabled -> enabled: boolean 'Enable/Disable Constraint' +Constraint.expanded -> show_expanded: boolean "Constraint's panel is expanded in UI" +Constraint.influence -> influence: float 'Amount of influence constraint will have on the final solution' +Constraint.lin_error -> lin_error: float, '(read-only) Amount of residual error in Blender space unit for constraints that work on position' +Constraint.name -> name: string 'Constraint name' +Constraint.owner_space -> owner_space: enum 'Space that owner is evaluated in' +Constraint.proxy_local -> is_proxy_local: boolean 'Constraint was added in this proxy instance (i.e. did not belong to source Armature)' +Constraint.rot_error -> rot_error: float, '(read-only) Amount of residual error in radiant for constraints that work on orientation' +Constraint.target_space -> target_space: enum 'Space that target is evaluated in' +Constraint.type -> type: enum, '(read-only)' +ConstraintActuator.damping -> damping: int 'Damping factor: time constant (in frame) of low pass filter' +ConstraintActuator.damping_rotation -> damping_rotation: int 'Use a different damping for orientation' +ConstraintActuator.detect_material -> use_material_detect: boolean 'Detect material instead of property' +ConstraintActuator.direction -> direction: enum 'Set the direction of the ray' +ConstraintActuator.direction_axis -> direction_axis: enum 'Select the axis to be aligned along the reference direction' +ConstraintActuator.distance -> distance: float 'Set the maximum length of ray' +ConstraintActuator.fh_damping -> fh_damping: float 'Damping factor of the Fh spring force' +ConstraintActuator.fh_height -> fh_height: float 'Height of the Fh area' +ConstraintActuator.fh_normal -> use_fh_normal: boolean 'Add a horizontal spring force on slopes' +ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis: boolean 'Keep object axis parallel to normal' +ConstraintActuator.force_distance -> use_force_distance: boolean 'Force distance of object to point of impact of ray' +ConstraintActuator.limit -> limit: enum 'NO DESCRIPTION' +ConstraintActuator.limit_max -> limit_max: float 'NO DESCRIPTION' +ConstraintActuator.limit_min -> limit_min: float 'NO DESCRIPTION' +ConstraintActuator.local -> use_local: boolean "Set ray along object's axis or global axis" +ConstraintActuator.material -> material: string 'Ray detects only Objects with this material' +ConstraintActuator.max_angle -> angle_max: float 'Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max' +ConstraintActuator.max_rotation -> rotation_max: float 'Reference Direction' +ConstraintActuator.min_angle -> angle_min: float 'Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max' +ConstraintActuator.mode -> mode: enum 'The type of the constraint' +ConstraintActuator.normal -> use_normal: boolean 'Set object axis along (local axis) or parallel (global axis) to the normal at hit position' +ConstraintActuator.persistent -> use_persistent: boolean 'Persistent actuator: stays active even if ray does not reach target' +ConstraintActuator.property -> property: string 'Ray detect only Objects with this property' +ConstraintActuator.range -> range: float 'Set the maximum length of ray' +ConstraintActuator.spring -> spring: float 'Spring force within the Fh area' +ConstraintActuator.time -> time: int 'Maximum activation time in frame, 0 for unlimited' +ConstraintTarget.subtarget -> subtarget: string 'NO DESCRIPTION' +ConstraintTarget.target -> target: pointer 'Target Object' +Context.area -> area: pointer, '(read-only)' +Context.main -> main: pointer, '(read-only)' +Context.manager -> manager: pointer, '(read-only)' +Context.mode -> mode: enum, '(read-only)' +Context.region -> region: pointer, '(read-only)' +Context.region_data -> region_data: pointer, '(read-only)' +Context.scene -> scene: pointer, '(read-only)' +Context.screen -> screen: pointer, '(read-only)' +Context.space_data -> space_data: pointer, '(read-only)' +Context.tool_settings -> tool_settings: pointer, '(read-only)' +Context.user_preferences -> user_preferences: pointer, '(read-only)' +Context.window -> window: pointer, '(read-only)' +ControlFluidSettings.active -> use: boolean 'Object contributes to the fluid simulation' +ControlFluidSettings.attraction_radius -> attraction_radius: float 'Specifies the force field radius around the control object' +ControlFluidSettings.attraction_strength -> attraction_strength: float 'Force strength for directional attraction towards the control object' +ControlFluidSettings.end_time -> end_time: float 'Specifies time when the control particles are deactivated' +ControlFluidSettings.quality -> quality: float 'Specifies the quality which is used for object sampling. (higher = better but slower)' +ControlFluidSettings.reverse_frames -> use_reverse_frames: boolean 'Reverse control object movement' +ControlFluidSettings.start_time -> start_time: float 'Specifies time when the control particles are activated' +ControlFluidSettings.velocity_radius -> velocity_radius: float 'Specifies the force field radius around the control object' +ControlFluidSettings.velocity_strength -> velocity_strength: float "Force strength of how much of the control object's velocity is influencing the fluid velocity" +Controller.expanded -> show_expanded: boolean 'Set controller expanded in the user interface' +Controller.name -> name: string 'NO DESCRIPTION' +Controller.priority -> use_priority: boolean 'Mark controller for execution before all non-marked controllers (good for startup scripts)' +Controller.state -> states: boolean, '(read-only) Set Controller state index (1 to 30)' +Controller.type -> type: enum 'NO DESCRIPTION' +CopyLocationConstraint.head_tail -> head_tail: float 'Target along length of bone: Head=0, Tail=1' +CopyLocationConstraint.invert_x -> invert_x: boolean 'Invert the X location' +CopyLocationConstraint.invert_y -> invert_y: boolean 'Invert the Y location' +CopyLocationConstraint.invert_z -> invert_z: boolean 'Invert the Z location' +CopyLocationConstraint.subtarget -> subtarget: string 'NO DESCRIPTION' +CopyLocationConstraint.target -> target: pointer 'Target Object' +CopyLocationConstraint.use_offset -> use_offset: boolean 'Add original location into copied location' +CopyLocationConstraint.use_x -> use_x: boolean "Copy the target's X location" +CopyLocationConstraint.use_y -> use_y: boolean "Copy the target's Y location" +CopyLocationConstraint.use_z -> use_z: boolean "Copy the target's Z location" +CopyRotationConstraint.invert_x -> invert_x: boolean 'Invert the X rotation' +CopyRotationConstraint.invert_y -> invert_y: boolean 'Invert the Y rotation' +CopyRotationConstraint.invert_z -> invert_z: boolean 'Invert the Z rotation' +CopyRotationConstraint.subtarget -> subtarget: string 'NO DESCRIPTION' +CopyRotationConstraint.target -> target: pointer 'Target Object' +CopyRotationConstraint.use_offset -> use_offset: boolean 'Add original rotation into copied rotation' +CopyRotationConstraint.use_x -> use_x: boolean "Copy the target's X rotation" +CopyRotationConstraint.use_y -> use_y: boolean "Copy the target's Y rotation" +CopyRotationConstraint.use_z -> use_z: boolean "Copy the target's Z rotation" +CopyScaleConstraint.subtarget -> subtarget: string 'NO DESCRIPTION' +CopyScaleConstraint.target -> target: pointer 'Target Object' +CopyScaleConstraint.use_offset -> use_offset: boolean 'Add original scale into copied scale' +CopyScaleConstraint.use_x -> use_x: boolean "Copy the target's X scale" +CopyScaleConstraint.use_y -> use_y: boolean "Copy the target's Y scale" +CopyScaleConstraint.use_z -> use_z: boolean "Copy the target's Z scale" +CopyTransformsConstraint.head_tail -> head_tail: float 'Target along length of bone: Head=0, Tail=1' +CopyTransformsConstraint.subtarget -> subtarget: string 'NO DESCRIPTION' +CopyTransformsConstraint.target -> target: pointer 'Target Object' +Curve.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock' +Curve.auto_texspace -> use_auto_texspace: boolean "Adjusts active object's texture space automatically when transforming object" +Curve.back -> use_fill_back: boolean 'Draw filled back for extruded/beveled curves' +Curve.bevel_depth -> bevel_depth: float 'Bevel depth when not using a bevel object' +Curve.bevel_object -> bevel_object: pointer 'Curve object name that defines the bevel shape' +Curve.bevel_resolution -> bevel_resolution: int 'Bevel resolution when depth is non-zero and no specific bevel object has been defined' +Curve.dimensions -> dimensions: enum 'Select 2D or 3D curve type' +Curve.draw_handles -> show_handles: boolean 'Display bezier handles in editmode' +Curve.draw_normals -> show_normals: boolean 'Display 3D curve normals in editmode' +Curve.eval_time -> eval_time: float "Parametric position along the length of the curve that Objects 'following' it should be at. Position is evaluated by dividing by the 'Path Length' value" +Curve.extrude -> extrude: float 'Amount of curve extrusion when not using a bevel object' +Curve.front -> use_fill_front: boolean 'Draw filled front for extruded/beveled curves' +Curve.map_along_length -> use_map_along_length: boolean 'Generate texture mapping coordinates following the curve direction, rather than the local bounding box' +Curve.materials -> materials: collection, '(read-only)' +Curve.path_length -> path_length: int "The number of frames that are needed to traverse the path, defining the maximum value for the 'Evaluation Time' setting" +Curve.render_resolution_u -> render_resolution_u: int 'Surface resolution in U direction used while rendering. Zero skips this property' +Curve.render_resolution_v -> render_resolution_v: int 'Surface resolution in V direction used while rendering. Zero skips this property' +Curve.resolution_u -> resolution_u: int 'Surface resolution in U direction' +Curve.resolution_v -> resolution_v: int 'Surface resolution in V direction' +Curve.shape_keys -> shape_keys: pointer, '(read-only)' +Curve.splines -> splines: collection, '(read-only) Collection of splines in this curve data object' +Curve.taper_object -> taper_object: pointer 'Curve object name that defines the taper (width)' +Curve.texspace_loc -> texspace_loc: float 'Texture space location' +Curve.texspace_size -> texspace_size: float 'Texture space size' +Curve.twist_mode -> twist_mode: enum 'The type of tilt calculation for 3D Curves' +Curve.twist_smooth -> twist_smooth: float 'Smoothing iteration for tangents' +Curve.use_deform_bounds -> use_deform_bounds: boolean 'Use the mesh bounds to clamp the deformation' +Curve.use_deform_fill -> use_fill_deform: boolean 'Fill curve after applying deformation' +Curve.use_path -> use_path: boolean 'Enable the curve to become a translation path' +Curve.use_path_follow -> use_path_follow: boolean 'Make curve path children to rotate along the path' +Curve.use_radius -> use_radius: boolean 'Option for paths: apply the curve radius with path following it and deforming' +Curve.use_stretch -> use_stretch: boolean 'Option for curve-deform: makes deformed child to stretch along entire path' +Curve.use_time_offset -> use_time_offset: boolean 'Children will use Time Offset value as path distance offset' +Curve.width -> width: float 'Scale the original width (1.0) based on given factor' +CurveMap.extend -> extend: enum, '(read-only) Extrapolate the curve or extend it horizontally' +CurveMap.points -> points: collection, '(read-only)' +CurveMapPoint.handle_type -> handle_type: enum, '(read-only) Curve interpolation at this point: bezier or vector' +CurveMapPoint.location -> location: float, '(read-only) X/Y coordinates of the curve point' +CurveMapPoint.select -> select: boolean 'Selection state of the curve point' +CurveMapping.black_level -> black_level: float 'For RGB curves, the color that black is mapped to' +CurveMapping.clip -> use_clip: boolean 'Force the curve view to fit a defined boundary' +CurveMapping.clip_max_x -> clip_max_x: float 'NO DESCRIPTION' +CurveMapping.clip_max_y -> clip_max_y: float 'NO DESCRIPTION' +CurveMapping.clip_min_x -> clip_min_x: float 'NO DESCRIPTION' +CurveMapping.clip_min_y -> clip_min_y: float 'NO DESCRIPTION' +CurveMapping.curves -> curves: collection, '(read-only)' +CurveMapping.white_level -> white_level: float 'For RGB curves, the color that white is mapped to' +CurveModifier.deform_axis -> deform_axis: enum 'The axis that the curve deforms along' +CurveModifier.object -> object: pointer 'Curve object to deform with' +CurveModifier.vertex_group -> vertex_group: string 'Vertex group name' +CurveSplines.active -> active: pointer 'Active curve spline' +DampedTrackConstraint.subtarget -> subtarget: string 'NO DESCRIPTION' +DampedTrackConstraint.target -> target: pointer 'Target Object' +DampedTrackConstraint.track -> track: enum 'Axis that points to the target object' +DecimateModifier.face_count -> face_count: int, '(read-only) The current number of faces in the decimated mesh' +DecimateModifier.ratio -> ratio: float 'Defines the ratio of triangles to reduce to' +DelaySensor.delay -> delay: int 'Delay in number of logic tics before the positive trigger (default 60 per second)' +DelaySensor.duration -> duration: int 'If >0, delay in number of logic tics before the negative trigger following the positive trigger' +DelaySensor.repeat -> use_repeat: boolean 'Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics' +DisplaceModifier.direction -> direction: enum 'NO DESCRIPTION' +DisplaceModifier.midlevel -> midlevel: float 'Material value that gives no displacement' +DisplaceModifier.strength -> strength: float 'NO DESCRIPTION' +DisplaceModifier.texture -> texture: pointer 'NO DESCRIPTION' +DisplaceModifier.texture_coordinate_object -> texture_coordinate_object: pointer 'NO DESCRIPTION' +DisplaceModifier.texture_coordinates -> texture_coordinates: enum 'NO DESCRIPTION' +DisplaceModifier.uv_layer -> uv_layer: string 'UV layer name' +DisplaceModifier.vertex_group -> vertex_group: string 'Vertex group name' +DistortedNoiseTexture.distortion -> distortion: float 'NO DESCRIPTION' +DistortedNoiseTexture.nabla -> nabla: float 'Size of derivative offset used for calculating normal' +DistortedNoiseTexture.noise_basis -> noise_basis: enum 'Sets the noise basis used for turbulence' +DistortedNoiseTexture.noise_distortion -> noise_distortion: enum 'Sets the noise basis for the distortion' +DistortedNoiseTexture.noise_size -> noise_size: float 'Sets scaling for noise input' +DomainFluidSettings.compressibility -> compressibility: float 'Allowed compressibility due to gravitational force for standing fluid. (directly affects simulation step size)' +DomainFluidSettings.end_time -> end_time: float 'Simulation time of the last blender frame' +DomainFluidSettings.generate_particles -> generate_particles: float 'Amount of particles to generate (0=off, 1=normal, >1=more)' +DomainFluidSettings.generate_speed_vectors -> use_speed_vectors: boolean 'Generate speed vectors for vector blur' +DomainFluidSettings.gravity -> gravity: float 'Gravity in X, Y and Z direction' +DomainFluidSettings.grid_levels -> grid_levels: int 'Number of coarsened grids to use (-1 for automatic)' +DomainFluidSettings.memory_estimate -> memory_estimate: string, '(read-only) Estimated amount of memory needed for baking the domain' +DomainFluidSettings.override_time -> use_time_override: boolean "Use a custom start and end time (in seconds) instead of the scene's timeline" +DomainFluidSettings.partial_slip_factor -> partial_slip_factor: float 'Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip' +DomainFluidSettings.path -> path: string 'Directory (and/or filename prefix) to store baked fluid simulation files in' +DomainFluidSettings.preview_resolution -> preview_resolution: int 'Preview resolution in X,Y and Z direction' +DomainFluidSettings.real_world_size -> real_world_size: float 'Size of the simulation domain in metres' +DomainFluidSettings.render_display_mode -> render_display_mode: enum 'How to display the mesh for rendering' +DomainFluidSettings.resolution -> resolution: int 'Domain resolution in X,Y and Z direction' +DomainFluidSettings.reverse_frames -> use_reverse_frames: boolean 'Reverse fluid frames' +DomainFluidSettings.slip_type -> slip_type: enum 'NO DESCRIPTION' +DomainFluidSettings.start_time -> start_time: float 'Simulation time of the first blender frame' +DomainFluidSettings.surface_smoothing -> surface_smooth: float 'Amount of surface smoothing. A value of 0 is off, 1 is normal smoothing and more than 1 is extra smoothing' +DomainFluidSettings.surface_subdivisions -> surface_subdivisions: int 'Number of isosurface subdivisions. This is necessary for the inclusion of particles into the surface generation. Warning - can lead to longer computation times!' +DomainFluidSettings.tracer_particles -> tracer_particles: int 'Number of tracer particles to generate' +DomainFluidSettings.viewport_display_mode -> viewport_display_mode: enum 'How to display the mesh in the viewport' +DomainFluidSettings.viscosity_base -> viscosity_base: float 'Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)' +DomainFluidSettings.viscosity_exponent -> viscosity_exponent: int 'Negative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6.)' +DomainFluidSettings.viscosity_preset -> viscosity_preset: enum 'Set viscosity of the fluid to a preset value, or use manual input' +NEGATE * DopeSheet.collapse_summary -> show_expanded_summary: boolean 'Collapse summary when shown, so all other channels get hidden. (DopeSheet Editors Only)' +DopeSheet.display_armature -> show_armatures: boolean 'Include visualization of Armature related Animation data' +DopeSheet.display_camera -> show_cameras: boolean 'Include visualization of Camera related Animation data' +DopeSheet.display_curve -> show_curves: boolean 'Include visualization of Curve related Animation data' +DopeSheet.display_hidden -> display_hidden: boolean "Include channels from objects/bone that aren't visible" +DopeSheet.display_lamp -> show_lamps: boolean 'Include visualization of Lamp related Animation data' +DopeSheet.display_material -> show_materials: boolean 'Include visualization of Material related Animation data' +DopeSheet.display_mesh -> show_meshes: boolean 'Include visualization of Mesh related Animation data' +DopeSheet.display_metaball -> show_metaballs: boolean 'Include visualization of Metaball related Animation data' +DopeSheet.display_node -> show_nodes: boolean 'Include visualization of Node related Animation data' +DopeSheet.display_particle -> show_particles: boolean 'Include visualization of Particle related Animation data' +DopeSheet.display_scene -> show_scenes: boolean 'Include visualization of Scene related Animation data' +DopeSheet.display_shapekeys -> show_shapekeys: boolean 'Include visualization of ShapeKey related Animation data' +DopeSheet.display_summary -> show_summary: boolean "Display an additional 'summary' line. (DopeSheet Editors only)" +DopeSheet.display_texture -> show_textures: boolean 'Include visualization of Texture related Animation data' +DopeSheet.display_transforms -> show_transforms: boolean 'Include visualization of Object-level Animation data (mostly Transforms)' +DopeSheet.display_world -> show_worlds: boolean 'Include visualization of World related Animation data' +DopeSheet.filtering_group -> filtering_group: pointer 'Group that included Object should be a member of' +DopeSheet.include_missing_nla -> show_missing_nla: boolean 'Include Animation Data blocks with no NLA data. (NLA Editor only)' +DopeSheet.only_group_objects -> show_only_group_objects: boolean 'Only include channels from Objects in the specified Group' +DopeSheet.only_selected -> show_only_selected: boolean 'Only include channels relating to selected objects and data' +DopeSheet.source -> source: pointer, '(read-only) ID-Block representing source data, currently ID_SCE (for Dopesheet), and ID_SC (for Grease Pencil)' +Driver.expression -> expression: string 'Expression to use for Scripted Expression' +Driver.invalid -> is_valid: boolean 'Driver could not be evaluated in past, so should be skipped' +Driver.show_debug_info -> show_debug_info: boolean 'Show intermediate values for the driver calculations to allow debugging of drivers' +Driver.type -> type: enum 'Driver type' +Driver.variables -> variables: collection, '(read-only) Properties acting as inputs for this driver' +DriverTarget.bone_target -> bone_target: string 'Name of PoseBone to use as target' +DriverTarget.data_path -> data_path: string 'RNA Path (from ID-block) to property used' +DriverTarget.id -> id: pointer 'ID-block that the specific property used can be found from (id_type property must be set first)' +DriverTarget.id_type -> id_type: enum 'Type of ID-block that can be used' +DriverTarget.transform_type -> transform_type: enum 'Driver variable type' +DriverTarget.use_local_space_transforms -> use_local_space_transform: boolean 'Use transforms in Local Space (as opposed to the worldspace default)' +DriverVariable.name -> name: string 'Name to use in scripted expressions/functions. (No spaces or dots are allowed. Also, must not start with a symbol or digit)' +DriverVariable.targets -> targets: collection, '(read-only) Sources of input data for evaluating this variable' +DriverVariable.type -> type: enum 'Driver variable type' +DupliObject.matrix -> matrix: float 'Object duplicate transformation matrix' +DupliObject.object -> object: pointer, '(read-only) Object being duplicated' +DupliObject.object_matrix -> object_matrix: float 'Duplicated object transformation matrix' +EdgeSplitModifier.split_angle -> split_angle: float 'Angle above which to split edges' +EdgeSplitModifier.use_edge_angle -> use_edge_angle: boolean 'Split edges with high angle between faces' +EdgeSplitModifier.use_sharp -> use_edge_sharp: boolean 'Split edges that are marked as sharp' +EditBone.bbone_in -> bbone_in: float 'Length of first Bezier Handle (for B-Bones only)' +EditBone.bbone_out -> bbone_out: float 'Length of second Bezier Handle (for B-Bones only)' +EditBone.bbone_segments -> bbone_segments: int 'Number of subdivisions of bone (for B-Bones only)' +EditBone.connected -> use_connect: boolean "When bone has a parent, bone's head is struck to the parent's tail" +EditBone.cyclic_offset -> use_cyclic_offset: boolean "When bone doesn't have a parent, it receives cyclic offset effects" +EditBone.deform -> use_deform: boolean 'Bone does not deform any geometry' +EditBone.draw_wire -> show_wire: boolean 'Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes' +EditBone.envelope_distance -> envelope_distance: float 'Bone deformation distance (for Envelope deform only)' +EditBone.envelope_weight -> envelope_weight: float 'Bone deformation weight (for Envelope deform only)' +EditBone.head -> head: float 'Location of head end of the bone' +EditBone.head_radius -> head_radius: float 'Radius of head of bone (for Envelope deform only)' +EditBone.hide -> hide: boolean 'Bone is not visible when in Edit Mode' +EditBone.hide_select -> hide_select: boolean 'Bone is able to be selected' +EditBone.hinge -> use_hinge: boolean 'Bone inherits rotation or scale from parent bone' +EditBone.inherit_scale -> use_inherit_scale: boolean 'Bone inherits scaling from parent bone' +EditBone.layer -> layers: boolean 'Layers bone exists in' +EditBone.local_location -> use_local_location: boolean 'Bone location is set in local space' +EditBone.lock -> lock: boolean 'Bone is not able to be transformed when in Edit Mode' +EditBone.matrix -> matrix: float, '(read-only) Read-only matrix calculated from the roll (armature space)' +EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean 'When deforming bone, multiply effects of Vertex Group weights with Envelope influence' +EditBone.name -> name: string 'NO DESCRIPTION' +EditBone.parent -> parent: pointer 'Parent edit bone (in same Armature)' +EditBone.roll -> roll: float 'Bone rotation around head-tail axis' +EditBone.select -> select: boolean 'NO DESCRIPTION' +EditBone.select_head -> select_head: boolean 'NO DESCRIPTION' +EditBone.select_tail -> select_tail: boolean 'NO DESCRIPTION' +EditBone.tail -> tail: float 'Location of tail end of the bone' +EditBone.tail_radius -> tail_radius: float 'Radius of tail of bone (for Envelope deform only)' +EditObjectActuator.angular_velocity -> angular_velocity: float 'Angular velocity upon creation' +EditObjectActuator.dynamic_operation -> dynamic_operation: enum 'NO DESCRIPTION' +EditObjectActuator.enable_3d_tracking -> use_3d_tracking: boolean 'Enable 3D tracking' +EditObjectActuator.linear_velocity -> linear_velocity: float 'Velocity upon creation' +EditObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean 'Apply the rotation locally' +EditObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean 'Apply the transformation locally' +EditObjectActuator.mass -> mass: float 'The mass of the object' +EditObjectActuator.mesh -> mesh: pointer "Replace the existing, when left blank 'Phys' will remake the existing physics mesh" +EditObjectActuator.mode -> mode: enum 'The mode of the actuator' +EditObjectActuator.object -> object: pointer 'Add this Object and all its children (cant be on an visible layer)' +EditObjectActuator.replace_display_mesh -> use_replace_display_mesh: boolean 'Replace the display mesh' +EditObjectActuator.replace_physics_mesh -> use_replace_physics_mesh: boolean 'Replace the physics mesh (triangle bounds only - compound shapes not supported)' +EditObjectActuator.time -> time: int 'Duration the new Object lives or the track takes' +EditObjectActuator.track_object -> track_object: pointer 'Track to this Object' +EffectSequence.color_balance -> color_balance: pointer, '(read-only)' +EffectSequence.color_saturation -> color_saturation: float 'NO DESCRIPTION' +EffectSequence.convert_float -> use_float: boolean 'Convert input to float data' +EffectSequence.crop -> crop: pointer, '(read-only)' +EffectSequence.de_interlace -> use_deinterlace: boolean 'For video movies to remove fields' +EffectSequence.flip_x -> use_flip_x: boolean 'Flip on the X axis' +EffectSequence.flip_y -> use_flip_y: boolean 'Flip on the Y axis' +EffectSequence.multiply_colors -> color_multiply: float 'NO DESCRIPTION' +EffectSequence.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha' +EffectSequence.proxy -> proxy: pointer, '(read-only)' +EffectSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean 'Use a custom directory to store data' +EffectSequence.proxy_custom_file -> use_proxy_custom_file: boolean 'Use a custom file to read proxy data from' +EffectSequence.reverse_frames -> use_reverse_frames: boolean 'Reverse frame order' +EffectSequence.strobe -> strobe: float 'Only display every nth frame' +EffectSequence.transform -> transform: pointer, '(read-only)' +EffectSequence.use_color_balance -> use_color_balance: boolean '(3-Way color correction) on input' +EffectSequence.use_crop -> use_crop: boolean 'Crop image before processing' +EffectSequence.use_proxy -> use_proxy: boolean 'Use a preview proxy for this strip' +EffectSequence.use_translation -> use_translation: boolean 'Translate image before processing' +EffectorWeights.all -> all: float "All effector's weight" +EffectorWeights.boid -> boid: float 'Boid effector weight' +EffectorWeights.charge -> charge: float 'Charge effector weight' +EffectorWeights.curveguide -> curveguide: float 'Curve guide effector weight' +EffectorWeights.do_growing_hair -> apply_to_hair_growing: boolean 'Use force fields when growing hair' +EffectorWeights.drag -> drag: float 'Drag effector weight' +EffectorWeights.force -> force: float 'Force effector weight' +EffectorWeights.gravity -> gravity: float 'Global gravity weight' +EffectorWeights.group -> group: pointer 'Limit effectors to this Group' +EffectorWeights.harmonic -> harmonic: float 'Harmonic effector weight' +EffectorWeights.lennardjones -> lennardjones: float 'Lennard-Jones effector weight' +EffectorWeights.magnetic -> magnetic: float 'Magnetic effector weight' +EffectorWeights.texture -> texture: float 'Texture effector weight' +EffectorWeights.turbulence -> turbulence: float 'Turbulence effector weight' +EffectorWeights.vortex -> vortex: float 'Vortex effector weight' +EffectorWeights.wind -> wind: float 'Wind effector weight' +EnumProperty.default -> default: enum, '(read-only) Default value for this enum' +EnumProperty.items -> items: collection, '(read-only) Possible values for the property' +EnumPropertyItem.description -> description: string, "(read-only) Description of the item's purpose" +EnumPropertyItem.identifier -> identifier: string, '(read-only) Unique name used in the code and scripting' +EnumPropertyItem.name -> name: string, '(read-only) Human readable name' +EnumPropertyItem.value -> value: int, '(read-only) Value of the item' +EnvironmentMap.clip_end -> clip_end: float 'Objects further than this are not visible to map' +EnvironmentMap.clip_start -> clip_start: float 'Objects nearer than this are not visible to map' +EnvironmentMap.depth -> depth: int 'Number of times a map will be rendered recursively (mirror effects.)' +EnvironmentMap.ignore_layers -> layers_ignore: boolean 'Hide objects on these layers when generating the Environment Map' +EnvironmentMap.mapping -> mapping: enum 'NO DESCRIPTION' +EnvironmentMap.resolution -> resolution: int 'Pixel resolution of the rendered environment map' +EnvironmentMap.source -> source: enum 'NO DESCRIPTION' +EnvironmentMap.viewpoint_object -> viewpoint_object: pointer "Object to use as the environment map's viewpoint location" +EnvironmentMap.zoom -> zoom: float 'NO DESCRIPTION' +EnvironmentMapTexture.environment_map -> environment_map: pointer, '(read-only) Gets the environment map associated with this texture' +EnvironmentMapTexture.filter -> filter: enum 'Texture filter to use for sampling image' +EnvironmentMapTexture.filter_eccentricity -> filter_eccentricity: int 'Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower' +EnvironmentMapTexture.filter_probes -> filter_probes: int 'Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower' +EnvironmentMapTexture.filter_size -> filter_size: float 'Multiplies the filter size used by MIP Map and Interpolation' +EnvironmentMapTexture.filter_size_minimum -> use_filter_size_min: boolean 'Use Filter Size as a minimal filter value in pixels' +EnvironmentMapTexture.image -> image: pointer 'Source image file to read the environment map from' +EnvironmentMapTexture.image_user -> image_user: pointer, '(read-only) Parameters defining which layer, pass and frame of the image is displayed' +EnvironmentMapTexture.mipmap -> use_mipmap: boolean 'Uses auto-generated MIP maps for the image' +EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss: boolean 'Uses Gauss filter to sample down MIP maps' +Event.alt -> is_pressed_alt: boolean, '(read-only) True when the Alt/Option key is held' +Event.ascii -> ascii: string, '(read-only) Single ASCII character for this event' +Event.ctrl -> is_pressed_ctrl: boolean, '(read-only) True when the Ctrl key is held' +Event.mouse_prev_x -> mouse_prev_x: int, '(read-only) The window relative vertical location of the mouse' +Event.mouse_prev_y -> mouse_prev_y: int, '(read-only) The window relative horizontal location of the mouse' +Event.mouse_region_x -> mouse_region_x: int, '(read-only) The region relative vertical location of the mouse' +Event.mouse_region_y -> mouse_region_y: int, '(read-only) The region relative horizontal location of the mouse' +Event.mouse_x -> mouse_x: int, '(read-only) The window relative vertical location of the mouse' +Event.mouse_y -> mouse_y: int, '(read-only) The window relative horizontal location of the mouse' +Event.oskey -> is_pressed_cmd: boolean, '(read-only) True when the Cmd key is held' +Event.shift -> is_pressed_shift: boolean, '(read-only) True when the Shift key is held' +Event.type -> type: enum, '(read-only)' +Event.value -> value: enum, '(read-only) The type of event, only applies to some' +ExplodeModifier.alive -> show_alive: boolean 'Show mesh when particles are alive' +ExplodeModifier.dead -> show_dead: boolean 'Show mesh when particles are dead' +ExplodeModifier.protect -> protect: float 'Clean vertex group edges' +ExplodeModifier.size -> use_size: boolean 'Use particle size for the shrapnel' +ExplodeModifier.split_edges -> use_edge_split: boolean 'Split face edges for nicer shrapnel' +ExplodeModifier.unborn -> show_unborn: boolean 'Show mesh when particles are unborn' +ExplodeModifier.vertex_group -> vertex_group: string 'NO DESCRIPTION' +ExpressionController.expression -> expression: string 'NO DESCRIPTION' +FCurve.array_index -> array_index: int 'Index to the specific property affected by F-Curve if applicable' +FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean 'All auto-handles for F-Curve are clamped' +FCurve.color -> color: float 'Color of the F-Curve in the Graph Editor' +FCurve.color_mode -> color_mode: enum 'Method used to determine color of F-Curve in Graph Editor' +FCurve.data_path -> data_path: string 'RNA Path to property affected by F-Curve' +FCurve.driver -> driver: pointer, '(read-only) Channel Driver (only set for Driver F-Curves)' +FCurve.enabled -> enabled: boolean 'False when F-Curve could not be evaluated in past, so should be skipped when evaluating' +FCurve.extrapolation -> extrapolation: enum 'NO DESCRIPTION' +FCurve.group -> group: pointer 'Action Group that this F-Curve belongs to' +FCurve.hide -> hide: boolean 'F-Curve and its keyframes are hidden in the Graph Editor graphs' +FCurve.keyframe_points -> keyframe_points: collection, '(read-only) User-editable keyframes' +FCurve.lock -> lock: boolean "F-Curve's settings cannot be edited" +FCurve.modifiers -> modifiers: collection, '(read-only) Modifiers affecting the shape of the F-Curve' +FCurve.mute -> mute: boolean 'F-Curve is not evaluated' +FCurve.sampled_points -> sampled_points: collection, '(read-only) Sampled animation data' +FCurve.select -> select: boolean 'F-Curve is selected for editing' +FCurveModifiers.active -> active: pointer 'Active F-Curve Modifier' +FCurveSample.co -> co: float 'Point coordinates' +FCurveSample.select -> select: boolean 'Selection status' +FModifier.active -> active: boolean 'F-Curve Modifier is the one being edited' +NEGATE * FModifier.disabled -> use: boolean, '(read-only) F-Curve Modifier has invalid settings and will not be evaluated' +FModifier.expanded -> show_expanded: boolean "F-Curve Modifier's panel is expanded in UI" +FModifier.mute -> mute: boolean 'F-Curve Modifier will not be evaluated' +FModifier.type -> type: enum, '(read-only) F-Curve Modifier Type' +FModifierCycles.after_cycles -> after_cycles: float 'Maximum number of cycles to allow after last keyframe. (0 = infinite)' +FModifierCycles.after_mode -> after_mode: enum 'Cycling mode to use after last keyframe' +FModifierCycles.before_cycles -> before_cycles: float 'Maximum number of cycles to allow before first keyframe. (0 = infinite)' +FModifierCycles.before_mode -> before_mode: enum 'Cycling mode to use before first keyframe' +FModifierEnvelope.control_points -> control_points: collection, '(read-only) Control points defining the shape of the envelope' +FModifierEnvelope.default_maximum -> default_max: float 'Upper distance from Reference Value for 1:1 default influence' +FModifierEnvelope.default_minimum -> default_min: float 'Lower distance from Reference Value for 1:1 default influence' +FModifierEnvelope.reference_value -> reference_value: float "Value that envelope's influence is centered around / based on" +FModifierEnvelopeControlPoint.frame -> frame: float 'Frame this control-point occurs on' +FModifierEnvelopeControlPoint.maximum -> max: float 'Upper bound of envelope at this control-point' +FModifierEnvelopeControlPoint.minimum -> min: float 'Lower bound of envelope at this control-point' +FModifierFunctionGenerator.additive -> use_additive: boolean 'Values generated by this modifier are applied on top of the existing values instead of overwriting them' +FModifierFunctionGenerator.amplitude -> amplitude: float 'Scale factor determining the maximum/minimum values' +FModifierFunctionGenerator.function_type -> function_type: enum 'Type of built-in function to use' +FModifierFunctionGenerator.phase_multiplier -> phase_multiplier: float "Scale factor determining the 'speed' of the function" +FModifierFunctionGenerator.phase_offset -> phase_offset: float 'Constant factor to offset time by for function' +FModifierFunctionGenerator.value_offset -> value_offset: float 'Constant factor to offset values by' +FModifierGenerator.additive -> use_additive: boolean 'Values generated by this modifier are applied on top of the existing values instead of overwriting them' +FModifierGenerator.coefficients -> coefficients: float "Coefficients for 'x' (starting from lowest power of x^0)" +FModifierGenerator.mode -> mode: enum 'Type of generator to use' +FModifierGenerator.poly_order -> poly_order: int "The highest power of 'x' for this polynomial. (number of coefficients - 1)" +FModifierLimits.maximum_x -> max_x: float 'Highest X value to allow' +FModifierLimits.maximum_y -> max_y: float 'Highest Y value to allow' +FModifierLimits.minimum_x -> min_x: float 'Lowest X value to allow' +FModifierLimits.minimum_y -> min_y: float 'Lowest Y value to allow' +FModifierLimits.use_maximum_x -> use_max_x: boolean 'Use the maximum X value' +FModifierLimits.use_maximum_y -> use_max_y: boolean 'Use the maximum Y value' +FModifierLimits.use_minimum_x -> use_min_x: boolean 'Use the minimum X value' +FModifierLimits.use_minimum_y -> use_min_y: boolean 'Use the minimum Y value' +FModifierNoise.depth -> depth: int 'Amount of fine level detail present in the noise' +FModifierNoise.modification -> modification: enum 'Method of modifying the existing F-Curve' +FModifierNoise.phase -> phase: float 'A random seed for the noise effect' +FModifierNoise.size -> size: float 'Scaling (in time) of the noise' +FModifierNoise.strength -> strength: float 'Amplitude of the noise - the amount that it modifies the underlying curve' +FModifierStepped.frame_end -> frame_end: float "Frame that modifier's influence ends (if applicable)" +FModifierStepped.frame_start -> frame_start: float "Frame that modifier's influence starts (if applicable)" +FModifierStepped.offset -> offset: float "Reference number of frames before frames get held. Use to get hold for '1-3' vs '5-7' holding patterns" +FModifierStepped.step_size -> step_size: float 'Number of frames to hold each value' +FModifierStepped.use_frame_end -> use_frame_end: boolean "Restrict modifier to only act before its 'end' frame" +FModifierStepped.use_frame_start -> use_frame_start: boolean "Restrict modifier to only act after its 'start' frame" +FcurveActuator.add -> use_add: boolean 'F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag' +FcurveActuator.child -> apply_to_children: boolean 'Update F-Curve on all children Objects as well' +FcurveActuator.force -> use_force: boolean 'Apply F-Curve as a global or local force depending on the local option (dynamic objects only)' +FcurveActuator.frame_end -> frame_end: int 'NO DESCRIPTION' +FcurveActuator.frame_property -> frame_property: string "Assign the action's current frame number to this property" +FcurveActuator.frame_start -> frame_start: int 'NO DESCRIPTION' +FcurveActuator.local -> use_local: boolean 'Let the F-Curve act in local coordinates, used in Force and Add mode' +FcurveActuator.play_type -> play_type: enum 'Specify the way you want to play the animation' +FcurveActuator.property -> property: string 'Use this property to define the F-Curve position' +FieldSettings.do_absorption -> use_absorption: boolean 'Force gets absorbed by collision objects' +FieldSettings.do_location -> apply_to_location: boolean "Effect particles' location" +FieldSettings.do_rotation -> apply_to_rotation: boolean "Effect particles' dynamic rotation" +FieldSettings.falloff_power -> falloff_power: float 'Falloff power (real gravitational falloff = 2)' +FieldSettings.falloff_type -> falloff_type: enum 'Fall-off shape' +FieldSettings.flow -> flow: float 'Convert effector force into air flow velocity' +FieldSettings.force_2d -> use_2d_force: boolean 'Apply force only in 2d' +FieldSettings.global_coordinates -> use_global_coordinates: boolean 'Use effector/global coordinates for turbulence' +FieldSettings.guide_clump_amount -> guide_clump_amount: float 'Amount of clumping' +FieldSettings.guide_clump_shape -> guide_clump_shape: float 'Shape of clumping' +FieldSettings.guide_free -> guide_free: float "Guide-free time from particle life's end" +FieldSettings.guide_kink_amplitude -> guide_kink_amplitude: float 'The amplitude of the offset' +FieldSettings.guide_kink_axis -> guide_kink_axis: enum 'Which axis to use for offset' +FieldSettings.guide_kink_frequency -> guide_kink_frequency: float 'The frequency of the offset (1/total length)' +FieldSettings.guide_kink_shape -> guide_kink_shape: float 'Adjust the offset to the beginning/end' +FieldSettings.guide_kink_type -> guide_kink_type: enum 'Type of periodic offset on the curve' +FieldSettings.guide_minimum -> guide_minimum: float 'The distance from which particles are affected fully' +FieldSettings.guide_path_add -> use_guide_path_add: boolean 'Based on distance/falloff it adds a portion of the entire path' +FieldSettings.harmonic_damping -> harmonic_damping: float 'Damping of the harmonic force' +FieldSettings.inflow -> inflow: float 'Inwards component of the vortex force' +FieldSettings.linear_drag -> linear_drag: float 'Drag component proportional to velocity' +FieldSettings.maximum_distance -> distance_max: float 'Maximum distance for the field to work' +FieldSettings.minimum_distance -> distance_min: float "Minimum distance for the field's fall-off" +FieldSettings.multiple_springs -> use_multiple_springs: boolean 'Every point is effected by multiple springs' +FieldSettings.noise -> noise: float 'Noise of the force' +FieldSettings.quadratic_drag -> quadratic_drag: float 'Drag component proportional to the square of velocity' +FieldSettings.radial_falloff -> radial_falloff: float 'Radial falloff power (real gravitational falloff = 2)' +FieldSettings.radial_maximum -> radial_max: float 'Maximum radial distance for the field to work' +FieldSettings.radial_minimum -> radial_min: float "Minimum radial distance for the field's fall-off" +FieldSettings.rest_length -> rest_length: float 'Rest length of the harmonic force' +FieldSettings.root_coordinates -> use_root_coordinates: boolean 'Texture coordinates from root particle locations' +FieldSettings.seed -> seed: int 'Seed of the noise' +FieldSettings.shape -> shape: enum 'Which direction is used to calculate the effector force' +FieldSettings.size -> size: float 'Size of the noise' +FieldSettings.strength -> strength: float 'Strength of force field' +FieldSettings.texture -> texture: pointer 'Texture to use as force' +FieldSettings.texture_mode -> texture_mode: enum 'How the texture effect is calculated (RGB & Curl need a RGB texture else Gradient will be used instead)' +FieldSettings.texture_nabla -> texture_nabla: float 'Defines size of derivative offset used for calculating gradient and curl' +FieldSettings.type -> type: enum 'Type of field' +FieldSettings.use_coordinates -> use_object_coordinates: boolean 'Use object/global coordinates for texture' +FieldSettings.use_guide_path_weight -> use_guide_path_weight: boolean 'Use curve weights to influence the particle influence along the curve' +FieldSettings.use_max_distance -> use_max_distance: boolean 'Use a maximum distance for the field to work' +FieldSettings.use_min_distance -> use_min_distance: boolean "Use a minimum distance for the field's fall-off" +FieldSettings.use_radial_max -> use_radial_max: boolean 'Use a maximum radial distance for the field to work' +FieldSettings.use_radial_min -> use_radial_min: boolean "Use a minimum radial distance for the field's fall-off" +FieldSettings.z_direction -> z_direction: enum 'Effect in full or only positive/negative Z direction' +FileSelectParams.directory -> directory: string 'Directory displayed in the file browser' +FileSelectParams.display -> display: enum 'Display mode for the file list' +FileSelectParams.do_filter -> use_filter: boolean 'Enable filtering of files' +FileSelectParams.file -> file: string 'Active file in the file browser' +FileSelectParams.filter_blender -> use_filter_blender: boolean 'Show .blend files' +FileSelectParams.filter_folder -> use_filter_folder: boolean 'Show folders' +FileSelectParams.filter_font -> use_filter_font: boolean 'Show font files' +FileSelectParams.filter_image -> use_filter_image: boolean 'Show image files' +FileSelectParams.filter_movie -> use_filter_movie: boolean 'Show movie files' +FileSelectParams.filter_script -> use_filter_script: boolean 'Show script files' +FileSelectParams.filter_sound -> use_filter_sound: boolean 'Show sound files' +FileSelectParams.filter_text -> use_filter_text: