diff options
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/makesrna/rna_cleanup/rna_properties.txt | 9208 |
1 files changed, 4604 insertions, 4604 deletions
diff --git a/source/blender/makesrna/rna_cleanup/rna_properties.txt b/source/blender/makesrna/rna_cleanup/rna_properties.txt index 187f9e7bae1..7be224c7516 100644 --- a/source/blender/makesrna/rna_cleanup/rna_properties.txt +++ b/source/blender/makesrna/rna_cleanup/rna_properties.txt @@ -1,4605 +1,4605 @@ 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' ++ * 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 -> frame_blend_in: 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 -> play_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_path: 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 -> frame_after: 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 -> frame_before: 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 -> frame_after: int '"Number of frames to show after the current frame (only for \'Around Current Frame\' Onion-skinning method)"' ++ * AnimVizOnionSkinning.before_current -> frame_before: 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'" +*convert to spaces.active* * 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 -> draw_type: 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_displace: float "'NO DESCRIPTION'" +*CHECK THIS WITH SIMILAR* * 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 -> fit_length: float "'Length to fit array within'" ++ * ArrayModifier.merge_adjacent_vertices -> use_merge_vertices: boolean "'Merge vertices in adjacent duplicates'" ++ * ArrayModifier.merge_distance -> merge_threshold: float "'Limit below which to merge vertices'" ++ * ArrayModifier.merge_end_vertices -> use_merge_vertices_cap: 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_displace: 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_limit: 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_count: 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 -> cursor_color_add: 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 -> use_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 -> use_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 -> cursor_color_subtract: float "'Color of cursor when subtracting'" ++ * Brush.texture -> texture: pointer "'NO DESCRIPTION'" ++ * Brush.texture_angle_source -> texture_angle_source: enum "'NO DESCRIPTION'" +*THIS NAMES ODD, CHANGE IT?* * 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 -> frame_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'" +*TODO* * 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 -> thickness_inner: float "'Inner face thickness'" ++ * CollisionSettings.kill_particles -> use_particle_kill: boolean "'Kill colliding particles'" ++ * CollisionSettings.outer_thickness -> thickness_outer: 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 -> count: 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'" |