boolean 'Show text files' +NEGATE * FileSelectParams.hide_dot -> show_hidden: boolean 'Hide hidden dot files' +FileSelectParams.sort -> sort: enum 'NO DESCRIPTION' +FileSelectParams.title -> title: string, '(read-only) Title for the file browser' +Filter2DActuator.enable_motion_blur -> use_motion_blur: boolean 'Enable/Disable Motion Blur' +Filter2DActuator.filter_pass -> filter_pass: int 'Set filter order' +Filter2DActuator.glsl_shader -> glsl_shader: pointer 'NO DESCRIPTION' +Filter2DActuator.mode -> mode: enum 'NO DESCRIPTION' +Filter2DActuator.motion_blur_factor -> motion_blur_factor: float 'Set motion blur factor' +FloatProperty.array_length -> array_length: int, '(read-only) Maximum length of the array, 0 means unlimited' +FloatProperty.default -> default: float, '(read-only) Default value for this number' +FloatProperty.default_array -> default_array: float, '(read-only) Default value for this array' +FloatProperty.hard_max -> hard_max: float, '(read-only) Maximum value used by buttons' +FloatProperty.hard_min -> hard_min: float, '(read-only) Minimum value used by buttons' +FloatProperty.precision -> precision: int, '(read-only) Number of digits after the dot used by buttons' +FloatProperty.soft_max -> soft_max: float, '(read-only) Maximum value used by buttons' +FloatProperty.soft_min -> soft_min: float, '(read-only) Minimum value used by buttons' +FloatProperty.step -> step: float, '(read-only) Step size used by number buttons, for floats 1/100th of the step size' +FloorConstraint.floor_location -> floor_location: enum 'Location of target that object will not pass through' +FloorConstraint.offset -> offset: float 'Offset of floor from object origin' +FloorConstraint.sticky -> use_sticky: boolean 'Immobilize object while constrained' +FloorConstraint.subtarget -> subtarget: string 'NO DESCRIPTION' +FloorConstraint.target -> target: pointer 'Target Object' +FloorConstraint.use_rotation -> use_rotation: boolean "Use the target's rotation to determine floor" +FluidFluidSettings.active -> use: boolean 'Object contributes to the fluid simulation' +FluidFluidSettings.export_animated_mesh -> use_animated_mesh: boolean 'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it' +FluidFluidSettings.initial_velocity -> initial_velocity: float 'Initial velocity of fluid' +FluidFluidSettings.volume_initialization -> volume_initialization: enum 'Volume initialization type' +FluidSettings.type -> type: enum 'Type of participation in the fluid simulation' +FluidSimulationModifier.settings -> settings: pointer, '(read-only) Settings for how this object is used in the fluid simulation' +FollowPathConstraint.forward -> forward: enum 'Axis that points forward along the path' +FollowPathConstraint.offset -> offset: int 'Offset from the position corresponding to the time frame' +FollowPathConstraint.offset_factor -> offset_factor: float 'Percentage value defining target position along length of bone' +FollowPathConstraint.target -> target: pointer 'Target Object' +FollowPathConstraint.up -> up: enum 'Axis that points upward' +FollowPathConstraint.use_curve_follow -> use_curve_follow: boolean 'Object will follow the heading and banking of the curve' +FollowPathConstraint.use_curve_radius -> use_curve_radius: boolean 'Objects scale by the curve radius' +FollowPathConstraint.use_fixed_position -> use_fixed_location: boolean 'Object will stay locked to a single point somewhere along the length of the curve regardless of time' +Function.description -> description: string, "(read-only) Description of the Function's purpose" +Function.identifier -> identifier: string, '(read-only) Unique name used in the code and scripting' +Function.parameters -> parameters: collection, '(read-only) Parameters for the function' +Function.registered -> is_registered: boolean, '(read-only) Function is registered as callback as part of type registration' +Function.registered_optional -> is_registered_optional: boolean, '(read-only) Function is optionally registered as callback part of type registration' +GPencilFrame.frame_number -> frame_number: int 'The frame on which this sketch appears' +GPencilFrame.paint_lock -> is_edited: boolean 'Frame is being edited (painted on)' +GPencilFrame.select -> select: boolean 'Frame is selected for editing in the DopeSheet' +GPencilFrame.strokes -> strokes: collection, '(read-only) Freehand curves defining the sketch on this frame' +GPencilLayer.active -> active: boolean 'Set active layer for editing' +GPencilLayer.active_frame -> active_frame: pointer, '(read-only) Frame currently being displayed for this layer' +GPencilLayer.color -> color: float 'Color for all strokes in this layer' +GPencilLayer.frame_lock -> lock_frame: boolean 'Lock current frame displayed by layer' +GPencilLayer.frames -> frames: collection, '(read-only) Sketches for this layer on different frames' +GPencilLayer.hide -> hide: boolean 'Set layer Visibility' +GPencilLayer.info -> info: string 'Layer name' +GPencilLayer.line_thickness -> line_width: int 'Thickness of strokes (in pixels)' +GPencilLayer.lock -> lock: boolean 'Protect layer from further editing and/or frame changes' +GPencilLayer.max_ghost_range -> ghost_range_max: int "Maximum number of frames on either side of the active frame to show (0 = show the 'first' available sketch on either side)" +GPencilLayer.opacity -> opacity: float 'Layer Opacity' +GPencilLayer.select -> select: boolean 'Layer is selected for editing in the DopeSheet' +GPencilLayer.show_points -> show_points: boolean 'Draw the points which make up the strokes (for debugging purposes)' +GPencilLayer.use_onion_skinning -> use_onion_skinning: boolean 'Ghost frames on either side of frame' +GPencilStroke.points -> points: collection, '(read-only) Stroke data points' +GPencilStrokePoint.co -> co: float 'NO DESCRIPTION' +GPencilStrokePoint.pressure -> pressure: float 'Pressure of tablet at point when drawing it' +GameActuator.filename -> filename: string 'Load this blend file, use the "//" prefix for a path relative to the current blend file' +GameActuator.mode -> mode: enum 'NO DESCRIPTION' +GameBooleanProperty.value -> value: boolean 'Property value' +GameFloatProperty.value -> value: float 'Property value' +GameIntProperty.value -> value: int 'Property value' +GameObjectSettings.actor -> use_actor: boolean 'Object is detected by the Near and Radar sensor' +GameObjectSettings.actuators -> actuators: collection, '(read-only) Game engine actuators to act on events' +GameObjectSettings.all_states -> use_all_states: boolean 'Set all state bits' +GameObjectSettings.anisotropic_friction -> use_anisotropic_friction: boolean 'Enable anisotropic friction' +GameObjectSettings.collision_bounds -> collision_bounds: enum 'Selects the collision type' +GameObjectSettings.collision_compound -> use_collision_compound: boolean 'Add children to form a compound collision object' +GameObjectSettings.collision_margin -> collision_margin: float 'Extra margin around object for collision detection, small amount required for stability' +GameObjectSettings.controllers -> controllers: collection, '(read-only) Game engine controllers to process events, connecting sensor to actuators' +GameObjectSettings.damping -> damping: float 'General movement damping' +GameObjectSettings.debug_state -> show_debug_state: boolean 'Print state debug info in the game engine' +GameObjectSettings.form_factor -> form_factor: float 'Form factor scales the inertia tensor' +GameObjectSettings.friction_coefficients -> friction_coefficients: float 'Relative friction coefficient in the in the X, Y and Z directions, when anisotropic friction is enabled' +GameObjectSettings.ghost -> use_ghost: boolean 'Object does not restitute collisions, like a ghost' +GameObjectSettings.initial_state -> states_initial: boolean 'Initial state when the game starts' +GameObjectSettings.lock_x_axis -> lock_location_x: boolean 'Disable simulation of linear motion along the X axis' +GameObjectSettings.lock_x_rot_axis -> lock_rotation_x: boolean 'Disable simulation of angular motion along the X axis' +GameObjectSettings.lock_y_axis -> lock_location_y: boolean 'Disable simulation of linear motion along the Y axis' +GameObjectSettings.lock_y_rot_axis -> lock_rotation_y: boolean 'Disable simulation of angular motion along the Y axis' +GameObjectSettings.lock_z_axis -> lock_location_z: boolean 'Disable simulation of linear motion along the Z axis' +GameObjectSettings.lock_z_rot_axis -> lock_rotation_z: boolean 'Disable simulation of angular motion along the Z axis' +GameObjectSettings.mass -> mass: float 'Mass of the object' +GameObjectSettings.material_physics -> use_material_physics: boolean 'Use physics settings in materials' +GameObjectSettings.maximum_velocity -> velocity_max: float 'Clamp velocity to this maximum speed' +GameObjectSettings.minimum_velocity -> velocity_min: float 'Clamp velocity to this minimum speed (except when totally still)' +NEGATE * GameObjectSettings.no_sleeping -> use_sleep: boolean 'Disable auto (de)activation in physics simulation' +GameObjectSettings.physics_type -> physics_type: enum 'Selects the type of physical representation' +GameObjectSettings.properties -> properties: collection, '(read-only) Game engine properties' +GameObjectSettings.radius -> radius: float 'Radius of bounding sphere and material physics' +GameObjectSettings.rotate_from_normal -> use_rotate_from_normal: boolean 'Use face normal to rotate object, so that it points away from the surface' +GameObjectSettings.rotation_damping -> rotation_damping: float 'General rotation damping' +GameObjectSettings.sensors -> sensors: collection, '(read-only) Game engine sensor to detect events' +GameObjectSettings.show_actuators -> show_actuators: boolean 'Shows actuators for this object in the user interface' +GameObjectSettings.show_controllers -> show_controllers: boolean 'Shows controllers for this object in the user interface' +GameObjectSettings.show_sensors -> show_sensors: boolean 'Shows sensors for this object in the user interface' +GameObjectSettings.show_state_panel -> show_state_panel: boolean 'Show state panel' +GameObjectSettings.soft_body -> soft_body: pointer, '(read-only) Settings for Bullet soft body simulation' +GameObjectSettings.use_activity_culling -> use_activity_culling: boolean 'Disable simulation of angular motion along the Z axis' +GameObjectSettings.use_collision_bounds -> use_collision_bounds: boolean 'Specify a collision bounds type other than the default' +GameObjectSettings.used_state -> states_used: boolean, '(read-only) States which are being used by controllers' +GameObjectSettings.visible_state -> states_visible: boolean 'State determining which controllers are displayed' +GameProperty.debug -> show_debug: boolean 'Print debug information for this property' +GameProperty.name -> name: string "Available as GameObject attributes in the game engine's python API" +GameProperty.type -> type: enum 'NO DESCRIPTION' +GameSoftBodySettings.bending_const -> use_bending_constraints: boolean 'Enable bending constraints' +GameSoftBodySettings.cluster_iterations -> cluster_iterations: int 'Specify the number of cluster iterations' +GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean 'Enable cluster collision between soft and rigid body' +GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody: boolean 'Enable cluster collision between soft and soft body' +GameSoftBodySettings.dynamic_friction -> dynamic_friction: float 'Dynamic Friction' +GameSoftBodySettings.linstiff -> linear_stiffness: float 'Linear stiffness of the soft body links' +GameSoftBodySettings.margin -> margin: float 'Collision margin for soft body. Small value makes the algorithm unstable' +GameSoftBodySettings.position_iterations -> position_iterations: int 'Position solver iterations' +GameSoftBodySettings.shape_match -> use_shape_match: boolean 'Enable soft body shape matching goal' +GameSoftBodySettings.threshold -> threshold: float 'Shape matching threshold' +GameSoftBodySettings.welding -> weld_threshold: float '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)' +GameStringProperty.value -> value: string 'Property value' +GameTimerProperty.value -> value: float 'Property value' +GlowSequence.blur_distance -> blur_distance: float 'Radius of glow effect' +GlowSequence.boost_factor -> boost_factor: float 'Brightness multiplier' +GlowSequence.clamp -> clamp: float 'rightness limit of intensity' +GlowSequence.only_boost -> use_only_boost: boolean 'Show the glow buffer only' +GlowSequence.quality -> quality: int 'Accuracy of the blur effect' +GlowSequence.threshold -> threshold: float 'Minimum intensity to trigger a glow' +GreasePencil.draw_mode -> draw_mode: enum 'NO DESCRIPTION' +GreasePencil.layers -> layers: collection, '(read-only)' +GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean 'Only use the first and last parts of the stroke for snapping' +Group.dupli_offset -> dupli_offset: float 'Offset from the origin to use when instancing as DupliGroup' +Group.layer -> layers: boolean 'Layers visible when this groups is instanced as a dupli' +Group.objects -> objects: collection, '(read-only) A collection of this groups objects' +Header.bl_idname -> bl_idname: string 'NO DESCRIPTION' +Header.bl_space_type -> bl_space_type: enum 'NO DESCRIPTION' +Header.layout -> layout: pointer, '(read-only)' +Histogram.mode -> mode: enum 'Channels to display when drawing the histogram' +HookModifier.falloff -> falloff: float 'If not zero, the distance from the hook where influence ends' +HookModifier.force -> force: float 'Relative force of the hook' +HookModifier.object -> object: pointer 'Parent Object for hook, also recalculates and clears offset' +HookModifier.subtarget -> subtarget: string 'Name of Parent Bone for hook (if applicable), also recalculates and clears offset' +HookModifier.vertex_group -> vertex_group: string 'Vertex group name' +ID.fake_user -> use_fake_user: boolean 'Saves this datablock even if it has no users' +ID.library -> library: pointer, '(read-only) Library file the datablock is linked from' +ID.name -> name: string 'Unique datablock ID name' +ID.tag -> tag: boolean 'Tools can use this to tag data, (initial state is undefined)' +ID.users -> users: int, '(read-only) Number of times this datablock is referenced' +IDProperty.collection -> collection: collection, '(read-only)' +IDProperty.double -> double: float 'NO DESCRIPTION' +IDProperty.double_array -> double_array: float 'NO DESCRIPTION' +IDProperty.float -> float: float 'NO DESCRIPTION' +IDProperty.float_array -> float_array: float 'NO DESCRIPTION' +IDProperty.group -> group: pointer, '(read-only)' +IDProperty.int -> int: int 'NO DESCRIPTION' +IDProperty.int_array -> int_array: int 'NO DESCRIPTION' +IDProperty.string -> string: string 'NO DESCRIPTION' +IDPropertyGroup.name -> name: string 'Unique name used in the code and scripting' +IKParam.ik_solver -> ik_solver: enum, '(read-only) IK solver for which these parameters are defined, 0 for Legacy, 1 for iTaSC' +Image.animated -> use_animation: boolean 'Use as animated texture in the game engine' +Image.animation_end -> animation_end: int 'End frame of an animated texture' +Image.animation_speed -> animation_speed: int 'Speed of the animation in frames per second' +Image.animation_start -> animation_start: int 'Start frame of an animated texture' +Image.bindcode -> bindcode: int, '(read-only) OpenGL bindcode' +Image.clamp_x -> use_clamp_x: boolean 'Disable texture repeating horizontally' +Image.clamp_y -> use_clamp_y: boolean 'Disable texture repeating vertically' +Image.depth -> depth: int, '(read-only) Image bit depth' +Image.dirty -> is_dirty: boolean, '(read-only) Image has changed and is not saved' +Image.display_aspect -> display_aspect: float 'Display Aspect for this image, does not affect rendering' +Image.field_order -> field_order: enum 'Order of video fields. Select which lines are displayed first' +Image.fields -> use_fields: boolean 'Use fields of the image' +Image.file_format -> file_format: enum 'Format used for re-saving this file' +Image.filepath -> filepath: string 'Image/Movie file name' +Image.filepath_raw -> filepath_raw: string 'Image/Movie file name (without data refreshing)' +Image.generated_height -> generated_height: int 'Generated image height' +Image.generated_type -> generated_type: enum 'Generated image type' +Image.generated_width -> generated_width: int 'Generated image width' +Image.has_data -> has_data: boolean, '(read-only) True if this image has data' +Image.mapping -> mapping: enum 'Mapping type to use for this image in the game engine' +Image.packed_file -> packed_file: pointer, '(read-only)' +Image.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha' +Image.size -> size: int, '(read-only) Width and height in pixels, zero when image data cant be loaded' +Image.source -> source: enum 'Where the image comes from' +Image.tiles -> use_tiles: boolean 'Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)' +Image.tiles_x -> tiles_x: int 'Degree of repetition in the X direction' +Image.tiles_y -> tiles_y: int 'Degree of repetition in the Y direction' +Image.type -> type: enum, '(read-only) How to generate the image' +ImagePaint.invert_stencil -> invert_stencil: boolean 'Invert the stencil layer' +ImagePaint.normal_angle -> normal_angle: int 'Paint most on faces pointing towards the view according to this angle' +ImagePaint.screen_grab_size -> screen_grab_size: int 'Size to capture the image for re-projecting' +ImagePaint.seam_bleed -> seam_bleed: int 'Extend paint beyond the faces UVs to reduce seams (in pixels, slower)' +ImagePaint.show_brush -> show_brush: boolean 'Enables brush shape while not drawing' +ImagePaint.show_brush_draw -> show_brush_draw: boolean 'Enables brush shape while drawing' +ImagePaint.use_backface_cull -> use_backface_culling: boolean 'Ignore faces pointing away from the view (faster)' +ImagePaint.use_clone_layer -> use_clone_layer: boolean 'Use another UV layer as clone source, otherwise use 3D the cursor as the source' +ImagePaint.use_normal_falloff -> use_normal_falloff: boolean 'Paint most on faces pointing towards the view' +ImagePaint.use_occlude -> use_occlude: boolean 'Only paint onto the faces directly under the brush (slower)' +ImagePaint.use_projection -> use_projection: boolean 'Use projection painting for improved consistency in the brush strokes' +ImagePaint.use_stencil_layer -> use_stencil_layer: boolean 'Set the mask layer from the UV layer buttons' +ImageSequence.animation_end_offset -> animation_end_offset: int 'Animation end offset (trim end)' +ImageSequence.animation_start_offset -> animation_start_offset: int 'Animation start offset (trim start)' +ImageSequence.color_balance -> color_balance: pointer, '(read-only)' +ImageSequence.color_saturation -> color_saturation: float 'NO DESCRIPTION' +ImageSequence.convert_float -> use_float: boolean 'Convert input to float data' +ImageSequence.crop -> crop: pointer, '(read-only)' +ImageSequence.de_interlace -> use_deinterlace: boolean 'For video movies to remove fields' +ImageSequence.directory -> directory: string 'NO DESCRIPTION' +ImageSequence.elements -> elements: collection, '(read-only)' +ImageSequence.flip_x -> use_flip_x: boolean 'Flip on the X axis' +ImageSequence.flip_y -> use_flip_y: boolean 'Flip on the Y axis' +ImageSequence.multiply_colors -> multiply_colors: float 'NO DESCRIPTION' +ImageSequence.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha' +ImageSequence.proxy -> proxy: pointer, '(read-only)' +ImageSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean 'Use a custom directory to store data' +ImageSequence.proxy_custom_file -> use_proxy_custom_file: boolean 'Use a custom file to read proxy data from' +ImageSequence.reverse_frames -> use_reverse_frames: boolean 'Reverse frame order' +ImageSequence.strobe -> strobe: float 'Only display every nth frame' +ImageSequence.transform -> transform: pointer, '(read-only)' +ImageSequence.use_color_balance -> use_color_balance: boolean '(3-Way color correction) on input' +ImageSequence.use_crop -> use_crop: boolean 'Crop image before processing' +ImageSequence.use_proxy -> use_proxy: boolean 'Use a preview proxy for this strip' +ImageSequence.use_translation -> use_translation: boolean 'Translate image before processing' +ImageTexture.calculate_alpha -> use_calculate_alpha: boolean 'Calculates an alpha channel based on RGB values in the image' +ImageTexture.checker_distance -> checker_distance: float 'Sets distance between checker tiles' +ImageTexture.checker_even -> use_checker_even: boolean 'Sets even checker tiles' +ImageTexture.checker_odd -> use_checker_odd: boolean 'Sets odd checker tiles' +ImageTexture.crop_max_x -> crop_max_x: float 'Sets maximum X value to crop the image' +ImageTexture.crop_max_y -> crop_max_y: float 'Sets maximum Y value to crop the image' +ImageTexture.crop_min_x -> crop_min_x: float 'Sets minimum X value to crop the image' +ImageTexture.crop_min_y -> crop_min_y: float 'Sets minimum Y value to crop the image' +ImageTexture.extension -> extension: enum 'Sets how the image is extrapolated past its original bounds' +ImageTexture.filter -> filter: enum 'Texture filter to use for sampling image' +ImageTexture.filter_eccentricity -> filter_eccentricity: int 'Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower' +ImageTexture.filter_probes -> filter_probes: int 'Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower' +ImageTexture.filter_size -> filter_size: float 'Multiplies the filter size used by MIP Map and Interpolation' +ImageTexture.filter_size_minimum -> use_minimum_filter_size: boolean 'Use Filter Size as a minimal filter value in pixels' +ImageTexture.flip_axis -> use_flip_axis: boolean "Flips the texture's X and Y axis" +ImageTexture.image -> image: pointer 'NO DESCRIPTION' +ImageTexture.image_user -> image_user: pointer, '(read-only) Parameters defining which layer, pass and frame of the image is displayed' +ImageTexture.interpolation -> use_interpolation: boolean 'Interpolates pixels using Area filter' +ImageTexture.invert_alpha -> invert_alpha: boolean 'Inverts all the alpha values in the image' +ImageTexture.mipmap -> use_mipmap: boolean 'Uses auto-generated MIP maps for the image' +ImageTexture.mipmap_gauss -> use_mipmap_gauss: boolean 'Uses Gauss filter to sample down MIP maps' +ImageTexture.mirror_x -> use_mirror_x: boolean 'Mirrors the image repetition on the X direction' +ImageTexture.mirror_y -> use_mirror_y: boolean 'Mirrors the image repetition on the Y direction' +ImageTexture.normal_map -> use_normal_map: boolean 'Uses image RGB values for normal mapping' +ImageTexture.normal_space -> normal_space: enum 'Sets space of normal map image' +ImageTexture.repeat_x -> repeat_x: int 'Sets a repetition multiplier in the X direction' +ImageTexture.repeat_y -> repeat_y: int 'Sets a repetition multiplier in the Y direction' +ImageTexture.use_alpha -> use_alpha: boolean 'Uses the alpha channel information in the image' +ImageUser.auto_refresh -> use_auto_refresh: boolean 'Always refresh image on frame changes' +ImageUser.cyclic -> use_cyclic: boolean 'Cycle the images in the movie' +ImageUser.fields_per_frame -> fields_per_frame: int 'The number of fields per rendered frame (2 fields is 1 image)' +ImageUser.frame_start -> frame_start: int 'Sets the global starting frame of the movie' +ImageUser.frames -> frames: int 'Sets the number of images of a movie to use' +ImageUser.multilayer_layer -> multilayer_layer: int, '(read-only) Layer in multilayer image' +ImageUser.multilayer_pass -> multilayer_pass: int, '(read-only) Pass in multilayer image' +ImageUser.offset -> offset: int 'Offsets the number of the frame to use in the animation' +InflowFluidSettings.active -> use: boolean 'Object contributes to the fluid simulation' +InflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean 'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it' +InflowFluidSettings.inflow_velocity -> inflow_velocity: float 'Initial velocity of fluid' +InflowFluidSettings.local_coordinates -> use_local_coordinates: boolean 'Use local coordinates for inflow. (e.g. for rotating objects)' +InflowFluidSettings.volume_initialization -> volume_initialization: enum 'Volume initialization type' +IntProperty.array_length -> array_length: int, '(read-only) Maximum length of the array, 0 means unlimited' +IntProperty.default -> default: int, '(read-only) Default value for this number' +IntProperty.default_array -> default_array: int, '(read-only) Default value for this array' +IntProperty.hard_max -> hard_max: int, '(read-only) Maximum value used by buttons' +IntProperty.hard_min -> hard_min: int, '(read-only) Minimum value used by buttons' +IntProperty.soft_max -> soft_max: int, '(read-only) Maximum value used by buttons' +IntProperty.soft_min -> soft_min: int, '(read-only) Minimum value used by buttons' +IntProperty.step -> step: int, '(read-only) Step size used by number buttons, for floats 1/100th of the step size' +Itasc.auto_step -> use_auto_step: boolean 'Automatically determine the optimal number of steps for best performance/accuracy trade off' +Itasc.dampeps -> dampeps: float 'Singular value under which damping is progressively applied. Higher values=more stability, less reactivity. Default=0.1' +Itasc.dampmax -> dampmax: float 'Maximum damping coefficient when singular value is nearly 0. Higher values=more stability, less reactivity. Default=0.5' +Itasc.feedback -> feedback: float 'Feedback coefficient for error correction. Average response time=1/feedback. Default=20' +Itasc.max_step -> step_max: float 'Higher bound for timestep in second in case of automatic substeps' +Itasc.max_velocity -> velocity_max: float 'Maximum joint velocity in rad/s. Default=50' +Itasc.min_step -> step_min: float 'Lower bound for timestep in second in case of automatic substeps' +Itasc.mode -> mode: enum 'NO DESCRIPTION' +Itasc.num_iter -> num_iter: int 'Maximum number of iterations for convergence in case of reiteration' +Itasc.num_step -> num_step: int 'Divides the frame interval into this many steps' +Itasc.precision -> precision: float 'Precision of convergence in case of reiteration' +Itasc.reiteration -> reiteration: enum 'Defines if the solver is allowed to reiterate (converges until precision is met) on none, first or all frames' +Itasc.solver -> solver: enum 'Solving method selection: Automatic damping or manual damping' +JoystickSensor.all_events -> use_all_events: boolean 'Triggered by all events on this joysticks current type (axis/button/hat)' +JoystickSensor.axis_direction -> axis_direction: enum 'The direction of the axis' +JoystickSensor.axis_number -> axis_number: int 'Specify which axis pair to use, 1 is usually the main direction input' +JoystickSensor.axis_threshold -> axis_threshold: int 'Specify the precision of the axis' +JoystickSensor.button_number -> button_number: int 'Specify which button to use' +JoystickSensor.event_type -> event_type: enum 'The type of event this joystick sensor is triggered on' +JoystickSensor.hat_direction -> hat_direction: enum 'Specify hat direction' +JoystickSensor.hat_number -> hat_number: int 'Specify which hat to use' +JoystickSensor.joystick_index -> joystick_index: int 'Specify which joystick to use' +JoystickSensor.single_axis_number -> single_axis_number: int 'Specify a single axis (verticle/horizontal/other) to detect' +Key.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock' +Key.keys -> keys: collection, '(read-only) Shape keys' +Key.reference_key -> reference_key: pointer, '(read-only)' +Key.relative -> use_relative: boolean 'Makes shape keys relative' +Key.slurph -> slurph: int 'Creates a delay in amount of frames in applying keypositions, first vertex goes first' +Key.user -> user: pointer, '(read-only) Datablock using these shape keys' +KeyConfig.keymaps -> keymaps: collection, '(read-only) Key maps configured as part of this configuration' +KeyConfig.name -> name: string 'Name of the key configuration' +KeyConfig.user_defined -> is_user_defined: boolean, '(read-only) Indicates that a keyconfig was defined by the user' +KeyMap.children_expanded -> show_expanded_children: boolean 'Children expanded in the user interface' +KeyMap.items -> items: collection, '(read-only) Items in the keymap, linking an operator to an input event' +KeyMap.items_expanded -> show_expanded_items: boolean 'Expanded in the user interface' +KeyMap.modal -> is_modal: boolean, '(read-only) Indicates that a keymap is used for translate modal events for an operator' +KeyMap.name -> name: string, '(read-only) Name of the key map' +KeyMap.region_type -> region_type: enum, '(read-only) Optional region type keymap is associated with' +KeyMap.space_type -> space_type: enum, '(read-only) Optional space type keymap is associated with' +KeyMap.user_defined -> is_user_defined: boolean 'Keymap is defined by the user' +KeyMapItem.active -> active: boolean 'Activate or deactivate item' +KeyMapItem.alt -> pressed_alt: boolean 'Alt key pressed' +KeyMapItem.any -> pressed_any: boolean 'Any modifier keys pressed' +KeyMapItem.ctrl -> pressed_ctrl: boolean 'Control key pressed' +KeyMapItem.expanded -> show_expanded: boolean 'Show key map event and property details in the user interface' +KeyMapItem.id -> id: int, '(read-only) ID of the item' +KeyMapItem.idname -> idname: string 'Identifier of operator to call on input event' +KeyMapItem.key_modifier -> key_modifier: enum 'Regular key pressed as a modifier' +KeyMapItem.map_type -> map_type: enum 'Type of event mapping' +KeyMapItem.name -> name: string, '(read-only) Name of operator to call on input event' +KeyMapItem.oskey -> pressed_cmd: boolean 'Operating system key pressed' +KeyMapItem.properties -> properties: pointer, '(read-only) Properties to set when the operator is called' +KeyMapItem.propvalue -> propvalue: enum 'The value this event translates to in a modal keymap' +KeyMapItem.shift -> pressed_shift: boolean 'Shift key pressed' +KeyMapItem.type -> type: enum 'Type of event' +KeyMapItem.value -> value: enum 'NO DESCRIPTION' +KeyboardSensor.all_keys -> use_all_keys: boolean 'Trigger this sensor on any keystroke' +KeyboardSensor.key -> key: enum 'NO DESCRIPTION' +KeyboardSensor.log -> log: string 'Property that receive the keystrokes in case a string is logged' +KeyboardSensor.modifier_key -> modifier_key: enum 'Modifier key code' +KeyboardSensor.second_modifier_key -> second_modifier_key: enum 'Modifier key code' +KeyboardSensor.target -> target: string 'Property that indicates whether to log keystrokes as a string' +Keyframe.co -> co: float 'Coordinates of the control point' +Keyframe.handle1 -> handle_left: float 'Coordinates of the first handle' +Keyframe.handle1_type -> handle_left_type: enum 'Handle types' +Keyframe.handle2 -> handle_right: float 'Coordinates of the second handle' +Keyframe.handle2_type -> handle_right_type: enum 'Handle types' +Keyframe.interpolation -> interpolation: enum 'Interpolation method to use for segment of the curve from this Keyframe until the next Keyframe' +Keyframe.select_control_point -> select_control_point: boolean 'Control point selection status' +Keyframe.select_left_handle -> select_left_handle: boolean 'Handle 1 selection status' +Keyframe.select_right_handle -> select_right_handle: boolean 'Handle 2 selection status' +Keyframe.type -> type: enum 'The type of keyframe' +KeyingSet.absolute -> use_absolute: boolean 'Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)' +KeyingSet.active_path -> active_path: pointer 'Active Keying Set used to insert/delete keyframes' +KeyingSet.active_path_index -> active_path_index: int 'Current Keying Set index' +KeyingSet.insertkey_needed -> use_insertkey_needed: boolean "Only insert keyframes where they're needed in the relevant F-Curves" +KeyingSet.insertkey_visual -> use_insertkey_visual: boolean "Insert keyframes based on 'visual transforms'" +KeyingSet.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean 'Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis' +KeyingSet.name -> name: string 'NO DESCRIPTION' +KeyingSet.paths -> paths: collection, '(read-only) Keying Set Paths to define settings that get keyframed together' +KeyingSet.type_info -> type_info: pointer, '(read-only) Callback function defines for built-in Keying Sets' +KeyingSetInfo.bl_idname -> bl_idname: string 'NO DESCRIPTION' +KeyingSetInfo.bl_label -> bl_label: string 'NO DESCRIPTION' +KeyingSetInfo.insertkey_needed -> use_insertkey_needed: boolean "Only insert keyframes where they're needed in the relevant F-Curves" +KeyingSetInfo.insertkey_visual -> use_insertkey_visual: boolean "Insert keyframes based on 'visual transforms'" +KeyingSetInfo.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean 'Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis' +KeyingSetPath.array_index -> array_index: int 'Index to the specific setting if applicable' +KeyingSetPath.data_path -> data_path: string 'Path to property setting' +KeyingSetPath.entire_array -> use_entire_array: boolean "When an 'array/vector' type is chosen (Location, Rotation, Color, etc.), entire array is to be used" +KeyingSetPath.group -> group: string 'Name of Action Group to assign setting(s) for this path to' +KeyingSetPath.grouping -> group_method: enum 'Method used to define which Group-name to use' +KeyingSetPath.id -> id: pointer 'ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only)' +KeyingSetPath.id_type -> id_type: enum 'Type of ID-block that can be used' +KeyingSetPath.insertkey_needed -> use_insertkey_needed: boolean "Only insert keyframes where they're needed in the relevant F-Curves" +KeyingSetPath.insertkey_visual -> use_insertkey_visual: boolean "Insert keyframes based on 'visual transforms'" +KeyingSetPath.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean 'Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis' +KinematicConstraint.axis_reference -> axis_reference: enum 'Constraint axis Lock options relative to Bone or Target reference' +KinematicConstraint.chain_length -> chain_length: int 'How many bones are included in the IK effect - 0 uses all bones' +KinematicConstraint.distance -> distance: float 'Radius of limiting sphere' +KinematicConstraint.ik_type -> ik_type: enum 'NO DESCRIPTION' +KinematicConstraint.iterations -> iterations: int 'Maximum number of solving iterations' +KinematicConstraint.limit_mode -> limit_mode: enum 'Distances in relation to sphere of influence to allow' +KinematicConstraint.orient_weight -> orient_weight: float 'For Tree-IK: Weight of orientation control for this target' +KinematicConstraint.pole_angle -> pole_angle: float 'Pole rotation offset' +KinematicConstraint.pole_subtarget -> pole_subtarget: string 'NO DESCRIPTION' +KinematicConstraint.pole_target -> pole_target: pointer 'Object for pole rotation' +KinematicConstraint.pos_lock_x -> lock_location_x: boolean 'Constraint position along X axis' +KinematicConstraint.pos_lock_y -> lock_location_y: boolean 'Constraint position along Y axis' +KinematicConstraint.pos_lock_z -> lock_location_z: boolean 'Constraint position along Z axis' +KinematicConstraint.rot_lock_x -> lock_rotation_x: boolean 'Constraint rotation along X axis' +KinematicConstraint.rot_lock_y -> lock_rotation_y: boolean 'Constraint rotation along Y axis' +KinematicConstraint.rot_lock_z -> lock_rotation_z: boolean 'Constraint rotation along Z axis' +KinematicConstraint.subtarget -> subtarget: string 'NO DESCRIPTION' +KinematicConstraint.target -> target: pointer 'Target Object' +KinematicConstraint.use_position -> use_location: boolean 'Chain follows position of target' +KinematicConstraint.use_rotation -> use_rotation: boolean 'Chain follows rotation of target' +KinematicConstraint.use_stretch -> use_stretch: boolean 'Enable IK Stretching' +KinematicConstraint.use_tail -> use_tail: boolean "Include bone's tail as last element in chain" +KinematicConstraint.use_target -> use_target: boolean 'Disable for targetless IK' +KinematicConstraint.weight -> weight: float 'For Tree-IK: Weight of position control for this target' +Lamp.active_texture -> active_texture: pointer 'Active texture slot being displayed' +Lamp.active_texture_index -> active_texture_index: int 'Index of active texture slot' +Lamp.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock' +Lamp.color -> color: float 'Light color' +Lamp.diffuse -> use_diffuse: boolean 'Lamp does diffuse shading' +Lamp.distance -> distance: float 'Falloff distance - the light is at half the original intensity at this point' +Lamp.energy -> energy: float 'Amount of light that the lamp emits' +Lamp.layer -> use_own_layer: boolean 'Illuminates objects only on the same layer the lamp is on' +Lamp.negative -> use_negative: boolean 'Lamp casts negative light' +Lamp.specular -> use_specular: boolean 'Lamp creates specular highlights' +Lamp.texture_slots -> texture_slots: collection, '(read-only) Texture slots defining the mapping and influence of textures' +Lamp.type -> type: enum 'Type of Lamp' +LampSkySettings.atmosphere_distance_factor -> atmosphere_distance_factor: float 'Multiplier to convert blender units to physical distance' +LampSkySettings.atmosphere_extinction -> atmosphere_extinction: float 'Extinction scattering contribution factor' +LampSkySettings.atmosphere_inscattering -> atmosphere_inscattering: float 'Scatter contribution factor' +LampSkySettings.atmosphere_turbidity -> atmosphere_turbidity: float 'Sky turbidity' +LampSkySettings.backscattered_light -> backscattered_light: float 'Backscattered light' +LampSkySettings.horizon_brightness -> horizon_intensity: float 'Horizon brightness' +LampSkySettings.sky_blend -> sky_blend: float 'Blend factor with sky' +LampSkySettings.sky_blend_type -> sky_blend_type: enum 'Blend mode for combining sun sky with world sky' +LampSkySettings.sky_color_space -> sky_color_space: enum 'Color space to use for internal XYZ->RGB color conversion' +LampSkySettings.sky_exposure -> sky_exposure: float 'Strength of sky shading exponential exposure correction' +LampSkySettings.spread -> spread: float 'Horizon Spread' +LampSkySettings.sun_brightness -> sun_intensity: float 'Sun brightness' +LampSkySettings.sun_intensity -> sun_intensity: float 'Sun intensity' +LampSkySettings.sun_size -> sun_size: float 'Sun size' +LampSkySettings.use_atmosphere -> use_atmosphere: boolean 'Apply sun effect on atmosphere' +LampSkySettings.use_sky -> use_sky: boolean 'Apply sun effect on sky' +LampTextureSlot.color_factor -> color_factor: float 'Amount texture affects color values' +LampTextureSlot.map_color -> use_map_color: boolean 'Lets the texture affect the basic color of the lamp' +LampTextureSlot.map_shadow -> use_map_shadow: boolean 'Lets the texture affect the shadow color of the lamp' +LampTextureSlot.object -> object: pointer 'Object to use for mapping with Object texture coordinates' +LampTextureSlot.shadow_factor -> shadow_factor: float 'Amount texture affects shadow' +LampTextureSlot.texture_coordinates -> texture_coordinates: enum 'NO DESCRIPTION' +Lattice.interpolation_type_u -> interpolation_type_u: enum 'NO DESCRIPTION' +Lattice.interpolation_type_v -> interpolation_type_v: enum 'NO DESCRIPTION' +Lattice.interpolation_type_w -> interpolation_type_w: enum 'NO DESCRIPTION' +Lattice.outside -> use_outside: boolean 'Only draw, and take into account, the outer vertices' +Lattice.points -> points: collection, '(read-only) Points of the lattice' +Lattice.points_u -> points_u: int 'Points in U direction' +Lattice.points_v -> points_v: int 'Points in V direction' +Lattice.points_w -> points_w: int 'Points in W direction' +Lattice.shape_keys -> shape_keys: pointer, '(read-only)' +Lattice.vertex_group -> vertex_group: string 'Vertex group to apply the influence of the lattice' +LatticeModifier.object -> object: pointer 'Lattice object to deform with' +LatticeModifier.vertex_group -> vertex_group: string 'Vertex group name' +LatticePoint.co -> co: float, '(read-only)' +LatticePoint.deformed_co -> deformed_co: float 'NO DESCRIPTION' +LatticePoint.groups -> groups: collection, '(read-only) Weights for the vertex groups this point is member of' +Library.filepath -> filepath: string 'Path to the library .blend file' +Library.parent -> parent: pointer, '(read-only)' +LimitDistanceConstraint.distance -> distance: float 'Radius of limiting sphere' +LimitDistanceConstraint.limit_mode -> limit_mode: enum 'Distances in relation to sphere of influence to allow' +LimitDistanceConstraint.subtarget -> subtarget: string 'NO DESCRIPTION' +LimitDistanceConstraint.target -> target: pointer 'Target Object' +LimitLocationConstraint.limit_transform -> limit_transform: boolean 'Transforms are affected by this constraint as well' +LimitLocationConstraint.maximum_x -> max_x: float 'Highest X value to allow' +LimitLocationConstraint.maximum_y -> max_y: float 'Highest Y value to allow' +LimitLocationConstraint.maximum_z -> max_z: float 'Highest Z value to allow' +LimitLocationConstraint.minimum_x -> min_x: float 'Lowest X value to allow' +LimitLocationConstraint.minimum_y -> min_y: float 'Lowest Y value to allow' +LimitLocationConstraint.minimum_z -> min_z: float 'Lowest Z value to allow' +LimitLocationConstraint.use_maximum_x -> use_max_x: boolean 'Use the maximum X value' +LimitLocationConstraint.use_maximum_y -> use_max_y: boolean 'Use the maximum Y value' +LimitLocationConstraint.use_maximum_z -> use_max_z: boolean 'Use the maximum Z value' +LimitLocationConstraint.use_minimum_x -> use_min_x: boolean 'Use the minimum X value' +LimitLocationConstraint.use_minimum_y -> use_min_y: boolean 'Use the minimum Y value' +LimitLocationConstraint.use_minimum_z -> use_min_z: boolean 'Use the minimum Z value' +LimitRotationConstraint.limit_transform -> limit_transform: boolean 'Transforms are affected by this constraint as well' +LimitRotationConstraint.maximum_x -> max_x: float 'Highest X value to allow' +LimitRotationConstraint.maximum_y -> max_y: float 'Highest Y value to allow' +LimitRotationConstraint.maximum_z -> max_z: float 'Highest Z value to allow' +LimitRotationConstraint.minimum_x -> min_x: float 'Lowest X value to allow' +LimitRotationConstraint.minimum_y -> min_y: float 'Lowest Y value to allow' +LimitRotationConstraint.minimum_z -> min_z: float 'Lowest Z value to allow' +LimitRotationConstraint.use_limit_x -> use_limit_x: boolean 'Use the minimum X value' +LimitRotationConstraint.use_limit_y -> use_limit_y: boolean 'Use the minimum Y value' +LimitRotationConstraint.use_limit_z -> use_limit_z: boolean 'Use the minimum Z value' +LimitScaleConstraint.limit_transform -> limit_transform: boolean 'Transforms are affected by this constraint as well' +LimitScaleConstraint.maximum_x -> max_x: float 'Highest X value to allow' +LimitScaleConstraint.maximum_y -> max_y: float 'Highest Y value to allow' +LimitScaleConstraint.maximum_z -> max_z: float 'Highest Z value to allow' +LimitScaleConstraint.minimum_x -> min_x: float 'Lowest X value to allow' +LimitScaleConstraint.minimum_y -> min_y: float 'Lowest Y value to allow' +LimitScaleConstraint.minimum_z -> min_z: float 'Lowest Z value to allow' +LimitScaleConstraint.use_maximum_x -> use_max_x: boolean 'Use the maximum X value' +LimitScaleConstraint.use_maximum_y -> use_max_y: boolean 'Use the maximum Y value' +LimitScaleConstraint.use_maximum_z -> use_max_z: boolean 'Use the maximum Z value' +LimitScaleConstraint.use_minimum_x -> use_min_x: boolean 'Use the minimum X value' +LimitScaleConstraint.use_minimum_y -> use_min_y: boolean 'Use the minimum Y value' +LimitScaleConstraint.use_minimum_z -> use_min_z: boolean 'Use the minimum Z value' +LockedTrackConstraint.lock -> lock: enum 'Axis that points upward' +LockedTrackConstraint.subtarget -> subtarget: string 'NO DESCRIPTION' +LockedTrackConstraint.target -> target: pointer 'Target Object' +LockedTrackConstraint.track -> track: enum 'Axis that points to the target object' +Macro.bl_description -> bl_description: string 'NO DESCRIPTION' +Macro.bl_idname -> bl_idname: string 'NO DESCRIPTION' +Macro.bl_label -> bl_label: string 'NO DESCRIPTION' +Macro.bl_options -> bl_options: enum 'Options for this operator type' +Macro.name -> name: string, '(read-only)' +Macro.properties -> properties: pointer, '(read-only)' +MagicTexture.noise_depth -> noise_depth: int 'Sets the depth of the cloud calculation' +MagicTexture.turbulence -> turbulence: float 'Sets the turbulence of the bandnoise and ringnoise types' +Main.actions -> actions: collection, '(read-only) Action datablocks.' +Main.armatures -> armatures: collection, '(read-only) Armature datablocks.' +Main.brushes -> brushes: collection, '(read-only) Brush datablocks.' +Main.cameras -> cameras: collection, '(read-only) Camera datablocks.' +Main.curves -> curves: collection, '(read-only) Curve datablocks.' +Main.debug -> show_debug: boolean 'Print debugging information in console' +Main.file_is_saved -> is_saved: boolean, '(read-only) Has the current session been saved to disk as a .blend file' +Main.filepath -> filepath: string, '(read-only) Path to the .blend file' +Main.fonts -> fonts: collection, '(read-only) Vector font datablocks.' +Main.gpencil -> gpencil: collection, '(read-only) Grease Pencil datablocks.' +Main.groups -> groups: collection, '(read-only) Group datablocks.' +Main.images -> images: collection, '(read-only) Image datablocks.' +Main.lamps -> lamps: collection, '(read-only) Lamp datablocks.' +Main.lattices -> lattices: collection, '(read-only) Lattice datablocks.' +Main.libraries -> libraries: collection, '(read-only) Library datablocks.' +Main.materials -> materials: collection, '(read-only) Material datablocks.' +Main.meshes -> meshes: collection, '(read-only) Mesh datablocks.' +Main.metaballs -> metaballs: collection, '(read-only) Metaball datablocks.' +Main.node_groups -> node_groups: collection, '(read-only) Node group datablocks.' +Main.objects -> objects: collection, '(read-only) Object datablocks.' +Main.particles -> particles: collection, '(read-only) Particle datablocks.' +Main.scenes -> scenes: collection, '(read-only) Scene datablocks.' +Main.screens -> screens: collection, '(read-only) Screen datablocks.' +Main.scripts -> scripts: collection, '(read-only) Script datablocks (DEPRECATED).' +Main.sounds -> sounds: collection, '(read-only) Sound datablocks.' +Main.texts -> texts: collection, '(read-only) Text datablocks.' +Main.textures -> textures: collection, '(read-only) Texture datablocks.' +Main.window_managers -> window_managers: collection, '(read-only) Window manager datablocks.' +Main.worlds -> worlds: collection, '(read-only) World datablocks.' +MaintainVolumeConstraint.axis -> axis: enum 'The free scaling axis of the object' +MaintainVolumeConstraint.volume -> volume: float 'Volume of the bone at rest' +MarbleTexture.nabla -> nabla: float 'Size of derivative offset used for calculating normal' +MarbleTexture.noise_basis -> noise_basis: enum 'Sets the noise basis used for turbulence' +MarbleTexture.noise_depth -> noise_depth: int 'Sets the depth of the cloud calculation' +MarbleTexture.noise_size -> noise_size: float 'Sets scaling for noise input' +MarbleTexture.noise_type -> noise_type: enum 'NO DESCRIPTION' +MarbleTexture.noisebasis2 -> noisebasis2: enum 'NO DESCRIPTION' +MarbleTexture.stype -> stype: enum 'NO DESCRIPTION' +MarbleTexture.turbulence -> turbulence: float 'Sets the turbulence of the bandnoise and ringnoise types' +MaskModifier.armature -> armature: pointer 'Armature to use as source of bones to mask' +MaskModifier.invert -> invert_vertex_group: boolean 'Use vertices that are not part of region defined' +MaskModifier.mode -> mode: enum 'NO DESCRIPTION' +MaskModifier.vertex_group -> vertex_group: string 'Vertex group name' +Material.active_node_material -> active_node_material: pointer 'Active node material' +Material.active_texture -> active_texture: pointer 'Active texture slot being displayed' +Material.active_texture_index -> active_texture_index: int 'Index of active texture slot' +Material.alpha -> alpha: float 'Alpha transparency of the material' +Material.ambient -> ambient: float 'Amount of global ambient color the material receives' +Material.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock' +Material.cast_approximate -> use_cast_approximate: boolean 'Allow this material to cast shadows when using approximate ambient occlusion.' +Material.cast_buffer_shadows -> use_cast_buffer_shadows: boolean 'Allow this material to cast shadows from shadow buffer lamps' +Material.cast_shadows_only -> use_cast_shadows_only: boolean 'Makes objects with this material appear invisible, only casting shadows (not rendered)' +Material.cubic -> use_cubic: boolean 'Use cubic interpolation for diffuse values, for smoother transitions' +Material.darkness -> darkness: float 'Minnaert darkness' +Material.diffuse_color -> diffuse_color: float 'NO DESCRIPTION' +Material.diffuse_fresnel -> diffuse_fresnel: float 'Power of Fresnel' +Material.diffuse_fresnel_factor -> diffuse_fresnel_factor: float 'Blending factor of Fresnel' +Material.diffuse_intensity -> diffuse_intensity: float 'Amount of diffuse reflection' +Material.diffuse_ramp -> diffuse_ramp: pointer, '(read-only) Color ramp used to affect diffuse shading' +Material.diffuse_ramp_blend -> diffuse_ramp_blend: enum 'NO DESCRIPTION' +Material.diffuse_ramp_factor -> diffuse_ramp_factor: float 'Blending factor (also uses alpha in Colorband)' +Material.diffuse_ramp_input -> diffuse_ramp_input: enum 'NO DESCRIPTION' +Material.diffuse_shader -> diffuse_shader: enum 'NO DESCRIPTION' +Material.diffuse_toon_size -> diffuse_toon_size: float 'Size of diffuse toon area' +Material.diffuse_toon_smooth -> diffuse_toon_smooth: float 'Smoothness of diffuse toon area' +Material.emit -> emit: float 'Amount of light to emit' +NEGATE * Material.exclude_mist -> use_mist: boolean 'Excludes this material from mist effects (in world settings)' +Material.face_texture -> use_face_texture: boolean "Replaces the object's base color with color from face assigned image textures" +Material.face_texture_alpha -> use_face_texture_alpha: boolean "Replaces the object's base alpha value with alpha from face assigned image textures" +Material.full_oversampling -> use_full_oversampling: boolean 'Force this material to render full shading/textures for all anti-aliasing samples' +Material.halo -> halo: pointer, '(read-only) Halo settings for the material' +Material.invert_z -> invert_z: boolean "Renders material's faces with an inverted Z buffer (scanline only)" +Material.light_group -> light_group: pointer 'Limit lighting to lamps in this Group' +Material.light_group_exclusive -> use_light_group_exclusive: boolean 'Material uses the light group exclusively - these lamps are excluded from other scene lighting' +Material.mirror_color -> mirror_color: float 'Mirror color of the material' +Material.node_tree -> node_tree: pointer, '(read-only) Node tree for node based materials' +Material.object_color -> use_object_color: boolean 'Modulate the result with a per-object color' +Material.only_shadow -> use_only_shadow: boolean "Renders shadows as the material's alpha value, making materials transparent except for shadowed areas" +Material.physics -> physics: pointer, '(read-only) Game physics settings' +Material.preview_render_type -> preview_render_type: enum 'Type of preview render' +Material.ray_shadow_bias -> use_ray_shadow_bias: boolean 'Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)' +Material.raytrace_mirror -> raytrace_mirror: pointer, '(read-only) Raytraced reflection settings for the material' +Material.raytrace_transparency -> raytrace_transparency: pointer, '(read-only) Raytraced transparency settings for the material' +Material.receive_transparent_shadows -> use_transparent_shadows: boolean 'Allow this object to receive transparent shadows casted through other objects' +Material.roughness -> rough: float 'Oren-Nayar Roughness' +Material.shadeless -> use_shadeless: boolean 'Makes this material insensitive to light or shadow' +Material.shadow_buffer_bias -> shadow_buffer_bias: float 'Factor to multiply shadow buffer bias with (0 is ignore.)' +Material.shadow_casting_alpha -> shadow_cast_alpha: float 'Shadow casting alpha, in use for Irregular and Deep shadow buffer' +Material.shadow_ray_bias -> shadow_ray_bias: float 'Shadow raytracing bias to prevent terminator problems on shadow boundary' +Material.shadows -> use_shadows: boolean 'Allows this material to receive shadows' +Material.specular_alpha -> specular_alpha: float 'Alpha transparency for specular areas' +Material.specular_color -> specular_color: float 'Specular color of the material' +Material.specular_hardness -> specular_hard: int 'NO DESCRIPTION' +Material.specular_intensity -> specular_intensity: float 'NO DESCRIPTION' +Material.specular_ior -> specular_ior: float 'NO DESCRIPTION' +Material.specular_ramp -> specular_ramp: pointer, '(read-only) Color ramp used to affect specular shading' +Material.specular_ramp_blend -> specular_ramp_blend: enum 'NO DESCRIPTION' +Material.specular_ramp_factor -> specular_ramp_factor: float 'Blending factor (also uses alpha in Colorband)' +Material.specular_ramp_input -> specular_ramp_input: enum 'NO DESCRIPTION' +Material.specular_shader -> specular_shader: enum 'NO DESCRIPTION' +Material.specular_slope -> specular_slope: float 'The standard deviation of surface slope' +Material.specular_toon_size -> specular_toon_size: float 'Size of specular toon area' +Material.specular_toon_smooth -> specular_toon_smooth: float 'Smoothness of specular toon area' +Material.strand -> strand: pointer, '(read-only) Strand settings for the material' +Material.subsurface_scattering -> subsurface_scattering: pointer, '(read-only) Subsurface scattering settings for the material' +Material.tangent_shading -> use_tangent_shading: boolean "Use the material's tangent vector instead of the normal for shading - for anisotropic shading effects" +Material.texture_slots -> texture_slots: collection, '(read-only) Texture slots defining the mapping and influence of textures' +Material.traceable -> use_traceable: boolean 'Include this material and geometry that uses it in ray tracing calculations' +Material.translucency -> translucency: float 'Amount of diffuse shading on the back side' +Material.transparency -> use_transparency: boolean 'Render material as transparent' +Material.transparency_method -> transparency_method: enum 'Method to use for rendering transparency' +Material.type -> type: enum 'Material type defining how the object is rendered' +Material.use_diffuse_ramp -> use_diffuse_ramp: boolean 'Toggle diffuse ramp operations' +Material.use_nodes -> use_nodes: boolean 'Use shader nodes to render the material' +Material.use_sky -> use_sky: boolean 'Renders this material with zero alpha, with sky background in place (scanline only)' +Material.use_specular_ramp -> use_specular_ramp: boolean 'Toggle specular ramp operations' +Material.use_textures -> use_textures: boolean 'Enable/Disable each texture' +Material.vertex_color_light -> use_vertex_color_light: boolean 'Add vertex colors as additional lighting' +Material.vertex_color_paint -> use_vertex_color_paint: boolean "Replaces object base color with vertex colors (multiplies with 'texture face' face assigned textures)" +Material.volume -> volume: pointer, '(read-only) Volume settings for the material' +Material.z_offset -> z_offset: float 'Gives faces an artificial offset in the Z buffer for Z transparency' +MaterialHalo.add -> add: float 'Sets the strength of the add effect' +MaterialHalo.flare_boost -> flare_boost: float 'Gives the flare extra strength' +MaterialHalo.flare_mode -> use_flare_mode: boolean 'Renders halo as a lensflare' +MaterialHalo.flare_seed -> flare_seed: int 'Specifies an offset in the flare seed table' +MaterialHalo.flare_size -> flare_size: float 'Sets the factor by which the flare is larger than the halo' +MaterialHalo.flare_subsize -> flare_subsize: float 'Sets the dimension of the subflares, dots and circles' +MaterialHalo.flares_sub -> flares_sub: int 'Sets the number of subflares' +MaterialHalo.hardness -> hard: int 'Sets the hardness of the halo' +MaterialHalo.line_number -> line_number: int 'Sets the number of star shaped lines rendered over the halo' +MaterialHalo.lines -> use_lines: boolean 'Renders star shaped lines over halo' +MaterialHalo.ring -> use_ring: boolean 'Renders rings over halo' +MaterialHalo.rings -> rings: int 'Sets the number of rings rendered over the halo' +MaterialHalo.seed -> seed: int 'Randomizes ring dimension and line location' +MaterialHalo.shaded -> use_shading: boolean 'Lets halo receive light and shadows from external objects' +MaterialHalo.size -> size: float 'Sets the dimension of the halo' +MaterialHalo.soft -> use_soft: boolean 'Softens the edges of halos at intersections with other geometry' +MaterialHalo.star -> use_star: boolean 'Renders halo as a star' +MaterialHalo.star_tips -> star_tips: int 'Sets the number of points on the star shaped halo' +MaterialHalo.texture -> use_texture: boolean 'Gives halo a texture' +MaterialHalo.vertex_normal -> use_vertex_normal: boolean 'Uses the vertex normal to specify the dimension of the halo' +MaterialHalo.xalpha -> use_extreme_alpha: boolean 'Uses extreme alpha' +MaterialPhysics.align_to_normal -> use_align_to_normal: boolean 'Align dynamic game objects along the surface normal, when inside the physics distance area' +MaterialPhysics.damp -> damp: float 'Damping of the spring force, when inside the physics distance area' +MaterialPhysics.distance -> distance: float 'Distance of the physics area' +MaterialPhysics.elasticity -> elasticity: float 'Elasticity of collisions' +MaterialPhysics.force -> force: float 'Upward spring force, when inside the physics distance area' +MaterialPhysics.friction -> friction: float 'Coulomb friction coefficient, when inside the physics distance area' +MaterialRaytraceMirror.depth -> depth: int 'Maximum allowed number of light inter-reflections' +MaterialRaytraceMirror.distance -> distance: float 'Maximum distance of reflected rays. Reflections further than this range fade to sky color or material color' +MaterialRaytraceMirror.enabled -> use: boolean 'Enable raytraced reflections' +MaterialRaytraceMirror.fade_to -> fade_to: enum 'The color that rays with no intersection within the Max Distance take. Material color can be best for indoor scenes, sky color for outdoor' +MaterialRaytraceMirror.fresnel -> fresnel: float 'Power of Fresnel for mirror reflection' +MaterialRaytraceMirror.fresnel_factor -> fresnel_factor: float 'Blending factor for Fresnel' +MaterialRaytraceMirror.gloss_anisotropic -> gloss_anisotropic: float 'The shape of the reflection, from 0.0 (circular) to 1.0 (fully stretched along the tangent' +MaterialRaytraceMirror.gloss_factor -> gloss_factor: float 'The shininess of the reflection. Values < 1.0 give diffuse, blurry reflections' +MaterialRaytraceMirror.gloss_samples -> gloss_samples: int 'Number of cone samples averaged for blurry reflections' +MaterialRaytraceMirror.gloss_threshold -> gloss_threshold: float 'Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped' +MaterialRaytraceMirror.reflect_factor -> reflect_factor: float 'Sets the amount mirror reflection for raytrace' +MaterialRaytraceTransparency.depth -> depth: int 'Maximum allowed number of light inter-refractions' +MaterialRaytraceTransparency.falloff -> falloff: float 'Falloff power for transmissivity filter effect (1.0 is linear)' +MaterialRaytraceTransparency.filter -> filter: float "Amount to blend in the material's diffuse color in raytraced transparency (simulating absorption)" +MaterialRaytraceTransparency.fresnel -> fresnel: float 'Power of Fresnel for transparency (Ray or ZTransp)' +MaterialRaytraceTransparency.fresnel_factor -> fresnel_factor: float 'Blending factor for Fresnel' +MaterialRaytraceTransparency.gloss_factor -> gloss_factor: float 'The clarity of the refraction. Values < 1.0 give diffuse, blurry refractions' +MaterialRaytraceTransparency.gloss_samples -> gloss_samples: int 'Number of cone samples averaged for blurry refractions' +MaterialRaytraceTransparency.gloss_threshold -> gloss_threshold: float 'Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped' +MaterialRaytraceTransparency.ior -> ior: float 'Sets angular index of refraction for raytraced refraction' +MaterialRaytraceTransparency.limit -> limit: float 'Maximum depth for light to travel through the transparent material before becoming fully filtered (0.0 is disabled)' +MaterialSlot.link -> link: enum "Link material to object or the object's data" +MaterialSlot.material -> material: pointer 'Material datablock used by this material slot' +MaterialSlot.name -> name: string, '(read-only) Material slot name' +MaterialStrand.blend_distance -> blend_distance: float 'Worldspace distance over which to blend in the surface normal' +MaterialStrand.blender_units -> use_blender_units: boolean 'Use Blender units for widths instead of pixels' +MaterialStrand.min_size -> size_min: float 'Minimum size of strands in pixels' +MaterialStrand.root_size -> root_size: float 'Start size of strands in pixels or Blender units' +MaterialStrand.shape -> shape: float 'Positive values make strands rounder, negative makes strands spiky' +MaterialStrand.surface_diffuse -> use_surface_diffuse: boolean 'Make diffuse shading more similar to shading the surface' +MaterialStrand.tangent_shading -> use_tangent_shading: boolean 'Uses direction of strands as normal for tangent-shading' +MaterialStrand.tip_size -> tip_size: float 'End size of strands in pixels or Blender units' +MaterialStrand.uv_layer -> uv_layer: string 'Name of UV layer to override' +MaterialStrand.width_fade -> width_fade: float 'Transparency along the width of the strand' +MaterialSubsurfaceScattering.back -> back: float 'Back scattering weight' +MaterialSubsurfaceScattering.color -> color: float 'Scattering color' +MaterialSubsurfaceScattering.color_factor -> color_factor: float 'Blend factor for SSS colors' +MaterialSubsurfaceScattering.enabled -> use: boolean 'Enable diffuse subsurface scatting effects in a material' +MaterialSubsurfaceScattering.error_tolerance -> error_tolerance: float 'Error tolerance (low values are slower and higher quality)' +MaterialSubsurfaceScattering.front -> front: float 'Front scattering weight' +MaterialSubsurfaceScattering.ior -> ior: float 'Index of refraction (higher values are denser)' +MaterialSubsurfaceScattering.radius -> radius: float 'Mean red/green/blue scattering path length' +MaterialSubsurfaceScattering.scale -> scale: float 'Object scale factor' +MaterialSubsurfaceScattering.texture_factor -> texture_factor: float 'Texture scatting blend factor' +MaterialTextureSlot.alpha_factor -> alpha_factor: float 'Amount texture affects alpha' +MaterialTextureSlot.ambient_factor -> ambient_factor: float 'Amount texture affects ambient' +MaterialTextureSlot.colordiff_factor -> colordiff_factor: float 'Amount texture affects diffuse color' +MaterialTextureSlot.coloremission_factor -> coloremission_factor: float 'Amount texture affects emission color' +MaterialTextureSlot.colorreflection_factor -> colorreflection_factor: float 'Amount texture affects color of out-scattered light' +MaterialTextureSlot.colorspec_factor -> colorspec_factor: float 'Amount texture affects specular color' +MaterialTextureSlot.colortransmission_factor -> colortransmission_factor: float 'Amount texture affects result color after light has been scattered/absorbed' +MaterialTextureSlot.density_factor -> density_factor: float 'Amount texture affects density' +MaterialTextureSlot.diffuse_factor -> diffuse_factor: float 'Amount texture affects diffuse reflectivity' +MaterialTextureSlot.displacement_factor -> displacement_factor: float 'Amount texture displaces the surface' +MaterialTextureSlot.emission_factor -> emission_factor: float 'Amount texture affects emission' +MaterialTextureSlot.emit_factor -> emit_factor: float 'Amount texture affects emission' +MaterialTextureSlot.enabled -> use: boolean 'Enable this material texture slot' +MaterialTextureSlot.from_dupli -> use_from_dupli: boolean "Dupli's instanced from verts, faces or particles, inherit texture coordinate from their parent" +MaterialTextureSlot.from_original -> use_from_original: boolean "Dupli's derive their object coordinates from the original objects transformation" +MaterialTextureSlot.hardness_factor -> hard_factor: float 'Amount texture affects hardness' +MaterialTextureSlot.map_alpha -> use_map_alpha: boolean 'Causes the texture to affect the alpha value' +MaterialTextureSlot.map_ambient -> use_map_ambient: boolean 'Causes the texture to affect the value of ambient' +MaterialTextureSlot.map_colordiff -> use_map_colordiff: boolean 'Causes the texture to affect basic color of the material' +MaterialTextureSlot.map_coloremission -> use_map_coloremission: boolean 'Causes the texture to affect the color of emission' +MaterialTextureSlot.map_colorreflection -> use_map_colorreflection: boolean 'Causes the texture to affect the color of scattered light' +MaterialTextureSlot.map_colorspec -> use_map_colorspec: boolean 'Causes the texture to affect the specularity color' +MaterialTextureSlot.map_colortransmission -> use_map_colortransmission: boolean 'Causes the texture to affect the result color after other light has been scattered/absorbed' +MaterialTextureSlot.map_density -> use_map_density: boolean "Causes the texture to affect the volume's density" +MaterialTextureSlot.map_diffuse -> use_map_diffuse: boolean 'Causes the texture to affect the value of the materials diffuse reflectivity' +MaterialTextureSlot.map_displacement -> use_map_displacement: boolean 'Let the texture displace the surface' +MaterialTextureSlot.map_emission -> use_map_emission: boolean "Causes the texture to affect the volume's emission" +MaterialTextureSlot.map_emit -> use_map_emit: boolean 'Causes the texture to affect the emit value' +MaterialTextureSlot.map_hardness -> use_map_hardness: boolean 'Causes the texture to affect the hardness value' +MaterialTextureSlot.map_mirror -> use_map_mirror: boolean 'Causes the texture to affect the mirror color' +MaterialTextureSlot.map_normal -> use_map_normal: boolean 'Causes the texture to affect the rendered normal' +MaterialTextureSlot.map_raymir -> use_map_raymir: boolean 'Causes the texture to affect the ray-mirror value' +MaterialTextureSlot.map_reflection -> use_map_reflect: boolean "Causes the texture to affect the reflected light's brightness" +MaterialTextureSlot.map_scattering -> use_map_scatter: boolean "Causes the texture to affect the volume's scattering" +MaterialTextureSlot.map_specular -> use_map_specular: boolean 'Causes the texture to affect the value of specular reflectivity' +MaterialTextureSlot.map_translucency -> use_map_translucency: boolean 'Causes the texture to affect the translucency value' +MaterialTextureSlot.map_warp -> use_map_warp: boolean 'Let the texture warp texture coordinates of next channels' +MaterialTextureSlot.mapping -> mapping: enum 'NO DESCRIPTION' +MaterialTextureSlot.mirror_factor -> mirror_factor: float 'Amount texture affects mirror color' +MaterialTextureSlot.new_bump -> use_new_bump: boolean 'Use new, corrected bump mapping code (backwards compatibility option)' +MaterialTextureSlot.normal_factor -> normal_factor: float 'Amount texture affects normal values' +MaterialTextureSlot.normal_map_space -> normal_map_space: enum 'NO DESCRIPTION' +MaterialTextureSlot.object -> object: pointer 'Object to use for mapping with Object texture coordinates' +MaterialTextureSlot.raymir_factor -> raymir_factor: float 'Amount texture affects ray mirror' +MaterialTextureSlot.reflection_factor -> reflection_factor: float 'Amount texture affects brightness of out-scattered light' +MaterialTextureSlot.scattering_factor -> scattering_factor: float 'Amount texture affects scattering' +MaterialTextureSlot.specular_factor -> specular_factor: float 'Amount texture affects specular reflectivity' +MaterialTextureSlot.texture_coordinates -> texture_coordinates: enum 'NO DESCRIPTION' +MaterialTextureSlot.translucency_factor -> translucency_factor: float 'Amount texture affects translucency' +MaterialTextureSlot.uv_layer -> uv_layer: string 'UV layer to use for mapping with UV texture coordinates' +MaterialTextureSlot.warp_factor -> warp_factor: float 'Amount texture affects texture coordinates of next channels' +MaterialTextureSlot.x_mapping -> x_mapping: enum 'NO DESCRIPTION' +MaterialTextureSlot.y_mapping -> y_mapping: enum 'NO DESCRIPTION' +MaterialTextureSlot.z_mapping -> z_mapping: enum 'NO DESCRIPTION' +MaterialVolume.asymmetry -> asymmetry: float 'Back scattering (-1.0) to Forward scattering (1.0) and the range in between' +MaterialVolume.cache_resolution -> cache_resolution: int 'Resolution of the voxel grid, low resolutions are faster, high resolutions use more memory' +MaterialVolume.density -> density: float 'The base density of the volume' +MaterialVolume.density_scale -> density_scale: float "Multiplier for the material's density" +MaterialVolume.depth_cutoff -> depth_cutoff: float 'Stop ray marching early if transmission drops below this luminance - higher values give speedups in dense volumes at the expense of accuracy' +MaterialVolume.emission -> emission: float 'Amount of light that gets emitted by the volume' +MaterialVolume.emission_color -> emission_color: float 'NO DESCRIPTION' +MaterialVolume.external_shadows -> use_external_shadows: boolean 'Receive shadows from sources outside the volume (temporary)' +MaterialVolume.light_cache -> use_light_cache: boolean 'Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy' +MaterialVolume.lighting_mode -> light_mode: enum 'Method of shading, attenuating, and scattering light through the volume' +MaterialVolume.ms_diffusion -> ms_diffusion: float 'Diffusion factor, the strength of the blurring effect' +MaterialVolume.ms_intensity -> ms_intensity: float 'Multiplier for multiple scattered light energy' +MaterialVolume.ms_spread -> ms_spread: float 'Proportional distance over which the light is diffused' +MaterialVolume.reflection -> reflection: float 'Multiplier to make out-scattered light brighter or darker (non-physically correct)' +MaterialVolume.reflection_color -> reflection_color: float 'Colour of light scattered out of the volume (does not affect transmission)' +MaterialVolume.scattering -> scattering: float 'Amount of light that gets scattered out by the volume - the more out-scattering, the shallower the light will penetrate' +MaterialVolume.step_calculation -> step_calculation: enum 'Method of calculating the steps through the volume' +MaterialVolume.step_size -> step_size: float 'Distance between subsequent volume depth samples' +MaterialVolume.transmission_color -> transmission_color: float 'Result color of the volume, after other light has been scattered/absorbed' +Menu.bl_idname -> bl_idname: string 'NO DESCRIPTION' +Menu.bl_label -> bl_label: string 'NO DESCRIPTION' +Menu.layout -> layout: pointer, '(read-only)' +Mesh.active_uv_texture -> active_uv_texture: pointer 'Active UV texture' +Mesh.active_uv_texture_index -> active_uv_texture_index: int 'Active UV texture index' +Mesh.active_vertex_color -> active_vertex_color: pointer 'Active vertex color layer' +Mesh.active_vertex_color_index -> active_vertex_color_index: int 'Active vertex color index' +Mesh.all_edges -> show_all_edges: boolean 'Displays all edges for wireframe in all view modes in the 3D view' +Mesh.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock' +Mesh.auto_texspace -> use_auto_texspace: boolean "Adjusts active object's texture space automatically when transforming object" +Mesh.autosmooth -> use_autosmooth: boolean "Treats all set-smoothed faces with angles less than the specified angle as 'smooth' during render" +Mesh.autosmooth_angle -> autosmooth_angle: int "Defines maximum angle between face normals that 'Auto Smooth' will operate on" +Mesh.double_sided -> show_double_sided: boolean 'Render/display the mesh with double or single sided lighting' +Mesh.draw_bevel_weights -> show_bevel_weights: boolean 'Displays weights created for the Bevel modifier' +Mesh.draw_creases -> show_creases: boolean 'Displays creases created for subsurf weighting' +Mesh.draw_edge_angle -> show_edge_angle: boolean 'Displays the angles in the selected edges in degrees' +Mesh.draw_edge_length -> show_edge_length: boolean 'Displays selected edge lengths, Using global values when set in the transform panel' +Mesh.draw_edges -> show_edges: boolean 'Displays selected edges using highlights in the 3D view and UV editor' +Mesh.draw_face_area -> show_face_area: boolean 'Displays the area of selected faces' +Mesh.draw_faces -> show_faces: boolean 'Displays all faces as shades in the 3D view and UV editor' +Mesh.draw_normals -> show_normals: boolean 'Displays face normals as lines' +Mesh.draw_seams -> show_seams: boolean 'Displays UV unwrapping seams' +Mesh.draw_sharp -> show_sharp: boolean 'Displays sharp edges, used with the EdgeSplit modifier' +Mesh.draw_vertex_normals -> show_vertex_normals: boolean 'Displays vertex normals as lines' +Mesh.edges -> edges: collection, '(read-only) Edges of the mesh' +Mesh.faces -> faces: collection, '(read-only) Faces of the mesh' +Mesh.float_layers -> float_layers: collection, '(read-only)' +Mesh.int_layers -> int_layers: collection, '(read-only)' +Mesh.materials -> materials: collection, '(read-only)' +Mesh.shape_keys -> shape_keys: pointer, '(read-only)' +Mesh.sticky -> sticky: collection, '(read-only) Sticky texture coordinates' +Mesh.string_layers -> string_layers: collection, '(read-only)' +Mesh.texco_mesh -> texco_mesh: pointer 'Derive texture coordinates from another mesh' +Mesh.texspace_loc -> texspace_loc: float 'Texture space location' +Mesh.texspace_size -> texspace_size: float 'Texture space size' +Mesh.texture_mesh -> texture_mesh: pointer 'Use another mesh for texture indices (vertex indices must be aligned)' +Mesh.total_edge_sel -> total_edge_sel: int, '(read-only) Selected edge count in editmode' +Mesh.total_face_sel -> total_face_sel: int, '(read-only) Selected face count in editmode' +Mesh.total_vert_sel -> total_vert_sel: int, '(read-only) Selected vertex count in editmode' +Mesh.use_mirror_topology -> use_mirror_topology: boolean 'Use topology based mirroring' +Mesh.use_mirror_x -> use_mirror_x: boolean 'X Axis mirror editing' +Mesh.use_paint_mask -> use_paint_mask: boolean 'Face selection masking for painting' +Mesh.uv_texture_clone -> uv_texture_clone: pointer 'UV texture to be used as cloning source' +Mesh.uv_texture_clone_index -> uv_texture_clone_index: int 'Clone UV texture index' +Mesh.uv_texture_stencil -> uv_texture_stencil: pointer 'UV texture to mask the painted area' +Mesh.uv_texture_stencil_index -> uv_texture_stencil_index: int 'Mask UV texture index' +Mesh.uv_textures -> uv_textures: collection, '(read-only)' +Mesh.vertex_colors -> vertex_colors: collection, '(read-only)' +Mesh.verts -> verts: collection, '(read-only) Vertices of the mesh' +MeshColor.color1 -> color1: float 'NO DESCRIPTION' +MeshColor.color2 -> color2: float 'NO DESCRIPTION' +MeshColor.color3 -> color3: float 'NO DESCRIPTION' +MeshColor.color4 -> color4: float 'NO DESCRIPTION' +MeshColorLayer.active -> active: boolean 'Sets the layer as active for display and editing' +MeshColorLayer.active_render -> active_render: boolean 'Sets the layer as active for rendering' +MeshColorLayer.data -> data: collection, '(read-only)' +MeshColorLayer.name -> name: string 'NO DESCRIPTION' +MeshDeformModifier.dynamic -> use_dynamic_bind: boolean 'Recompute binding dynamically on top of other deformers (slower and more memory consuming.)' +MeshDeformModifier.invert -> invert_vertex_group: boolean 'Invert vertex group influence' +MeshDeformModifier.is_bound -> is_bound: boolean, '(read-only) Whether geometry has been bound to control cage' +MeshDeformModifier.object -> object: pointer 'Mesh object to deform with' +MeshDeformModifier.precision -> precision: int 'The grid size for binding' +MeshDeformModifier.vertex_group -> vertex_group: string 'Vertex group name' +MeshEdge.bevel_weight -> bevel_weight: float 'Weight used by the Bevel modifier' +MeshEdge.crease -> crease: float 'Weight used by the Subsurf modifier for creasing' +MeshEdge.fgon -> is_fgon: boolean, '(read-only) Fgon edge' +MeshEdge.hide -> hide: boolean 'NO DESCRIPTION' +MeshEdge.index -> index: int, '(read-only) Index number of the vertex' +MeshEdge.loose -> is_loose: boolean, '(read-only) Loose edge' +MeshEdge.seam -> use_seam: boolean 'Seam edge for UV unwrapping' +MeshEdge.select -> select: boolean 'NO DESCRIPTION' +MeshEdge.sharp -> use_sharp: boolean 'Sharp edge for the EdgeSplit modifier' +MeshEdge.verts -> verts: int 'Vertex indices' +MeshFace.area -> area: float, '(read-only) read only area of the face' +MeshFace.hide -> hide: boolean 'NO DESCRIPTION' +MeshFace.index -> index: int, '(read-only) Index number of the vertex' +MeshFace.material_index -> material_index: int 'NO DESCRIPTION' +MeshFace.normal -> normal: float, '(read-only) local space unit length normal vector for this face' +MeshFace.select -> select: boolean 'NO DESCRIPTION' +MeshFace.smooth -> use_smooth: boolean 'NO DESCRIPTION' +MeshFace.verts -> verts: int 'Vertex indices' +MeshFace.verts_raw -> verts_raw: int 'Fixed size vertex indices array' +MeshFaces.active -> active: int 'The active face for this mesh' +MeshFaces.active_tface -> active_tface: pointer, '(read-only) Active Texture Face' +MeshFloatProperty.value -> value: float 'NO DESCRIPTION' +MeshFloatPropertyLayer.data -> data: collection, '(read-only)' +MeshFloatPropertyLayer.name -> name: string 'NO DESCRIPTION' +MeshIntProperty.value -> value: int 'NO DESCRIPTION' +MeshIntPropertyLayer.data -> data: collection, '(read-only)' +MeshIntPropertyLayer.name -> name: string 'NO DESCRIPTION' +MeshSticky.co -> co: float 'Sticky texture coordinate location' +MeshStringProperty.value -> value: string 'NO DESCRIPTION' +MeshStringPropertyLayer.data -> data: collection, '(read-only)' +MeshStringPropertyLayer.name -> name: string 'NO DESCRIPTION' +MeshTextureFace.alpha_sort -> use_alpha_sort: boolean 'Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)' +MeshTextureFace.billboard -> use_billboard: boolean 'Billboard with Z-axis constraint' +MeshTextureFace.collision -> use_collision: boolean 'Use face for collision and ray-sensor detection' +MeshTextureFace.halo -> use_halo: boolean 'Screen aligned billboard' +MeshTextureFace.image -> image: pointer 'NO DESCRIPTION' +MeshTextureFace.invisible -> hide: boolean 'Make face invisible' +MeshTextureFace.light -> use_light: boolean 'Use light for face' +MeshTextureFace.object_color -> use_object_color: boolean 'Use ObColor instead of vertex colors' +MeshTextureFace.select_uv -> select_uv: boolean 'NO DESCRIPTION' +MeshTextureFace.shadow -> use_shadow_face: boolean 'Face is used for shadow' +MeshTextureFace.shared -> use_blend_shared: boolean 'Blend vertex colors across face when vertices are shared' +MeshTextureFace.tex -> use_texture: boolean 'Render face with texture' +MeshTextureFace.text -> use_bitmap_text: boolean 'Enable bitmap text on face' +MeshTextureFace.transp -> transp: enum 'Transparency blending mode' +MeshTextureFace.twoside -> use_twoside: boolean 'Render face two-sided' +MeshTextureFace.uv -> uv: float 'NO DESCRIPTION' +MeshTextureFace.uv1 -> uv1: float 'NO DESCRIPTION' +MeshTextureFace.uv2 -> uv2: float 'NO DESCRIPTION' +MeshTextureFace.uv3 -> uv3: float 'NO DESCRIPTION' +MeshTextureFace.uv4 -> uv4: float 'NO DESCRIPTION' +MeshTextureFace.uv_pinned -> pin_uv: boolean 'NO DESCRIPTION' +MeshTextureFace.uv_raw -> uv_raw: float 'Fixed size UV coordinates array' +MeshTextureFaceLayer.active -> active: boolean 'Sets the layer as active for display and editing' +MeshTextureFaceLayer.active_clone -> active_clone: boolean 'Sets the layer as active for cloning' +MeshTextureFaceLayer.active_render -> active_render: boolean 'Sets the layer as active for rendering' +MeshTextureFaceLayer.data -> data: collection, '(read-only)' +MeshTextureFaceLayer.name -> name: string 'NO DESCRIPTION' +MeshVertex.bevel_weight -> bevel_weight: float "Weight used by the Bevel modifier 'Only Vertices' option" +MeshVertex.co -> co: float 'NO DESCRIPTION' +MeshVertex.groups -> groups: collection, '(read-only) Weights for the vertex groups this vertex is member of' +MeshVertex.hide -> hide: boolean 'NO DESCRIPTION' +MeshVertex.index -> index: int, '(read-only) Index number of the vertex' +MeshVertex.normal -> normal: float 'Vertex Normal' +MeshVertex.select -> select: boolean 'NO DESCRIPTION' +MessageActuator.body_message -> body_message: string 'Optional message body Text' +MessageActuator.body_property -> body_property: string 'The message body will be set by the Property Value' +MessageActuator.body_type -> body_type: enum 'Toggle message type: either Text or a PropertyName' +MessageActuator.subject -> subject: string 'Optional message subject. This is what can be filtered on' +MessageActuator.to_property -> to_property: string 'Optional send message to objects with this name only, or empty to broadcast' +MessageSensor.subject -> subject: string 'Optional subject filter: only accept messages with this subject, or empty for all' +MetaBall.active_element -> active_element: pointer, '(read-only) Last selected element' +MetaBall.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock' +MetaBall.auto_texspace -> use_auto_texspace: boolean "Adjusts active object's texture space automatically when transforming object" +MetaBall.elements -> elements: collection, '(read-only) Meta elements' +MetaBall.flag -> flag: enum 'Metaball edit update behavior' +MetaBall.materials -> materials: collection, '(read-only)' +MetaBall.render_size -> render_size: float 'Polygonization resolution in rendering' +MetaBall.texspace_loc -> texspace_loc: float 'Texture space location' +MetaBall.texspace_size -> texspace_size: float 'Texture space size' +MetaBall.threshold -> threshold: float 'Influence of meta elements' +MetaBall.wire_size -> wire_size: float 'Polygonization resolution in the 3D viewport' +MetaElement.hide -> hide: boolean 'Hide element' +MetaElement.location -> location: float 'NO DESCRIPTION' +MetaElement.negative -> use_negative: boolean 'Set metaball as negative one' +MetaElement.radius -> radius: float 'NO DESCRIPTION' +MetaElement.rotation -> rotation: float 'NO DESCRIPTION' +MetaElement.size_x -> size_x: float 'Size of element, use of components depends on element type' +MetaElement.size_y -> size_y: float 'Size of element, use of components depends on element type' +MetaElement.size_z -> size_z: float 'Size of element, use of components depends on element type' +MetaElement.stiffness -> stiffness: float 'Stiffness defines how much of the element to fill' +MetaElement.type -> type: enum 'Metaball types' +MetaSequence.animation_end_offset -> animation_end_offset: int 'Animation end offset (trim end)' +MetaSequence.animation_start_offset -> animation_start_offset: int 'Animation start offset (trim start)' +MetaSequence.color_balance -> color_balance: pointer, '(read-only)' +MetaSequence.color_saturation -> color_saturation: float 'NO DESCRIPTION' +MetaSequence.convert_float -> use_float: boolean 'Convert input to float data' +MetaSequence.crop -> crop: pointer, '(read-only)' +MetaSequence.de_interlace -> use_deinterlace: boolean 'For video movies to remove fields' +MetaSequence.flip_x -> use_flip_x: boolean 'Flip on the X axis' +MetaSequence.flip_y -> use_flip_y: boolean 'Flip on the Y axis' +MetaSequence.multiply_colors -> multiply_colors: float 'NO DESCRIPTION' +MetaSequence.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha' +MetaSequence.proxy -> proxy: pointer, '(read-only)' +MetaSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean 'Use a custom directory to store data' +MetaSequence.proxy_custom_file -> use_proxy_custom_file: boolean 'Use a custom file to read proxy data from' +MetaSequence.reverse_frames -> use_reverse_frames: boolean 'Reverse frame order' +MetaSequence.sequences -> sequences: collection, '(read-only)' +MetaSequence.strobe -> strobe: float 'Only display every nth frame' +MetaSequence.transform -> transform: pointer, '(read-only)' +MetaSequence.use_color_balance -> use_color_balance: boolean '(3-Way color correction) on input' +MetaSequence.use_crop -> use_crop: boolean 'Crop image before processing' +MetaSequence.use_proxy -> use_proxy: boolean 'Use a preview proxy for this strip' +MetaSequence.use_translation -> use_translation: boolean 'Translate image before processing' +MirrorModifier.clip -> use_clip: boolean 'Prevents vertices from going through the mirror during transform' +MirrorModifier.merge_limit -> merge_limit: float 'Distance from axis within which mirrored vertices are merged' +MirrorModifier.mirror_object -> mirror_object: pointer 'Object to use as mirror' +MirrorModifier.mirror_u -> use_mirror_u: boolean 'Mirror the U texture coordinate around the 0.5 point' +MirrorModifier.mirror_v -> use_mirror_v: boolean 'Mirror the V texture coordinate around the 0.5 point' +MirrorModifier.mirror_vertex_groups -> use_mirror_vertex_groups: boolean 'Mirror vertex groups (e.g. .R->.L)' +MirrorModifier.x -> use_x: boolean 'Enable X axis mirror' +MirrorModifier.y -> use_y: boolean 'Enable Y axis mirror' +MirrorModifier.z -> use_z: boolean 'Enable Z axis mirror' +Modifier.editmode -> show_in_editmode: boolean 'Use modifier while in the edit mode' +Modifier.expanded -> show_expanded: boolean 'Set modifier expanded in the user interface' +Modifier.name -> name: string 'Modifier name' +Modifier.on_cage -> show_on_cage: boolean 'Enable direct editing of modifier control cage' +Modifier.realtime -> show_realtime: boolean 'Realtime display of a modifier' +Modifier.render -> use_render: boolean 'Use modifier during rendering' +Modifier.type -> type: enum, '(read-only)' +MotionPath.editing -> is_edited: boolean 'Path is being edited' +MotionPath.frame_end -> frame_end: int, '(read-only) End frame of the stored range' +MotionPath.frame_start -> frame_start: int, '(read-only) Starting frame of the stored range' +MotionPath.length -> length: int, '(read-only) Number of frames cached' +MotionPath.points -> points: collection, '(read-only) Cached positions per frame' +MotionPath.use_bone_head -> use_bone_head: boolean, '(read-only) For PoseBone paths, use the bone head location when calculating this path' +MotionPathVert.co -> co: float 'NO DESCRIPTION' +MotionPathVert.select -> select: boolean 'Path point is selected for editing' +MouseSensor.mouse_event -> mouse_event: enum 'Specify the type of event this mouse sensor should trigger on' +MovieSequence.animation_end_offset -> animation_end_offset: int 'Animation end offset (trim end)' +MovieSequence.animation_start_offset -> animation_start_offset: int 'Animation start offset (trim start)' +MovieSequence.color_balance -> color_balance: pointer, '(read-only)' +MovieSequence.color_saturation -> color_saturation: float 'NO DESCRIPTION' +MovieSequence.convert_float -> use_float: boolean 'Convert input to float data' +MovieSequence.crop -> crop: pointer, '(read-only)' +MovieSequence.de_interlace -> use_deinterlace: boolean 'For video movies to remove fields' +MovieSequence.filepath -> filepath: string 'NO DESCRIPTION' +MovieSequence.flip_x -> use_flip_x: boolean 'Flip on the X axis' +MovieSequence.flip_y -> use_flip_y: boolean 'Flip on the Y axis' +MovieSequence.mpeg_preseek -> mpeg_preseek: int 'For MPEG movies, preseek this many frames' +MovieSequence.multiply_colors -> multiply_colors: float 'NO DESCRIPTION' +MovieSequence.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha' +MovieSequence.proxy -> proxy: pointer, '(read-only)' +MovieSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean 'Use a custom directory to store data' +MovieSequence.proxy_custom_file -> use_proxy_custom_file: boolean 'Use a custom file to read proxy data from' +MovieSequence.reverse_frames -> use_reverse_frames: boolean 'Reverse frame order' +MovieSequence.strobe -> strobe: float 'Only display every nth frame' +MovieSequence.transform -> transform: pointer, '(read-only)' +MovieSequence.use_color_balance -> use_color_balance: boolean '(3-Way color correction) on input' +MovieSequence.use_crop -> use_crop: boolean 'Crop image before processing' +MovieSequence.use_proxy -> use_proxy: boolean 'Use a preview proxy for this strip' +MovieSequence.use_translation -> use_translation: boolean 'Translate image before processing' +MulticamSequence.animation_end_offset -> animation_end_offset: int 'Animation end offset (trim end)' +MulticamSequence.animation_start_offset -> animation_start_offset: int 'Animation start offset (trim start)' +MulticamSequence.color_balance -> color_balance: pointer, '(read-only)' +MulticamSequence.color_saturation -> color_saturation: float 'NO DESCRIPTION' +MulticamSequence.convert_float -> use_float: boolean 'Convert input to float data' +MulticamSequence.crop -> crop: pointer, '(read-only)' +MulticamSequence.de_interlace -> use_deinterlace: boolean 'For video movies to remove fields' +MulticamSequence.flip_x -> use_flip_x: boolean 'Flip on the X axis' +MulticamSequence.flip_y -> use_flip_y: boolean 'Flip on the Y axis' +MulticamSequence.multicam_source -> multicam_source: int 'NO DESCRIPTION' +MulticamSequence.multiply_colors -> multiply_colors: float 'NO DESCRIPTION' +MulticamSequence.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha' +MulticamSequence.proxy -> proxy: pointer, '(read-only)' +MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean 'Use a custom directory to store data' +MulticamSequence.proxy_custom_file -> use_proxy_custom_file: boolean 'Use a custom file to read proxy data from' +MulticamSequence.reverse_frames -> use_reverse_frames: boolean 'Reverse frame order' +MulticamSequence.strobe -> strobe: float 'Only display every nth frame' +MulticamSequence.transform -> transform: pointer, '(read-only)' +MulticamSequence.use_color_balance -> use_color_balance: boolean '(3-Way color correction) on input' +MulticamSequence.use_crop -> use_crop: boolean 'Crop image before processing' +MulticamSequence.use_proxy -> use_proxy: boolean 'Use a preview proxy for this strip' +MulticamSequence.use_translation -> use_translation: boolean 'Translate image before processing' +MultiresModifier.external -> is_external: boolean, '(read-only) Store multires displacements outside the .blend file, to save memory' +MultiresModifier.filepath -> filepath: string 'Path to external displacements file' +MultiresModifier.levels -> levels: int 'Number of subdivisions to use in the viewport' +MultiresModifier.optimal_display -> show_only_control_edges: boolean 'Skip drawing/rendering of interior subdivided edges' +MultiresModifier.render_levels -> render_levels: int 'NO DESCRIPTION' +MultiresModifier.sculpt_levels -> sculpt_levels: int 'Number of subdivisions to use in sculpt mode' +MultiresModifier.subdivision_type -> subdivision_type: enum 'Selects type of subdivision algorithm' +MultiresModifier.total_levels -> total_levels: int, '(read-only) Number of subdivisions for which displacements are stored' +MusgraveTexture.gain -> gain: float 'The gain multiplier' +MusgraveTexture.highest_dimension -> highest_dimension: float 'Highest fractal dimension' +MusgraveTexture.lacunarity -> lacunarity: float 'Gap between successive frequencies' +MusgraveTexture.musgrave_type -> musgrave_type: enum 'NO DESCRIPTION' +MusgraveTexture.nabla -> nabla: float 'Size of derivative offset used for calculating normal' +MusgraveTexture.noise_basis -> noise_basis: enum 'Sets the noise basis used for turbulence' +MusgraveTexture.noise_intensity -> noise_intensity: float 'NO DESCRIPTION' +MusgraveTexture.noise_size -> noise_size: float 'Sets scaling for noise input' +MusgraveTexture.octaves -> octaves: float 'Number of frequencies used' +MusgraveTexture.offset -> offset: float 'The fractal offset' +NearSensor.distance -> distance: float 'Trigger distance' +NearSensor.property -> property: string 'Only look for objects with this property' +NearSensor.reset_distance -> reset_distance: float 'NO DESCRIPTION' +NetRenderJob.name -> name: string 'NO DESCRIPTION' +NetRenderSettings.active_blacklisted_slave_index -> active_blacklisted_slave_index: int 'NO DESCRIPTION' +NetRenderSettings.active_job_index -> active_job_index: int 'NO DESCRIPTION' +NetRenderSettings.active_slave_index -> active_slave_index: int 'NO DESCRIPTION' +NetRenderSettings.chunks -> chunks: int 'Number of frame to dispatch to each slave in one chunk' +NetRenderSettings.job_category -> job_category: string 'Category of the job' +NetRenderSettings.job_id -> job_id: string 'id of the last sent render job' +NetRenderSettings.job_name -> job_name: string 'Name of the job' +NetRenderSettings.jobs -> jobs: collection, '(read-only)' +NetRenderSettings.master_broadcast -> use_master_broadcast: boolean 'broadcast master server address on local network' +NetRenderSettings.master_clear -> use_master_clear: boolean 'delete saved files on exit' +NetRenderSettings.mode -> mode: enum 'Mode of operation of this instance' +NetRenderSettings.path -> path: string 'Path for temporary files' +NetRenderSettings.priority -> priority: int 'Priority of the job' +NetRenderSettings.server_address -> server_address: string 'IP or name of the master render server' +NetRenderSettings.server_port -> server_port: int 'port of the master render server' +NetRenderSettings.slave_clear -> use_slave_clear: boolean 'delete downloaded files on exit' +NetRenderSettings.slave_outputlog -> use_slave_output_log: boolean 'Output render text log to console as well as sending it to the master' +NetRenderSettings.slave_thumb -> use_slave_thumb: boolean 'Generate thumbnails on slaves instead of master' +NetRenderSettings.slaves -> slaves: collection, '(read-only)' +NetRenderSettings.slaves_blacklist -> slaves_blacklist: collection, '(read-only)' +NetRenderSlave.name -> name: string 'NO DESCRIPTION' +NlaStrip.action -> action: pointer 'Action referenced by this strip' +NlaStrip.action_frame_end -> action_frame_end: float 'NO DESCRIPTION' +NlaStrip.action_frame_start -> action_frame_start: float 'NO DESCRIPTION' +NlaStrip.active -> active: boolean, '(read-only) NLA Strip is active' +NlaStrip.animated_influence -> use_animated_influence: boolean 'Influence setting is controlled by an F-Curve rather than automatically determined' +NlaStrip.animated_time -> use_animated_time: boolean 'Strip time is controlled by an F-Curve rather than automatically determined' +NlaStrip.animated_time_cyclic -> use_animated_time_cyclic: boolean 'Cycle the animated time within the action start & end' +NlaStrip.auto_blending -> use_auto_blend: boolean 'Number of frames for Blending In/Out is automatically determined from overlapping strips' +NlaStrip.blend_in -> blend_in: float 'Number of frames at start of strip to fade in influence' +NlaStrip.blend_out -> blend_out: float 'NO DESCRIPTION' +NlaStrip.blending -> blend_type: enum "Method used for combining strip's result with accumulated result" +NlaStrip.extrapolation -> extrapolation: enum 'Action to take for gaps past the strip extents' +NlaStrip.fcurves -> fcurves: collection, "(read-only) F-Curves for controlling the strip's influence and timing" +NlaStrip.frame_end -> frame_end: float 'NO DESCRIPTION' +NlaStrip.frame_start -> frame_start: float 'NO DESCRIPTION' +NlaStrip.influence -> influence: float 'Amount the strip contributes to the current result' +NlaStrip.modifiers -> modifiers: collection, '(read-only) Modifiers affecting all the F-Curves in the referenced Action' +NlaStrip.mute -> mute: boolean 'NLA Strip is not evaluated' +NlaStrip.name -> name: string 'NO DESCRIPTION' +NlaStrip.repeat -> repeat: float 'Number of times to repeat the action range' +NlaStrip.reversed -> use_reverse: boolean 'NLA Strip is played back in reverse order (only when timing is automatically determined)' +NlaStrip.scale -> scale: float 'Scaling factor for action' +NlaStrip.select -> select: boolean 'NLA Strip is selected' +NlaStrip.strip_time -> strip_time: float 'Frame of referenced Action to evaluate' +NlaStrip.strips -> strips: collection, '(read-only) NLA Strips that this strip acts as a container for (if it is of type Meta)' +NlaStrip.type -> type: enum, '(read-only) Type of NLA Strip' +NlaTrack.active -> active: boolean, '(read-only) NLA Track is active' +NlaTrack.lock -> lock: boolean 'NLA Track is locked' +NlaTrack.mute -> mute: boolean 'NLA Track is not evaluated' +NlaTrack.name -> name: string 'NO DESCRIPTION' +NlaTrack.select -> select: boolean 'NLA Track is selected' +NlaTrack.solo -> is_solo: boolean, '(read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)' +NlaTrack.strips -> strips: collection, '(read-only) NLA Strips on this NLA-track' +Node.inputs -> inputs: collection, '(read-only)' +Node.location -> location: float 'NO DESCRIPTION' +Node.name -> name: string 'Node name' +Node.outputs -> outputs: collection, '(read-only)' +NodeGroup.nodetree -> nodetree: pointer 'NO DESCRIPTION' +NodeTree.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock' +NodeTree.grease_pencil -> grease_pencil: pointer 'Grease Pencil datablock' +NodeTree.nodes -> nodes: collection, '(read-only)' +Object.active_material -> active_material: pointer 'Active material being displayed' +Object.active_material_index -> active_material_index: int 'Index of active material slot' +Object.active_particle_system -> active_particle_system: pointer, '(read-only) Active particle system being displayed' +Object.active_particle_system_index -> active_particle_system_index: int 'Index of active particle system slot' +Object.active_shape_key -> active_shape_key: pointer, '(read-only) Current shape key' +Object.active_shape_key_index -> active_shape_key_index: int 'Current shape key index' +Object.active_vertex_group -> active_vertex_group: pointer, '(read-only) Vertex groups of the object' +Object.active_vertex_group_index -> active_vertex_group_index: int 'Active index in vertex group array' +Object.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock' +Object.animation_visualisation -> animation_visualisation: pointer, '(read-only) Animation data for this datablock' +Object.bound_box -> bound_box: float, '(read-only) Objects bound box in object-space coordinates' +Object.collision -> collision: pointer, '(read-only) Settings for using the objects as a collider in physics simulation' +Object.color -> color: float 'Object color and alpha, used when faces have the ObColor mode enabled' +Object.constraints -> constraints: collection, '(read-only) Constraints affecting the transformation of the object' +Object.data -> data: pointer 'Object data' +Object.delta_location -> delta_location: float 'Extra translation added to the location of the object' +Object.delta_rotation_euler -> delta_rotation_euler: float 'Extra rotation added to the rotation of the object (when using Euler rotations)' +Object.delta_rotation_quaternion -> delta_rotation_quaternion: float 'Extra rotation added to the rotation of the object (when using Quaternion rotations)' +Object.delta_scale -> delta_scale: float 'Extra scaling added to the scale of the object' +Object.dimensions -> dimensions: float 'Absolute bounding box dimensions of the object' +Object.draw_axis -> show_axis: boolean "Displays the object's origin and axis" +Object.draw_bounds -> show_bounds: boolean "Displays the object's bounds" +Object.draw_bounds_type -> draw_bounds_type: enum 'Object boundary display type' +Object.draw_name -> show_name: boolean "Displays the object's name" +Object.draw_texture_space -> show_texture_space: boolean "Displays the object's texture space" +Object.draw_transparent -> show_transparent: boolean 'Enables transparent materials for the object (Mesh only)' +Object.draw_wire -> show_wire: boolean "Adds the object's wireframe over solid drawing" +Object.dupli_faces_scale -> dupli_faces_scale: float 'Scale the DupliFace objects' +Object.dupli_frames_end -> dupli_frames_end: int 'End frame for DupliFrames' +Object.dupli_frames_off -> dupli_frames_off: int 'Recurring frames to exclude from the Dupliframes' +Object.dupli_frames_on -> dupli_frames_on: int 'Number of frames to use between DupOff frames' +Object.dupli_frames_start -> dupli_frames_start: int 'Start frame for DupliFrames' +Object.dupli_group -> dupli_group: pointer 'Instance an existing group' +Object.dupli_list -> dupli_list: collection, '(read-only) Object duplis' +Object.dupli_type -> dupli_type: enum 'If not None, object duplication method to use' +Object.duplis_used -> is_duplicator: boolean, '(read-only)' +Object.empty_draw_size -> empty_draw_size: float 'Size of display for empties in the viewport' +Object.empty_draw_type -> empty_draw_type: enum 'Viewport display style for empties' +Object.field -> field: pointer, '(read-only) Settings for using the objects as a field in physics simulation' +Object.game -> game: pointer, '(read-only) Game engine related settings for the object' +Object.grease_pencil -> grease_pencil: pointer 'Grease Pencil datablock' +Object.hide -> hide: boolean 'Restrict visibility in the viewport' +Object.hide_render -> hide_render: boolean 'Restrict renderability' +Object.hide_select -> hide_select: boolean 'Restrict selection in the viewport' +Object.layers -> layers: boolean 'Layers the object is on' +Object.location -> location: float 'Location of the object' +Object.lock_location -> lock_location: boolean 'Lock editing of location in the interface' +Object.lock_rotation -> lock_rotation: boolean 'Lock editing of rotation in the interface' +Object.lock_rotation_w -> lock_rotation_w: boolean "Lock editing of 'angle' component of four-component rotations in the interface" +Object.lock_rotations_4d -> lock_rotations_4d: boolean 'Lock editing of four component rotations by components (instead of as Eulers)' +Object.lock_scale -> lock_scale: boolean 'Lock editing of scale in the interface' +Object.material_slots -> material_slots: collection, '(read-only) Material slots in the object' +Object.matrix_local -> matrix_local: float 'Parent relative transformation matrix' +Object.matrix_world -> matrix_world: float 'Worldspace transformation matrix' +Object.max_draw_type -> draw_type: enum 'Maximum draw type to display object with in viewport' +Object.mode -> mode: enum, '(read-only) Object interaction mode' +Object.modifiers -> modifiers: collection, '(read-only) Modifiers affecting the geometric data of the object' +Object.motion_path -> motion_path: pointer, '(read-only) Motion Path for this element' +Object.parent -> parent: pointer 'Parent Object' +Object.parent_bone -> parent_bone: string 'Name of parent bone in case of a bone parenting relation' +Object.parent_type -> parent_type: enum 'Type of parent relation' +Object.parent_vertices -> parent_vertices: int, '(read-only) Indices of vertices in cases of a vertex parenting relation' +Object.particle_systems -> particle_systems: collection, '(read-only) Particle systems emitted from the object' +Object.pass_index -> pass_index: int 'Index # for the IndexOB render pass' +Object.pose -> pose: pointer, '(read-only) Current pose for armatures' +Object.pose_library -> pose_library: pointer, '(read-only) Action used as a pose library for armatures' +Object.proxy -> proxy: pointer, '(read-only) Library object this proxy object controls' +Object.proxy_group -> proxy_group: pointer, '(read-only) Library group duplicator object this proxy object controls' +Object.rotation_axis_angle -> rotation_axis_angle: float 'Angle of Rotation for Axis-Angle rotation representation' +Object.rotation_euler -> rotation_euler: float 'Rotation in Eulers' +Object.rotation_mode -> rotation_mode: enum 'NO DESCRIPTION' +Object.rotation_quaternion -> rotation_quaternion: float 'Rotation in Quaternions' +Object.scale -> scale: float 'Scaling of the object' +Object.select -> select: boolean 'Object selection state' +Object.shape_key_edit_mode -> use_shape_key_edit_mode: boolean 'Apply shape keys in edit mode (for Meshes only)' +Object.shape_key_lock -> show_shape_key: boolean 'Always show the current Shape for this Object' +Object.slow_parent -> use_slow_parent: boolean 'Create a delay in the parent relationship' +Object.soft_body -> soft_body: pointer, '(read-only) Settings for soft body simulation' +Object.time_offset -> time_offset: float 'Animation offset in frames for F-Curve and dupligroup instances' +Object.time_offset_add_parent -> use_time_offset_add_parent: boolean 'Add the parents time offset value' +Object.time_offset_edit -> use_time_offset_edit: boolean 'Use time offset when inserting keys and display time offset for F-Curve and action views' +Object.time_offset_parent -> use_time_offset_parent: boolean 'Apply the time offset to this objects parent relationship' +Object.time_offset_particle -> use_time_offset_particle: boolean 'Let the time offset work on the particle effect' +Object.track_axis -> track_axis: enum "Axis that points in 'forward' direction" +Object.type -> type: enum, '(read-only) Type of Object' +Object.up_axis -> up_axis: enum 'Axis that points in the upward direction' +Object.use_dupli_faces_scale -> use_dupli_faces_scale: boolean 'Scale dupli based on face size' +Object.use_dupli_frames_speed -> use_dupli_frames_speed: boolean 'Set dupliframes to use the frame' +Object.use_dupli_verts_rotation -> use_dupli_verts_rotation: boolean 'Rotate dupli according to vertex normal' +Object.vertex_groups -> vertex_groups: collection, '(read-only) Vertex groups of the object' +Object.x_ray -> show_x_ray: boolean 'Makes the object draw in front of others' +ObjectActuator.add_linear_velocity -> use_add_linear_velocity: boolean 'Toggles between ADD and SET linV' +ObjectActuator.angular_velocity -> angular_velocity: float 'Sets the angular velocity' +ObjectActuator.damping -> damping: int 'Number of frames to reach the target velocity' +ObjectActuator.derivate_coefficient -> derivate_coefficient: float 'Not required, high values can cause instability' +ObjectActuator.force -> force: float 'Sets the force' +ObjectActuator.force_max_x -> force_max_x: float 'Set the upper limit for force' +ObjectActuator.force_max_y -> force_max_y: float 'Set the upper limit for force' +ObjectActuator.force_max_z -> force_max_z: float 'Set the upper limit for force' +ObjectActuator.force_min_x -> force_min_x: float 'Set the lower limit for force' +ObjectActuator.force_min_y -> force_min_y: float 'Set the lower limit for force' +ObjectActuator.force_min_z -> force_min_z: float 'Set the lower limit for force' +ObjectActuator.integral_coefficient -> integral_coefficient: float 'Low value (0.01) for slow response, high value (0.5) for fast response' +ObjectActuator.linear_velocity -> linear_velocity: float 'Sets the linear velocity (in Servo mode it sets the target relative linear velocity, it will be achieved by automatic application of force. Null velocity is a valid target)' +ObjectActuator.loc -> loc: float 'Sets the location' +ObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean 'Angular velocity is defined in local coordinates' +ObjectActuator.local_force -> use_local_force: boolean 'Force is defined in local coordinates' +ObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean 'Velocity is defined in local coordinates' +ObjectActuator.local_location -> use_local_location: boolean 'Location is defined in local coordinates' +ObjectActuator.local_rotation -> use_local_rotation: boolean 'Rotation is defined in local coordinates' +ObjectActuator.local_torque -> use_local_torque: boolean 'Torque is defined in local coordinates' +ObjectActuator.mode -> mode: enum 'Specify the motion system' +ObjectActuator.proportional_coefficient -> proportional_coefficient: float 'Typical value is 60x integral coefficient' +ObjectActuator.reference_object -> reference_object: pointer 'Reference object for velocity calculation, leave empty for world reference' +ObjectActuator.rot -> rot: float 'Sets the rotation' +ObjectActuator.servo_limit_x -> use_servo_limit_x: boolean 'Set limit to force along the X axis' +ObjectActuator.servo_limit_y -> use_servo_limit_y: boolean 'Set limit to force along the Y axis' +ObjectActuator.servo_limit_z -> use_servo_limit_z: boolean 'Set limit to force along the Z axis' +ObjectActuator.torque -> torque: float 'Sets the torque' +ObjectBase.layers -> layers: boolean 'Layers the object base is on' +ObjectBase.object -> object: pointer, '(read-only) Object this base links to' +ObjectBase.select -> select: boolean 'Object base selection state' +ObjectConstraints.active -> active: pointer 'Active Object constraint' +ObstacleFluidSettings.active -> use: boolean 'Object contributes to the fluid simulation' +ObstacleFluidSettings.export_animated_mesh -> use_animated_mesh: boolean 'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it' +ObstacleFluidSettings.impact_factor -> impact_factor: float 'This is an unphysical value for moving objects - it controls the impact an obstacle has on the fluid, =0 behaves a bit like outflow (deleting fluid), =1 is default, while >1 results in high forces. Can be used to tweak total mass' +ObstacleFluidSettings.partial_slip_factor -> partial_slip_factor: float 'Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip' +ObstacleFluidSettings.slip_type -> slip_type: enum 'NO DESCRIPTION' +ObstacleFluidSettings.volume_initialization -> volume_initialization: enum 'Volume initialization type' +Operator.bl_description -> bl_description: string 'NO DESCRIPTION' +Operator.bl_idname -> bl_idname: string 'NO DESCRIPTION' +Operator.bl_label -> bl_label: string 'NO DESCRIPTION' +Operator.bl_options -> bl_options: enum 'Options for this operator type' +Operator.has_reports -> has_reports: boolean, '(read-only) Operator has a set of reports (warnings and errors) from last execution' +Operator.layout -> layout: pointer, '(read-only)' +Operator.name -> name: string, '(read-only)' +Operator.properties -> properties: pointer, '(read-only)' +OperatorFileListElement.name -> name: string 'the name of a file or directory within a file list' +OperatorMousePath.loc -> loc: float 'Mouse location' +OperatorMousePath.time -> time: float 'Time of mouse location' +OperatorStrokeElement.location -> location: float 'NO DESCRIPTION' +OperatorStrokeElement.mouse -> mouse: float 'NO DESCRIPTION' +OperatorStrokeElement.pen_flip -> pen_flip: boolean 'NO DESCRIPTION' +OperatorStrokeElement.pressure -> pressure: float 'Tablet pressure' +OperatorStrokeElement.time -> time: float 'NO DESCRIPTION' +OperatorTypeMacro.properties -> properties: pointer, '(read-only)' +OutflowFluidSettings.active -> use: boolean 'Object contributes to the fluid simulation' +OutflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean 'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it' +OutflowFluidSettings.volume_initialization -> volume_initialization: enum 'Volume initialization type' +PackedFile.size -> size: int, '(read-only) Size of packed file in bytes' +Paint.brush -> brush: pointer 'Active paint brush' +Paint.fast_navigate -> show_low_resolution: boolean 'For multires, show low resolution while navigating the view' +Paint.show_brush -> show_brush: boolean 'NO DESCRIPTION' +Paint.show_brush_on_surface -> show_brush_on_surface: boolean 'NO DESCRIPTION' +Panel.bl_context -> bl_context: string 'NO DESCRIPTION' +Panel.bl_default_closed -> bl_use_closed: boolean 'NO DESCRIPTION' +Panel.bl_idname -> bl_idname: string 'NO DESCRIPTION' +Panel.bl_label -> bl_label: string 'NO DESCRIPTION' +Panel.bl_region_type -> bl_region_type: enum 'NO DESCRIPTION' +Panel.bl_show_header -> bl_show_header: boolean 'NO DESCRIPTION' +Panel.bl_space_type -> bl_space_type: enum 'NO DESCRIPTION' +Panel.layout -> layout: pointer, '(read-only)' +Panel.text -> text: string 'NO DESCRIPTION' +ParentActuator.compound -> use_compound: boolean 'Add this object shape to the parent shape (only if the parent shape is already compound)' +ParentActuator.ghost -> use_ghost: boolean 'Make this object ghost while parented (only if not compound)' +ParentActuator.mode -> mode: enum 'NO DESCRIPTION' +ParentActuator.object -> object: pointer 'Set this object as parent' +Particle.alive_state -> alive_state: enum 'NO DESCRIPTION' +Particle.angular_velocity -> angular_velocity: float 'NO DESCRIPTION' +Particle.birthtime -> birthtime: float 'NO DESCRIPTION' +Particle.die_time -> die_time: float 'NO DESCRIPTION' +Particle.hair -> hair: collection, '(read-only)' +Particle.is_existing -> is_existing: boolean, '(read-only)' +Particle.is_visible -> is_visible: boolean, '(read-only)' +Particle.keys -> keys: collection, '(read-only)' +Particle.lifetime -> lifetime: float 'NO DESCRIPTION' +Particle.location -> location: float 'NO DESCRIPTION' +Particle.prev_angular_velocity -> prev_angular_velocity: float 'NO DESCRIPTION' +Particle.prev_location -> prev_location: float 'NO DESCRIPTION' +Particle.prev_rotation -> prev_rotation: float 'NO DESCRIPTION' +Particle.prev_velocity -> prev_velocity: float 'NO DESCRIPTION' +Particle.rotation -> rotation: float 'NO DESCRIPTION' +Particle.size -> size: float 'NO DESCRIPTION' +Particle.velocity -> velocity: float 'NO DESCRIPTION' +ParticleBrush.count -> count: int 'Particle count' +ParticleBrush.curve -> curve: pointer, '(read-only)' +ParticleBrush.length_mode -> length_mode: enum 'NO DESCRIPTION' +ParticleBrush.puff_mode -> puff_mode: enum 'NO DESCRIPTION' +ParticleBrush.size -> size: int 'Brush size' +ParticleBrush.steps -> steps: int 'Brush steps' +ParticleBrush.strength -> strength: float 'Brush strength' +ParticleBrush.use_puff_volume -> use_puff_volume: boolean 'Apply puff to unselected end-points, (helps maintain hair volume when puffing root)' +ParticleDupliWeight.count -> count: int 'The number of times this object is repeated with respect to other objects' +ParticleDupliWeight.name -> name: string, '(read-only) Particle dupliobject name' +ParticleEdit.add_interpolate -> use_add_interpolate: boolean 'Interpolate new particles from the existing ones' +ParticleEdit.add_keys -> add_keys: int 'How many keys to make new particles with' +ParticleEdit.auto_velocity -> use_auto_velocity: boolean 'Calculate point velocities automatically' +ParticleEdit.brush -> brush: pointer, '(read-only)' +ParticleEdit.draw_particles -> show_particles: boolean 'Draw actual particles' +ParticleEdit.draw_step -> draw_step: int 'How many steps to draw the path with' +ParticleEdit.editable -> is_editable: boolean, '(read-only) A valid edit mode exists' +ParticleEdit.emitter_deflect -> use_emitter_deflect: boolean 'Keep paths from intersecting the emitter' +ParticleEdit.emitter_distance -> emitter_distance: float 'Distance to keep particles away from the emitter' +ParticleEdit.fade_frames -> fade_frames: int 'How many frames to fade' +ParticleEdit.fade_time -> use_fade_time: boolean 'Fade paths and keys further away from current frame' +ParticleEdit.hair -> is_hair: boolean, '(read-only) Editing hair' +ParticleEdit.keep_lengths -> use_preserve_lengths: boolean 'Keep path lengths constant' +ParticleEdit.keep_root -> use_preserve_root: boolean 'Keep root keys unmodified' +ParticleEdit.object -> object: pointer, '(read-only) The edited object' +ParticleEdit.selection_mode -> selection_mode: enum 'Particle select and display mode' +ParticleEdit.tool -> tool: enum 'NO DESCRIPTION' +ParticleEdit.type -> type: enum 'NO DESCRIPTION' +ParticleFluidSettings.alpha_influence -> alpha_influence: float 'Amount of particle alpha change, inverse of size influence: 0=off (all same alpha), 1=full. (large particles get lower alphas, smaller ones higher values)' +ParticleFluidSettings.drops -> use_drops: boolean 'Show drop particles' +ParticleFluidSettings.floats -> use_floats: boolean 'Show floating foam particles' +ParticleFluidSettings.particle_influence -> particle_influence: float 'Amount of particle size scaling: 0=off (all same size), 1=full (range 0.2-2.0), >1=stronger' +ParticleFluidSettings.path -> path: string 'Directory (and/or filename prefix) to store and load particles from' +ParticleFluidSettings.tracer -> use_tracer: boolean 'Show tracer particles' +ParticleHairKey.location -> location: float 'Location of the hair key in object space' +ParticleHairKey.location_hairspace -> location_hairspace: float 'Location of the hair key in its internal coordinate system, relative to the emitting face' +ParticleHairKey.time -> time: float 'Relative time of key over hair length' +ParticleHairKey.weight -> weight: float 'Weight for cloth simulation' +ParticleInstanceModifier.alive -> use_alive: boolean 'Show instances when particles are alive' +ParticleInstanceModifier.axis -> axis: enum 'Pole axis for rotation' +ParticleInstanceModifier.children -> use_children: boolean 'Create instances from child particles' +ParticleInstanceModifier.dead -> use_dead: boolean 'Show instances when particles are dead' +ParticleInstanceModifier.keep_shape -> use_preserve_shape: boolean "Don't stretch the object" +ParticleInstanceModifier.normal -> use_normal: boolean 'Create instances from normal particles' +ParticleInstanceModifier.object -> object: pointer 'Object that has the particle system' +ParticleInstanceModifier.particle_system_number -> particle_system_number: int 'NO DESCRIPTION' +ParticleInstanceModifier.position -> position: float 'Position along path' +ParticleInstanceModifier.random_position -> random_position: float 'Randomize position along path' +ParticleInstanceModifier.size -> use_size: boolean 'Use particle size to scale the instances' +ParticleInstanceModifier.unborn -> use_unborn: boolean 'Show instances when particles are unborn' +ParticleInstanceModifier.use_path -> use_path: boolean 'Create instances along particle paths' +ParticleKey.angular_velocity -> angular_velocity: float 'Key angular velocity' +ParticleKey.location -> location: float 'Key location' +ParticleKey.rotation -> rotation: float 'Key rotation quaterion' +ParticleKey.time -> time: float 'Time of key over the simulation' +ParticleKey.velocity -> velocity: float 'Key velocity' +ParticleSettings.abs_path_time -> use_absolute_path_time: boolean 'Path timing is in absolute frames' +ParticleSettings.active_dupliweight -> active_dupliweight: pointer, '(read-only)' +ParticleSettings.active_dupliweight_index -> active_dupliweight_index: int 'NO DESCRIPTION' +ParticleSettings.adaptive_angle -> adaptive_angle: int 'How many degrees path has to curve to make another render segment' +ParticleSettings.adaptive_pix -> adaptive_pix: int 'How many pixels path has to cover to make another render segment' +ParticleSettings.amount -> amount: int 'Total number of particles' +ParticleSettings.angular_velocity_factor -> angular_velocity_factor: float 'Angular velocity amount' +ParticleSettings.angular_velocity_mode -> angular_velocity_mode: enum 'Particle angular velocity mode' +ParticleSettings.animate_branching -> use_animate_branching: boolean 'Animate branching' +ParticleSettings.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock' +ParticleSettings.billboard_align -> billboard_align: enum 'In respect to what the billboards are aligned' +ParticleSettings.billboard_animation -> billboard_animation: enum 'How to animate billboard textures' +ParticleSettings.billboard_lock -> lock_billboard: boolean 'Lock the billboards align axis' +ParticleSettings.billboard_object -> billboard_object: pointer 'Billboards face this object (default is active camera)' +ParticleSettings.billboard_offset -> billboard_offset: float 'NO DESCRIPTION' +ParticleSettings.billboard_random_tilt -> billboard_random_tilt: float 'Random tilt of the billboards' +ParticleSettings.billboard_split_offset -> billboard_split_offset: enum 'How to offset billboard textures' +ParticleSettings.billboard_tilt -> billboard_tilt: float 'Tilt of the billboards' +ParticleSettings.billboard_uv_split -> billboard_uv_split: int 'Amount of rows/columns to split UV coordinates for billboards' +ParticleSettings.boids -> boids: pointer, '(read-only)' +ParticleSettings.boids_2d -> lock_boids_to_surface: boolean 'Constrain boids to a surface' +ParticleSettings.branch_threshold -> branch_threshold: float 'Threshold of branching' +ParticleSettings.branching -> use_branching: boolean 'Branch child paths from each other' +ParticleSettings.brownian_factor -> brownian_factor: float 'Specify the amount of Brownian motion' +ParticleSettings.child_effector -> apply_effector_to_children: boolean 'Apply effectors to children' +ParticleSettings.child_guide -> apply_guide_to_children: boolean 'NO DESCRIPTION' +ParticleSettings.child_length -> child_length: float 'Length of child paths' +ParticleSettings.child_length_thres -> child_length_thres: float 'Amount of particles left untouched by child path length' +ParticleSettings.child_nbr -> child_nbr: int 'Amount of children/parent' +ParticleSettings.child_radius -> child_radius: float 'Radius of children around parent' +ParticleSettings.child_random_size -> child_random_size: float 'Random variation to the size of the child particles' +ParticleSettings.child_roundness -> child_roundness: float 'Roundness of children around parent' +ParticleSettings.child_size -> child_size: float 'A multiplier for the child particle size' +ParticleSettings.child_type -> child_type: enum 'Create child particles' +ParticleSettings.clump_factor -> clump_factor: float 'Amount of clumping' +ParticleSettings.clumppow -> clumppow: float 'Shape of clumping' +ParticleSettings.damp_factor -> damp_factor: float 'Specify the amount of damping' +ParticleSettings.die_on_collision -> use_die_on_collision: boolean 'Particles die when they collide with a deflector object' +ParticleSettings.died -> use_died: boolean 'Show particles after they have died' +ParticleSettings.display -> display: int 'Percentage of particles to display in 3D view' +ParticleSettings.distribution -> distribution: enum 'How to distribute particles on selected element' +ParticleSettings.drag_factor -> drag_factor: float 'Specify the amount of air-drag' +ParticleSettings.draw_as -> draw_as: enum 'How particles are drawn in viewport' +ParticleSettings.draw_health -> show_health: boolean 'Draw boid health' +ParticleSettings.draw_size -> draw_size: int 'Size of particles on viewport in pixels (0=default)' +ParticleSettings.draw_step -> draw_step: int 'How many steps paths are drawn with (power of 2)' +ParticleSettings.dupli_group -> dupli_group: pointer 'Show Objects in this Group in place of particles' +ParticleSettings.dupli_object -> dupli_object: pointer 'Show this Object in place of particles' +ParticleSettings.dupliweights -> dupliweights: collection, '(read-only) Weights for all of the objects in the dupli group' +ParticleSettings.effect_hair -> effect_hair: float 'Hair stiffness for effectors' +ParticleSettings.effector_weights -> effector_weights: pointer, '(read-only)' +ParticleSettings.emit_from -> emit_from: enum 'Where to emit particles from' +ParticleSettings.emitter -> use_render_emitter: boolean 'Render emitter Object also' +ParticleSettings.enable_simplify -> use_simplify: boolean 'Remove child strands as the object becomes smaller on the screen' +ParticleSettings.even_distribution -> use_even_distribution: boolean 'Use even distribution from faces based on face areas or edge lengths' +ParticleSettings.fluid -> fluid: pointer, '(read-only)' +ParticleSettings.force_field_1 -> force_field_1: pointer, '(read-only)' +ParticleSettings.force_field_2 -> force_field_2: pointer, '(read-only)' +ParticleSettings.frame_end -> frame_end: float 'Frame # to stop emitting particles' +ParticleSettings.frame_start -> frame_start: float 'Frame # to start emitting particles' +ParticleSettings.grid_invert -> invert_grid: boolean 'Invert what is considered object and what is not' +ParticleSettings.grid_resolution -> grid_resolution: int 'The resolution of the particle grid' +ParticleSettings.hair_bspline -> use_hair_bspline: boolean 'Interpolate hair using B-Splines' +ParticleSettings.hair_step -> hair_step: int 'Number of hair segments' +ParticleSettings.integrator -> integrator: enum 'Select physics integrator type' +ParticleSettings.jitter_factor -> jitter_factor: float 'Amount of jitter applied to the sampling' +ParticleSettings.keyed_loops -> keyed_loops: int 'Number of times the keys are looped' +ParticleSettings.keys_step -> keys_step: int 'NO DESCRIPTION' +ParticleSettings.kink -> kink: enum 'Type of periodic offset on the path' +ParticleSettings.kink_amplitude -> kink_amplitude: float 'The amplitude of the offset' +ParticleSettings.kink_axis -> kink_axis: enum 'Which axis to use for offset' +ParticleSettings.kink_frequency -> kink_frequency: float 'The frequency of the offset (1/total length)' +ParticleSettings.kink_shape -> kink_shape: float 'Adjust the offset to the beginning/end' +ParticleSettings.lifetime -> lifetime: float 'Specify the life span of the particles' +ParticleSettings.line_length_head -> line_length_head: float "Length of the line's head" +ParticleSettings.line_length_tail -> line_length_tail: float "Length of the line's tail" +ParticleSettings.mass -> mass: float 'Specify the mass of the particles' +ParticleSettings.material -> material: int 'Specify material used for the particles' +ParticleSettings.material_color -> show_material_color: boolean "Draw particles using material's diffuse color" +ParticleSettings.normal_factor -> normal_factor: float 'Let the surface normal give the particle a starting speed' +ParticleSettings.num -> show_number: boolean 'Show particle number' +ParticleSettings.object_aligned_factor -> object_aligned_factor: float 'Let the emitter object orientation give the particle a starting speed' +ParticleSettings.object_factor -> object_factor: float 'Let the object give the particle a starting speed' +ParticleSettings.parent -> use_parents: boolean 'Render parent particles' +ParticleSettings.particle_factor -> particle_factor: float 'Let the target particle give the particle a starting speed' +ParticleSettings.particle_size -> particle_size: float 'The size of the particles' +ParticleSettings.path_end -> path_end: float 'End time of drawn path' +ParticleSettings.path_start -> path_start: float 'Starting time of drawn path' +ParticleSettings.phase_factor -> phase_factor: float 'Initial rotation phase' +ParticleSettings.physics_type -> physics_type: enum 'Particle physics type' +ParticleSettings.rand_group -> use_group_pick_random: boolean 'Pick objects from group randomly' +ParticleSettings.random_factor -> random_factor: float 'Give the starting speed a random variation' +ParticleSettings.random_length -> random_length: float 'Give path length a random variation' +ParticleSettings.random_lifetime -> random_lifetime: float 'Give the particle life a random variation' +ParticleSettings.random_phase_factor -> random_phase_factor: float 'Randomize rotation phase' +ParticleSettings.random_rotation_factor -> random_rotation_factor: float 'Randomize rotation' +ParticleSettings.random_size -> random_size: float 'Give the particle size a random variation' +ParticleSettings.react_event -> react_event: enum 'The event of target particles to react on' +ParticleSettings.react_multiple -> use_react_multiple: boolean 'React multiple times' +ParticleSettings.react_start_end -> use_react_start_end: boolean 'Give birth to unreacted particles eventually' +ParticleSettings.reaction_shape -> reaction_shape: float 'Power of reaction strength dependence on distance to target' +ParticleSettings.reactor_factor -> reactor_factor: float 'Let the vector away from the target particles location give the particle a starting speed' +ParticleSettings.ren_as -> ren_as: enum 'How particles are rendered' +ParticleSettings.render_adaptive -> use_render_adaptive: boolean 'Use adapative rendering for paths' +ParticleSettings.render_step -> render_step: int 'How many steps paths are rendered with (power of 2)' +ParticleSettings.render_strand -> use_strand_primitive: boolean 'Use the strand primitive for rendering' +ParticleSettings.rendered_child_nbr -> rendered_child_nbr: int 'Amount of children/parent for rendering' +ParticleSettings.rotate_from -> rotate_from: enum 'NO DESCRIPTION' +ParticleSettings.rotation_dynamic -> use_dynamic_rotation: boolean 'Sets rotation to dynamic/constant' +ParticleSettings.rotation_mode -> rotation_mode: enum 'Particles initial rotation' +ParticleSettings.rough1 -> rough1: float 'Amount of location dependent rough' +ParticleSettings.rough1_size -> rough1_size: float 'Size of location dependent rough' +ParticleSettings.rough2 -> rough2: float 'Amount of random rough' +ParticleSettings.rough2_size -> rough2_size: float 'Size of random rough' +ParticleSettings.rough2_thres -> rough2_thres: float 'Amount of particles left untouched by random rough' +ParticleSettings.rough_end_shape -> rough_end_shape: float 'Shape of end point rough' +ParticleSettings.rough_endpoint -> rough_endpoint: float 'Amount of end point rough' +ParticleSettings.self_effect -> use_self_effect: boolean 'Particle effectors effect themselves' +ParticleSettings.show_size -> show_size: boolean 'Show particle size' +ParticleSettings.simplify_rate -> simplify_rate: float 'Speed of simplification' +ParticleSettings.simplify_refsize -> simplify_refsize: int 'Reference size in pixels, after which simplification begins' +ParticleSettings.simplify_transition -> simplify_transition: float 'Transition period for fading out strands' +ParticleSettings.simplify_viewport -> simplify_viewport: float 'Speed of Simplification' +ParticleSettings.size_deflect -> use_size_deflect: boolean "Use particle's size in deflection" +ParticleSettings.sizemass -> use_multiply_size_mass: boolean 'Multiply mass by particle size' +ParticleSettings.subframes -> subframes: int 'Subframes to simulate for improved stability and finer granularity simulations' +ParticleSettings.symmetric_branching -> use_symmetric_branching: boolean 'Start and end points are the same' +ParticleSettings.tangent_factor -> tangent_factor: float 'Let the surface tangent give the particle a starting speed' +ParticleSettings.tangent_phase -> tangent_phase: float 'Rotate the surface tangent' +ParticleSettings.time_tweak -> time_tweak: float 'A multiplier for physics timestep (1.0 means one frame = 1/25 seconds)' +ParticleSettings.trail_count -> trail_count: int 'Number of trail particles' +ParticleSettings.trand -> use_emit_random: boolean 'Emit in random order of elements' +ParticleSettings.type -> type: enum 'NO DESCRIPTION' +ParticleSettings.unborn -> use_unborn: boolean 'Show particles before they are emitted' +ParticleSettings.use_global_dupli -> use_global_dupli: boolean "Use object's global coordinates for duplication" +ParticleSettings.use_group_count -> use_group_count: boolean 'Use object multiple times in the same group' +ParticleSettings.userjit -> userjit: int 'Emission locations / face (0 = automatic)' +ParticleSettings.velocity -> show_velocity: boolean 'Show particle velocity' +ParticleSettings.velocity_length -> use_velocity_length: boolean 'Multiply line length by particle speed' +ParticleSettings.viewport -> use_simplify_viewport: boolean 'NO DESCRIPTION' +ParticleSettings.virtual_parents -> virtual_parents: float 'Relative amount of virtual parents' +ParticleSettings.whole_group -> use_whole_group: boolean 'Use whole group at once' +ParticleSystem.active_particle_target -> active_particle_target: pointer, '(read-only)' +ParticleSystem.active_particle_target_index -> active_particle_target_index: int 'NO DESCRIPTION' +ParticleSystem.billboard_normal_uv -> billboard_normal_uv: string 'UV Layer to control billboard normals' +ParticleSystem.billboard_split_uv -> billboard_split_uv: string 'UV Layer to control billboard splitting' +ParticleSystem.billboard_time_index_uv -> billboard_time_index_uv: string 'UV Layer to control billboard time index (X-Y)' +ParticleSystem.child_particles -> child_particles: collection, '(read-only) Child particles generated by the particle system' +ParticleSystem.cloth -> cloth: pointer, '(read-only) Cloth dynamics for hair' +ParticleSystem.editable -> is_editable: boolean, '(read-only) Particle system can be edited in particle mode' +ParticleSystem.edited -> is_edited: boolean, '(read-only) Particle system has been edited in particle mode' +ParticleSystem.global_hair -> is_global_hair: boolean, '(read-only) Hair keys are in global coordinate space' +ParticleSystem.hair_dynamics -> use_hair_dynamics: boolean 'Enable hair dynamics using cloth simulation' +ParticleSystem.keyed_timing -> use_keyed_timing: boolean 'Use key times' +ParticleSystem.multiple_caches -> has_multiple_caches: boolean, '(read-only) Particle system has multiple point caches' +ParticleSystem.name -> name: string 'Particle system name' +ParticleSystem.parent -> parent: pointer "Use this object's coordinate system instead of global coordinate system" +ParticleSystem.particles -> particles: collection, '(read-only) Particles generated by the particle system' +ParticleSystem.point_cache -> point_cache: pointer, '(read-only)' +ParticleSystem.reactor_target_object -> reactor_target_object: pointer 'For reactor systems, the object that has the target particle system (empty if same object)' +ParticleSystem.reactor_target_particle_system -> reactor_target_particle_system: int 'For reactor systems, index of particle system on the target object' +ParticleSystem.seed -> seed: int 'Offset in the random number table, to get a different randomized result' +ParticleSystem.settings -> settings: pointer 'Particle system settings' +ParticleSystem.targets -> targets: collection, '(read-only) Target particle systems' +ParticleSystem.vertex_group_clump -> vertex_group_clump: string 'Vertex group to control clump' +ParticleSystem.vertex_group_clump_negate -> invert_vertex_group_clump: boolean 'Negate the effect of the clump vertex group' +ParticleSystem.vertex_group_density -> vertex_group_density: string 'Vertex group to control density' +ParticleSystem.vertex_group_density_negate -> invert_vertex_group_density: boolean 'Negate the effect of the density vertex group' +ParticleSystem.vertex_group_field -> vertex_group_field: string 'Vertex group to control field' +ParticleSystem.vertex_group_field_negate -> invert_vertex_group_field: boolean 'Negate the effect of the field vertex group' +ParticleSystem.vertex_group_kink -> vertex_group_kink: string 'Vertex group to control kink' +ParticleSystem.vertex_group_kink_negate -> invert_vertex_group_kink: boolean 'Negate the effect of the kink vertex group' +ParticleSystem.vertex_group_length -> vertex_group_length: string 'Vertex group to control length' +ParticleSystem.vertex_group_length_negate -> invert_vertex_group_length: boolean 'Negate the effect of the length vertex group' +ParticleSystem.vertex_group_rotation -> vertex_group_rotation: string 'Vertex group to control rotation' +ParticleSystem.vertex_group_rotation_negate -> invert_vertex_group_rotation: boolean 'Negate the effect of the rotation vertex group' +ParticleSystem.vertex_group_roughness1 -> vertex_group_rough1: string 'Vertex group to control roughness 1' +ParticleSystem.vertex_group_roughness1_negate -> invert_vertex_group_roughness1: boolean 'Negate the effect of the roughness 1 vertex group' +ParticleSystem.vertex_group_roughness2 -> vertex_group_rough2: string 'Vertex group to control roughness 2' +ParticleSystem.vertex_group_roughness2_negate -> invert_vertex_group_roughness2: boolean 'Negate the effect of the roughness 2 vertex group' +ParticleSystem.vertex_group_roughness_end -> vertex_group_rough_end: string 'Vertex group to control roughness end' +ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughness_end: boolean 'Negate the effect of the roughness end vertex group' +ParticleSystem.vertex_group_size -> vertex_group_size: string 'Vertex group to control size' +ParticleSystem.vertex_group_size_negate -> invert_vertex_group_size: boolean 'Negate the effect of the size vertex group' +ParticleSystem.vertex_group_tangent -> vertex_group_tangent: string 'Vertex group to control tangent' +ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent: boolean 'Negate the effect of the tangent vertex group' +ParticleSystem.vertex_group_velocity -> vertex_group_velocity: string 'Vertex group to control velocity' +ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity: boolean 'Negate the effect of the velocity vertex group' +ParticleSystemModifier.particle_system -> particle_system: pointer, '(read-only) Particle System that this modifier controls' +ParticleTarget.duration -> duration: float 'NO DESCRIPTION' +ParticleTarget.mode -> mode: enum 'NO DESCRIPTION' +ParticleTarget.name -> name: string, '(read-only) Particle target name' +ParticleTarget.object -> object: pointer 'The object that has the target particle system (empty if same object)' +ParticleTarget.system -> system: int 'The index of particle system on the target object' +ParticleTarget.time -> time: float 'NO DESCRIPTION' +ParticleTarget.valid -> is_valid: boolean 'Keyed particles target is valid' +PivotConstraint.enabled_rotation_range -> enabled_rotation_range: enum 'Rotation range on which pivoting should occur' +PivotConstraint.head_tail -> head_tail: float 'Target along length of bone: Head=0, Tail=1' +PivotConstraint.offset -> offset: float "Offset of pivot from target (when set), or from owner's location (when Fixed Position is off), or the absolute pivot point" +PivotConstraint.subtarget -> subtarget: string 'NO DESCRIPTION' +PivotConstraint.target -> target: pointer 'Target Object, defining the position of the pivot when defined' +PivotConstraint.use_relative_position -> use_relative_location: boolean 'Offset will be an absolute point in space instead of relative to the target' +PluginSequence.filename -> filename: string, '(read-only)' +PointCache.active_point_cache_index -> active_point_cache_index: int 'NO DESCRIPTION' +PointCache.baked -> is_baked: boolean, '(read-only)' +PointCache.baking -> is_baking: boolean, '(read-only)' +PointCache.disk_cache -> use_disk_cache: boolean 'Save cache files to disk (.blend file must be saved first)' +PointCache.external -> use_external: boolean 'Read cache from an external location' +PointCache.filepath -> filepath: string 'Cache file path' +PointCache.frame_end -> frame_end: int 'Frame on which the simulation stops' +PointCache.frame_start -> frame_start: int 'Frame on which the simulation starts' +PointCache.frames_skipped -> frames_skipped: boolean, '(read-only)' +PointCache.index -> index: int 'Index number of cache files' +PointCache.info -> info: string, '(read-only) Info on current cache status' +PointCache.name -> name: string 'Cache name' +PointCache.outdated -> is_outdated: boolean, '(read-only)' +PointCache.point_cache_list -> point_cache_list: collection, '(read-only) Point cache list' +PointCache.quick_cache -> use_quick_cache: boolean 'Update simulation with cache steps' +PointCache.step -> step: int 'Number of frames between cached frames' +PointCache.use_library_path -> use_library_path: boolean 'Use this files path when library linked into another file.' +PointDensity.color_ramp -> color_ramp: pointer, '(read-only)' +PointDensity.color_source -> color_source: enum 'Data to derive color results from' +PointDensity.falloff -> falloff: enum 'Method of attenuating density by distance from the point' +PointDensity.falloff_softness -> falloff_soft: float "Softness of the 'soft' falloff option" +PointDensity.noise_basis -> noise_basis: enum 'Noise formula used for turbulence' +PointDensity.object -> object: pointer 'Object to take point data from' +PointDensity.particle_cache -> particle_cache: enum 'Co-ordinate system to cache particles in' +PointDensity.particle_system -> particle_system: pointer 'Particle System to render as points' +PointDensity.point_source -> point_source: enum 'Point data to use as renderable point density' +PointDensity.radius -> radius: float 'Radius from the shaded sample to look for points within' +PointDensity.speed_scale -> speed_scale: float 'Multiplier to bring particle speed within an acceptable range' +PointDensity.turbulence -> use_turbulence: boolean 'Add directed noise to the density at render-time' +PointDensity.turbulence_depth -> turbulence_depth: int 'Level of detail in the added turbulent noise' +PointDensity.turbulence_influence -> turbulence_influence: enum 'Method for driving added turbulent noise' +PointDensity.turbulence_size -> turbulence_size: float 'Scale of the added turbulent noise' +PointDensity.turbulence_strength -> turbulence_strength: float 'NO DESCRIPTION' +PointDensity.vertices_cache -> vertices_cache: enum 'Co-ordinate system to cache vertices in' +PointDensityTexture.pointdensity -> pointdensity: pointer, '(read-only) The point density settings associated with this texture' +PointLamp.falloff_curve -> falloff_curve: pointer, '(read-only) Custom Lamp Falloff Curve' +PointLamp.falloff_type -> falloff_type: enum 'Intensity Decay with distance' +PointLamp.linear_attenuation -> linear_attenuation: float 'Linear distance attenuation' +PointLamp.only_shadow -> use_only_shadow: boolean 'Causes light to cast shadows only without illuminating objects' +PointLamp.quadratic_attenuation -> quadratic_attenuation: float 'Quadratic distance attenuation' +PointLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float 'Threshold for Adaptive Sampling (Raytraced shadows)' +PointLamp.shadow_color -> shadow_color: float 'Color of shadows cast by the lamp' +PointLamp.shadow_layer -> use_shadow_layer: boolean 'Causes only objects on the same layer to cast shadows' +PointLamp.shadow_method -> shadow_method: enum 'Method to compute lamp shadow with' +PointLamp.shadow_ray_samples -> shadow_ray_samples: int 'Amount of samples taken extra (samples x samples)' +PointLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum 'Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower' +PointLamp.shadow_soft_size -> shadow_soft_size: float 'Light size for ray shadow sampling (Raytraced shadows)' +PointLamp.sphere -> use_sphere: boolean 'Sets light intensity to zero beyond lamp distance' +PointerProperty.fixed_type -> fixed_type: pointer, '(read-only) Fixed pointer type, empty if variable type' +Pose.active_bone_group -> active_bone_group: pointer 'Active bone group for this pose' +Pose.active_bone_group_index -> active_bone_group_index: int 'Active index in bone groups array' +Pose.animation_visualisation -> animation_visualisation: pointer, '(read-only) Animation data for this datablock' +Pose.bone_groups -> bone_groups: collection, '(read-only) Groups of the bones' +Pose.bones -> bones: collection, '(read-only) Individual pose bones for the armature' +Pose.ik_param -> ik_param: pointer, '(read-only) Parameters for IK solver' +Pose.ik_solver -> ik_solver: enum 'Selection of IK solver for IK chain, current choice is 0 for Legacy, 1 for iTaSC' +PoseBone.bone -> bone: pointer, '(read-only) Bone associated with this PoseBone' +PoseBone.bone_group -> bone_group: pointer 'Bone Group this pose channel belongs to' +PoseBone.bone_group_index -> bone_group_index: int 'Bone Group this pose channel belongs to (0=no group)' +PoseBone.child -> child: pointer, '(read-only) Child of this pose bone' +PoseBone.constraints -> constraints: collection, '(read-only) Constraints that act on this PoseChannel' +PoseBone.custom_shape -> custom_shape: pointer 'Object that defines custom draw type for this bone' +PoseBone.custom_shape_transform -> custom_shape_transform: pointer 'Bone that defines the display transform of this custom shape' +PoseBone.has_ik -> is_in_ik_chain: boolean, '(read-only) Is part of an IK chain' +PoseBone.head -> head: float, "(read-only) Location of head of the channel's bone" +NEGATE * PoseBone.ik_dof_x -> lock_ik_x: boolean 'Allow movement around the X axis' +NEGATE * PoseBone.ik_dof_y -> lock_ik_y: boolean 'Allow movement around the Y axis' +NEGATE * PoseBone.ik_dof_z -> lock_ik_z: boolean 'Allow movement around the Z axis' +PoseBone.ik_limit_x -> lock_ik_x: boolean 'Limit movement around the X axis' +PoseBone.ik_limit_y -> lock_ik_y: boolean 'Limit movement around the Y axis' +PoseBone.ik_limit_z -> lock_ik_z: boolean 'Limit movement around the Z axis' +PoseBone.ik_lin_control -> use_ik_lin_control: boolean 'Apply channel size as IK constraint if stretching is enabled' +PoseBone.ik_lin_weight -> ik_lin_weight: float 'Weight of scale constraint for IK' +PoseBone.ik_max_x -> ik_max_x: float 'Maximum angles for IK Limit' +PoseBone.ik_max_y -> ik_max_y: float 'Maximum angles for IK Limit' +PoseBone.ik_max_z -> ik_max_z: float 'Maximum angles for IK Limit' +PoseBone.ik_min_x -> ik_min_x: float 'Minimum angles for IK Limit' +PoseBone.ik_min_y -> ik_min_y: float 'Minimum angles for IK Limit' +PoseBone.ik_min_z -> ik_min_z: float 'Minimum angles for IK Limit' +PoseBone.ik_rot_control -> use_ik_rot_control: boolean 'Apply channel rotation as IK constraint' +PoseBone.ik_rot_weight -> ik_rot_weight: float 'Weight of rotation constraint for IK' +PoseBone.ik_stiffness_x -> ik_stiffness_x: float 'IK stiffness around the X axis' +PoseBone.ik_stiffness_y -> ik_stiffness_y: float 'IK stiffness around the Y axis' +PoseBone.ik_stiffness_z -> ik_stiffness_z: float 'IK stiffness around the Z axis' +PoseBone.ik_stretch -> ik_stretch: float 'Allow scaling of the bone for IK' +PoseBone.location -> location: float 'NO DESCRIPTION' +PoseBone.lock_location -> lock_location: boolean 'Lock editing of location in the interface' +PoseBone.lock_rotation -> lock_rotation: boolean 'Lock editing of rotation in the interface' +PoseBone.lock_rotation_w -> lock_rotation_w: boolean "Lock editing of 'angle' component of four-component rotations in the interface" +PoseBone.lock_rotations_4d -> lock_rotations_4d: boolean 'Lock editing of four component rotations by components (instead of as Eulers)' +PoseBone.lock_scale -> lock_scale: boolean 'Lock editing of scale in the interface' +PoseBone.matrix -> matrix: float, '(read-only) Final 4x4 matrix for this channel' +PoseBone.matrix_channel -> matrix_channel: float, '(read-only) 4x4 matrix, before constraints' +PoseBone.matrix_local -> matrix_local: float 'Matrix representing the parent relative location, scale and rotation. Provides an alternative access to these properties.' +PoseBone.motion_path -> motion_path: pointer, '(read-only) Motion Path for this element' +PoseBone.name -> name: string 'NO DESCRIPTION' +PoseBone.parent -> parent: pointer, '(read-only) Parent of this pose bone' +PoseBone.rotation_axis_angle -> rotation_axis_angle: float 'Angle of Rotation for Axis-Angle rotation representation' +PoseBone.rotation_euler -> rotation_euler: float 'Rotation in Eulers' +PoseBone.rotation_mode -> rotation_mode: enum 'NO DESCRIPTION' +PoseBone.rotation_quaternion -> rotation_quaternion: float 'Rotation in Quaternions' +PoseBone.scale -> scale: float 'NO DESCRIPTION' +PoseBone.select -> select: boolean 'NO DESCRIPTION' +PoseBone.tail -> tail: float, "(read-only) Location of tail of the channel's bone" +PoseBoneConstraints.active -> active: pointer 'Active PoseChannel constraint' +PoseTemplate.name -> name: string 'NO DESCRIPTION' +PoseTemplateSettings.active_template_index -> active_template_index: int 'NO DESCRIPTION' +PoseTemplateSettings.generate_def_rig -> use_generate_deform_rig: boolean 'Create a copy of the metarig, constrainted by the generated rig' +PoseTemplateSettings.templates -> templates: collection, '(read-only)' +Property.description -> description: string, '(read-only) Description of the property for tooltips' +Property.identifier -> identifier: string, '(read-only) Unique name used in the code and scripting' +Property.is_never_none -> is_never_none: boolean, "(read-only) True when this value can't be set to None" +Property.is_readonly -> is_readonly: boolean, '(read-only) Property is editable through RNA' +Property.is_required -> is_required: boolean, '(read-only) False when this property is an optional argument in an RNA function' +Property.name -> name: string, '(read-only) Human readable name' +Property.registered -> is_registered: boolean, '(read-only) Property is registered as part of type registration' +Property.registered_optional -> is_registered_optional: boolean, '(read-only) Property is optionally registered as part of type registration' +Property.srna -> srna: pointer, '(read-only) Struct definition used for properties assigned to this item' +Property.subtype -> subtype: enum, '(read-only) Semantic interpretation of the property' +Property.type -> type: enum, '(read-only) Data type of the property' +Property.unit -> unit: enum, '(read-only) Type of units for this property' +Property.use_output -> is_output: boolean, '(read-only) True when this property is an output value from an RNA function' +PropertyActuator.mode -> mode: enum 'NO DESCRIPTION' +PropertyActuator.object -> object: pointer 'Copy from this Object' +PropertyActuator.object_property -> object_property: string 'Copy this property' +PropertyActuator.property -> property: string 'The name of the property' +PropertyActuator.value -> value: string 'The value to use, use "" around strings' +PropertySensor.evaluation_type -> evaluation_type: enum 'Type of property evaluation' +PropertySensor.max_value -> value_max: string 'Specify maximum value in Interval type' +PropertySensor.min_value -> value_min: string 'Specify minimum value in Interval type' +PropertySensor.property -> property: string 'NO DESCRIPTION' +PropertySensor.value -> value: string 'Check for this value in types in Equal or Not Equal types' +PythonConstraint.number_of_targets -> number_of_targets: int 'Usually only 1-3 are needed' +PythonConstraint.script_error -> has_script_error: boolean, '(read-only) The linked Python script has thrown an error' +PythonConstraint.targets -> targets: collection, '(read-only) Target Objects' +PythonConstraint.text -> text: pointer 'The text object that contains the Python script' +PythonConstraint.use_targets -> use_targets: boolean 'Use the targets indicated in the constraint panel' +PythonController.debug -> use_debug: boolean 'Continuously reload the module from disk for editing external modules without restarting' +PythonController.mode -> mode: enum 'Python script type (textblock or module - faster)' +PythonController.module -> module: string 'Module name and function to run e.g. "someModule.main". Internal texts and external python files can be used' +PythonController.text -> text: pointer 'Text datablock with the python script' +RGBANodeSocket.default_value -> default_value: float 'Default value of the socket when no link is attached' +RGBANodeSocket.name -> name: string, '(read-only) Socket name' +RadarSensor.angle -> angle: float 'Opening angle of the radar cone' +RadarSensor.axis -> axis: enum 'Specify along which axis the radar cone is cast' +RadarSensor.distance -> distance: float 'Depth of the radar cone' +RadarSensor.property -> property: string 'Only look for Objects with this property' +RandomActuator.always_true -> use_always_true: boolean 'Always false or always true' +RandomActuator.chance -> chance: float 'Pick a number between 0 and 1. Success if you stay below this value' +RandomActuator.distribution -> distribution: enum 'Choose the type of distribution' +RandomActuator.float_max -> float_max: float 'Choose a number from a range. Upper boundary of the range' +RandomActuator.float_mean -> float_mean: float 'A normal distribution. Mean of the distribution' +RandomActuator.float_min -> float_min: float 'Choose a number from a range. Lower boundary of the range' +RandomActuator.float_value -> float_value: float 'Always return this number' +RandomActuator.half_life_time -> half_life_time: float 'Negative exponential dropoff' +RandomActuator.int_max -> int_max: int 'Choose a number from a range. Upper boundary of the range' +RandomActuator.int_mean -> int_mean: float 'Expected mean value of the distribution' +RandomActuator.int_min -> int_min: int 'Choose a number from a range. Lower boundary of the range' +RandomActuator.int_value -> int_value: int 'Always return this number' +RandomActuator.property -> property: string 'Assign the random value to this property' +RandomActuator.seed -> seed: int 'Initial seed of the random generator. Use Python for more freedom (choose 0 for not random)' +RandomActuator.standard_derivation -> standard_derivation: float 'A normal distribution. Standard deviation of the distribution' +RandomSensor.seed -> seed: int 'Initial seed of the generator. (Choose 0 for not random)' +RaySensor.axis -> axis: enum 'Specify along which axis the ray is cast' +RaySensor.material -> material: string 'Only look for Objects with this material' +RaySensor.property -> property: string 'Only look for Objects with this property' +RaySensor.range -> range: float 'Sense objects no farther than this distance' +RaySensor.ray_type -> ray_type: enum 'Toggle collision on material or property' +RaySensor.x_ray_mode -> use_x_ray: boolean "See through objects that don't have the property" +Region.height -> height: int, '(read-only) Region height' +Region.id -> id: int, '(read-only) Unique ID for this region' +Region.type -> type: enum, '(read-only) Type of this region' +Region.width -> width: int, '(read-only) Region width' +RegionView3D.box_clip -> use_box_clip: boolean "Clip objects based on what's visible in other side views" +RegionView3D.box_preview -> show_synced_view: boolean 'Sync view position between side views' +RegionView3D.lock_rotation -> lock_rotation: boolean 'Lock view rotation in side views' +RegionView3D.perspective_matrix -> perspective_matrix: float, '(read-only) Current perspective matrix of the 3D region' +RegionView3D.view_distance -> view_distance: float 'Distance to the view location' +RegionView3D.view_location -> view_location: float 'View pivot location' +RegionView3D.view_matrix -> view_matrix: float, '(read-only) Current view matrix of the 3D region' +RegionView3D.view_perspective -> view_perspective: enum 'View Perspective' +RegionView3D.view_rotation -> view_rotation: float 'Rotation in quaternions (keep normalized)' +RenderEngine.bl_idname -> bl_idname: string 'NO DESCRIPTION' +RenderEngine.bl_label -> bl_label: string 'NO DESCRIPTION' +RenderEngine.bl_postprocess -> bl_use_postprocess: boolean 'NO DESCRIPTION' +RenderEngine.bl_preview -> bl_use_preview: boolean 'NO DESCRIPTION' +RenderLayer.all_z -> use_all_z: boolean, '(read-only) Fill in Z values for solid faces in invisible layers, for masking' +RenderLayer.edge -> use_edge_enhance: boolean, '(read-only) Render Edge-enhance in this Layer (only works for Solid faces)' +RenderLayer.enabled -> use: boolean, '(read-only) Disable or enable the render layer' +RenderLayer.halo -> use_halo: boolean, '(read-only) Render Halos in this Layer (on top of Solid)' +RenderLayer.light_override -> light_override: pointer, '(read-only) Group to override all other lights in this render layer' +RenderLayer.material_override -> material_override: pointer, '(read-only) Material to override all other materials in this render layer' +RenderLayer.name -> name: string, '(read-only) Render layer name' +RenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean, '(read-only) Deliver AO pass' +RenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean, '(read-only) Exclude AO pass from combined' +RenderLayer.pass_color -> use_pass_color: boolean, '(read-only) Deliver shade-less color pass' +RenderLayer.pass_combined -> use_pass_combined: boolean, '(read-only) Deliver full combined RGBA buffer' +RenderLayer.pass_diffuse -> use_pass_diffuse: boolean, '(read-only) Deliver diffuse pass' +RenderLayer.pass_emit -> use_pass_emit: boolean, '(read-only) Deliver emission pass' +RenderLayer.pass_emit_exclude -> exclude_emit: boolean, '(read-only) Exclude emission pass from combined' +RenderLayer.pass_environment -> use_pass_environment: boolean, '(read-only) Deliver environment lighting pass' +RenderLayer.pass_environment_exclude -> exclude_environment: boolean, '(read-only) Exclude environment pass from combined' +RenderLayer.pass_indirect -> use_pass_indirect: boolean, '(read-only) Deliver indirect lighting pass' +RenderLayer.pass_indirect_exclude -> exclude_indirect: boolean, '(read-only) Exclude indirect pass from combined' +RenderLayer.pass_mist -> use_pass_mist: boolean, '(read-only) Deliver mist factor pass (0.0-1.0)' +RenderLayer.pass_normal -> use_pass_normal: boolean, '(read-only) Deliver normal pass' +RenderLayer.pass_object_index -> use_pass_object_index: boolean, '(read-only) Deliver object index pass' +RenderLayer.pass_reflection -> use_pass_reflection: boolean, '(read-only) Deliver raytraced reflection pass' +RenderLayer.pass_reflection_exclude -> exclude_reflection: boolean, '(read-only) Exclude raytraced reflection pass from combined' +RenderLayer.pass_refraction -> use_pass_refraction: boolean, '(read-only) Deliver raytraced refraction pass' +RenderLayer.pass_refraction_exclude -> exclude_refraction: boolean, '(read-only) Exclude raytraced refraction pass from combined' +RenderLayer.pass_shadow -> use_pass_shadow: boolean, '(read-only) Deliver shadow pass' +RenderLayer.pass_shadow_exclude -> exclude_shadow: boolean, '(read-only) Exclude shadow pass from combined' +RenderLayer.pass_specular -> use_pass_specular: boolean, '(read-only) Deliver specular pass' +RenderLayer.pass_specular_exclude -> exclude_specular: boolean, '(read-only) Exclude specular pass from combined' +RenderLayer.pass_uv -> use_pass_uv: boolean, '(read-only) Deliver texture UV pass' +RenderLayer.pass_vector -> use_pass_vector: boolean, '(read-only) Deliver speed vector pass' +RenderLayer.pass_z -> use_pass_z: boolean, '(read-only) Deliver Z values pass' +RenderLayer.passes -> passes: collection, '(read-only)' +RenderLayer.rect -> rect: float 'NO DESCRIPTION' +RenderLayer.sky -> use_sky: boolean, '(read-only) Render Sky in this Layer' +RenderLayer.solid -> use_solid: boolean, '(read-only) Render Solid faces in this Layer' +RenderLayer.strand -> use_strand: boolean, '(read-only) Render Strands in this Layer' +RenderLayer.visible_layers -> layers: boolean, '(read-only) Scene layers included in this render layer' +RenderLayer.zmask -> use_zmask: boolean, "(read-only) Only render what's in front of the solid z values" +RenderLayer.zmask_layers -> layers_zmask: boolean, '(read-only) Zmask scene layers' +RenderLayer.zmask_negate -> invert_zmask: boolean, '(read-only) For Zmask, only render what is behind solid z values instead of in front' +RenderLayer.ztransp -> use_ztransp: boolean, '(read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos)' +RenderPass.channel_id -> channel_id: string, '(read-only)' +RenderPass.channels -> channels: int, '(read-only)' +RenderPass.name -> name: string, '(read-only)' +RenderPass.rect -> rect: float 'NO DESCRIPTION' +RenderPass.type -> type: enum, '(read-only)' +RenderResult.layers -> layers: collection, '(read-only)' +RenderResult.resolution_x -> resolution_x: int, '(read-only)' +RenderResult.resolution_y -> resolution_y: int, '(read-only)' +RenderSettings.active_layer_index -> active_layer_index: int 'Active index in render layer array' +RenderSettings.alpha_mode -> alpha_mode: enum 'Representation of alpha information in the RGBA pixels' +RenderSettings.antialiasing_samples -> antialiasing_samples: enum 'Amount of anti-aliasing samples per pixel' +RenderSettings.backbuf -> use_backbuf: boolean 'Render backbuffer image' +RenderSettings.bake_aa_mode -> bake_aa_mode: enum 'NO DESCRIPTION' +RenderSettings.bake_active -> use_bake_active_to_selected: boolean 'Bake shading on the surface of selected objects to the active object' +RenderSettings.bake_bias -> bake_bias: float 'Bias towards faces further away from the object (in blender units)' +RenderSettings.bake_clear -> use_bake_clear: boolean 'Clear Images before baking' +RenderSettings.bake_distance -> bake_distance: float 'Maximum distance from active object to other object (in blender units' +RenderSettings.bake_enable_aa -> use_bake_antialiasing: boolean 'Enables Anti-aliasing' +RenderSettings.bake_margin -> bake_margin: int 'Amount of pixels to extend the baked result with, as post process filter' +RenderSettings.bake_normal_space -> bake_normal_space: enum 'Choose normal space for baking' +RenderSettings.bake_normalized -> use_bake_normalized: boolean 'With displacement normalize to the distance, with ambient occlusion normalize without using material settings' +RenderSettings.bake_quad_split -> bake_quad_split: enum 'Choose the method used to split a quad into 2 triangles for baking' +RenderSettings.bake_type -> bake_type: enum 'Choose shading information to bake into the image' +RenderSettings.border_max_x -> border_max_x: float 'Sets maximum X value for the render border' +RenderSettings.border_max_y -> border_max_y: float 'Sets maximum Y value for the render border' +RenderSettings.border_min_x -> border_min_x: float 'Sets minimum X value to for the render border' +RenderSettings.border_min_y -> border_min_y: float 'Sets minimum Y value for the render border' +RenderSettings.cineon_black -> cineon_black: int 'Log conversion reference blackpoint' +RenderSettings.cineon_gamma -> cineon_gamma: float 'Log conversion gamma' +RenderSettings.cineon_log -> use_cineon_log: boolean 'Convert to logarithmic color space' +RenderSettings.cineon_white -> cineon_white: int 'Log conversion reference whitepoint' +RenderSettings.color_management -> use_color_management: boolean 'Use color profiles and gamma corrected imaging pipeline' +RenderSettings.color_mode -> color_mode: enum 'Choose BW for saving greyscale images, RGB for saving red, green and blue channels, AND RGBA for saving red, green, blue + alpha channels' +RenderSettings.crop_to_border -> use_crop_to_border: boolean 'Crop the rendered frame to the defined border size' +RenderSettings.display_mode -> display_mode: enum 'Select where rendered images will be displayed' +RenderSettings.dither_intensity -> dither_intensity: float 'Amount of dithering noise added to the rendered image to break up banding' +RenderSettings.edge -> use_edge_enhance: boolean 'use_Create a toon outline around the edges of geometry' +RenderSettings.edge_color -> edge_color: float 'NO DESCRIPTION' +RenderSettings.edge_threshold -> edge_threshold: int 'Threshold for drawing outlines on geometry edges' +RenderSettings.engine -> engine: enum 'Engine to use for rendering' +RenderSettings.field_order -> field_order: enum 'Order of video fields. Select which lines get rendered first, to create smooth motion for TV output' +RenderSettings.fields -> use_fields: boolean 'Render image to two fields per frame, for interlaced TV output' +RenderSettings.fields_still -> use_fields_still: boolean 'Disable the time difference between fields' +RenderSettings.file_extension -> file_extension: string, '(read-only) The file extension used for saving renders' +RenderSettings.file_format -> file_format: enum 'File format to save the rendered images as' +RenderSettings.file_quality -> file_quality: int 'Quality of JPEG images, AVI Jpeg and SGI movies' +RenderSettings.filter_size -> filter_size: float 'Pixel width over which the reconstruction filter combines samples' +RenderSettings.fps -> fps: int 'Framerate, expressed in frames per second' +RenderSettings.fps_base -> fps_base: float 'Framerate base' +RenderSettings.free_image_textures -> use_free_image_textures: boolean 'Free all image texture from memory after render, to save memory before compositing' +RenderSettings.free_unused_nodes -> use_free_unused_nodes: boolean 'Free Nodes that are not used while compositing, to save memory' +RenderSettings.full_sample -> use_full_sample: boolean 'Save for every anti-aliasing sample the entire RenderLayer results. This solves anti-aliasing issues with compositing' +RenderSettings.is_movie_format -> is_movie_format: boolean, '(read-only) When true the format is a movie' +RenderSettings.layers -> layers: collection, '(read-only)' +RenderSettings.motion_blur -> use_motion_blur: boolean 'Use multi-sampled 3D scene motion blur' +RenderSettings.motion_blur_samples -> motion_blur_samples: int 'Number of scene samples to take with motion blur' +RenderSettings.motion_blur_shutter -> motion_blur_shutter: float 'Time taken in frames between shutter open and close' +RenderSettings.multiple_engines -> has_multiple_engines: boolean, '(read-only) More than one rendering engine is available' +RenderSettings.octree_resolution -> octree_resolution: enum 'Resolution of raytrace accelerator. Use higher resolutions for larger scenes' +RenderSettings.output_path -> output_path: string 'Directory/name to save animations, # characters defines the position and length of frame numbers' +RenderSettings.parts_x -> parts_x: int 'Number of horizontal tiles to use while rendering' +RenderSettings.parts_y -> parts_y: int 'Number of vertical tiles to use while rendering' +RenderSettings.pixel_aspect_x -> pixel_aspect_x: float 'Horizontal aspect ratio - for anamorphic or non-square pixel output' +RenderSettings.pixel_aspect_y -> pixel_aspect_y: float 'Vertical aspect ratio - for anamorphic or non-square pixel output' +RenderSettings.pixel_filter -> pixel_filter: enum 'Reconstruction filter used for combining anti-aliasing samples' +RenderSettings.raytrace_structure -> raytrace_structure: enum 'Type of raytrace accelerator structure' +RenderSettings.render_antialiasing -> use_antialiasing: boolean 'Render and combine multiple samples per pixel to prevent jagged edges' +RenderSettings.render_stamp -> use_stamp: boolean 'Render the stamp info text in the rendered image' +RenderSettings.resolution_percentage -> resolution_percentage: int 'Percentage scale for render resolution' +RenderSettings.resolution_x -> resolution_x: int 'Number of horizontal pixels in the rendered image' +RenderSettings.resolution_y -> resolution_y: int 'Number of vertical pixels in the rendered image' +RenderSettings.save_buffers -> use_save_buffers: boolean 'Save tiles for all RenderLayers and SceneNodes to files in the temp directory (saves memory, required for Full Sample)' +RenderSettings.sequencer_gl_preview -> sequencer_gl_preview: enum 'Method to draw in the sequencer view' +RenderSettings.sequencer_gl_render -> sequencer_gl_render: enum 'Method to draw in the sequencer view' +RenderSettings.simplify_ao_sss -> simplify_ao_sss: float 'Global approximate AA and SSS quality factor' +RenderSettings.simplify_child_particles -> simplify_child_particles: float 'Global child particles percentage' +RenderSettings.simplify_shadow_samples -> simplify_shadow_samples: int 'Global maximum shadow samples' +RenderSettings.simplify_subdivision -> simplify_subdivision: int 'Global maximum subdivision level' +RenderSettings.simplify_triangulate -> use_simplify_triangulate: boolean 'Disables non-planer quads being triangulated' +RenderSettings.single_layer -> use_single_layer: boolean 'Only render the active layer' +RenderSettings.stamp_background -> stamp_background: float 'Color to use behind stamp text' +RenderSettings.stamp_camera -> use_stamp_camera: boolean 'Include the name of the active camera in image metadata' +RenderSettings.stamp_date -> use_stamp_date: boolean 'Include the current date in image metadata' +RenderSettings.stamp_filename -> use_stamp_filename: boolean 'Include the filename of the .blend file in image metadata' +RenderSettings.stamp_font_size -> stamp_font_size: int 'Size of the font used when rendering stamp text' +RenderSettings.stamp_foreground -> stamp_foreground: float 'Color to use for stamp text' +RenderSettings.stamp_frame -> use_stamp_frame: boolean 'Include the frame number in image metadata' +RenderSettings.stamp_marker -> use_stamp_marker: boolean 'Include the name of the last marker in image metadata' +RenderSettings.stamp_note -> use_stamp_note: boolean 'Include a custom note in image metadata' +RenderSettings.stamp_note_text -> stamp_note_text: string 'Custom text to appear in the stamp note' +RenderSettings.stamp_render_time -> use_stamp_render_time: boolean 'Include the render time in the stamp image' +RenderSettings.stamp_scene -> use_stamp_scene: boolean 'Include the name of the active scene in image metadata' +RenderSettings.stamp_sequencer_strip -> use_stamp_sequencer_strip: boolean 'Include the name of the foreground sequence strip in image metadata' +RenderSettings.stamp_time -> use_stamp_time: boolean 'Include the render frame as HH:MM:SS.FF in image metadata' +RenderSettings.threads -> threads: int 'Number of CPU threads to use simultaneously while rendering (for multi-core/CPU systems)' +RenderSettings.threads_mode -> threads_mode: enum 'Determine the amount of render threads used' +RenderSettings.tiff_bit -> use_tiff_16bit: boolean 'Save TIFF with 16 bits per channel' +RenderSettings.use_border -> use_border: boolean 'Render a user-defined border region, within the frame size. Note, this disables save_buffers and full_sample' +RenderSettings.use_compositing -> use_compositing: boolean 'Process the render result through the compositing pipeline, if compositing nodes are enabled' +RenderSettings.use_envmaps -> use_envmaps: boolean 'Calculate environment maps while rendering' +RenderSettings.use_file_extension -> use_file_extension: boolean 'Add the file format extensions to the rendered file name (eg: filename + .jpg)' +RenderSettings.use_game_engine -> use_game_engine: boolean, '(read-only) Current rendering engine is a game engine' +RenderSettings.use_instances -> use_instances: boolean 'Instance support leads to effective memory reduction when using duplicates' +RenderSettings.use_local_coords -> use_local_coords: boolean 'Vertex coordinates are stored localy on each primitive. Increases memory usage, but may have impact on speed' +RenderSettings.use_overwrite -> use_overwrite: boolean 'Overwrite existing files while rendering' +RenderSettings.use_placeholder -> use_placeholder: boolean "Create empty placeholder files while rendering frames (similar to Unix 'touch')" +RenderSettings.use_radiosity -> use_radiosity: boolean 'Calculate radiosity in a pre-process before rendering' +RenderSettings.use_raytracing -> use_raytrace: boolean 'Pre-calculate the raytrace accelerator and render raytracing effects' +RenderSettings.use_sequencer -> use_sequencer: boolean 'Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips exist' +RenderSettings.use_sequencer_gl_preview -> use_sequencer_gl_preview: boolean 'NO DESCRIPTION' +RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render: boolean 'NO DESCRIPTION' +RenderSettings.use_shadows -> use_shadows: boolean 'Calculate shadows while rendering' +RenderSettings.use_simplify -> use_simplify: boolean 'Enable simplification of scene for quicker preview renders' +RenderSettings.use_sss -> use_sss: boolean 'Calculate sub-surface scattering in materials rendering' +RenderSettings.use_textures -> use_textures: boolean 'Use textures to affect material properties' +RigidBodyJointConstraint.axis_x -> axis_x: float 'Rotate pivot on X axis in degrees' +RigidBodyJointConstraint.axis_y -> axis_y: float 'Rotate pivot on Y axis in degrees' +RigidBodyJointConstraint.axis_z -> axis_z: float 'Rotate pivot on Z axis in degrees' +RigidBodyJointConstraint.child -> child: pointer 'Child object' +NEGATE * RigidBodyJointConstraint.disable_linked_collision -> use_linked_collision: boolean 'Disable collision between linked bodies' +RigidBodyJointConstraint.draw_pivot -> show_pivot: boolean 'Display the pivot point and rotation in 3D view' +RigidBodyJointConstraint.pivot_type -> pivot_type: enum 'NO DESCRIPTION' +RigidBodyJointConstraint.pivot_x -> pivot_x: float 'Offset pivot on X' +RigidBodyJointConstraint.pivot_y -> pivot_y: float 'Offset pivot on Y' +RigidBodyJointConstraint.pivot_z -> pivot_z: float 'Offset pivot on Z' +RigidBodyJointConstraint.target -> target: pointer 'Target Object' +SPHFluidSettings.buoyancy -> buoyancy: float 'NO DESCRIPTION' +SPHFluidSettings.fluid_radius -> fluid_radius: float 'Fluid interaction Radius' +SPHFluidSettings.rest_density -> rest_density: float 'Density' +SPHFluidSettings.rest_length -> rest_length: float 'The Spring Rest Length (factor of interaction radius)' +SPHFluidSettings.spring_k -> spring_k: float 'Spring force constant' +SPHFluidSettings.stiffness_k -> stiffness_k: float 'Constant K - Stiffness' +SPHFluidSettings.stiffness_knear -> stiffness_knear: float 'Repulsion factor: stiffness_knear' +SPHFluidSettings.viscosity_beta -> viscosity_beta: float 'Square viscosity factor' +SPHFluidSettings.viscosity_omega -> viscosity_omega: float 'Linear viscosity' +Scene.active_keying_set -> active_keying_set: pointer 'Active Keying Set used to insert/delete keyframes' +Scene.active_keying_set_index -> active_keying_set_index: int "Current Keying Set index (negative for 'builtin' and positive for 'absolute')" +Scene.all_keying_sets -> all_keying_sets: collection, '(read-only) All Keying Sets available for use (builtins and Absolute Keying Sets for this Scene)' +Scene.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock' +Scene.bases -> bases: collection, '(read-only)' +Scene.camera -> camera: pointer 'Active camera used for rendering the scene' +Scene.cursor_location -> cursor_location: float '3D cursor location' +Scene.distance_model -> distance_model: enum 'Distance model for distance attenuation calculation' +Scene.doppler_factor -> doppler_factor: float 'Pitch factor for Doppler effect calculation' +Scene.frame_current -> frame_current: int 'NO DESCRIPTION' +Scene.frame_drop -> use_frame_drop: boolean 'Play back dropping frames if frame display is too slow' +Scene.frame_end -> frame_end: int 'Final frame of the playback/rendering range' +Scene.frame_start -> frame_start: int 'First frame of the playback/rendering range' +Scene.frame_step -> frame_step: int 'Number of frames to skip forward while rendering/playing back each frame' +Scene.game_data -> game_data: pointer, '(read-only)' +Scene.gravity -> gravity: float 'Constant acceleration in a given direction' +Scene.grease_pencil -> grease_pencil: pointer 'Grease Pencil datablock' +Scene.keying_sets -> keying_sets: collection, '(read-only) Absolute Keying Sets for this Scene' +Scene.layers -> layers: boolean 'Layers visible when rendering the scene' +Scene.mute_audio -> mute_audio: boolean 'Play back of audio from Sequence Editor will be muted' +Scene.network_render -> network_render: pointer, '(read-only) Network Render Settings' +Scene.nla_tweakmode_on -> use_nla_tweakmode: boolean, '(read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only' +Scene.nodetree -> nodetree: pointer, '(read-only) Compositing node tree' +Scene.objects -> objects: collection, '(read-only)' +Scene.orientations -> orientations: collection, '(read-only)' +Scene.pose_templates -> pose_templates: pointer, '(read-only) Pose Template Settings' +Scene.preview_range_frame_end -> preview_range_frame_end: int 'Alternative end frame for UI playback' +Scene.preview_range_frame_start -> preview_range_frame_start: int 'Alternative start frame for UI playback' +Scene.render -> render: pointer, '(read-only)' +Scene.scrub_audio -> use_audio_scrub: boolean 'Play audio from Sequence Editor while scrubbing' +Scene.sequence_editor -> sequence_editor: pointer, '(read-only)' +Scene.set -> set: pointer 'Background set scene' +Scene.speed_of_sound -> speed_of_sound: float 'Speed of sound for Doppler effect calculation' +Scene.stamp_note -> stamp_note: string 'User define note for the render stamping' +Scene.sync_audio -> use_audio_sync: boolean 'Play back and sync with audio clock, dropping frames if frame display is too slow' +Scene.sync_mode -> sync_mode: enum 'How to sync playback' +Scene.timeline_markers -> timeline_markers: collection, '(read-only) Markers used in all timelines for the current scene' +Scene.tool_settings -> tool_settings: pointer, '(read-only)' +Scene.unit_settings -> unit_settings: pointer, '(read-only) Unit editing settings' +Scene.use_gravity -> use_gravity: boolean 'Use global gravity for all dynamics' +Scene.use_nodes -> use_nodes: boolean 'Enable the compositing node tree' +Scene.use_preview_range -> use_preview_range: boolean 'Use an alternative start/end frame for UI playback, rather than the scene start/end frame' +Scene.world -> world: pointer 'World used for rendering the scene' +SceneActuator.camera -> camera: pointer 'Set this Camera. Leave empty to refer to self object' +SceneActuator.mode -> mode: enum 'NO DESCRIPTION' +SceneActuator.scene -> scene: pointer 'Set the Scene to be added/removed/paused/resumed' +SceneBases.active -> active: pointer 'Active object base in the scene' +SceneGameData.activity_culling -> use_activity_culling: boolean 'Activity culling is enabled' +SceneGameData.activity_culling_box_radius -> activity_culling_box_radius: float 'Radius of the activity bubble, in Manhattan length. Objects outside the box are activity-culled' +SceneGameData.auto_start -> use_auto_start: boolean 'Automatically start game at load time' +SceneGameData.depth -> depth: int 'Displays bit depth of full screen display' +SceneGameData.dome_angle -> dome_angle: int 'Field of View of the Dome - it only works in mode Fisheye and Truncated' +SceneGameData.dome_buffer_resolution -> dome_buffer_resolution: float 'Buffer Resolution - decrease it to increase speed' +SceneGameData.dome_mode -> dome_mode: enum 'Dome physical configurations' +SceneGameData.dome_tesselation -> dome_tesselation: int 'Tessellation level - check the generated mesh in wireframe mode' +SceneGameData.dome_text -> dome_text: pointer 'Custom Warp Mesh data file' +SceneGameData.dome_tilt -> dome_tilt: int 'Camera rotation in horizontal axis' +SceneGameData.eye_separation -> eye_separation: float 'Set the distance between the eyes - the camera focal length/30 should be fine' +SceneGameData.fps -> fps: int 'The nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate' +SceneGameData.framing_color -> frame_color: float 'Set colour of the bars' +SceneGameData.framing_type -> frame_type: enum 'Select the type of Framing you want' +SceneGameData.frequency -> frequency: int 'Displays clock frequency of fullscreen display' +SceneGameData.fullscreen -> show_fullscreen: boolean 'Starts player in a new fullscreen display' +SceneGameData.glsl_extra_textures -> use_glsl_extra_textures: boolean 'Use extra textures like normal or specular maps for GLSL rendering' +SceneGameData.glsl_lights -> use_glsl_lights: boolean 'Use lights for GLSL rendering' +SceneGameData.glsl_nodes -> use_glsl_nodes: boolean 'Use nodes for GLSL rendering' +SceneGameData.glsl_ramps -> use_glsl_ramps: boolean 'Use ramps for GLSL rendering' +SceneGameData.glsl_shaders -> use_glsl_shaders: boolean 'Use shaders for GLSL rendering' +SceneGameData.glsl_shadows -> use_glsl_shadows: boolean 'Use shadows for GLSL rendering' +SceneGameData.logic_step_max -> logic_step_max: int 'Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics' +SceneGameData.material_mode -> material_mode: enum 'Material mode to use for rendering' +SceneGameData.occlusion_culling_resolution -> occlusion_culling_resolution: float 'The size of the occlusion buffer in pixel, use higher value for better precision (slower)' +SceneGameData.physics_engine -> physics_engine: enum 'Physics engine used for physics simulation in the game engine' +SceneGameData.physics_gravity -> physics_gravity: float 'Gravitational constant used for physics simulation in the game engine' +SceneGameData.physics_step_max -> physics_step_max: int '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' +SceneGameData.physics_step_sub -> physics_step_sub: int 'Sets the number of simulation substep per physic timestep, higher value give better physics precision' +SceneGameData.resolution_x -> resolution_x: int 'Number of horizontal pixels in the screen' +SceneGameData.resolution_y -> resolution_y: int 'Number of vertical pixels in the screen' +SceneGameData.show_debug_properties -> show_debug_properties: boolean 'Show properties marked for debugging while the game runs' +SceneGameData.show_framerate_profile -> show_framerate_profile: boolean 'Show framerate and profiling information while the game runs' +SceneGameData.show_physics_visualization -> show_physics_visualization: boolean 'Show a visualization of physics bounds and interactions' +SceneGameData.stereo -> stereo: enum 'NO DESCRIPTION' +SceneGameData.stereo_mode -> stereo_mode: enum 'Stereographic techniques' +SceneGameData.use_animation_record -> use_animation_record: boolean 'Record animation to fcurves' +SceneGameData.use_deprecation_warnings -> use_deprecation_warnings: boolean 'Print warnings when using deprecated features in the python API' +SceneGameData.use_display_lists -> use_display_lists: boolean 'Use display lists to speed up rendering by keeping geometry on the GPU' +SceneGameData.use_frame_rate -> use_frame_rate: boolean 'Respect the frame rate rather than rendering as many frames as possible' +SceneGameData.use_occlusion_culling -> use_occlusion_culling: boolean 'Use optimized Bullet DBVT tree for view frustum and occlusion culling' +SceneObjects.active -> active: pointer 'Active object for this scene' +SceneRenderLayer.all_z -> use_all_z: boolean 'Fill in Z values for solid faces in invisible layers, for masking' +SceneRenderLayer.edge -> use_edge_enhance: boolean 'Render Edge-enhance in this Layer (only works for Solid faces)' +SceneRenderLayer.enabled -> use: boolean 'Disable or enable the render layer' +SceneRenderLayer.halo -> use_halo: boolean 'Render Halos in this Layer (on top of Solid)' +SceneRenderLayer.light_override -> light_override: pointer 'Group to override all other lights in this render layer' +SceneRenderLayer.material_override -> material_override: pointer 'Material to override all other materials in this render layer' +SceneRenderLayer.name -> name: string 'Render layer name' +SceneRenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean 'Deliver AO pass' +SceneRenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean 'Exclude AO pass from combined' +SceneRenderLayer.pass_color -> use_pass_color: boolean 'Deliver shade-less color pass' +SceneRenderLayer.pass_combined -> use_pass_combined: boolean 'Deliver full combined RGBA buffer' +SceneRenderLayer.pass_diffuse -> use_pass_diffuse: boolean 'Deliver diffuse pass' +SceneRenderLayer.pass_emit -> use_pass_emit: boolean 'Deliver emission pass' +SceneRenderLayer.pass_emit_exclude -> exclude_emit: boolean 'Exclude emission pass from combined' +SceneRenderLayer.pass_environment -> use_pass_environment: boolean 'Deliver environment lighting pass' +SceneRenderLayer.pass_environment_exclude -> exclude_environment: boolean 'Exclude environment pass from combined' +SceneRenderLayer.pass_indirect -> use_pass_indirect: boolean 'Deliver indirect lighting pass' +SceneRenderLayer.pass_indirect_exclude -> exclude_indirect: boolean 'Exclude indirect pass from combined' +SceneRenderLayer.pass_mist -> use_pass_mist: boolean 'Deliver mist factor pass (0.0-1.0)' +SceneRenderLayer.pass_normal -> use_pass_normal: boolean 'Deliver normal pass' +SceneRenderLayer.pass_object_index -> use_pass_object_index: boolean 'Deliver object index pass' +SceneRenderLayer.pass_reflection -> use_pass_reflection: boolean 'Deliver raytraced reflection pass' +SceneRenderLayer.pass_reflection_exclude -> exclude_reflection: boolean 'Exclude raytraced reflection pass from combined' +SceneRenderLayer.pass_refraction -> use_pass_refraction: boolean 'Deliver raytraced refraction pass' +SceneRenderLayer.pass_refraction_exclude -> exclude_refraction: boolean 'Exclude raytraced refraction pass from combined' +SceneRenderLayer.pass_shadow -> use_pass_shadow: boolean 'Deliver shadow pass' +SceneRenderLayer.pass_shadow_exclude -> exclude_shadow: boolean 'Exclude shadow pass from combined' +SceneRenderLayer.pass_specular -> use_pass_specular: boolean 'Deliver specular pass' +SceneRenderLayer.pass_specular_exclude -> exclude_specular: boolean 'Exclude specular pass from combined' +SceneRenderLayer.pass_uv -> use_pass_uv: boolean 'Deliver texture UV pass' +SceneRenderLayer.pass_vector -> use_pass_vector: boolean 'Deliver speed vector pass' +SceneRenderLayer.pass_z -> use_pass_z: boolean 'Deliver Z values pass' +SceneRenderLayer.sky -> use_sky: boolean 'Render Sky in this Layer' +SceneRenderLayer.solid -> use_solid: boolean 'Render Solid faces in this Layer' +SceneRenderLayer.strand -> use_strand: boolean 'Render Strands in this Layer' +SceneRenderLayer.visible_layers -> layers: boolean 'Scene layers included in this render layer' +SceneRenderLayer.zmask -> use_zmask: boolean "Only render what's in front of the solid z values" +SceneRenderLayer.zmask_layers -> layers_zmask: boolean 'Zmask scene layers' +SceneRenderLayer.zmask_negate -> invert_zmask: boolean 'For Zmask, only render what is behind solid z values instead of in front' +SceneRenderLayer.ztransp -> use_ztransp: boolean 'Render Z-Transparent faces in this Layer (On top of Solid and Halos)' +SceneSequence.animation_end_offset -> animation_end_offset: int 'Animation end offset (trim end)' +SceneSequence.animation_start_offset -> animation_start_offset: int 'Animation start offset (trim start)' +SceneSequence.color_balance -> color_balance: pointer, '(read-only)' +SceneSequence.color_saturation -> color_saturation: float 'NO DESCRIPTION' +SceneSequence.convert_float -> use_float: boolean 'Convert input to float data' +SceneSequence.crop -> crop: pointer, '(read-only)' +SceneSequence.de_interlace -> use_deinterlace: boolean 'For video movies to remove fields' +SceneSequence.flip_x -> use_flip_x: boolean 'Flip on the X axis' +SceneSequence.flip_y -> use_flip_y: boolean 'Flip on the Y axis' +SceneSequence.multiply_colors -> multiply_colors: float 'NO DESCRIPTION' +SceneSequence.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha' +SceneSequence.proxy -> proxy: pointer, '(read-only)' +SceneSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean 'Use a custom directory to store data' +SceneSequence.proxy_custom_file -> use_proxy_custom_file: boolean 'Use a custom file to read proxy data from' +SceneSequence.reverse_frames -> use_reverse_frames: boolean 'Reverse frame order' +SceneSequence.scene -> scene: pointer 'Scene that this sequence uses' +SceneSequence.scene_camera -> scene_camera: pointer 'Override the scenes active camera' +SceneSequence.strobe -> strobe: float 'Only display every nth frame' +SceneSequence.transform -> transform: pointer, '(read-only)' +SceneSequence.use_color_balance -> use_color_balance: boolean '(3-Way color correction) on input' +SceneSequence.use_crop -> use_crop: boolean 'Crop image before processing' +SceneSequence.use_proxy -> use_proxy: boolean 'Use a preview proxy for this strip' +SceneSequence.use_translation -> use_translation: boolean 'Translate image before processing' +Scopes.accuracy -> accuracy: float 'Proportion of original image source pixel lines to sample' +Scopes.histogram -> histogram: pointer, '(read-only) Histogram for viewing image statistics' +Scopes.use_full_resolution -> use_full_resolution: boolean 'Sample every pixel of the image' +Scopes.vectorscope_alpha -> vectorscope_alpha: float 'Opacity of the points' +Scopes.waveform_alpha -> waveform_alpha: float 'Opacity of the points' +Scopes.waveform_mode -> waveform_mode: enum 'NO DESCRIPTION' +Screen.animation_playing -> is_animation_playing: boolean, '(read-only) Animation playback is active' +Screen.areas -> areas: collection, '(read-only) Areas the screen is subdivided into' +Screen.fullscreen -> is_fullscreen: boolean, '(read-only) An area is maximised, filling this screen' +Screen.scene -> scene: pointer 'Active scene to be edited in the screen' +ScrewModifier.angle -> angle: float 'Angle of revolution' +ScrewModifier.axis -> axis: enum 'Screw axis' +ScrewModifier.iterations -> iterations: int 'Number of times to apply the screw operation' +ScrewModifier.object -> object: pointer 'Object to define the screw axis' +ScrewModifier.render_steps -> render_steps: int 'Number of steps in the revolution' +ScrewModifier.screw_offset -> screw_offset: float 'Offset the revolution along its axis' +ScrewModifier.steps -> steps: int 'Number of steps in the revolution' +ScrewModifier.use_normal_calculate -> use_normal_calculate: boolean 'Calculate the order of edges (needed for meshes, but not curves)' +ScrewModifier.use_normal_flip -> use_normal_flip: boolean 'Flip normals of lathed faces' +ScrewModifier.use_object_screw_offset -> use_object_screw_offset: boolean 'Use the distance between the objects to make a screw' +Sculpt.lock_x -> lock_x: boolean 'Disallow changes to the X axis of vertices' +Sculpt.lock_y -> lock_y: boolean 'Disallow changes to the Y axis of vertices' +Sculpt.lock_z -> lock_z: boolean 'Disallow changes to the Z axis of vertices' +Sculpt.radial_symm -> radial_symm: int 'Number of times to copy strokes across the surface' +Sculpt.symmetry_x -> use_symmetry_x: boolean 'Mirror brush across the X axis' +Sculpt.symmetry_y -> use_symmetry_y: boolean 'Mirror brush across the Y axis' +Sculpt.symmetry_z -> use_symmetry_z: boolean 'Mirror brush across the Z axis' +Sculpt.use_openmp -> use_openmp: boolean 'Take advantage of multiple CPU cores to improve sculpting performance' +Sculpt.use_symmetry_feather -> use_symmetry_feather: boolean 'Reduce the strength of the brush where it overlaps symmetrical daubs' +Sensor.expanded -> show_expanded: boolean 'Set sensor expanded in the user interface' +Sensor.frequency -> frequency: int 'Delay between repeated pulses(in logic tics, 0=no delay)' +Sensor.invert -> invert: boolean 'Invert the level(output) of this sensor' +Sensor.level -> use_level: boolean 'Level detector, trigger controllers of new states (only applicable upon logic state transition)' +Sensor.name -> name: string 'Sensor name' +Sensor.pinned -> pinned: boolean 'Display when not linked to a visible states controller' +Sensor.pulse_false_level -> use_pulse_false_level: boolean 'Activate FALSE level triggering (pulse mode)' +Sensor.pulse_true_level -> use_pulse_true_level: boolean 'Activate TRUE level triggering (pulse mode)' +Sensor.tap -> use_tap: boolean 'Trigger controllers only for an instant, even while the sensor remains true' +Sensor.type -> type: enum 'NO DESCRIPTION' +Sequence.blend_mode -> blend_type: enum 'NO DESCRIPTION' +Sequence.blend_opacity -> blend_opacity: float 'NO DESCRIPTION' +Sequence.channel -> channel: int 'Y position of the sequence strip' +Sequence.effect_fader -> effect_fader: float 'NO DESCRIPTION' +Sequence.frame_final_end -> frame_final_end: int 'End frame displayed in the sequence editor after offsets are applied' +Sequence.frame_final_length -> frame_final_length: int 'The length of the contents of this strip before the handles are applied' +Sequence.frame_final_start -> frame_final_start: int 'Start frame displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frame' +Sequence.frame_length -> frame_length: int, '(read-only) The length of the contents of this strip before the handles are applied' +Sequence.frame_offset_end -> frame_offset_end: int, '(read-only)' +Sequence.frame_offset_start -> frame_offset_start: int, '(read-only)' +Sequence.frame_start -> frame_start: int 'NO DESCRIPTION' +Sequence.frame_still_end -> frame_still_end: int, '(read-only)' +Sequence.frame_still_start -> frame_still_start: int, '(read-only)' +Sequence.lock -> lock: boolean "Lock strip so that it can't be transformed" +Sequence.mute -> mute: boolean 'NO DESCRIPTION' +Sequence.name -> name: string 'NO DESCRIPTION' +Sequence.select -> select: boolean 'NO DESCRIPTION' +Sequence.select_left_handle -> select_left_handle: boolean 'NO DESCRIPTION' +Sequence.select_right_handle -> select_right_handle: boolean 'NO DESCRIPTION' +Sequence.speed_fader -> speed_fader: float 'NO DESCRIPTION' +Sequence.type -> type: enum, '(read-only)' +Sequence.use_effect_default_fade -> use_default_fade: boolean 'Fade effect using the built-in default (usually make transition as long as effect strip)' +SequenceColorBalance.gain -> gain: float 'Color balance gain (highlights)' +SequenceColorBalance.gamma -> gamma: float 'Color balance gamma (midtones)' +SequenceColorBalance.inverse_gain -> invert_gain: boolean 'NO DESCRIPTION' +SequenceColorBalance.inverse_gamma -> invert_gamma: boolean 'NO DESCRIPTION' +SequenceColorBalance.inverse_lift -> invert_lift: boolean 'NO DESCRIPTION' +SequenceColorBalance.lift -> lift: float 'Color balance lift (shadows)' +SequenceCrop.bottom -> bottom: int 'NO DESCRIPTION' +SequenceCrop.left -> left: int 'NO DESCRIPTION' +SequenceCrop.right -> right: int 'NO DESCRIPTION' +SequenceCrop.top -> top: int 'NO DESCRIPTION' +SequenceEditor.active_strip -> active_strip: pointer 'NO DESCRIPTION' +SequenceEditor.meta_stack -> meta_stack: collection, '(read-only) Meta strip stack, last is currently edited meta strip' +SequenceEditor.overlay_frame -> overlay_frame: int 'Sequencers active strip' +SequenceEditor.overlay_lock -> overlay_lock: boolean 'NO DESCRIPTION' +SequenceEditor.sequences -> sequences: collection, '(read-only)' +SequenceEditor.sequences_all -> sequences_all: collection, '(read-only)' +SequenceEditor.show_overlay -> show_overlay: boolean 'Partial overlay ontop of the sequencer' +SequenceElement.filename -> filename: string 'NO DESCRIPTION' +SequenceProxy.directory -> directory: string 'Location to store the proxy files' +SequenceProxy.filepath -> filepath: string 'Location of custom proxy file' +SequenceTransform.offset_x -> offset_x: int 'NO DESCRIPTION' +SequenceTransform.offset_y -> offset_y: int 'NO DESCRIPTION' +ShaderNode.type -> type: enum, '(read-only)' +ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean 'Material Node outputs Diffuse' +ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean 'Material Node uses inverted normal' +ShaderNodeExtendedMaterial.material -> material: pointer 'NO DESCRIPTION' +ShaderNodeExtendedMaterial.specular -> use_specular: boolean 'Material Node outputs Specular' +ShaderNodeGeometry.color_layer -> color_layer: string 'NO DESCRIPTION' +ShaderNodeGeometry.uv_layer -> uv_layer: string 'NO DESCRIPTION' +ShaderNodeMapping.clamp_maximum -> use_max: boolean 'Clamp the output coordinate to a maximum value' +ShaderNodeMapping.clamp_minimum -> use_min: boolean 'Clamp the output coordinate to a minimum value' +ShaderNodeMapping.location -> location: float 'Location offset for the input coordinate' +ShaderNodeMapping.maximum -> max: float 'Maximum value to clamp coordinate to' +ShaderNodeMapping.minimum -> min: float 'Minimum value to clamp coordinate to' +ShaderNodeMapping.rotation -> rotation: float 'Rotation offset for the input coordinate' +ShaderNodeMapping.scale -> scale: float 'Scale adjustment for the input coordinate' +ShaderNodeMaterial.diffuse -> use_diffuse: boolean 'Material Node outputs Diffuse' +ShaderNodeMaterial.invert_normal -> invert_normal: boolean 'Material Node uses inverted normal' +ShaderNodeMaterial.material -> material: pointer 'NO DESCRIPTION' +ShaderNodeMaterial.specular -> use_specular: boolean 'Material Node outputs Specular' +ShaderNodeMath.operation -> operation: enum 'NO DESCRIPTION' +ShaderNodeMixRGB.alpha -> use_alpha: boolean 'Include alpha of second input in this operation' +ShaderNodeMixRGB.blend_type -> blend_type: enum 'NO DESCRIPTION' +ShaderNodeRGBCurve.mapping -> mapping: pointer, '(read-only)' +ShaderNodeTexture.node_output -> node_output: int 'For node-based textures, which output node to use' +ShaderNodeTexture.texture -> texture: pointer 'NO DESCRIPTION' +ShaderNodeValToRGB.color_ramp -> color_ramp: pointer, '(read-only)' +ShaderNodeVectorCurve.mapping -> mapping: pointer, '(read-only)' +ShaderNodeVectorMath.operation -> operation: enum 'NO DESCRIPTION' +ShapeActionActuator.action -> action: pointer 'NO DESCRIPTION' +ShapeActionActuator.blendin -> blendin: int 'Number of frames of motion blending' +ShapeActionActuator.continue_last_frame -> use_continue_last_frame: boolean 'Restore last frame when switching on/off, otherwise play from the start each time' +ShapeActionActuator.frame_end -> frame_end: int 'NO DESCRIPTION' +ShapeActionActuator.frame_property -> frame_property: string "Assign the action's current frame number to this property" +ShapeActionActuator.frame_start -> frame_start: int 'NO DESCRIPTION' +ShapeActionActuator.mode -> mode: enum 'Action playback type' +ShapeActionActuator.priority -> priority: int 'Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack' +ShapeActionActuator.property -> property: string 'Use this property to define the Action position' +ShapeKey.data -> data: collection, '(read-only)' +ShapeKey.frame -> frame: float, '(read-only) Frame for absolute keys' +ShapeKey.interpolation -> interpolation: enum 'Interpolation type' +ShapeKey.mute -> mute: boolean 'Mute this shape key' +ShapeKey.name -> name: string 'NO DESCRIPTION' +ShapeKey.relative_key -> relative_key: pointer 'Shape used as a relative key' +ShapeKey.slider_max -> slider_max: float 'Maximum for slider' +ShapeKey.slider_min -> slider_min: float 'Minimum for slider' +ShapeKey.value -> value: float 'Value of shape key at the current frame' +ShapeKey.vertex_group -> vertex_group: string 'Vertex weight group, to blend with basis shape' +ShapeKeyBezierPoint.co -> co: float 'NO DESCRIPTION' +ShapeKeyBezierPoint.handle_1_co -> handle_1_co: float 'NO DESCRIPTION' +ShapeKeyBezierPoint.handle_2_co -> handle_2_co: float 'NO DESCRIPTION' +ShapeKeyCurvePoint.co -> co: float 'NO DESCRIPTION' +ShapeKeyCurvePoint.tilt -> tilt: float 'NO DESCRIPTION' +ShapeKeyPoint.co -> co: float 'NO DESCRIPTION' +ShrinkwrapConstraint.distance -> distance: float 'Distance to Target' +ShrinkwrapConstraint.shrinkwrap_type -> shrinkwrap_type: enum 'Selects type of shrinkwrap algorithm for target position' +ShrinkwrapConstraint.target -> target: pointer 'Target Object' +ShrinkwrapConstraint.use_x -> use_x: boolean 'Projection over X Axis' +ShrinkwrapConstraint.use_y -> use_y: boolean 'Projection over Y Axis' +ShrinkwrapConstraint.use_z -> use_z: boolean 'Projection over Z Axis' +ShrinkwrapModifier.auxiliary_target -> auxiliary_target: pointer 'Additional mesh target to shrink to' +ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces: boolean 'Stop vertices from projecting to a back face on the target' +ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces: boolean 'Stop vertices from projecting to a front face on the target' +ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface: boolean 'NO DESCRIPTION' +ShrinkwrapModifier.mode -> mode: enum 'NO DESCRIPTION' +ShrinkwrapModifier.negative -> use_negative_direction: boolean 'Allow vertices to move in the negative direction of axis' +ShrinkwrapModifier.offset -> offset: float 'Distance to keep from the target' +ShrinkwrapModifier.positive -> use_positive_direction: boolean 'Allow vertices to move in the positive direction of axis' +ShrinkwrapModifier.subsurf_levels -> subsurf_levels: int "Number of subdivisions that must be performed before extracting vertices' positions and normals" +ShrinkwrapModifier.target -> target: pointer 'Mesh target to shrink to' +ShrinkwrapModifier.vertex_group -> vertex_group: string 'Vertex group name' +ShrinkwrapModifier.x -> use_project_x: boolean 'NO DESCRIPTION' +ShrinkwrapModifier.y -> use_project_y: boolean 'NO DESCRIPTION' +ShrinkwrapModifier.z -> use_project_z: boolean 'NO DESCRIPTION' +SimpleDeformModifier.factor -> factor: float 'NO DESCRIPTION' +SimpleDeformModifier.limits -> limits: float 'Lower/Upper limits for deform' +SimpleDeformModifier.lock_x_axis -> lock_x: boolean 'NO DESCRIPTION' +SimpleDeformModifier.lock_y_axis -> lock_y: boolean 'NO DESCRIPTION' +SimpleDeformModifier.mode -> mode: enum 'NO DESCRIPTION' +SimpleDeformModifier.origin -> origin: pointer 'Origin of modifier space coordinates' +SimpleDeformModifier.relative -> use_relative: boolean 'Sets the origin of deform space to be relative to the object' +SimpleDeformModifier.vertex_group -> vertex_group: string 'Vertex group name' +SmokeDomainSettings.alpha -> alpha: float 'Higher value results in sinking smoke' +SmokeDomainSettings.amplify -> amplify: int 'Enhance the resolution of smoke by this factor using noise' +SmokeDomainSettings.beta -> beta: float 'Higher value results in faster rising smoke' +SmokeDomainSettings.coll_group -> coll_group: pointer 'Limit collisions to this group' +SmokeDomainSettings.dissolve_smoke -> use_dissolve_smoke: boolean 'Enable smoke to disappear over time' +SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log: boolean 'Using 1/x' +SmokeDomainSettings.dissolve_speed -> dissolve_speed: int 'Dissolve Speed' +SmokeDomainSettings.eff_group -> eff_group: pointer 'Limit effectors to this group' +SmokeDomainSettings.effector_weights -> effector_weights: pointer, '(read-only)' +SmokeDomainSettings.fluid_group -> fluid_group: pointer 'Limit fluid objects to this group' +SmokeDomainSettings.highres -> use_high_resolution: boolean 'Enable high resolution (using amplification)' +SmokeDomainSettings.maxres -> maxres: int 'Maximal resolution used in the fluid domain' +SmokeDomainSettings.noise_type -> noise_type: enum 'Noise method which is used for creating the high resolution' +SmokeDomainSettings.point_cache_high -> point_cache_high: pointer, '(read-only)' +SmokeDomainSettings.point_cache_low -> point_cache_low: pointer, '(read-only)' +SmokeDomainSettings.smoke_cache_comp -> smoke_cache_comp: enum 'Compression method to be used' +SmokeDomainSettings.smoke_cache_high_comp -> smoke_cache_high_comp: enum 'Compression method to be used' +SmokeDomainSettings.smoke_domain_colli -> smoke_domain_colli: enum 'Selects which domain border will be treated as collision object.' +SmokeDomainSettings.smoothemitter -> smoothemitter: boolean 'Smoothens emitted smoke to avoid blockiness.' +SmokeDomainSettings.strength -> strength: float 'Strength of wavelet noise' +SmokeDomainSettings.time_scale -> time_scale: float 'Adjust simulation speed.' +SmokeDomainSettings.viewhighres -> show_high_resolution: boolean 'Show high resolution (using amplification)' +SmokeDomainSettings.vorticity -> vorticity: float 'Amount of turbulence/rotation in fluid.' +SmokeFlowSettings.absolute -> absolute: boolean 'Only allows given density value in emitter area.' +SmokeFlowSettings.density -> density: float 'NO DESCRIPTION' +SmokeFlowSettings.initial_velocity -> initial_velocity: boolean "Smoke inherits it's velocity from the emitter particle" +NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean 'Deletes smoke from simulation' +SmokeFlowSettings.psys -> psys: pointer 'Particle systems emitted from the object' +SmokeFlowSettings.temperature -> temperature: float 'Temperature difference to ambient temperature' +SmokeFlowSettings.velocity_multiplier -> velocity_multiplier: float 'Multiplier to adjust velocity passed to smoke' +SmokeModifier.coll_settings -> coll_settings: pointer, '(read-only)' +SmokeModifier.domain_settings -> domain_settings: pointer, '(read-only)' +SmokeModifier.flow_settings -> flow_settings: pointer, '(read-only)' +SmokeModifier.smoke_type -> smoke_type: enum 'NO DESCRIPTION' +SmoothModifier.factor -> factor: float 'NO DESCRIPTION' +SmoothModifier.repeat -> repeat: int 'NO DESCRIPTION' +SmoothModifier.vertex_group -> vertex_group: string 'Vertex group name' +SmoothModifier.x -> use_x: boolean 'NO DESCRIPTION' +SmoothModifier.y -> use_y: boolean 'NO DESCRIPTION' +SmoothModifier.z -> use_z: boolean 'NO DESCRIPTION' +SoftBodyModifier.point_cache -> point_cache: pointer, '(read-only)' +SoftBodyModifier.settings -> settings: pointer, '(read-only)' +SoftBodySettings.aero -> aero: float "Make edges 'sail'" +SoftBodySettings.aerodynamics_type -> aerodynamics_type: enum 'Method of calculating aerodynamic interaction' +SoftBodySettings.auto_step -> use_auto_step: boolean 'Use velocities for automagic step sizes' +SoftBodySettings.ball_damp -> ball_damp: float 'Blending to inelastic collision' +SoftBodySettings.ball_size -> ball_size: float 'Absolute ball size or factor if not manual adjusted' +SoftBodySettings.ball_stiff -> ball_stiff: float 'Ball inflating pressure' +SoftBodySettings.bending -> bend: float 'Bending Stiffness' +SoftBodySettings.choke -> choke: int "'Viscosity' inside collision target" +SoftBodySettings.collision_type -> collision_type: enum 'Choose Collision Type' +SoftBodySettings.damp -> damp: float 'Edge spring friction' +SoftBodySettings.diagnose -> use_diagnose: boolean 'Turn on SB diagnose console prints' +SoftBodySettings.edge_collision -> use_edge_collision: boolean 'Edges collide too' +SoftBodySettings.effector_weights -> effector_weights: pointer, '(read-only)' +SoftBodySettings.error_limit -> error_limit: float 'The Runge-Kutta ODE solver error limit, low value gives more precision, high values speed' +SoftBodySettings.estimate_matrix -> use_estimate_matrix: boolean 'estimate matrix .. split to COM , ROT ,SCALE' +SoftBodySettings.face_collision -> use_face_collision: boolean 'Faces collide too, SLOOOOOW warning' +SoftBodySettings.friction -> friction: float 'General media friction for point movements' +SoftBodySettings.fuzzy -> fuzzy: int 'Fuzziness while on collision, high values make collsion handling faster but less stable' +SoftBodySettings.goal_default -> goal_default: float 'Default Goal (vertex target position) value, when no Vertex Group used' +SoftBodySettings.goal_friction -> goal_friction: float 'Goal (vertex target position) friction' +SoftBodySettings.goal_max -> goal_max: float 'Goal maximum, vertex weights are scaled to match this range' +SoftBodySettings.goal_min -> goal_min: float 'Goal minimum, vertex weights are scaled to match this range' +SoftBodySettings.goal_spring -> goal_spring: float 'Goal (vertex target position) spring stiffness' +SoftBodySettings.goal_vertex_group -> goal_vertex_group: string 'Control point weight values' +SoftBodySettings.gravity -> gravity: float 'Apply gravitation to point movement' +SoftBodySettings.lcom -> lcom: float 'Location of Center of mass' +SoftBodySettings.lrot -> lrot: float 'Estimated rotation matrix' +SoftBodySettings.lscale -> lscale: float 'Estimated scale matrix' +SoftBodySettings.mass -> mass: float 'General Mass value' +SoftBodySettings.mass_vertex_group -> mass_vertex_group: string 'Control point mass values' +SoftBodySettings.maxstep -> step_max: int 'Maximal # solver steps/frame' +SoftBodySettings.minstep -> step_min: int 'Minimal # solver steps/frame' +SoftBodySettings.plastic -> plastic: float 'Permanent deform' +SoftBodySettings.pull -> pull: float 'Edge spring stiffness when longer than rest length' +SoftBodySettings.push -> push: float 'Edge spring stiffness when shorter than rest length' +SoftBodySettings.self_collision -> use_self_collision: boolean 'Enable naive vertex ball self collision' +SoftBodySettings.shear -> shear: float 'Shear Stiffness' +SoftBodySettings.speed -> speed: float 'Tweak timing for physics to control frequency and speed' +SoftBodySettings.spring_length -> spring_length: float 'Alter spring length to shrink/blow up (unit %) 0 to disable' +SoftBodySettings.spring_vertex_group -> spring_vertex_group: string 'Control point spring strength values' +SoftBodySettings.stiff_quads -> use_stiff_quads: boolean 'Adds diagonal springs on 4-gons' +SoftBodySettings.use_edges -> use_edges: boolean 'Use Edges as springs' +SoftBodySettings.use_goal -> use_goal: boolean 'Define forces for vertices to stick to animated position' +SolidifyModifier.edge_crease_inner -> edge_crease_inner: float 'Assign a crease to inner edges' +SolidifyModifier.edge_crease_outer -> edge_crease_outer: float 'Assign a crease to outer edges' +SolidifyModifier.edge_crease_rim -> edge_crease_rim: float 'Assign a crease to the edges making up the rim' +SolidifyModifier.invert -> invert_vertex_group: boolean 'Invert the vertex group influence' +SolidifyModifier.offset -> offset: float 'NO DESCRIPTION' +SolidifyModifier.thickness -> thickness: float 'Thickness of the shell' +SolidifyModifier.use_even_offset -> use_even_offset: boolean 'Maintain thickness by adjusting for sharp corners (slow, disable when not needed)' +SolidifyModifier.use_quality_normals -> use_quality_normals: boolean 'Calculate normals which result in more even thickness (slow, disable when not needed)' +SolidifyModifier.use_rim -> use_rim: boolean 'Create edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)' +SolidifyModifier.use_rim_material -> use_rim_material: boolean 'Use in the next material for rim faces' +SolidifyModifier.vertex_group -> vertex_group: string 'Vertex group name' +Sound.caching -> use_ram_cache: boolean 'The sound file is decoded and loaded into RAM' +Sound.filepath -> filepath: string 'Sound sample file used by this Sound datablock' +Sound.packed_file -> packed_file: pointer, '(read-only)' +SoundActuator.cone_inner_angle_3d -> cone_inner_angle_3d: float 'The angle of the inner cone' +SoundActuator.cone_outer_angle_3d -> cone_outer_angle_3d: float 'The angle of the outer cone' +SoundActuator.cone_outer_gain_3d -> cone_outer_gain_3d: float 'The gain outside the outer cone. The gain in the outer cone will be interpolated between this value and the normal gain in the inner cone' +SoundActuator.enable_sound_3d -> use_3d_sound: boolean 'Enable/Disable 3D Sound' +SoundActuator.max_distance_3d -> distance_3d_max: float 'The maximum distance at which you can hear the sound' +SoundActuator.maximum_gain_3d -> gain_3d_max: float 'The maximum gain of the sound, no matter how near it is' +SoundActuator.minimum_gain_3d -> gain_3d_min: float 'The minimum gain of the sound, no matter how far it is away' +SoundActuator.mode -> mode: enum 'NO DESCRIPTION' +SoundActuator.pitch -> pitch: float 'Sets the pitch of the sound' +SoundActuator.reference_distance_3d -> reference_distance_3d: float 'The distance where the sound has a gain of 1.0' +SoundActuator.rolloff_factor_3d -> rolloff_factor_3d: float 'The influence factor on volume depending on distance' +SoundActuator.sound -> sound: pointer 'NO DESCRIPTION' +SoundActuator.volume -> volume: float 'Sets the initial volume of the sound' +SoundSequence.animation_end_offset -> animation_end_offset: int 'Animation end offset (trim end)' +SoundSequence.animation_start_offset -> animation_start_offset: int 'Animation start offset (trim start)' +SoundSequence.attenuation -> attenuation: float 'Attenuation in dezibel' +SoundSequence.filepath -> filepath: string 'NO DESCRIPTION' +SoundSequence.sound -> sound: pointer, '(read-only) Sound datablock used by this sequence' +SoundSequence.volume -> volume: float 'Playback volume of the sound' +Space.type -> type: enum, '(read-only) Space data type' +SpaceConsole.console_type -> console_type: enum 'Console type' +SpaceConsole.font_size -> font_size: int 'Font size to use for displaying the text' +SpaceConsole.history -> history: collection, '(read-only) Command history' +SpaceConsole.language -> language: string 'Command line prompt language' +SpaceConsole.prompt -> prompt: string 'Command line prompt' +SpaceConsole.scrollback -> scrollback: collection, '(read-only) Command output' +SpaceConsole.selection_end -> selection_end: int 'NO DESCRIPTION' +SpaceConsole.selection_start -> selection_start: int 'NO DESCRIPTION' +SpaceConsole.show_report_debug -> show_report_debug: boolean 'Display debug reporting info' +SpaceConsole.show_report_error -> show_report_error: boolean 'Display error text' +SpaceConsole.show_report_info -> show_report_info: boolean 'Display general information' +SpaceConsole.show_report_operator -> show_report_operator: boolean 'Display the operator log' +SpaceConsole.show_report_warn -> show_report_warning: boolean 'Display warnings' +SpaceDopeSheetEditor.action -> action: pointer 'Action displayed and edited in this space' +SpaceDopeSheetEditor.automerge_keyframes -> use_automerge_keyframes: boolean 'Automatically merge nearby keyframes' +SpaceDopeSheetEditor.autosnap -> autosnap: enum 'Automatic time snapping settings for transformations' +SpaceDopeSheetEditor.dopesheet -> dopesheet: pointer, '(read-only) Settings for filtering animation data' +SpaceDopeSheetEditor.mode -> mode: enum 'Editing context being displayed' +SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates: boolean 'When transforming keyframes, changes to the animation data are flushed to other views' +SpaceDopeSheetEditor.show_cframe_indicator -> show_frame_indicator: boolean 'Show frame number beside the current frame indicator line' +SpaceDopeSheetEditor.show_seconds -> show_seconds: boolean, '(read-only) Show timing in seconds not frames' +SpaceDopeSheetEditor.show_sliders -> show_sliders: boolean 'Show sliders beside F-Curve channels' +SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync: boolean 'Sync Markers with keyframe edits' +SpaceFileBrowser.params -> params: pointer, '(read-only) Parameters and Settings for the Filebrowser' +SpaceGraphEditor.automerge_keyframes -> use_automerge_keyframes: boolean 'Automatically merge nearby keyframes' +SpaceGraphEditor.autosnap -> autosnap: enum 'Automatic time snapping settings for transformations' +SpaceGraphEditor.cursor_value -> cursor_value: float 'Graph Editor 2D-Value cursor - Y-Value component' +SpaceGraphEditor.dopesheet -> dopesheet: pointer, '(read-only) Settings for filtering animation data' +SpaceGraphEditor.has_ghost_curves -> has_ghost_curves: boolean 'Graph Editor instance has some ghost curves stored' +SpaceGraphEditor.mode -> mode: enum 'Editing context being displayed' +SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles: boolean 'Only keyframes of selected F-Curves are visible and editable' +SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles: boolean 'Only show and edit handles of selected keyframes' +SpaceGraphEditor.pivot_point -> pivot_point: enum 'Pivot center for rotation/scaling' +SpaceGraphEditor.realtime_updates -> use_realtime_updates: boolean 'When transforming keyframes, changes to the animation data are flushed to other views' +SpaceGraphEditor.show_cframe_indicator -> show_frame_indicator: boolean 'Show frame number beside the current frame indicator line' +SpaceGraphEditor.show_cursor -> show_cursor: boolean 'Show 2D cursor' +SpaceGraphEditor.show_handles -> show_handles: boolean 'Show handles of Bezier control points' +SpaceGraphEditor.show_seconds -> show_seconds: boolean, '(read-only) Show timing in seconds not frames' +SpaceGraphEditor.show_sliders -> show_sliders: boolean 'Show sliders beside F-Curve channels' +SpaceImageEditor.curves -> curves: pointer, '(read-only) Color curve mapping to use for displaying the image' +SpaceImageEditor.draw_channels -> draw_channels: enum 'Channels of the image to draw' +SpaceImageEditor.draw_repeated -> show_repeated: boolean 'Draw the image repeated outside of the main view' +SpaceImageEditor.grease_pencil -> grease_pencil: pointer 'Grease pencil data for this space' +SpaceImageEditor.image -> image: pointer 'Image displayed and edited in this space' +SpaceImageEditor.image_painting -> use_image_paint: boolean 'Enable image painting mode' +SpaceImageEditor.image_pin -> use_image_pin: boolean 'Display current image regardless of object selection' +SpaceImageEditor.image_user -> image_user: pointer, '(read-only) Parameters defining which layer, pass and frame of the image is displayed' +SpaceImageEditor.sample_histogram -> sample_histogram: pointer, '(read-only) Sampled colors along line' +SpaceImageEditor.scopes -> scopes: pointer, '(read-only) Scopes to visualize image statistics.' +SpaceImageEditor.show_paint -> show_paint: boolean, '(read-only) Show paint related properties' +SpaceImageEditor.show_render -> show_render: boolean, '(read-only) Show render related properties' +SpaceImageEditor.show_uvedit -> show_uvedit: boolean, '(read-only) Show UV editing related properties' +SpaceImageEditor.update_automatically -> use_realtime_updates: boolean 'Update other affected window spaces automatically to reflect changes during interactive operations such as transform' +SpaceImageEditor.use_grease_pencil -> use_grease_pencil: boolean 'Display and edit the grease pencil freehand annotations overlay' +SpaceImageEditor.uv_editor -> uv_editor: pointer, '(read-only) UV editor settings' +SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_objects: boolean 'Show actuators of active object' +SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states: boolean 'Show only actuators connected to active states' +SpaceLogicEditor.actuators_show_linked_controller -> show_actuators_linked_controller: boolean 'Show linked objects to the actuator' +SpaceLogicEditor.actuators_show_selected_objects -> show_actuators_selected_objects: boolean 'Show actuators of all selected objects' +SpaceLogicEditor.controllers_show_active_objects -> show_controllers_active_objects: boolean 'Show controllers of active object' +SpaceLogicEditor.controllers_show_linked_controller -> show_controllers_linked_controller: boolean 'Show linked objects to sensor/actuator' +SpaceLogicEditor.controllers_show_selected_objects -> show_controllers_selected_objects: boolean 'Show controllers of all selected objects' +SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_objects: boolean 'Show sensors of active object' +SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states: boolean 'Show only sensors connected to active states' +SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller: boolean 'Show linked objects to the controller' +SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects: boolean 'Show sensors of all selected objects' +SpaceNLA.autosnap -> autosnap: enum 'Automatic time snapping settings for transformations' +SpaceNLA.dopesheet -> dopesheet: pointer, '(read-only) Settings for filtering animation data' +SpaceNLA.realtime_updates -> use_realtime_updates: boolean 'When transforming strips, changes to the animation data are flushed to other views' +SpaceNLA.show_cframe_indicator -> show_frame_indicator: boolean 'Show frame number beside the current frame indicator line' +SpaceNLA.show_seconds -> show_seconds: boolean, '(read-only) Show timing in seconds not frames' +SpaceNLA.show_strip_curves -> show_strip_curves: boolean 'Show influence curves on strips' +SpaceNodeEditor.backdrop -> show_backdrop: boolean 'Use active Viewer Node output as backdrop for compositing nodes' +SpaceNodeEditor.id -> id: pointer, '(read-only) Datablock whose nodes are being edited' +SpaceNodeEditor.id_from -> id_from: pointer, '(read-only) Datablock from which the edited datablock is linked' +SpaceNodeEditor.nodetree -> nodetree: pointer, '(read-only) Node tree being displayed and edited' +SpaceNodeEditor.texture_type -> texture_type: enum 'Type of data to take texture from' +SpaceNodeEditor.tree_type -> tree_type: enum 'Node tree type to display and edit' +SpaceOutliner.display_filter -> display_filter: string 'Live search filtering string' +SpaceOutliner.display_mode -> display_mode: enum 'Type of information to display' +SpaceOutliner.match_case_sensitive -> use_match_case_sensitive: boolean 'Only use case sensitive matches of search string' +SpaceOutliner.match_complete -> use_match_complete: boolean 'Only use complete matches of search string' +SpaceOutliner.show_restriction_columns -> show_restriction_columns: boolean 'Show column' +SpaceProperties.align -> align: enum 'Arrangement of the panels' +SpaceProperties.brush_texture -> show_brush_texture: boolean 'Show brush textures' +SpaceProperties.context -> context: enum 'Type of active data to display and edit' +SpaceProperties.pin_id -> pin_id: pointer 'NO DESCRIPTION' +SpaceProperties.use_pin_id -> use_pin_id: boolean 'Use the pinned context' +SpaceSequenceEditor.display_channel -> display_channel: int 'The channel number shown in the image preview. 0 is the result of all strips combined' +SpaceSequenceEditor.display_mode -> display_mode: enum 'The view mode to use for displaying sequencer output' +SpaceSequenceEditor.draw_frames -> show_frames: boolean 'Draw frames rather than seconds' +SpaceSequenceEditor.draw_overexposed -> draw_overexposed: int 'Show overexposed areas with zebra stripes' +SpaceSequenceEditor.draw_safe_margin -> show_safe_margin: boolean 'Draw title safe margins in preview' +SpaceSequenceEditor.grease_pencil -> grease_pencil: pointer, '(read-only) Grease pencil data for this space' +SpaceSequenceEditor.offset_x -> offset_x: float 'Offsets image horizontally from the view center' +SpaceSequenceEditor.offset_y -> offset_y: float 'Offsets image horizontally from the view center' +SpaceSequenceEditor.proxy_render_size -> proxy_render_size: enum 'Draw preview using full resolution or different proxy resolutions' +SpaceSequenceEditor.separate_color_preview -> show_separate_color: boolean 'Separate color channels in preview' +SpaceSequenceEditor.show_cframe_indicator -> show_frame_indicator: boolean 'Show frame number beside the current frame indicator line' +SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil: boolean 'Display and edit the grease pencil freehand annotations overlay' +SpaceSequenceEditor.use_marker_sync -> use_marker_sync: boolean 'Transform markers as well as strips' +SpaceSequenceEditor.view_type -> view_type: enum 'The type of the Sequencer view (sequencer, preview or both)' +SpaceSequenceEditor.zoom -> zoom: float 'Display zoom level' +SpaceTextEditor.find_all -> use_find_all: boolean 'Search in all text datablocks, instead of only the active one' +SpaceTextEditor.find_text -> find_text: string 'Text to search for with the find tool' +SpaceTextEditor.find_wrap -> use_find_wrap: boolean 'Search again from the start of the file when reaching the end' +SpaceTextEditor.font_size -> font_size: int 'Font size to use for displaying the text' +SpaceTextEditor.line_numbers -> show_line_numbers: boolean 'Show line numbers next to the text' +SpaceTextEditor.live_edit -> use_live_edit: boolean 'Run python while editing' +SpaceTextEditor.overwrite -> use_overwrite: boolean 'Overwrite characters when typing rather than inserting them' +SpaceTextEditor.replace_text -> replace_text: string 'Text to replace selected text with using the replace tool' +SpaceTextEditor.syntax_highlight -> show_syntax_highlight: boolean 'Syntax highlight for scripting' +SpaceTextEditor.tab_width -> tab_width: int 'Number of spaces to display tabs with' +SpaceTextEditor.text -> text: pointer 'Text displayed and edited in this space' +SpaceTextEditor.word_wrap -> use_word_wrap: boolean 'Wrap words if there is not enough horizontal space' +SpaceTimeline.cache_cloth -> cache_cloth: boolean "Show the active object's cloth point cache" +SpaceTimeline.cache_particles -> cache_particles: boolean "Show the active object's particle point cache" +SpaceTimeline.cache_smoke -> cache_smoke: boolean "Show the active object's smoke cache" +SpaceTimeline.cache_softbody -> cache_softbody: boolean "Show the active object's softbody point cache" +SpaceTimeline.only_selected -> show_only_selected: boolean 'Show keyframes for active Object and/or its selected channels only' +SpaceTimeline.play_all_3d -> use_play_3d_editors: boolean 'NO DESCRIPTION' +SpaceTimeline.play_anim -> use_play_animation_editors: boolean 'NO DESCRIPTION' +SpaceTimeline.play_buttons -> use_play_properties_editors: boolean 'NO DESCRIPTION' +SpaceTimeline.play_image -> use_play_image_editors: boolean 'NO DESCRIPTION' +SpaceTimeline.play_nodes -> use_play_node_editors: boolean 'NO DESCRIPTION' +SpaceTimeline.play_sequencer -> use_play_sequence_editors: boolean 'NO DESCRIPTION' +SpaceTimeline.play_top_left -> use_play_top_left_3d_editor: boolean 'NO DESCRIPTION' +SpaceTimeline.show_cache -> show_cache: boolean 'Show the status of cached frames in the timeline' +SpaceTimeline.show_cframe_indicator -> show_frame_indicator: boolean 'Show frame number beside the current frame indicator line' +SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds: boolean 'Constraint to stay within the image bounds while editing' +SpaceUVEditor.cursor_location -> cursor_location: float '2D cursor location for this view' +SpaceUVEditor.draw_modified_edges -> show_modified_edges: boolean 'Draw edges after modifiers are applied' +SpaceUVEditor.draw_other_objects -> show_other_objects: boolean 'Draw other selected objects that share the same image' +SpaceUVEditor.draw_smooth_edges -> show_smooth_edges: boolean 'Draw UV edges anti-aliased' +SpaceUVEditor.draw_stretch -> show_stretch: boolean 'Draw faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)' +SpaceUVEditor.draw_stretch_type -> draw_stretch_type: enum 'Type of stretch to draw' +SpaceUVEditor.edge_draw_type -> edge_draw_type: enum 'Draw type for drawing UV edges' +SpaceUVEditor.live_unwrap -> use_live_unwrap: boolean 'Continuously unwrap the selected UV island while transforming pinned vertices' +SpaceUVEditor.normalized_coordinates -> show_normalized_coordinates: boolean 'Display UV coordinates from 0.0 to 1.0 rather than in pixels' +SpaceUVEditor.pivot -> pivot: enum 'Rotation/Scaling Pivot' +SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels: boolean 'Snap UVs to pixel locations while editing' +SpaceUVEditor.sticky_selection_mode -> sticky_selection_mode: enum 'Automatically select also UVs sharing the same vertex as the ones being selected' +SpaceUserPreferences.filter -> filter: string 'Search term for filtering in the UI' +SpaceView3D.all_object_origins -> show_all_objects_origin: boolean 'Show the object origin center dot for all (selected and unselected) objects' +SpaceView3D.background_images -> background_images: collection, '(read-only) List of background images' +SpaceView3D.camera -> camera: pointer "Active camera used in this view (when unlocked from the scene's active camera)" +SpaceView3D.clip_end -> clip_end: float '3D View far clipping distance' +SpaceView3D.clip_start -> clip_start: float '3D View near clipping distance' +SpaceView3D.current_orientation -> current_orientation: pointer, '(read-only) Current Transformation orientation' +SpaceView3D.cursor_location -> cursor_location: float '3D cursor location for this view (dependent on local view setting)' +SpaceView3D.display_background_images -> show_background_images: boolean 'Display reference images behind objects in the 3D View' +SpaceView3D.display_floor -> show_floor: boolean 'Show the ground plane grid in perspective view' +SpaceView3D.display_render_override -> show_only_render: boolean 'Display only objects which will be rendered' +SpaceView3D.display_x_axis -> show_axis_x: boolean 'Show the X axis line in perspective view' +SpaceView3D.display_y_axis -> show_axis_y: boolean 'Show the Y axis line in perspective view' +SpaceView3D.display_z_axis -> show_axis_z: boolean 'Show the Z axis line in perspective view' +SpaceView3D.grid_lines -> grid_lines: int 'The number of grid lines to display in perspective view' +SpaceView3D.grid_spacing -> grid_spacing: float 'The distance between 3D View grid lines' +SpaceView3D.grid_subdivisions -> grid_subdivisions: int 'The number of subdivisions between grid lines' +SpaceView3D.layers -> layers: boolean 'Layers visible in this 3D View' +SpaceView3D.lens -> lens: float 'Lens angle (mm) in perspective view' +SpaceView3D.local_view -> local_view: pointer, '(read-only) Display an isolated sub-set of objects, apart from the scene visibility' +SpaceView3D.lock_bone -> lock_bone: string "3D View center is locked to this bone's position" +SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers: boolean "Use the scene's active camera and layers in this view, rather than local layers" +SpaceView3D.lock_object -> lock_object: pointer "3D View center is locked to this object's position" +SpaceView3D.manipulator -> use_manipulator: boolean 'Use a 3D manipulator widget for controlling transforms' +SpaceView3D.manipulator_rotate -> use_manipulator_rotate: boolean 'Use the manipulator for rotation transformations' +SpaceView3D.manipulator_scale -> use_manipulator_scale: boolean 'Use the manipulator for scale transformations' +SpaceView3D.manipulator_translate -> use_manipulator_translate: boolean 'Use the manipulator for movement transformations' +SpaceView3D.occlude_geometry -> use_occlude_geometry: boolean 'Limit selection to visible (clipped with depth buffer)' +SpaceView3D.outline_selected -> show_outline_selected: boolean 'Show an outline highlight around selected objects in non-wireframe views' +SpaceView3D.pivot_point -> pivot_point: enum 'Pivot center for rotation/scaling' +SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean 'Manipulate object centers only' +SpaceView3D.region_3d -> region_3d: pointer, '(read-only) 3D region in this space, in case of quad view the camera region' +SpaceView3D.region_quadview -> region_quadview: pointer, '(read-only) 3D region that defines the quad view settings' +SpaceView3D.relationship_lines -> show_relationship_lines: boolean 'Show dashed lines indicating parent or constraint relationships' +SpaceView3D.textured_solid -> show_textured_solid: boolean 'Display face-assigned textures in solid view' +SpaceView3D.transform_orientation -> transform_orientation: enum 'Transformation orientation' +SpaceView3D.used_layers -> layers_used: boolean, '(read-only) Layers that contain something' +SpaceView3D.viewport_shading -> viewport_shade: enum 'Method to display/shade objects in the 3D View' +SpeedControlSequence.curve_compress_y -> use_curve_compress_y: boolean 'Scale F-Curve value to get the target frame number, F-Curve value runs from 0.0 to 1.0' +SpeedControlSequence.curve_velocity -> use_curve_velocity: boolean 'Interpret the F-Curve value as a velocity instead of a frame number' +SpeedControlSequence.frame_blending -> use_frame_blend: boolean 'Blend two frames into the target for a smoother result' +SpeedControlSequence.global_speed -> global_speed: float 'NO DESCRIPTION' +Spline.bezier_points -> bezier_points: collection, '(read-only) Collection of points for bezier curves only' +Spline.bezier_u -> use_bezier_u: boolean '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)' +Spline.bezier_v -> use_bezier_v: boolean '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)' +Spline.character_index -> character_index: int, '(read-only) Location of this character in the text data (only for text curves)' +Spline.cyclic_u -> use_cyclic_u: boolean 'Make this curve or surface a closed loop in the U direction' +Spline.cyclic_v -> use_cyclic_v: boolean 'Make this surface a closed loop in the V direction' +Spline.endpoint_u -> use_endpoint_u: boolean 'Make this nurbs curve or surface meet the endpoints in the U direction (Cyclic U must be disabled)' +Spline.endpoint_v -> use_endpoint_v: boolean 'Make this nurbs surface meet the endpoints in the V direction (Cyclic V must be disabled)' +Spline.hide -> hide: boolean 'Hide this curve in editmode' +Spline.material_index -> material_index: int 'NO DESCRIPTION' +Spline.order_u -> order_u: int 'Nurbs order in the U direction (For splines and surfaces), Higher values let points influence a greater area' +Spline.order_v -> order_v: int 'Nurbs order in the V direction (For surfaces only), Higher values let points influence a greater area' +Spline.point_count_u -> point_count_u: int, '(read-only) Total number points for the curve or surface in the U direction' +Spline.point_count_v -> point_count_v: int, '(read-only) Total number points for the surface on the V direction' +Spline.points -> points: collection, '(read-only) Collection of points that make up this poly or nurbs spline' +Spline.radius_interpolation -> radius_interpolation: enum 'The type of radius interpolation for Bezier curves' +Spline.resolution_u -> resolution_u: int 'Curve or Surface subdivisions per segment' +Spline.resolution_v -> resolution_v: int 'Surface subdivisions per segment' +Spline.smooth -> use_smooth: boolean 'Smooth the normals of the surface or beveled curve' +Spline.tilt_interpolation -> tilt_interpolation: enum 'The type of tilt interpolation for 3D, Bezier curves' +Spline.type -> type: enum 'The interpolation type for this curve element' +SplineIKConstraint.chain_length -> chain_length: int 'How many bones are included in the chain' +SplineIKConstraint.chain_offset -> use_chain_offset: boolean 'Offset the entire chain relative to the root joint' +SplineIKConstraint.even_divisions -> use_even_divisions: boolean 'Ignore the relative lengths of the bones when fitting to the curve' +SplineIKConstraint.joint_bindings -> joint_bindings: float '(EXPERIENCED USERS ONLY) The relative positions of the joints along the chain as percentages' +SplineIKConstraint.target -> target: pointer 'Curve that controls this relationship' +SplineIKConstraint.use_curve_radius -> use_curve_radius: boolean 'Average radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale mode' +SplineIKConstraint.xz_scaling_mode -> xz_scale_mode: enum 'Method used for determining the scaling of the X and Z axes of the bones' +SplineIKConstraint.y_stretch -> use_y_stretch: boolean 'Stretch the Y axis of the bones to fit the curve' +SplinePoint.co -> co: float 'Point coordinates' +SplinePoint.hide -> hide: boolean 'Visibility status' +SplinePoint.radius -> radius: float, '(read-only) Radius for bevelling' +SplinePoint.select -> select: boolean 'Selection status' +SplinePoint.tilt -> tilt: float 'Tilt in 3D View' +SplinePoint.weight -> weight: float 'Nurbs weight' +SplinePoint.weight_softbody -> weight_softbody: float 'Softbody goal weight' +SpotLamp.auto_clip_end -> use_auto_clip_end: boolean 'Automatic calculation of clipping-end, based on visible vertices' +SpotLamp.auto_clip_start -> use_auto_clip_start: boolean 'Automatic calculation of clipping-start, based on visible vertices' +SpotLamp.compression_threshold -> compression_threshold: float 'Deep shadow map compression threshold' +SpotLamp.falloff_curve -> falloff_curve: pointer, '(read-only) Custom Lamp Falloff Curve' +SpotLamp.falloff_type -> falloff_type: enum 'Intensity Decay with distance' +SpotLamp.halo -> use_halo: boolean 'Renders spotlight with a volumetric halo (Buffer Shadows)' +SpotLamp.halo_intensity -> halo_intensity: float "Brightness of the spotlight's halo cone (Buffer Shadows)" +SpotLamp.halo_step -> halo_step: int 'Volumetric halo sampling frequency' +SpotLamp.linear_attenuation -> linear_attenuation: float 'Linear distance attenuation' +SpotLamp.only_shadow -> use_only_shadow: boolean 'Causes light to cast shadows only without illuminating objects' +SpotLamp.quadratic_attenuation -> quadratic_attenuation: float 'Quadratic distance attenuation' +SpotLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float 'Threshold for Adaptive Sampling (Raytraced shadows)' +SpotLamp.shadow_buffer_bias -> shadow_buffer_bias: float 'Shadow buffer sampling bias' +SpotLamp.shadow_buffer_clip_end -> shadow_buffer_clip_end: float 'Shadow map clip end beyond which objects will not generate shadows' +SpotLamp.shadow_buffer_clip_start -> shadow_buffer_clip_start: float 'Shadow map clip start: objects closer will not generate shadows' +SpotLamp.shadow_buffer_samples -> shadow_buffer_samples: int 'Number of shadow buffer samples' +SpotLamp.shadow_buffer_size -> shadow_buffer_size: int 'Resolution of the shadow buffer, higher values give crisper shadows but use more memory' +SpotLamp.shadow_buffer_soft -> shadow_buffer_soft: float 'Size of shadow buffer sampling area' +SpotLamp.shadow_buffer_type -> shadow_buffer_type: enum 'Type of shadow buffer' +SpotLamp.shadow_color -> shadow_color: float 'Color of shadows cast by the lamp' +SpotLamp.shadow_filter_type -> shadow_filter_type: enum 'Type of shadow filter (Buffer Shadows)' +SpotLamp.shadow_layer -> use_shadow_layer: boolean 'Causes only objects on the same layer to cast shadows' +SpotLamp.shadow_method -> shadow_method: enum 'Method to compute lamp shadow with' +SpotLamp.shadow_ray_samples -> shadow_ray_samples: int 'Amount of samples taken extra (samples x samples)' +SpotLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum 'Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower' +SpotLamp.shadow_sample_buffers -> shadow_sample_buffers: enum 'Number of shadow buffers to render for better AA, this increases memory usage' +SpotLamp.shadow_soft_size -> shadow_soft_size: float 'Light size for ray shadow sampling (Raytraced shadows)' +SpotLamp.show_cone -> show_cone: boolean 'Draw transparent cone in 3D view to visualize which objects are contained in it' +SpotLamp.sphere -> use_sphere: boolean 'Sets light intensity to zero beyond lamp distance' +SpotLamp.spot_blend -> spot_blend: float 'The softness of the spotlight edge' +SpotLamp.spot_size -> spot_size: float 'Angle of the spotlight beam in degrees' +SpotLamp.square -> use_square: boolean 'Casts a square spot light shape' +StateActuator.operation -> operation: enum 'Select the bit operation on object state mask' +StateActuator.state -> states: boolean 'NO DESCRIPTION' +StretchToConstraint.bulge -> bulge: float 'Factor between volume variation and stretching' +StretchToConstraint.head_tail -> head_tail: float 'Target along length of bone: Head=0, Tail=1' +StretchToConstraint.keep_axis -> keep_axis: enum 'Axis to maintain during stretch' +StretchToConstraint.original_length -> original_length: float 'Length at rest position' +StretchToConstraint.subtarget -> subtarget: string 'NO DESCRIPTION' +StretchToConstraint.target -> target: pointer 'Target Object' +StretchToConstraint.volume -> volume: enum "Maintain the object's volume as it stretches" +StringProperty.default -> default: string, '(read-only) string default value' +StringProperty.max_length -> length_max: int, '(read-only) Maximum length of the string, 0 means unlimited' +Struct.base -> base: pointer, '(read-only) Struct definition this is derived from' +Struct.description -> description: string, "(read-only) Description of the Struct's purpose" +Struct.functions -> functions: collection, '(read-only)' +Struct.identifier -> identifier: string, '(read-only) Unique name used in the code and scripting' +Struct.name -> name: string, '(read-only) Human readable name' +Struct.name_property -> name_property: pointer, '(read-only) Property that gives the name of the struct' +Struct.nested -> nested: pointer, '(read-only) Struct in which this struct is always nested, and to which it logically belongs' +Struct.properties -> properties: collection, '(read-only) Properties in the struct' +StucciTexture.noise_basis -> noise_basis: enum 'Sets the noise basis used for turbulence' +StucciTexture.noise_size -> noise_size: float 'Sets scaling for noise input' +StucciTexture.noise_type -> noise_type: enum 'NO DESCRIPTION' +StucciTexture.stype -> stype: enum 'NO DESCRIPTION' +StucciTexture.turbulence -> turbulence: float 'Sets the turbulence of the bandnoise and ringnoise types' +SubsurfModifier.levels -> levels: int 'Number of subdivisions to perform' +SubsurfModifier.optimal_display -> show_only_control_edges: boolean 'Skip drawing/rendering of interior subdivided edges' +SubsurfModifier.render_levels -> render_levels: int 'Number of subdivisions to perform when rendering' +SubsurfModifier.subdivision_type -> subdivision_type: enum 'Selects type of subdivision algorithm' +SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean 'Use subsurf to subdivide UVs' +SunLamp.only_shadow -> use_only_shadow: boolean 'Causes light to cast shadows only without illuminating objects' +SunLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float 'Threshold for Adaptive Sampling (Raytraced shadows)' +SunLamp.shadow_color -> shadow_color: float 'Color of shadows cast by the lamp' +SunLamp.shadow_layer -> use_shadow_layer: boolean 'Causes only objects on the same layer to cast shadows' +SunLamp.shadow_method -> shadow_method: enum 'Method to compute lamp shadow with' +SunLamp.shadow_ray_samples -> shadow_ray_samples: int 'Amount of samples taken extra (samples x samples)' +SunLamp.shadow_ray_sampling_method -> shadow_ray_sampling_method: enum 'Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower' +SunLamp.shadow_soft_size -> shadow_soft_size: float 'Light size for ray shadow sampling (Raytraced shadows)' +SunLamp.sky -> sky: pointer, '(read-only) Sky related settings for sun lamps' +SurfaceCurve.map_along_length -> use_map_along_length: boolean 'Generate texture mapping coordinates following the curve direction, rather than the local bounding box' +TexMapping.has_maximum -> use_max: boolean 'Whether to use maximum clipping value' +TexMapping.has_minimum -> use_min: boolean 'Whether to use minimum clipping value' +TexMapping.location -> location: float 'NO DESCRIPTION' +TexMapping.maximum -> max: float 'Maximum value for clipping' +TexMapping.minimum -> min: float 'Minimum value for clipping' +TexMapping.rotation -> rotation: float 'NO DESCRIPTION' +TexMapping.scale -> scale: float 'NO DESCRIPTION' +Text.current_character -> current_character: int, '(read-only) Index of current character in current line, and also start index of character in selection if one exists' +Text.current_line -> current_line: pointer, '(read-only) Current line, and start line of selection if one exists' +Text.dirty -> is_dirty: boolean, '(read-only) Text file has been edited since last save' +Text.filepath -> filepath: string 'Filename of the text file' +Text.lines -> lines: collection, '(read-only) Lines of text' +Text.markers -> markers: collection, '(read-only) Text markers highlighting part of the text' +Text.memory -> is_in_memory: boolean, '(read-only) Text file is in memory, without a corresponding file on disk' +Text.modified -> is_modified: boolean, '(read-only) Text file on disk is different than the one in memory' +Text.selection_end_character -> selection_end_character: int, '(read-only) Index of character after end of selection in the selection end line' +Text.selection_end_line -> selection_end_line: pointer, '(read-only) End line of selection' +Text.tabs_as_spaces -> use_tabs_as_spaces: boolean 'Automatically converts all new tabs into spaces' +Text.use_module -> use_module: boolean "Register this text as a module on loading, Text name must end with '.py'" +TextBox.height -> height: float 'NO DESCRIPTION' +TextBox.width -> width: float 'NO DESCRIPTION' +TextBox.x -> x: float 'NO DESCRIPTION' +TextBox.y -> y: float 'NO DESCRIPTION' +TextCharacterFormat.bold -> use_bold: boolean 'NO DESCRIPTION' +TextCharacterFormat.italic -> use_italic: boolean 'NO DESCRIPTION' +TextCharacterFormat.underline -> use_underline: boolean 'NO DESCRIPTION' +TextCharacterFormat.use_small_caps -> use_small_caps: boolean 'NO DESCRIPTION' +TextCurve.active_textbox -> active_textbox: int 'NO DESCRIPTION' +TextCurve.body -> body: string 'contents of this text object' +TextCurve.body_format -> body_format: collection, '(read-only) Stores the style of each character' +TextCurve.edit_format -> edit_format: pointer, '(read-only) Editing settings character formatting' +TextCurve.family -> family: string 'Use Blender Objects as font characters. Give font objects a common name followed by the character it represents, eg. familya, familyb etc, and turn on Verts Duplication' +TextCurve.fast -> use_fast_editing: boolean "Don't fill polygons while editing" +TextCurve.font -> font: pointer 'NO DESCRIPTION' +TextCurve.line_dist -> line_distance: float 'NO DESCRIPTION' +TextCurve.map_along_length -> use_map_along_length: boolean 'Generate texture mapping coordinates following the curve direction, rather than the local bounding box' +TextCurve.offset_x -> offset_x: float 'Horizontal offset from the object origin' +TextCurve.offset_y -> offset_y: float 'Vertical offset from the object origin' +TextCurve.shear -> shear: float 'Italic angle of the characters' +TextCurve.small_caps_scale -> small_caps_scale: float 'Scale of small capitals' +TextCurve.spacemode -> spacemode: enum 'Text align from the object center' +TextCurve.spacing -> spacing: float 'NO DESCRIPTION' +TextCurve.text_on_curve -> text_on_curve: pointer 'Curve deforming text object' +TextCurve.text_size -> text_size: float 'NO DESCRIPTION' +TextCurve.textboxes -> textboxes: collection, '(read-only)' +TextCurve.ul_height -> ul_height: float 'NO DESCRIPTION' +TextCurve.ul_position -> ul_position: float 'Vertical position of underline' +TextCurve.word_spacing -> word_spacing: float 'NO DESCRIPTION' +TextLine.line -> line: string 'Text in the line' +TextMarker.color -> color: float 'Color to display the marker with' +TextMarker.edit_all -> use_edit_all: boolean, '(read-only) Edit all markers of the same group as one' +TextMarker.end -> end: int, '(read-only) Start position of the marker in the line' +TextMarker.group -> group: int, '(read-only)' +TextMarker.line -> line: int, '(read-only) Line in which the marker is located' +TextMarker.start -> start: int, '(read-only) Start position of the marker in the line' +TextMarker.temporary -> is_temporary: boolean, '(read-only) Marker is temporary' +Texture.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock' +Texture.brightness -> intensity: float 'NO DESCRIPTION' +Texture.color_ramp -> color_ramp: pointer, '(read-only)' +Texture.contrast -> contrast: float 'NO DESCRIPTION' +Texture.factor_blue -> factor_blue: float 'NO DESCRIPTION' +Texture.factor_green -> factor_green: float 'NO DESCRIPTION' +Texture.factor_red -> factor_red: float 'NO DESCRIPTION' +Texture.node_tree -> node_tree: pointer, '(read-only) Node tree for node-based textures' +Texture.saturation -> saturation: float 'NO DESCRIPTION' +Texture.type -> type: enum 'NO DESCRIPTION' +Texture.use_color_ramp -> use_color_ramp: boolean 'Toggle color ramp operations' +Texture.use_nodes -> use_nodes: boolean 'Make this a node-based texture' +Texture.use_preview_alpha -> use_preview_alpha: boolean 'Show Alpha in Preview Render' +TextureNode.type -> type: enum, '(read-only)' +TextureNodeBricks.offset -> offset: float 'NO DESCRIPTION' +TextureNodeBricks.offset_frequency -> offset_frequency: int 'Offset every N rows' +TextureNodeBricks.squash -> squash: float 'NO DESCRIPTION' +TextureNodeBricks.squash_frequency -> squash_frequency: int 'Squash every N rows' +TextureNodeCurveRGB.mapping -> mapping: pointer, '(read-only)' +TextureNodeCurveTime.curve -> curve: pointer, '(read-only)' +TextureNodeCurveTime.end -> end: int 'NO DESCRIPTION' +TextureNodeCurveTime.start -> start: int 'NO DESCRIPTION' +TextureNodeImage.image -> image: pointer 'NO DESCRIPTION' +TextureNodeMath.operation -> operation: enum 'NO DESCRIPTION' +TextureNodeMixRGB.alpha -> use_alpha: boolean 'Include alpha of second input in this operation' +TextureNodeMixRGB.blend_type -> blend_type: enum 'NO DESCRIPTION' +TextureNodeOutput.output_name -> output_name: string 'NO DESCRIPTION' +TextureNodeTexture.node_output -> node_output: int 'For node-based textures, which output node to use' +TextureNodeTexture.texture -> texture: pointer 'NO DESCRIPTION' +TextureNodeValToRGB.color_ramp -> color_ramp: pointer, '(read-only)' +TextureSlot.blend_type -> blend_type: enum 'NO DESCRIPTION' +TextureSlot.color -> color: float "The default color for textures that don't return RGB" +TextureSlot.default_value -> default_value: float 'Value to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and Hard' +TextureSlot.name -> name: string, '(read-only) Texture slot name' +TextureSlot.negate -> invert: boolean 'Inverts the values of the texture to reverse its effect' +TextureSlot.offset -> offset: float 'Fine tunes texture mapping X, Y and Z locations' +TextureSlot.output_node -> output_node: enum 'Which output node to use, for node-based textures' +TextureSlot.rgb_to_intensity -> use_rgb_to_intensity: boolean 'Converts texture RGB values to intensity (gray) values' +TextureSlot.size -> size: float "Sets scaling for the texture's X, Y and Z sizes" +TextureSlot.stencil -> use_stencil: boolean 'Use this texture as a blending value on the next texture' +TextureSlot.texture -> texture: pointer 'Texture datablock used by this texture slot' +Theme.bone_color_sets -> bone_color_sets: collection, '(read-only)' +Theme.console -> console: pointer, '(read-only)' +Theme.dopesheet_editor -> dopesheet_editor: pointer, '(read-only)' +Theme.file_browser -> file_browser: pointer, '(read-only)' +Theme.graph_editor -> graph_editor: pointer, '(read-only)' +Theme.image_editor -> image_editor: pointer, '(read-only)' +Theme.info -> info: pointer, '(read-only)' +Theme.logic_editor -> logic_editor: pointer, '(read-only)' +Theme.name -> name: string 'Name of the theme' +Theme.nla_editor -> nla_editor: pointer, '(read-only)' +Theme.node_editor -> node_editor: pointer, '(read-only)' +Theme.outliner -> outliner: pointer, '(read-only)' +Theme.properties -> properties: pointer, '(read-only)' +Theme.sequence_editor -> sequence_editor: pointer, '(read-only)' +Theme.text_editor -> text_editor: pointer, '(read-only)' +Theme.theme_area -> theme_area: enum 'NO DESCRIPTION' +Theme.timeline -> timeline: pointer, '(read-only)' +Theme.user_interface -> user_interface: pointer, '(read-only)' +Theme.user_preferences -> user_preferences: pointer, '(read-only)' +Theme.view_3d -> view_3d: pointer, '(read-only)' +ThemeAudioWindow.back -> back: float 'NO DESCRIPTION' +ThemeAudioWindow.button -> button: float 'NO DESCRIPTION' +ThemeAudioWindow.button_text -> button_text: float 'NO DESCRIPTION' +ThemeAudioWindow.button_text_hi -> button_text_hi: float 'NO DESCRIPTION' +ThemeAudioWindow.button_title -> button_title: float 'NO DESCRIPTION' +ThemeAudioWindow.frame_current -> frame_current: float 'NO DESCRIPTION' +ThemeAudioWindow.grid -> grid: float 'NO DESCRIPTION' +ThemeAudioWindow.header -> header: float 'NO DESCRIPTION' +ThemeAudioWindow.header_text -> header_text: float 'NO DESCRIPTION' +ThemeAudioWindow.header_text_hi -> header_text_hi: float 'NO DESCRIPTION' +ThemeAudioWindow.text -> text: float 'NO DESCRIPTION' +ThemeAudioWindow.text_hi -> text_hi: float 'NO DESCRIPTION' +ThemeAudioWindow.title -> title: float 'NO DESCRIPTION' +ThemeAudioWindow.window_sliders -> window_sliders: float 'NO DESCRIPTION' +ThemeBoneColorSet.active -> active: float 'Color used for active bones' +ThemeBoneColorSet.colored_constraints -> show_colored_constraints: boolean 'Allow the use of colors indicating constraints/keyed status' +ThemeBoneColorSet.normal -> normal: float 'Color used for the surface of bones' +ThemeBoneColorSet.select -> select: float 'Color used for selected bones' +ThemeConsole.back -> back: float 'NO DESCRIPTION' +ThemeConsole.button -> button: float 'NO DESCRIPTION' +ThemeConsole.button_text -> button_text: float 'NO DESCRIPTION' +ThemeConsole.button_text_hi -> button_text_hi: float 'NO DESCRIPTION' +ThemeConsole.button_title -> button_title: float 'NO DESCRIPTION' +ThemeConsole.cursor -> cursor: float 'NO DESCRIPTION' +ThemeConsole.header -> header: float 'NO DESCRIPTION' +ThemeConsole.header_text -> header_text: float 'NO DESCRIPTION' +ThemeConsole.header_text_hi -> header_text_hi: float 'NO DESCRIPTION' +ThemeConsole.line_error -> line_error: float 'NO DESCRIPTION' +ThemeConsole.line_info -> line_info: float 'NO DESCRIPTION' +ThemeConsole.line_input -> line_input: float 'NO DESCRIPTION' +ThemeConsole.line_output -> line_output: float 'NO DESCRIPTION' +ThemeConsole.text -> text: float 'NO DESCRIPTION' +ThemeConsole.text_hi -> text_hi: float 'NO DESCRIPTION' +ThemeConsole.title -> title: float 'NO DESCRIPTION' +ThemeDopeSheet.active_channels_group -> active_channels_group: float 'NO DESCRIPTION' +ThemeDopeSheet.back -> back: float 'NO DESCRIPTION' +ThemeDopeSheet.button -> button: float 'NO DESCRIPTION' +ThemeDopeSheet.button_text -> button_text: float 'NO DESCRIPTION' +ThemeDopeSheet.button_text_hi -> button_text_hi: float 'NO DESCRIPTION' +ThemeDopeSheet.button_title -> button_title: float 'NO DESCRIPTION' +ThemeDopeSheet.channel_group -> channel_group: float 'NO DESCRIPTION' +ThemeDopeSheet.channels -> channels: float 'NO DESCRIPTION' +ThemeDopeSheet.channels_selected -> channels_selected: float 'NO DESCRIPTION' +ThemeDopeSheet.dopesheet_channel -> dopesheet_channel: float 'NO DESCRIPTION' +ThemeDopeSheet.dopesheet_subchannel -> dopesheet_subchannel: float 'NO DESCRIPTION' +ThemeDopeSheet.frame_current -> frame_current: float 'NO DESCRIPTION' +ThemeDopeSheet.grid -> grid: float 'NO DESCRIPTION' +ThemeDopeSheet.header -> header: float 'NO DESCRIPTION' +ThemeDopeSheet.header_text -> header_text: float 'NO DESCRIPTION' +ThemeDopeSheet.header_text_hi -> header_text_hi: float 'NO DESCRIPTION' +ThemeDopeSheet.list -> list: float 'NO DESCRIPTION' +ThemeDopeSheet.list_text -> list_text: float 'NO DESCRIPTION' +ThemeDopeSheet.list_text_hi -> list_text_hi: float 'NO DESCRIPTION' +ThemeDopeSheet.list_title -> list_title: float 'NO DESCRIPTION' +ThemeDopeSheet.long_key -> long_key: float 'NO DESCRIPTION' +ThemeDopeSheet.long_key_selected -> long_key_selected: float 'NO DESCRIPTION' +ThemeDopeSheet.text -> text: float 'NO DESCRIPTION' +ThemeDopeSheet.text_hi -> text_hi: float 'NO DESCRIPTION' +ThemeDopeSheet.title -> title: float 'NO DESCRIPTION' +ThemeDopeSheet.value_sliders -> value_sliders: float 'NO DESCRIPTION' +ThemeDopeSheet.view_sliders -> view_sliders: float 'NO DESCRIPTION' +ThemeFileBrowser.active_file -> active_file: float 'NO DESCRIPTION' +ThemeFileBrowser.active_file_text -> active_file_text: float 'NO DESCRIPTION' +ThemeFileBrowser.back -> back: float 'NO DESCRIPTION' +ThemeFileBrowser.button -> button: float 'NO DESCRIPTION' +ThemeFileBrowser.button_text -> button_text: float 'NO DESCRIPTION' +ThemeFileBrowser.button_text_hi -> button_text_hi: float 'NO DESCRIPTION' +ThemeFileBrowser.button_title -> button_title: float 'NO DESCRIPTION' +ThemeFileBrowser.header -> header: float 'NO DESCRIPTION' +ThemeFileBrowser.header_text -> header_text: float 'NO DESCRIPTION' +ThemeFileBrowser.header_text_hi -> header_text_hi: float 'NO DESCRIPTION' +ThemeFileBrowser.list -> list: float 'NO DESCRIPTION' +ThemeFileBrowser.list_text -> list_text: float 'NO DESCRIPTION' +ThemeFileBrowser.list_text_hi -> list_text_hi: float 'NO DESCRIPTION' +ThemeFileBrowser.list_title -> list_title: float 'NO DESCRIPTION' +ThemeFileBrowser.scroll_handle -> scroll_handle: float 'NO DESCRIPTION' +ThemeFileBrowser.scrollbar -> scrollbar: float 'NO DESCRIPTION' +ThemeFileBrowser.selected_file -> selected_file: float 'NO DESCRIPTION' +ThemeFileBrowser.text -> text: float 'NO DESCRIPTION' +ThemeFileBrowser.text_hi -> text_hi: float 'NO DESCRIPTION' +ThemeFileBrowser.tiles -> tiles: float 'NO DESCRIPTION' +ThemeFileBrowser.title -> title: float 'NO DESCRIPTION' +ThemeFontStyle.font_kerning_style -> font_kerning_style: enum 'Which style to use for font kerning' +ThemeFontStyle.points -> points: int 'NO DESCRIPTION' +ThemeFontStyle.shadow -> shadow: int 'Shadow size in pixels (0, 3 and 5 supported)' +ThemeFontStyle.shadowalpha -> shadowalpha: float 'NO DESCRIPTION' +ThemeFontStyle.shadowcolor -> shadowcolor: float 'Shadow color in grey value' +ThemeFontStyle.shadx -> shadow_offset_x: int 'Shadow offset in pixels' +ThemeFontStyle.shady -> shadow_offset_y: int 'Shadow offset in pixels' +ThemeGraphEditor.active_channels_group -> active_channels_group: float 'NO DESCRIPTION' +ThemeGraphEditor.back -> back: float 'NO DESCRIPTION' +ThemeGraphEditor.button -> button: float 'NO DESCRIPTION' +ThemeGraphEditor.button_text -> button_text: float 'NO DESCRIPTION' +ThemeGraphEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION' +ThemeGraphEditor.button_title -> button_title: float 'NO DESCRIPTION' +ThemeGraphEditor.channel_group -> channel_group: float 'NO DESCRIPTION' +ThemeGraphEditor.channels_region -> channels_region: float 'NO DESCRIPTION' +ThemeGraphEditor.dopesheet_channel -> dopesheet_channel: float 'NO DESCRIPTION' +ThemeGraphEditor.dopesheet_subchannel -> dopesheet_subchannel: float 'NO DESCRIPTION' +ThemeGraphEditor.frame_current -> frame_current: float 'NO DESCRIPTION' +ThemeGraphEditor.grid -> grid: float 'NO DESCRIPTION' +ThemeGraphEditor.handle_align -> handle_align: float 'NO DESCRIPTION' +ThemeGraphEditor.handle_auto -> handle_auto: float 'NO DESCRIPTION' +ThemeGraphEditor.handle_free -> handle_free: float 'NO DESCRIPTION' +ThemeGraphEditor.handle_sel_align -> handle_sel_align: float 'NO DESCRIPTION' +ThemeGraphEditor.handle_sel_auto -> handle_sel_auto: float 'NO DESCRIPTION' +ThemeGraphEditor.handle_sel_free -> handle_sel_free: float 'NO DESCRIPTION' +ThemeGraphEditor.handle_sel_vect -> handle_sel_vect: float 'NO DESCRIPTION' +ThemeGraphEditor.handle_vect -> handle_vect: float 'NO DESCRIPTION' +ThemeGraphEditor.handle_vertex -> handle_vertex: float 'NO DESCRIPTION' +ThemeGraphEditor.handle_vertex_select -> handle_vertex_select: float 'NO DESCRIPTION' +ThemeGraphEditor.handle_vertex_size -> handle_vertex_size: int 'NO DESCRIPTION' +ThemeGraphEditor.header -> header: float 'NO DESCRIPTION' +ThemeGraphEditor.header_text -> header_text: float 'NO DESCRIPTION' +ThemeGraphEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION' +ThemeGraphEditor.lastsel_point -> lastsel_point: float 'NO DESCRIPTION' +ThemeGraphEditor.list -> list: float 'NO DESCRIPTION' +ThemeGraphEditor.list_text -> list_text: float 'NO DESCRIPTION' +ThemeGraphEditor.list_text_hi -> list_text_hi: float 'NO DESCRIPTION' +ThemeGraphEditor.list_title -> list_title: float 'NO DESCRIPTION' +ThemeGraphEditor.panel -> panel: float 'NO DESCRIPTION' +ThemeGraphEditor.text -> text: float 'NO DESCRIPTION' +ThemeGraphEditor.text_hi -> text_hi: float 'NO DESCRIPTION' +ThemeGraphEditor.title -> title: float 'NO DESCRIPTION' +ThemeGraphEditor.vertex -> vertex: float 'NO DESCRIPTION' +ThemeGraphEditor.vertex_select -> vertex_select: float 'NO DESCRIPTION' +ThemeGraphEditor.vertex_size -> vertex_size: int 'NO DESCRIPTION' +ThemeGraphEditor.window_sliders -> window_sliders: float 'NO DESCRIPTION' +ThemeImageEditor.back -> back: float 'NO DESCRIPTION' +ThemeImageEditor.button -> button: float 'NO DESCRIPTION' +ThemeImageEditor.button_text -> button_text: float 'NO DESCRIPTION' +ThemeImageEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION' +ThemeImageEditor.button_title -> button_title: float 'NO DESCRIPTION' +ThemeImageEditor.editmesh_active -> editmesh_active: float 'NO DESCRIPTION' +ThemeImageEditor.face -> face: float 'NO DESCRIPTION' +ThemeImageEditor.face_dot -> face_dot: float 'NO DESCRIPTION' +ThemeImageEditor.face_select -> face_select: float 'NO DESCRIPTION' +ThemeImageEditor.facedot_size -> facedot_size: int 'NO DESCRIPTION' +ThemeImageEditor.header -> header: float 'NO DESCRIPTION' +ThemeImageEditor.header_text -> header_text: float 'NO DESCRIPTION' +ThemeImageEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION' +ThemeImageEditor.scope_back -> scope_back: float 'NO DESCRIPTION' +ThemeImageEditor.text -> text: float 'NO DESCRIPTION' +ThemeImageEditor.text_hi -> text_hi: float 'NO DESCRIPTION' +ThemeImageEditor.title -> title: float 'NO DESCRIPTION' +ThemeImageEditor.vertex -> vertex: float 'NO DESCRIPTION' +ThemeImageEditor.vertex_select -> vertex_select: float 'NO DESCRIPTION' +ThemeImageEditor.vertex_size -> vertex_size: int 'NO DESCRIPTION' +ThemeInfo.back -> back: float 'NO DESCRIPTION' +ThemeInfo.button -> button: float 'NO DESCRIPTION' +ThemeInfo.button_text -> button_text: float 'NO DESCRIPTION' +ThemeInfo.button_text_hi -> button_text_hi: float 'NO DESCRIPTION' +ThemeInfo.button_title -> button_title: float 'NO DESCRIPTION' +ThemeInfo.header -> header: float 'NO DESCRIPTION' +ThemeInfo.header_text -> header_text: float 'NO DESCRIPTION' +ThemeInfo.header_text_hi -> header_text_hi: float 'NO DESCRIPTION' +ThemeInfo.text -> text: float 'NO DESCRIPTION' +ThemeInfo.text_hi -> text_hi: float 'NO DESCRIPTION' +ThemeInfo.title -> title: float 'NO DESCRIPTION' +ThemeLogicEditor.back -> back: float 'NO DESCRIPTION' +ThemeLogicEditor.button -> button: float 'NO DESCRIPTION' +ThemeLogicEditor.button_text -> button_text: float 'NO DESCRIPTION' +ThemeLogicEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION' +ThemeLogicEditor.button_title -> button_title: float 'NO DESCRIPTION' +ThemeLogicEditor.header -> header: float 'NO DESCRIPTION' +ThemeLogicEditor.header_text -> header_text: float 'NO DESCRIPTION' +ThemeLogicEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION' +ThemeLogicEditor.panel -> panel: float 'NO DESCRIPTION' +ThemeLogicEditor.text -> text: float 'NO DESCRIPTION' +ThemeLogicEditor.text_hi -> text_hi: float 'NO DESCRIPTION' +ThemeLogicEditor.title -> title: float 'NO DESCRIPTION' +ThemeNLAEditor.back -> back: float 'NO DESCRIPTION' +ThemeNLAEditor.bars -> bars: float 'NO DESCRIPTION' +ThemeNLAEditor.bars_selected -> bars_selected: float 'NO DESCRIPTION' +ThemeNLAEditor.button -> button: float 'NO DESCRIPTION' +ThemeNLAEditor.button_text -> button_text: float 'NO DESCRIPTION' +ThemeNLAEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION' +ThemeNLAEditor.button_title -> button_title: float 'NO DESCRIPTION' +ThemeNLAEditor.frame_current -> frame_current: float 'NO DESCRIPTION' +ThemeNLAEditor.grid -> grid: float 'NO DESCRIPTION' +ThemeNLAEditor.header -> header: float 'NO DESCRIPTION' +ThemeNLAEditor.header_text -> header_text: float 'NO DESCRIPTION' +ThemeNLAEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION' +ThemeNLAEditor.list -> list: float 'NO DESCRIPTION' +ThemeNLAEditor.list_text -> list_text: float 'NO DESCRIPTION' +ThemeNLAEditor.list_text_hi -> list_text_hi: float 'NO DESCRIPTION' +ThemeNLAEditor.list_title -> list_title: float 'NO DESCRIPTION' +ThemeNLAEditor.strips -> strips: float 'NO DESCRIPTION' +ThemeNLAEditor.strips_selected -> strips_selected: float 'NO DESCRIPTION' +ThemeNLAEditor.text -> text: float 'NO DESCRIPTION' +ThemeNLAEditor.text_hi -> text_hi: float 'NO DESCRIPTION' +ThemeNLAEditor.title -> title: float 'NO DESCRIPTION' +ThemeNLAEditor.view_sliders -> view_sliders: float 'NO DESCRIPTION' +ThemeNodeEditor.back -> back: float 'NO DESCRIPTION' +ThemeNodeEditor.button -> button: float 'NO DESCRIPTION' +ThemeNodeEditor.button_text -> button_text: float 'NO DESCRIPTION' +ThemeNodeEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION' +ThemeNodeEditor.button_title -> button_title: float 'NO DESCRIPTION' +ThemeNodeEditor.converter_node -> converter_node: float 'NO DESCRIPTION' +ThemeNodeEditor.group_node -> group_node: float 'NO DESCRIPTION' +ThemeNodeEditor.header -> header: float 'NO DESCRIPTION' +ThemeNodeEditor.header_text -> header_text: float 'NO DESCRIPTION' +ThemeNodeEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION' +ThemeNodeEditor.in_out_node -> in_out_node: float 'NO DESCRIPTION' +ThemeNodeEditor.list -> list: float 'NO DESCRIPTION' +ThemeNodeEditor.list_text -> list_text: float 'NO DESCRIPTION' +ThemeNodeEditor.list_text_hi -> list_text_hi: float 'NO DESCRIPTION' +ThemeNodeEditor.list_title -> list_title: float 'NO DESCRIPTION' +ThemeNodeEditor.node_backdrop -> node_backdrop: float 'NO DESCRIPTION' +ThemeNodeEditor.operator_node -> operator_node: float 'NO DESCRIPTION' +ThemeNodeEditor.selected_text -> selected_text: float 'NO DESCRIPTION' +ThemeNodeEditor.text -> text: float 'NO DESCRIPTION' +ThemeNodeEditor.text_hi -> text_hi: float 'NO DESCRIPTION' +ThemeNodeEditor.title -> title: float 'NO DESCRIPTION' +ThemeNodeEditor.wire_select -> wire_select: float 'NO DESCRIPTION' +ThemeNodeEditor.wires -> wires: float 'NO DESCRIPTION' +ThemeOutliner.back -> back: float 'NO DESCRIPTION' +ThemeOutliner.button -> button: float 'NO DESCRIPTION' +ThemeOutliner.button_text -> button_text: float 'NO DESCRIPTION' +ThemeOutliner.button_text_hi -> button_text_hi: float 'NO DESCRIPTION' +ThemeOutliner.button_title -> button_title: float 'NO DESCRIPTION' +ThemeOutliner.header -> header: float 'NO DESCRIPTION' +ThemeOutliner.header_text -> header_text: float 'NO DESCRIPTION' +ThemeOutliner.header_text_hi -> header_text_hi: float 'NO DESCRIPTION' +ThemeOutliner.text -> text: float 'NO DESCRIPTION' +ThemeOutliner.text_hi -> text_hi: float 'NO DESCRIPTION' +ThemeOutliner.title -> title: float 'NO DESCRIPTION' +ThemeProperties.back -> back: float 'NO DESCRIPTION' +ThemeProperties.button -> button: float 'NO DESCRIPTION' +ThemeProperties.button_text -> button_text: float 'NO DESCRIPTION' +ThemeProperties.button_text_hi -> button_text_hi: float 'NO DESCRIPTION' +ThemeProperties.button_title -> button_title: float 'NO DESCRIPTION' +ThemeProperties.header -> header: float 'NO DESCRIPTION' +ThemeProperties.header_text -> header_text: float 'NO DESCRIPTION' +ThemeProperties.header_text_hi -> header_text_hi: float 'NO DESCRIPTION' +ThemeProperties.panel -> panel: float 'NO DESCRIPTION' +ThemeProperties.text -> text: float 'NO DESCRIPTION' +ThemeProperties.text_hi -> text_hi: float 'NO DESCRIPTION' +ThemeProperties.title -> title: float 'NO DESCRIPTION' +ThemeSequenceEditor.audio_strip -> audio_strip: float 'NO DESCRIPTION' +ThemeSequenceEditor.back -> back: float 'NO DESCRIPTION' +ThemeSequenceEditor.button -> button: float 'NO DESCRIPTION' +ThemeSequenceEditor.button_text -> button_text: float 'NO DESCRIPTION' +ThemeSequenceEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION' +ThemeSequenceEditor.button_title -> button_title: float 'NO DESCRIPTION' +ThemeSequenceEditor.draw_action -> draw_action: float 'NO DESCRIPTION' +ThemeSequenceEditor.effect_strip -> effect_strip: float 'NO DESCRIPTION' +ThemeSequenceEditor.frame_current -> frame_current: float 'NO DESCRIPTION' +ThemeSequenceEditor.grid -> grid: float 'NO DESCRIPTION' +ThemeSequenceEditor.header -> header: float 'NO DESCRIPTION' +ThemeSequenceEditor.header_text -> header_text: float 'NO DESCRIPTION' +ThemeSequenceEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION' +ThemeSequenceEditor.image_strip -> image_strip: float 'NO DESCRIPTION' +ThemeSequenceEditor.keyframe -> keyframe: float 'NO DESCRIPTION' +ThemeSequenceEditor.meta_strip -> meta_strip: float 'NO DESCRIPTION' +ThemeSequenceEditor.movie_strip -> movie_strip: float 'NO DESCRIPTION' +ThemeSequenceEditor.plugin_strip -> plugin_strip: float 'NO DESCRIPTION' +ThemeSequenceEditor.scene_strip -> scene_strip: float 'NO DESCRIPTION' +ThemeSequenceEditor.text -> text: float 'NO DESCRIPTION' +ThemeSequenceEditor.text_hi -> text_hi: float 'NO DESCRIPTION' +ThemeSequenceEditor.title -> title: float 'NO DESCRIPTION' +ThemeSequenceEditor.transition_strip -> transition_strip: float 'NO DESCRIPTION' +ThemeSequenceEditor.window_sliders -> window_sliders: float 'NO DESCRIPTION' +ThemeStyle.grouplabel -> grouplabel: pointer, '(read-only)' +ThemeStyle.paneltitle -> paneltitle: pointer, '(read-only)' +ThemeStyle.panelzoom -> panelzoom: float 'Default zoom level for panel areas' +ThemeStyle.widget -> widget: pointer, '(read-only)' +ThemeStyle.widgetlabel -> widgetlabel: pointer, '(read-only)' +ThemeTextEditor.back -> back: float 'NO DESCRIPTION' +ThemeTextEditor.button -> button: float 'NO DESCRIPTION' +ThemeTextEditor.button_text -> button_text: float 'NO DESCRIPTION' +ThemeTextEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION' +ThemeTextEditor.button_title -> button_title: float 'NO DESCRIPTION' +ThemeTextEditor.cursor -> cursor: float 'NO DESCRIPTION' +ThemeTextEditor.header -> header: float 'NO DESCRIPTION' +ThemeTextEditor.header_text -> header_text: float 'NO DESCRIPTION' +ThemeTextEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION' +ThemeTextEditor.line_numbers_background -> line_numbers_background: float 'NO DESCRIPTION' +ThemeTextEditor.scroll_bar -> scroll_bar: float 'NO DESCRIPTION' +ThemeTextEditor.selected_text -> selected_text: float 'NO DESCRIPTION' +ThemeTextEditor.syntax_builtin -> syntax_builtin: float 'NO DESCRIPTION' +ThemeTextEditor.syntax_comment -> syntax_comment: float 'NO DESCRIPTION' +ThemeTextEditor.syntax_numbers -> syntax_numbers: float 'NO DESCRIPTION' +ThemeTextEditor.syntax_special -> syntax_special: float 'NO DESCRIPTION' +ThemeTextEditor.syntax_string -> syntax_string: float 'NO DESCRIPTION' +ThemeTextEditor.text -> text: float 'NO DESCRIPTION' +ThemeTextEditor.text_hi -> text_hi: float 'NO DESCRIPTION' +ThemeTextEditor.title -> title: float 'NO DESCRIPTION' +ThemeTimeline.back -> back: float 'NO DESCRIPTION' +ThemeTimeline.button -> button: float 'NO DESCRIPTION' +ThemeTimeline.button_text -> button_text: float 'NO DESCRIPTION' +ThemeTimeline.button_text_hi -> button_text_hi: float 'NO DESCRIPTION' +ThemeTimeline.button_title -> button_title: float 'NO DESCRIPTION' +ThemeTimeline.frame_current -> frame_current: float 'NO DESCRIPTION' +ThemeTimeline.grid -> grid: float 'NO DESCRIPTION' +ThemeTimeline.header -> header: float 'NO DESCRIPTION' +ThemeTimeline.header_text -> header_text: float 'NO DESCRIPTION' +ThemeTimeline.header_text_hi -> header_text_hi: float 'NO DESCRIPTION' +ThemeTimeline.text -> text: float 'NO DESCRIPTION' +ThemeTimeline.text_hi -> text_hi: float 'NO DESCRIPTION' +ThemeTimeline.title -> title: float 'NO DESCRIPTION' +ThemeUserInterface.icon_file -> icon_file: string 'NO DESCRIPTION' +ThemeUserInterface.wcol_box -> wcol_box: pointer, '(read-only)' +ThemeUserInterface.wcol_list_item -> wcol_list_item: pointer, '(read-only)' +ThemeUserInterface.wcol_menu -> wcol_menu: pointer, '(read-only)' +ThemeUserInterface.wcol_menu_back -> wcol_menu_back: pointer, '(read-only)' +ThemeUserInterface.wcol_menu_item -> wcol_menu_item: pointer, '(read-only)' +ThemeUserInterface.wcol_num -> wcol_num: pointer, '(read-only)' +ThemeUserInterface.wcol_numslider -> wcol_numslider: pointer, '(read-only)' +ThemeUserInterface.wcol_option -> wcol_option: pointer, '(read-only)' +ThemeUserInterface.wcol_progress -> wcol_progress: pointer, '(read-only)' +ThemeUserInterface.wcol_pulldown -> wcol_pulldown: pointer, '(read-only)' +ThemeUserInterface.wcol_radio -> wcol_radio: pointer, '(read-only)' +ThemeUserInterface.wcol_regular -> wcol_regular: pointer, '(read-only)' +ThemeUserInterface.wcol_scroll -> wcol_scroll: pointer, '(read-only)' +ThemeUserInterface.wcol_state -> wcol_state: pointer, '(read-only)' +ThemeUserInterface.wcol_text -> wcol_text: pointer, '(read-only)' +ThemeUserInterface.wcol_toggle -> wcol_toggle: pointer, '(read-only)' +ThemeUserInterface.wcol_tool -> wcol_tool: pointer, '(read-only)' +ThemeUserPreferences.back -> back: float 'NO DESCRIPTION' +ThemeUserPreferences.button -> button: float 'NO DESCRIPTION' +ThemeUserPreferences.button_text -> button_text: float 'NO DESCRIPTION' +ThemeUserPreferences.button_text_hi -> button_text_hi: float 'NO DESCRIPTION' +ThemeUserPreferences.button_title -> button_title: float 'NO DESCRIPTION' +ThemeUserPreferences.header -> header: float 'NO DESCRIPTION' +ThemeUserPreferences.header_text -> header_text: float 'NO DESCRIPTION' +ThemeUserPreferences.header_text_hi -> header_text_hi: float 'NO DESCRIPTION' +ThemeUserPreferences.text -> text: float 'NO DESCRIPTION' +ThemeUserPreferences.text_hi -> text_hi: float 'NO DESCRIPTION' +ThemeUserPreferences.title -> title: float 'NO DESCRIPTION' +ThemeView3D.act_spline -> act_spline: float 'NO DESCRIPTION' +ThemeView3D.back -> back: float 'NO DESCRIPTION' +ThemeView3D.bone_pose -> bone_pose: float 'NO DESCRIPTION' +ThemeView3D.bone_solid -> bone_solid: float 'NO DESCRIPTION' +ThemeView3D.button -> button: float 'NO DESCRIPTION' +ThemeView3D.button_text -> button_text: float 'NO DESCRIPTION' +ThemeView3D.button_text_hi -> button_text_hi: float 'NO DESCRIPTION' +ThemeView3D.button_title -> button_title: float 'NO DESCRIPTION' +ThemeView3D.edge_crease -> edge_crease: float 'NO DESCRIPTION' +ThemeView3D.edge_facesel -> edge_facesel: float 'NO DESCRIPTION' +ThemeView3D.edge_seam -> edge_seam: float 'NO DESCRIPTION' +ThemeView3D.edge_select -> edge_select: float 'NO DESCRIPTION' +ThemeView3D.edge_sharp -> edge_sharp: float 'NO DESCRIPTION' +ThemeView3D.editmesh_active -> editmesh_active: float 'NO DESCRIPTION' +ThemeView3D.face -> face: float 'NO DESCRIPTION' +ThemeView3D.face_dot -> face_dot: float 'NO DESCRIPTION' +ThemeView3D.face_select -> face_select: float 'NO DESCRIPTION' +ThemeView3D.facedot_size -> facedot_size: int 'NO DESCRIPTION' +ThemeView3D.frame_current -> frame_current: float 'NO DESCRIPTION' +ThemeView3D.grid -> grid: float 'NO DESCRIPTION' +ThemeView3D.handle_align -> handle_align: float 'NO DESCRIPTION' +ThemeView3D.handle_auto -> handle_auto: float 'NO DESCRIPTION' +ThemeView3D.handle_free -> handle_free: float 'NO DESCRIPTION' +ThemeView3D.handle_sel_align -> handle_sel_align: float 'NO DESCRIPTION' +ThemeView3D.handle_sel_auto -> handle_sel_auto: float 'NO DESCRIPTION' +ThemeView3D.handle_sel_free -> handle_sel_free: float 'NO DESCRIPTION' +ThemeView3D.handle_sel_vect -> handle_sel_vect: float 'NO DESCRIPTION' +ThemeView3D.handle_vect -> handle_vect: float 'NO DESCRIPTION' +ThemeView3D.header -> header: float 'NO DESCRIPTION' +ThemeView3D.header_text -> header_text: float 'NO DESCRIPTION' +ThemeView3D.header_text_hi -> header_text_hi: float 'NO DESCRIPTION' +ThemeView3D.lamp -> lamp: float 'NO DESCRIPTION' +ThemeView3D.lastsel_point -> lastsel_point: float 'NO DESCRIPTION' +ThemeView3D.normal -> normal: float 'NO DESCRIPTION' +ThemeView3D.nurb_sel_uline -> nurb_sel_uline: float 'NO DESCRIPTION' +ThemeView3D.nurb_sel_vline -> nurb_sel_vline: float 'NO DESCRIPTION' +ThemeView3D.nurb_uline -> nurb_uline: float 'NO DESCRIPTION' +ThemeView3D.nurb_vline -> nurb_vline: float 'NO DESCRIPTION' +ThemeView3D.object_active -> object_active: float 'NO DESCRIPTION' +ThemeView3D.object_grouped -> object_grouped: float 'NO DESCRIPTION' +ThemeView3D.object_grouped_active -> object_grouped_active: float 'NO DESCRIPTION' +ThemeView3D.object_selected -> object_selected: float 'NO DESCRIPTION' +ThemeView3D.panel -> panel: float 'NO DESCRIPTION' +ThemeView3D.text -> text: float 'NO DESCRIPTION' +ThemeView3D.text_hi -> text_hi: float 'NO DESCRIPTION' +ThemeView3D.title -> title: float 'NO DESCRIPTION' +ThemeView3D.transform -> transform: float 'NO DESCRIPTION' +ThemeView3D.vertex -> vertex: float 'NO DESCRIPTION' +ThemeView3D.vertex_normal -> vertex_normal: float 'NO DESCRIPTION' +ThemeView3D.vertex_select -> vertex_select: float 'NO DESCRIPTION' +ThemeView3D.vertex_size -> vertex_size: int 'NO DESCRIPTION' +ThemeView3D.wire -> wire: float 'NO DESCRIPTION' +ThemeWidgetColors.inner -> inner: float 'NO DESCRIPTION' +ThemeWidgetColors.inner_sel -> inner_sel: float 'NO DESCRIPTION' +ThemeWidgetColors.item -> item: float 'NO DESCRIPTION' +ThemeWidgetColors.outline -> outline: float 'NO DESCRIPTION' +ThemeWidgetColors.shaded -> show_shaded: boolean 'NO DESCRIPTION' +ThemeWidgetColors.shadedown -> shadedown: int 'NO DESCRIPTION' +ThemeWidgetColors.shadetop -> shadetop: int 'NO DESCRIPTION' +ThemeWidgetColors.text -> text: float 'NO DESCRIPTION' +ThemeWidgetColors.text_sel -> text_sel: float 'NO DESCRIPTION' +ThemeWidgetStateColors.blend -> blend: float 'NO DESCRIPTION' +ThemeWidgetStateColors.inner_anim -> inner_anim: float 'NO DESCRIPTION' +ThemeWidgetStateColors.inner_anim_sel -> inner_anim_sel: float 'NO DESCRIPTION' +ThemeWidgetStateColors.inner_driven -> inner_driven: float 'NO DESCRIPTION' +ThemeWidgetStateColors.inner_driven_sel -> inner_driven_sel: float 'NO DESCRIPTION' +ThemeWidgetStateColors.inner_key -> inner_key: float 'NO DESCRIPTION' +ThemeWidgetStateColors.inner_key_sel -> inner_key_sel: float 'NO DESCRIPTION' +TimelineMarker.camera -> camera: pointer 'Camera this timeline sets to active' +TimelineMarker.frame -> frame: int 'The frame on which the timeline marker appears' +TimelineMarker.name -> name: string 'NO DESCRIPTION' +TimelineMarker.select -> select: boolean 'Marker selection state' +ToolSettings.auto_normalize -> use_auto_normalize: boolean 'Ensure all bone-deforming vertex groups add up to 1.0 while weight painting' +ToolSettings.autokey_mode -> autokey_mode: enum 'Mode of automatic keyframe insertion for Objects and Bones' +ToolSettings.automerge_editing -> use_automerge_editing: boolean 'Automatically merge vertices moved to the same location' +ToolSettings.bone_sketching -> use_bone_sketching: boolean 'DOC BROKEN' +ToolSettings.edge_path_mode -> edge_path_mode: enum 'The edge flag to tag when selecting the shortest path' +ToolSettings.etch_adaptive_limit -> etch_adaptive_limit: float 'Number of bones in the subdivided stroke' +ToolSettings.etch_autoname -> use_etch_autoname: boolean 'DOC BROKEN' +ToolSettings.etch_convert_mode -> etch_convert_mode: enum 'Method used to convert stroke to bones' +ToolSettings.etch_length_limit -> etch_length_limit: float 'Number of bones in the subdivided stroke' +ToolSettings.etch_number -> etch_number: string 'DOC BROKEN' +ToolSettings.etch_overdraw -> use_etch_overdraw: boolean 'DOC BROKEN' +ToolSettings.etch_quick -> use_etch_quick: boolean 'DOC BROKEN' +ToolSettings.etch_roll_mode -> etch_roll_mode: enum 'Method used to adjust the roll of bones when retargeting' +ToolSettings.etch_side -> etch_side: string 'DOC BROKEN' +ToolSettings.etch_subdivision_number -> etch_subdivision_number: int 'Number of bones in the subdivided stroke' +ToolSettings.etch_template -> etch_template: pointer 'Template armature that will be retargeted to the stroke' +ToolSettings.image_paint -> image_paint: pointer, '(read-only)' +ToolSettings.mesh_selection_mode -> mesh_selection_mode: boolean 'Which mesh elements selection works on' +ToolSettings.normal_size -> normal_size: float 'Display size for normals in the 3D view' +ToolSettings.particle_edit -> particle_edit: pointer, '(read-only)' +ToolSettings.proportional_editing -> proportional_edit: enum 'Proportional editing mode' +ToolSettings.proportional_editing_falloff -> proportional_edit_falloff: enum 'Falloff type for proportional editing mode' +ToolSettings.proportional_editing_objects -> proportional_editing_objects: boolean 'Proportional editing object mode' +ToolSettings.record_with_nla -> use_record_with_nla: boolean 'Add a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweaking' +ToolSettings.sculpt -> sculpt: pointer, '(read-only)' +ToolSettings.sculpt_paint_use_unified_size -> sculpt_paint_use_unified_size: boolean 'Instead of per brush radius, the radius is shared across brushes' +ToolSettings.sculpt_paint_use_unified_strength -> sculpt_paint_use_unified_strength: boolean 'Instead of per brush strength, the strength is shared across brushes' +ToolSettings.snap -> use_snap: boolean 'Snap during transform' +ToolSettings.snap_align_rotation -> use_snap_align_rotation: boolean 'Align rotation with the snapping target' +ToolSettings.snap_element -> snap_element: enum 'Type of element to snap to' +ToolSettings.snap_peel_object -> use_snap_peel_object: boolean 'Consider objects as whole when finding volume center' +ToolSettings.snap_project -> use_snap_project: boolean 'Project vertices on the surface of other objects' +ToolSettings.snap_target -> snap_target: enum 'Which part to snap onto the target' +ToolSettings.use_auto_keying -> use_keyframe_insert_auto: boolean 'Automatic keyframe insertion for Objects and Bones' +ToolSettings.uv_local_view -> show_local_view: boolean 'Draw only faces with the currently displayed image assigned' +ToolSettings.uv_selection_mode -> uv_selection_mode: enum 'UV selection and display mode' +ToolSettings.uv_sync_selection -> use_uv_sync_selection: boolean 'Keep UV and edit mode mesh selection in sync' +ToolSettings.vertex_group_weight -> vertex_group_weight: float 'Weight to assign in vertex groups' +ToolSettings.vertex_paint -> vertex_paint: pointer, '(read-only)' +ToolSettings.weight_paint -> weight_paint: pointer, '(read-only)' +TouchSensor.material -> material: pointer 'Only look for objects with this material' +TrackToConstraint.head_tail -> head_tail: float 'Target along length of bone: Head=0, Tail=1' +TrackToConstraint.subtarget -> subtarget: string 'NO DESCRIPTION' +TrackToConstraint.target -> target: pointer 'Target Object' +TrackToConstraint.target_z -> use_target_z: boolean "Target's Z axis, not World Z axis, will constraint the Up direction" +TrackToConstraint.track -> track: enum 'Axis that points to the target object' +TrackToConstraint.up -> up: enum 'Axis that points upward' +TransformConstraint.extrapolate_motion -> use_motion_extrapolate: boolean 'Extrapolate ranges' +TransformConstraint.from_max_x -> from_max_x: float 'Top range of X axis source motion' +TransformConstraint.from_max_y -> from_max_y: float 'Top range of Y axis source motion' +TransformConstraint.from_max_z -> from_max_z: float 'Top range of Z axis source motion' +TransformConstraint.from_min_x -> from_min_x: float 'Bottom range of X axis source motion' +TransformConstraint.from_min_y -> from_min_y: float 'Bottom range of Y axis source motion' +TransformConstraint.from_min_z -> from_min_z: float 'Bottom range of Z axis source motion' +TransformConstraint.map_from -> map_from: enum 'The transformation type to use from the target' +TransformConstraint.map_to -> map_to: enum 'The transformation type to affect of the constrained object' +TransformConstraint.map_to_x_from -> map_to_x_from: enum "The source axis constrained object's X axis uses" +TransformConstraint.map_to_y_from -> map_to_y_from: enum "The source axis constrained object's Y axis uses" +TransformConstraint.map_to_z_from -> map_to_z_from: enum "The source axis constrained object's Z axis uses" +TransformConstraint.subtarget -> subtarget: string 'NO DESCRIPTION' +TransformConstraint.target -> target: pointer 'Target Object' +TransformConstraint.to_max_x -> to_max_x: float 'Top range of X axis destination motion' +TransformConstraint.to_max_y -> to_max_y: float 'Top range of Y axis destination motion' +TransformConstraint.to_max_z -> to_max_z: float 'Top range of Z axis destination motion' +TransformConstraint.to_min_x -> to_min_x: float 'Bottom range of X axis destination motion' +TransformConstraint.to_min_y -> to_min_y: float 'Bottom range of Y axis destination motion' +TransformConstraint.to_min_z -> to_min_z: float 'Bottom range of Z axis destination motion' +TransformOrientation.matrix -> matrix: float 'NO DESCRIPTION' +TransformOrientation.name -> name: string 'NO DESCRIPTION' +TransformSequence.interpolation -> interpolation: enum 'NO DESCRIPTION' +TransformSequence.rotation_start -> rotation_start: float 'NO DESCRIPTION' +TransformSequence.scale_start_x -> scale_start_x: float 'NO DESCRIPTION' +TransformSequence.scale_start_y -> scale_start_y: float 'NO DESCRIPTION' +TransformSequence.translate_start_x -> translate_start_x: float 'NO DESCRIPTION' +TransformSequence.translate_start_y -> translate_start_y: float 'NO DESCRIPTION' +TransformSequence.translation_unit -> translation_unit: enum 'NO DESCRIPTION' +TransformSequence.uniform_scale -> use_uniform_scale: boolean 'Scale uniformly, preserving aspect ratio' +UILayout.active -> show_active: boolean 'NO DESCRIPTION' +UILayout.alignment -> alignment: enum 'NO DESCRIPTION' +UILayout.enabled -> show_enabled: boolean 'NO DESCRIPTION' +UILayout.operator_context -> operator_context: enum 'NO DESCRIPTION' +UILayout.scale_x -> scale_x: float 'NO DESCRIPTION' +UILayout.scale_y -> scale_y: float 'NO DESCRIPTION' +UVProjectModifier.aspect_x -> aspect_x: float 'NO DESCRIPTION' +UVProjectModifier.aspect_y -> aspect_y: float 'NO DESCRIPTION' +UVProjectModifier.image -> image: pointer 'NO DESCRIPTION' +UVProjectModifier.num_projectors -> num_projectors: int 'Number of projectors to use' +UVProjectModifier.override_image -> use_image_override: boolean "Override faces' current images with the given image" +UVProjectModifier.projectors -> projectors: collection, '(read-only)' +UVProjectModifier.scale_x -> scale_x: float 'NO DESCRIPTION' +UVProjectModifier.scale_y -> scale_y: float 'NO DESCRIPTION' +UVProjectModifier.uv_layer -> uv_layer: string 'UV layer name' +UVProjector.object -> object: pointer 'Object to use as projector transform' +UnitSettings.rotation_units -> rotation_units: enum 'Unit to use for displaying/editing rotation values' +UnitSettings.scale_length -> scale_length: float 'Scale to use when converting between blender units and dimensions' +UnitSettings.system -> system: enum 'The unit system to use for button display' +UnitSettings.use_separate -> use_separate: boolean 'Display units in pairs' +UserPreferences.active_section -> active_section: enum 'Active section of the user preferences shown in the user interface' +UserPreferences.addons -> addons: collection, '(read-only)' +UserPreferences.edit -> edit: pointer, '(read-only) Settings for interacting with Blender data' +UserPreferences.filepaths -> filepaths: pointer, '(read-only) Default paths for external files' +UserPreferences.inputs -> inputs: pointer, '(read-only) Settings for input devices' +UserPreferences.system -> system: pointer, '(read-only) Graphics driver and operating system settings' +UserPreferences.themes -> themes: collection, '(read-only)' +UserPreferences.uistyles -> uistyles: collection, '(read-only)' +UserPreferences.view -> view: pointer, '(read-only) Preferences related to viewing data' +UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_available: boolean 'Automatic keyframe insertion in available curves' +UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_keyingset: boolean 'Automatic keyframe insertion using active Keying Set' +UserPreferencesEdit.auto_keying_mode -> auto_keying_mode: enum 'Mode of automatic keyframe insertion for Objects and Bones' +UserPreferencesEdit.drag_immediately -> use_drag_immediately: boolean 'Moving things with a mouse drag confirms when releasing the button' +UserPreferencesEdit.duplicate_action -> use_duplicate_action: boolean 'Causes actions to be duplicated with the object' +UserPreferencesEdit.duplicate_armature -> use_duplicate_armature: boolean 'Causes armature data to be duplicated with the object' +UserPreferencesEdit.duplicate_curve -> use_duplicate_curve: boolean 'Causes curve data to be duplicated with the object' +UserPreferencesEdit.duplicate_fcurve -> use_duplicate_fcurve: boolean 'Causes F-curve data to be duplicated with the object' +UserPreferencesEdit.duplicate_lamp -> use_duplicate_lamp: boolean 'Causes lamp data to be duplicated with the object' +UserPreferencesEdit.duplicate_material -> use_duplicate_material: boolean 'Causes material data to be duplicated with the object' +UserPreferencesEdit.duplicate_mesh -> use_duplicate_mesh: boolean 'Causes mesh data to be duplicated with the object' +UserPreferencesEdit.duplicate_metaball -> use_duplicate_metaball: boolean 'Causes metaball data to be duplicated with the object' +UserPreferencesEdit.duplicate_particle -> use_duplicate_particle: boolean 'Causes particle systems to be duplicated with the object' +UserPreferencesEdit.duplicate_surface -> use_duplicate_surface: boolean 'Causes surface data to be duplicated with the object' +UserPreferencesEdit.duplicate_text -> use_duplicate_text: boolean 'Causes text data to be duplicated with the object' +UserPreferencesEdit.duplicate_texture -> use_duplicate_texture: boolean 'Causes texture data to be duplicated with the object' +UserPreferencesEdit.enter_edit_mode -> use_enter_edit_mode: boolean 'Enter Edit Mode automatically after adding a new object' +UserPreferencesEdit.global_undo -> use_global_undo: boolean 'Global undo works by keeping a full copy of the file itself in memory, so takes extra memory' +UserPreferencesEdit.grease_pencil_eraser_radius -> grease_pencil_eraser_radius: int "Radius of eraser 'brush'" +UserPreferencesEdit.grease_pencil_euclidean_distance -> grease_pencil_euclidean_distance: int 'Distance moved by mouse when drawing stroke (in pixels) to include' +UserPreferencesEdit.grease_pencil_manhattan_distance -> grease_pencil_manhattan_distance: int 'Pixels moved by mouse per axis when drawing stroke' +UserPreferencesEdit.grease_pencil_simplify_stroke -> use_grease_pencil_simplify_stroke: boolean 'Simplify the final stroke' +UserPreferencesEdit.grease_pencil_smooth_stroke -> use_grease_pencil_smooth_stroke: boolean 'Smooth the final stroke' +UserPreferencesEdit.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean 'Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis' +UserPreferencesEdit.keyframe_insert_needed -> use_keyframe_insert_needed: boolean 'Keyframe insertion only when keyframe needed' +UserPreferencesEdit.keyframe_new_handle_type -> keyframe_new_handle_type: enum 'NO DESCRIPTION' +UserPreferencesEdit.keyframe_new_interpolation_type -> keyframe_new_interpolation_type: enum 'NO DESCRIPTION' +UserPreferencesEdit.material_link -> material_link: enum 'Toggle whether the material is linked to object data or the object block' +UserPreferencesEdit.object_align -> object_align: enum "When adding objects from a 3D View menu, either align them to that view's direction or the world coordinates" +UserPreferencesEdit.sculpt_paint_overlay_col -> sculpt_paint_overlay_col: float 'Color of texture overlay' +UserPreferencesEdit.undo_memory_limit -> undo_memory_limit: int 'Maximum memory usage in megabytes (0 means unlimited)' +UserPreferencesEdit.undo_steps -> undo_steps: int 'Number of undo steps available (smaller values conserve memory)' +UserPreferencesEdit.use_auto_keying -> use_auto_keying: boolean 'Automatic keyframe insertion for Objects and Bones' +UserPreferencesEdit.use_negative_frames -> use_negative_frames: boolean 'Current frame number can be manually set to a negative value' +UserPreferencesEdit.use_visual_keying -> use_visual_keying: boolean 'Use Visual keying automatically for constrained objects' +UserPreferencesFilePaths.animation_player -> animation_player: string 'Path to a custom animation/frame sequence player' +UserPreferencesFilePaths.animation_player_preset -> animation_player_preset: enum 'Preset configs for external animation players' +UserPreferencesFilePaths.auto_save_temporary_files -> use_auto_save_temporary_files: boolean 'Automatic saving of temporary files' +UserPreferencesFilePaths.auto_save_time -> auto_save_time: int 'The time (in minutes) to wait between automatic temporary saves' +UserPreferencesFilePaths.compress_file -> use_file_compression: boolean 'Enable file compression when saving .blend files' +UserPreferencesFilePaths.filter_file_extensions -> use_filter_files: boolean 'Display only files with extensions in the image select window' +UserPreferencesFilePaths.fonts_directory -> fonts_directory: string 'The default directory to search for loading fonts' +UserPreferencesFilePaths.hide_dot_files_datablocks -> show_hidden_files_datablocks: boolean 'Hide files/datablocks that start with a dot(.*)' +UserPreferencesFilePaths.image_editor -> image_editor: string 'Path to an image editor' +UserPreferencesFilePaths.load_ui -> use_load_ui: boolean 'Load user interface setup when loading .blend files' +UserPreferencesFilePaths.python_scripts_directory -> python_scripts_directory: string 'The default directory to search for Python scripts (resets python module search path: sys.path)' +UserPreferencesFilePaths.recent_files -> recent_files: int 'Maximum number of recently opened files to remember' +UserPreferencesFilePaths.render_output_directory -> render_output_directory: string 'The default directory for rendering output' +UserPreferencesFilePaths.save_preview_images -> use_save_preview_images: boolean 'Enables automatic saving of preview images in the .blend file' +UserPreferencesFilePaths.save_version -> save_version: int 'The number of old versions to maintain in the current directory, when manually saving' +UserPreferencesFilePaths.sequence_plugin_directory -> sequence_plugin_directory: string 'The default directory to search for sequence plugins' +UserPreferencesFilePaths.sounds_directory -> sounds_directory: string 'The default directory to search for sounds' +UserPreferencesFilePaths.temporary_directory -> temporary_directory: string 'The directory for storing temporary save files' +UserPreferencesFilePaths.texture_plugin_directory -> texture_plugin_directory: string 'The default directory to search for texture plugins' +UserPreferencesFilePaths.textures_directory -> textures_directory: string 'The default directory to search for textures' +UserPreferencesFilePaths.use_relative_paths -> use_relative_paths: boolean 'Default relative path option for the file selector' +UserPreferencesInput.continuous_mouse -> use_continuous_mouse: boolean 'Allow moving the mouse outside the view on some manipulations (transform, ui control drag)' +UserPreferencesInput.double_click_time -> double_click_time: int 'The time (in ms) for a double click' +UserPreferencesInput.edited_keymaps -> edited_keymaps: collection, '(read-only)' +UserPreferencesInput.emulate_3_button_mouse -> use_emulate_3_button_mouse: boolean "Emulates Middle Mouse with Alt+LeftMouse (doesn't work with Left Mouse Select option)" +UserPreferencesInput.emulate_numpad -> use_emulate_numpad: boolean 'Causes the 1 to 0 keys to act as the numpad (useful for laptops)' +UserPreferencesInput.invert_zoom_direction -> invert_mouse_wheel_zoom: boolean 'Invert the axis of mouse movement for zooming' +UserPreferencesInput.ndof_pan_speed -> ndof_pan_speed: int 'The overall panning speed of an NDOF device, as percent of standard' +UserPreferencesInput.ndof_rotate_speed -> ndof_rotate_speed: int 'The overall rotation speed of an NDOF device, as percent of standard' +UserPreferencesInput.select_mouse -> select_mouse: enum 'The mouse button used for selection' +UserPreferencesInput.use_middle_mouse_paste -> use_mouse_mmb_paste: boolean 'In text window, paste with middle mouse button instead of panning' +UserPreferencesInput.view_rotation -> view_rotation: enum 'Rotation style in the viewport' +UserPreferencesInput.wheel_invert_zoom -> wheel_invert_zoom: boolean 'Swap the Mouse Wheel zoom direction' +UserPreferencesInput.wheel_scroll_lines -> wheel_scroll_lines: int 'The number of lines scrolled at a time with the mouse wheel' +UserPreferencesInput.zoom_axis -> zoom_axis: enum 'Axis of mouse movement to zoom in or out on' +UserPreferencesInput.zoom_style -> zoom_style: enum 'Which style to use for viewport scaling' +UserPreferencesSystem.audio_channels -> audio_channels: enum 'Sets the audio channel count' +UserPreferencesSystem.audio_device -> audio_device: enum 'Sets the audio output device' +UserPreferencesSystem.audio_mixing_buffer -> audio_mixing_buffer: enum 'Sets the number of samples used by the audio mixing buffer' +UserPreferencesSystem.audio_sample_format -> audio_sample_format: enum 'Sets the audio sample format' +UserPreferencesSystem.audio_sample_rate -> audio_sample_rate: enum 'Sets the audio sample rate' +UserPreferencesSystem.auto_execute_scripts -> use_scripts_auto_execute: boolean 'Allow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)' +UserPreferencesSystem.clip_alpha -> clip_alpha: float 'Clip alpha below this threshold in the 3D textured view' +UserPreferencesSystem.color_picker_type -> color_picker_type: enum 'Different styles of displaying the color picker widget' +UserPreferencesSystem.dpi -> dpi: int 'Font size and resolution for display' +UserPreferencesSystem.enable_all_codecs -> use_preview_images: boolean 'Enables automatic saving of preview images in the .blend file (Windows only)' +UserPreferencesSystem.frame_server_port -> frame_server_port: int 'Frameserver Port for Frameserver Rendering' +UserPreferencesSystem.gl_texture_limit -> gl_texture_limit: enum 'Limit the texture size to save graphics memory' +UserPreferencesSystem.international_fonts -> use_international_fonts: boolean 'Use international fonts' +UserPreferencesSystem.language -> language: enum 'Language use for translation' +UserPreferencesSystem.memory_cache_limit -> memory_cache_limit: int 'Memory cache limit in sequencer (megabytes)' +UserPreferencesSystem.prefetch_frames -> prefetch_frames: int 'Number of frames to render ahead during playback' +UserPreferencesSystem.screencast_fps -> screencast_fps: int 'Frame rate for the screencast to be played back' +UserPreferencesSystem.screencast_wait_time -> screencast_wait_time: int 'Time in milliseconds between each frame recorded for screencast' +UserPreferencesSystem.scrollback -> scrollback: int 'Maximum number of lines to store for the console buffer' +UserPreferencesSystem.solid_lights -> solid_lights: collection, '(read-only) Lights user to display objects in solid draw mode' +UserPreferencesSystem.tabs_as_spaces -> use_tabs_as_spaces: boolean 'Automatically converts all new tabs into spaces for new and loaded text files' +UserPreferencesSystem.texture_collection_rate -> texture_collection_rate: int 'Number of seconds between each run of the GL texture garbage collector' +UserPreferencesSystem.texture_time_out -> texture_time_out: int 'Time since last access of a GL texture in seconds after which it is freed. (Set to 0 to keep textures allocated.)' +UserPreferencesSystem.translate_buttons -> use_translate_buttons: boolean 'Translate button labels' +UserPreferencesSystem.translate_toolbox -> use_translate_toolbox: boolean 'Translate toolbox menu' +UserPreferencesSystem.translate_tooltips -> use_translate_tooltips: boolean 'Translate Tooltips' +UserPreferencesSystem.use_antialiasing -> use_antialiasing: boolean 'Use anti-aliasing for the 3D view (may impact redraw performance)' +UserPreferencesSystem.use_mipmaps -> use_mipmaps: boolean 'Scale textures for the 3D View (looks nicer but uses more memory and slows image reloading)' +UserPreferencesSystem.use_textured_fonts -> use_textured_fonts: boolean 'Use textures for drawing international fonts' +UserPreferencesSystem.use_vbos -> use_vertex_buffer_objects: boolean 'Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering' +UserPreferencesSystem.use_weight_color_range -> use_weight_color_range: boolean 'Enable color range used for weight visualization in weight painting mode' +UserPreferencesSystem.weight_color_range -> weight_color_range: pointer, '(read-only) Color range used for weight visualization in weight painting mode' +UserPreferencesSystem.window_draw_method -> window_draw_method: enum 'Drawing method used by the window manager' +UserPreferencesView.auto_depth -> use_mouse_auto_depth: boolean 'Use the depth under the mouse to improve view pan/rotate/zoom functionality' +UserPreferencesView.auto_perspective -> use_auto_perspective: boolean 'Automatically switch between orthographic and perspective when changing from top/front/side views' +UserPreferencesView.directional_menus -> use_directional_menus: boolean 'Otherwise menus, etc will always be top to bottom, left to right, no matter opening direction' +UserPreferencesView.display_object_info -> show_object_info: boolean 'Display objects name and frame number in 3D view' +UserPreferencesView.global_pivot -> use_global_pivot: boolean 'Lock the same rotation/scaling pivot in all 3D Views' +UserPreferencesView.global_scene -> use_global_scene: boolean 'Forces the current Scene to be displayed in all Screens' +UserPreferencesView.manipulator_handle_size -> manipulator_handle_size: int 'Size of widget handles as percentage of widget radius' +UserPreferencesView.manipulator_hotspot -> manipulator_hotspot: int 'Hotspot in pixels for clicking widget handles' +UserPreferencesView.manipulator_size -> manipulator_size: int 'Diameter of widget, in 10 pixel units' +UserPreferencesView.mini_axis_brightness -> mini_axis_brightness: int 'The brightness of the icon' +UserPreferencesView.mini_axis_size -> mini_axis_size: int "The axis icon's size" +UserPreferencesView.object_origin_size -> object_origin_size: int 'Diameter in Pixels for Object/Lamp origin display' +UserPreferencesView.open_left_mouse_delay -> open_left_mouse_delay: int 'Time in 1/10 seconds to hold the Left Mouse Button before opening the toolbox' +UserPreferencesView.open_mouse_over -> use_mouse_over_open: boolean 'Open menu buttons and pulldowns automatically when the mouse is hovering' +UserPreferencesView.open_right_mouse_delay -> open_right_mouse_delay: int 'Time in 1/10 seconds to hold the Right Mouse Button before opening the toolbox' +UserPreferencesView.open_sublevel_delay -> open_sublevel_delay: int 'Time delay in 1/10 seconds before automatically opening sub level menus' +UserPreferencesView.open_toplevel_delay -> open_toplevel_delay: int 'Time delay in 1/10 seconds before automatically opening top level menus' +UserPreferencesView.rotate_around_selection -> use_rotate_around_selection: boolean 'Use selection as the pivot point' +UserPreferencesView.rotation_angle -> rotation_angle: int 'The rotation step for numerical pad keys (2 4 6 8)' +UserPreferencesView.show_mini_axis -> show_mini_axis: boolean 'Show a small rotating 3D axis in the bottom left corner of the 3D View' +UserPreferencesView.show_playback_fps -> show_playback_fps: boolean 'Show the frames per second screen refresh rate, while animation is played back' +UserPreferencesView.show_splash -> show_splash: boolean 'Display splash screen on startup' +UserPreferencesView.show_view_name -> show_view_name: boolean "Show the name of the view's direction in each 3D View" +UserPreferencesView.smooth_view -> smooth_view: int 'The time to animate the view in milliseconds, zero to disable' +UserPreferencesView.timecode_style -> timecode_style: enum 'Format of Time Codes displayed when not displaying timing in terms of frames' +UserPreferencesView.tooltips -> show_tooltips: boolean 'Display tooltips' +UserPreferencesView.use_column_layout -> show_column_layout: boolean 'Use a column layout for toolbox' +UserPreferencesView.use_large_cursors -> show_large_cursors: boolean 'Use large mouse cursors when available' +UserPreferencesView.use_manipulator -> show_manipulator: boolean 'Use 3D transform manipulator' +UserPreferencesView.view2d_grid_minimum_spacing -> view2d_grid_spacing_min: int 'Minimum number of pixels between each gridline in 2D Viewports' +UserPreferencesView.zoom_to_mouse -> use_zoom_to_mouse: boolean "Zoom in towards the mouse pointer's position in the 3D view, rather than the 2D window center" +UserSolidLight.diffuse_color -> diffuse_color: float 'The diffuse color of the OpenGL light' +UserSolidLight.direction -> direction: float 'The direction that the OpenGL light is shining' +UserSolidLight.enabled -> use: boolean 'Enable this OpenGL light in solid draw mode' +UserSolidLight.specular_color -> specular_color: float 'The color of the lights specular highlight' +ValueNodeSocket.default_value -> default_value: float 'Default value of the socket when no link is attached' +ValueNodeSocket.name -> name: string, '(read-only) Socket name' +VectorFont.filepath -> filepath: string, '(read-only)' +VectorFont.packed_file -> packed_file: pointer, '(read-only)' +VectorNodeSocket.default_value -> default_value: float 'Default value of the socket when no link is attached' +VectorNodeSocket.name -> name: string, '(read-only) Socket name' +VertexGroup.index -> index: int, '(read-only) Index number of the vertex group' +VertexGroup.name -> name: string 'Vertex group name' +VertexGroupElement.group -> group: int, '(read-only)' +VertexGroupElement.weight -> weight: float 'Vertex Weight' +VertexPaint.all_faces -> use_all_faces: boolean 'Paint on all faces inside brush' +VertexPaint.normals -> use_normal: boolean 'Applies the vertex normal before painting' +VertexPaint.spray -> use_spray: boolean 'Keep applying paint effect while holding mouse' +VisibilityActuator.children -> apply_to_children: boolean 'Set all the children of this object to the same visibility/occlusion recursively' +VisibilityActuator.occlusion -> use_occlusion: boolean 'Set the object to occlude objects behind it. Initialized from the object type in physics button' +VisibilityActuator.visible -> use_visible: boolean 'Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)' +VoronoiTexture.coloring -> color_mode: enum 'NO DESCRIPTION' +VoronoiTexture.distance_metric -> distance_metric: enum 'NO DESCRIPTION' +VoronoiTexture.minkovsky_exponent -> minkovsky_exponent: float 'Minkovsky exponent' +VoronoiTexture.nabla -> nabla: float 'Size of derivative offset used for calculating normal' +VoronoiTexture.noise_intensity -> noise_intensity: float 'NO DESCRIPTION' +VoronoiTexture.noise_size -> noise_size: float 'Sets scaling for noise input' +VoronoiTexture.weight_1 -> weight_1: float 'Voronoi feature weight 1' +VoronoiTexture.weight_2 -> weight_2: float 'Voronoi feature weight 2' +VoronoiTexture.weight_3 -> weight_3: float 'Voronoi feature weight 3' +VoronoiTexture.weight_4 -> weight_4: float 'Voronoi feature weight 4' +VoxelData.domain_object -> domain_object: pointer 'Object used as the smoke simulation domain' +VoxelData.extension -> extension: enum 'Sets how the texture is extrapolated past its original bounds' +VoxelData.file_format -> file_format: enum 'Format of the source data set to render' +VoxelData.intensity -> intensity: float 'Multiplier for intensity values' +VoxelData.interpolation -> interpolation: enum 'Method to interpolate/smooth values between voxel cells' +VoxelData.resolution -> resolution: int 'Resolution of the voxel grid' +VoxelData.smoke_data_type -> smoke_data_type: enum 'Simulation value to be used as a texture' +VoxelData.source_path -> source_path: string 'The external source data file to use' +VoxelData.still -> use_still_frame: boolean 'Always render a still frame from the voxel data sequence' +VoxelData.still_frame_number -> still_frame_number: int 'The frame number to always use' +VoxelDataTexture.image -> image: pointer 'NO DESCRIPTION' +VoxelDataTexture.image_user -> image_user: pointer, '(read-only) Parameters defining which layer, pass and frame of the image is displayed' +VoxelDataTexture.voxeldata -> voxeldata: pointer, '(read-only) The voxel data associated with this texture' +WaveModifier.cyclic -> use_cyclic: boolean 'Cyclic wave effect' +WaveModifier.damping_time -> damping_time: float 'NO DESCRIPTION' +WaveModifier.falloff_radius -> falloff_radius: float 'NO DESCRIPTION' +WaveModifier.height -> height: float 'NO DESCRIPTION' +WaveModifier.lifetime -> lifetime: float 'NO DESCRIPTION' +WaveModifier.narrowness -> narrowness: float 'NO DESCRIPTION' +WaveModifier.normals -> use_normal: boolean 'Displace along normal' +WaveModifier.speed -> speed: float 'NO DESCRIPTION' +WaveModifier.start_position_object -> start_position_object: pointer 'NO DESCRIPTION' +WaveModifier.start_position_x -> start_position_x: float 'NO DESCRIPTION' +WaveModifier.start_position_y -> start_position_y: float 'NO DESCRIPTION' +WaveModifier.texture -> texture: pointer 'Texture for modulating the wave' +WaveModifier.texture_coordinates -> texture_coordinates: enum 'Texture coordinates used for modulating input' +WaveModifier.texture_coordinates_object -> texture_coordinates_object: pointer 'NO DESCRIPTION' +WaveModifier.time_offset -> time_offset: float 'Either the starting frame (for positive speed) or ending frame (for negative speed.)' +WaveModifier.uv_layer -> uv_layer: string 'UV layer name' +WaveModifier.vertex_group -> vertex_group: string 'Vertex group name for modulating the wave' +WaveModifier.width -> width: float 'NO DESCRIPTION' +WaveModifier.x -> use_x: boolean 'X axis motion' +WaveModifier.x_normal -> use_normal_x: boolean 'Enable displacement along the X normal' +WaveModifier.y -> use_y: boolean 'Y axis motion' +WaveModifier.y_normal -> use_normal_y: boolean 'Enable displacement along the Y normal' +WaveModifier.z_normal -> use_normal_z: boolean 'Enable displacement along the Z normal' +Window.screen -> screen: pointer 'Active screen showing in the window' +WindowManager.active_keyconfig -> active_keyconfig: pointer 'NO DESCRIPTION' +WindowManager.default_keyconfig -> default_keyconfig: pointer, '(read-only)' +WindowManager.keyconfigs -> keyconfigs: collection, '(read-only) Registered key configurations' +WindowManager.operators -> operators: collection, '(read-only) Operator registry' +WindowManager.windows -> windows: collection, '(read-only) Open windows' +WipeSequence.angle -> angle: float 'Edge angle' +WipeSequence.blur_width -> blur_width: float 'Width of the blur edge, in percentage relative to the image size' +WipeSequence.direction -> direction: enum 'Wipe direction' +WipeSequence.transition_type -> transition_type: enum 'NO DESCRIPTION' +WoodTexture.nabla -> nabla: float 'Size of derivative offset used for calculating normal' +WoodTexture.noise_basis -> noise_basis: enum 'Sets the noise basis used for turbulence' +WoodTexture.noise_size -> noise_size: float 'Sets scaling for noise input' +WoodTexture.noise_type -> noise_type: enum 'NO DESCRIPTION' +WoodTexture.noisebasis2 -> noisebasis2: enum 'NO DESCRIPTION' +WoodTexture.stype -> stype: enum 'NO DESCRIPTION' +WoodTexture.turbulence -> turbulence: float 'Sets the turbulence of the bandnoise and ringnoise types' +World.active_texture -> active_texture: pointer 'Active texture slot being displayed' +World.active_texture_index -> active_texture_index: int 'Index of active texture slot' +World.ambient_color -> ambient_color: float 'NO DESCRIPTION' +World.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock' +World.blend_sky -> use_sky_blend: boolean 'Render background with natural progression from horizon to zenith' +World.exposure -> exposure: float 'Amount of exponential color correction for light' +World.horizon_color -> horizon_color: float 'Color at the horizon' +World.lighting -> lighting: pointer, '(read-only) World lighting settings' +World.mist -> mist: pointer, '(read-only) World mist settings' +World.paper_sky -> use_sky_paper: boolean 'Flatten blend or texture coordinates' +World.range -> range: float 'The color range that will be mapped to 0-1' +World.real_sky -> use_sky_real: boolean 'Render background with a real horizon, relative to the camera angle' +World.stars -> stars: pointer, '(read-only) World stars settings' +World.texture_slots -> texture_slots: collection, '(read-only) Texture slots defining the mapping and influence of textures' +World.zenith_color -> zenith_color: float 'Color at the zenith' +WorldLighting.adapt_to_speed -> adapt_to_speed: float '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)' +WorldLighting.ao_blend_mode -> ao_blend_type: enum 'Defines how AO mixes with material shading' +WorldLighting.ao_factor -> ao_factor: float 'Factor for ambient occlusion blending' +WorldLighting.bias -> bias: float 'Bias (in radians) to prevent smoothed faces from showing banding (for Raytrace Constant Jittered)' +WorldLighting.correction -> correction: float 'Ad-hoc correction for over-occlusion due to the approximation (for Approximate)' +WorldLighting.distance -> distance: float 'Length of rays, defines how far away other faces give occlusion effect' +WorldLighting.environment_color -> environment_color: enum 'Defines where the color of the environment light comes from' +WorldLighting.environment_energy -> environment_energy: float 'Defines the strength of environment light' +WorldLighting.error_tolerance -> error_tolerance: float 'Low values are slower and higher quality (for Approximate)' +WorldLighting.falloff -> use_falloff: boolean 'NO DESCRIPTION' +WorldLighting.falloff_strength -> falloff_strength: float "Distance attenuation factor, the higher, the 'shorter' the shadows" +WorldLighting.gather_method -> gather_method: enum 'NO DESCRIPTION' +WorldLighting.indirect_bounces -> indirect_bounces: int 'Number of indirect diffuse light bounces to use for approximate ambient occlusion' +WorldLighting.indirect_factor -> indirect_factor: float 'Factor for how much surrounding objects contribute to light' +WorldLighting.passes -> passes: int 'Number of preprocessing passes to reduce overocclusion (for approximate ambient occlusion)' +WorldLighting.pixel_cache -> use_cache: boolean 'Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)' +WorldLighting.sample_method -> sample_method: enum 'Method for generating shadow samples (for Raytrace)' +WorldLighting.samples -> samples: int 'Amount of ray samples. Higher values give smoother results and longer rendering times' +WorldLighting.threshold -> threshold: float 'Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC)' +WorldLighting.use_ambient_occlusion -> use_ambient_occlusian: boolean 'Use Ambient Occlusion to add shadowing based on distance between objects' +WorldLighting.use_environment_lighting -> use_environment_lighting: boolean 'Add light coming from the environment' +WorldLighting.use_indirect_lighting -> use_indirect_lighting: boolean 'Add indirect light bouncing of surrounding objects' +WorldMistSettings.depth -> depth: float 'The distance over which the mist effect fades in' +WorldMistSettings.falloff -> falloff: enum 'Type of transition used to fade mist' +WorldMistSettings.height -> height: float 'Control how much mist density decreases with height' +WorldMistSettings.intensity -> intensity: float 'Intensity of the mist effect' +WorldMistSettings.start -> start: float 'Starting distance of the mist, measured from the camera' +WorldMistSettings.use_mist -> use_mist: boolean 'Occlude objects with the environment color as they are further away' +WorldStarsSettings.average_separation -> average_separation: float 'Average distance between any two stars' +WorldStarsSettings.color_randomization -> color_randomization: float 'Randomize star colors' +WorldStarsSettings.min_distance -> distance_min: float 'Minimum distance to the camera for stars' +WorldStarsSettings.size -> size: float 'Average screen dimension of stars' +WorldStarsSettings.use_stars -> use_stars: boolean 'Enable starfield generation' +WorldTextureSlot.blend_factor -> blend_factor: float 'Amount texture affects color progression of the background' +WorldTextureSlot.horizon_factor -> horizon_factor: float 'Amount texture affects color of the horizon' +WorldTextureSlot.map_blend -> use_map_blend: boolean 'Affect the color progression of the background' +WorldTextureSlot.map_horizon -> use_map_horizon: boolean 'Affect the color of the horizon' +WorldTextureSlot.map_zenith_down -> use_map_zenith_down: boolean 'Affect the color of the zenith below' +WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean 'Affect the color of the zenith above' +WorldTextureSlot.object -> object: pointer 'Object to use for mapping with Object texture coordinates' +WorldTextureSlot.texture_coordinates -> texture_coordinates: enum 'Texture coordinates used to map the texture onto the background' +WorldTextureSlot.zenith_down_factor -> zenith_down_factor: float 'Amount texture affects color of the zenith below' +WorldTextureSlot.zenith_up_factor -> zenith_up_factor: float 'Amount texture affects color of the zenith above' |