From e2a6a0b377bf6aa51832d45876a074cc92445ad1 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sun, 15 Aug 2010 16:50:58 +0000 Subject: change for sorting rna cleaner (was broken), diff's on rna_properties.txt will stop being so big now. --- source/blender/makesrna/rna_cleanup/rna_cleaner.py | 25 +- .../makesrna/rna_cleanup/rna_properties.txt | 9208 ++++++++++---------- 2 files changed, 4622 insertions(+), 4611 deletions(-) diff --git a/source/blender/makesrna/rna_cleanup/rna_cleaner.py b/source/blender/makesrna/rna_cleanup/rna_cleaner.py index 5eac1d295e8..24b4db99e7a 100755 --- a/source/blender/makesrna/rna_cleanup/rna_cleaner.py +++ b/source/blender/makesrna/rna_cleanup/rna_cleaner.py @@ -109,6 +109,11 @@ def get_props_from_txt(input_filename): props_list=[] props_length_max=[0,0,0,0,0,0,0,0] + + done_text = "+" + done = 0 + tot = 0 + for line in file_lines: # debug @@ -141,8 +146,8 @@ def get_props_from_txt(input_filename): # type, description try: [btype, description] = tail.split(None, 1) - if '"' in description: - description.replace('"', "'") + # make life easy and strip quotes + description = description.replace("'", "").replace('"', "").replace("\\", "").strip() except ValueError: [btype, description] = [tail,'NO DESCRIPTION'] @@ -153,10 +158,16 @@ def get_props_from_txt(input_filename): changed = check_if_changed(bfrom, bto) # lists formatting - props=[comment, changed, bclass, bfrom, bto, kwcheck, btype, repr(description)] + props=[comment, changed, bclass, bfrom, bto, kwcheck, btype, description] props_list.append(props) props_length_max=list(map(max,zip(props_length_max,list(map(len,props))))) + if done_text in comment: + done += 1 + tot += 1 + + print("Total done %.2f" % (done / tot * 100.0) ) + return (props_list,props_length_max) @@ -243,15 +254,15 @@ def write_files(basename, props_list, props_length_max): for props in props_list: #txt if props[0] != '': txt += '%s * ' % props[0] # comment - txt += '%s.%s -> %s: %s %s\n' % tuple(props[2:5] + props[6:]) # skipping keyword-check + txt += '%s.%s -> %s: %s "%s"\n' % tuple(props[2:5] + props[6:]) # skipping keyword-check # rna_api if props[0] == 'NOTE': indent = '# ' else: indent = ' ' - rna += indent + '("%s", "%s", "%s", "%s", %s),\n' % tuple(props[2:5] + props[6:]) # description is already string formatted + rna += indent + '("%s", "%s", "%s", "%s", "%s"),\n' % tuple(props[2:5] + props[6:]) # description is already string formatted # py blanks = [' '* (x[0]-x[1]) for x in zip(props_length_max,list(map(len,props)))] props = [('"%s"%s' if props[-1] != x[0] else "%s%s") % (x[0],x[1]) for x in zip(props,blanks)] - py += indent + '(%s, %s, %s, %s, %s, %s, %s, %s),\n' % tuple(props) + py += indent + '(%s, %s, %s, %s, %s, %s, %s, "%s"),\n' % tuple(props) f_txt.write(txt) f_py.write("rna_api = [\n%s]\n" % py) @@ -275,7 +286,7 @@ def main(): global sort_choices, default_sort_choice global kw_prefixes, kw - sort_choices = ['note','changed','class','from','to','kw', 'class.from'] + sort_choices = ['note','changed','class','from','to','kw', 'class.to'] default_sort_choice = sort_choices[-1] kw_prefixes = [ 'active','apply','bl','exclude','has','invert','is','lock', \ 'pressed','show','show_only','use','use_only','layers','states', 'select'] diff --git a/source/blender/makesrna/rna_cleanup/rna_properties.txt b/source/blender/makesrna/rna_cleanup/rna_properties.txt index fffbcae0ba4..6044ed4dd52 100644 --- a/source/blender/makesrna/rna_cleanup/rna_properties.txt +++ b/source/blender/makesrna/rna_cleanup/rna_properties.txt @@ -1,4604 +1,4604 @@ -NOTE * CLASS.FROM -> TO: TYPE DESCRIPTION -+ * ActionGroup.expanded -> show_expanded: boolean '"Action Group is expanded"' -+ * ActionGroup.lock -> lock: boolean '"Action Group is locked"' -+ * ActionGroup.select -> select: boolean '"Action Group is selected"' -+ * Actuator.expanded -> show_expanded: boolean '"Set actuator expanded in the user interface"' -+ * Actuator.pinned -> pinned: boolean '"Display when not linked to a visible states controller"' -+ * Actuator|ActionActuator.continue_last_frame -> use_continue_last_frame: boolean '"Restore last frame when switching on/off, otherwise play from the start each time"' -+ * Actuator|ConstraintActuator.detect_material -> use_material_detect: boolean '"Detect material instead of property"' -+ * Actuator|ConstraintActuator.fh_normal -> use_fh_normal: boolean '"Add a horizontal spring force on slopes"' -+ * Actuator|ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis: boolean '"Keep object axis parallel to normal"' -+ * Actuator|ConstraintActuator.force_distance -> use_force_distance: boolean '"Force distance of object to point of impact of ray"' -+ * Actuator|ConstraintActuator.local -> use_local: boolean '"Set ray along object\'s axis or global axis"' -+ * Actuator|ConstraintActuator.normal -> use_normal: boolean '"Set object axis along (local axis) or parallel (global axis) to the normal at hit position"' -+ * Actuator|ConstraintActuator.persistent -> use_persistent: boolean '"Persistent actuator: stays active even if ray does not reach target"' -+ * Actuator|EditObjectActuator.enable_3d_tracking -> use_3d_tracking: boolean '"Enable 3D tracking"' -+ * Actuator|EditObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean '"Apply the rotation locally"' -+ * Actuator|EditObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean '"Apply the transformation locally"' -+ * Actuator|EditObjectActuator.replace_display_mesh -> use_replace_display_mesh: boolean '"Replace the display mesh"' -+ * Actuator|EditObjectActuator.replace_physics_mesh -> use_replace_physics_mesh: boolean '"Replace the physics mesh (triangle bounds only - compound shapes not supported)"' -+ * Actuator|FcurveActuator.add -> use_additive: boolean '"F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag"' -+ * Actuator|FcurveActuator.child -> apply_to_children: boolean '"Update F-Curve on all children Objects as well"' -+ * Actuator|FcurveActuator.force -> use_force: boolean '"Apply F-Curve as a global or local force depending on the local option (dynamic objects only)"' -+ * Actuator|FcurveActuator.local -> use_local: boolean '"Let the F-Curve act in local coordinates, used in Force and Add mode"' -+ * Actuator|Filter2DActuator.enable_motion_blur -> use_motion_blur: boolean '"Enable/Disable Motion Blur"' -+ * Actuator|ObjectActuator.add_linear_velocity -> use_add_linear_velocity: boolean '"Toggles between ADD and SET linV"' -+ * Actuator|ObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean '"Angular velocity is defined in local coordinates"' -+ * Actuator|ObjectActuator.local_force -> use_local_force: boolean '"Force is defined in local coordinates"' -+ * Actuator|ObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean '"Velocity is defined in local coordinates"' -+ * Actuator|ObjectActuator.local_location -> use_local_location: boolean '"Location is defined in local coordinates"' -+ * Actuator|ObjectActuator.local_rotation -> use_local_rotation: boolean '"Rotation is defined in local coordinates"' -+ * Actuator|ObjectActuator.local_torque -> use_local_torque: boolean '"Torque is defined in local coordinates"' -+ * Actuator|ObjectActuator.servo_limit_x -> use_servo_limit_x: boolean '"Set limit to force along the X axis"' -+ * Actuator|ObjectActuator.servo_limit_y -> use_servo_limit_y: boolean '"Set limit to force along the Y axis"' -+ * Actuator|ObjectActuator.servo_limit_z -> use_servo_limit_z: boolean '"Set limit to force along the Z axis"' -+ * Actuator|ParentActuator.compound -> use_compound: boolean '"Add this object shape to the parent shape (only if the parent shape is already compound)"' -+ * Actuator|ParentActuator.ghost -> use_ghost: boolean '"Make this object ghost while parented (only if not compound)"' -+ * Actuator|RandomActuator.always_true -> use_always_true: boolean '"Always false or always true"' -+ * Actuator|ShapeActionActuator.continue_last_frame -> use_continue_last_frame: boolean '"Restore last frame when switching on/off, otherwise play from the start each time"' -+ * Actuator|SoundActuator.enable_sound_3d -> use_sound_3d: boolean '"Enable/Disable 3D Sound"' -+ * Actuator|StateActuator.state -> states: boolean '"NO DESCRIPTION"' -+ * Actuator|VisibilityActuator.children -> apply_to_children: boolean '"Set all the children of this object to the same visibility/occlusion recursively"' -+ * Actuator|VisibilityActuator.occlusion -> use_occlusion: boolean '"Set the object to occlude objects behind it. Initialized from the object type in physics button"' -+ * Actuator|VisibilityActuator.visible -> use_visible: boolean '"Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)"' -+ * AnimData.nla_enabled -> use_nla: boolean '"NLA stack is evaluated when evaluating this block"' -+ * AnimVizMotionPaths.highlight_keyframes -> show_keyframe_highlight: boolean '"Emphasize position of keyframes on Motion Paths"' -+ * AnimVizMotionPaths.search_all_action_keyframes -> show_keyframe_action_all: boolean '"For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)"' -+ * AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers: boolean '"Show frame numbers on Motion Paths"' -+ * AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers: boolean '"Show frame numbers of Keyframes on Motion Paths"' -+ * AnimVizOnionSkinning.only_selected -> show_only_selected: boolean '"For Pose-Mode drawing, only draw ghosts for selected bones"' -+ * Area.show_menus -> show_menus: boolean '"Show menus in the header"' -+ * BackgroundImage.show_expanded -> show_expanded: boolean '"Show the expanded in the user interface"' -+ * BezierSplinePoint.hide -> hide: boolean '"Visibility status"' -+ * 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"' -+ * BoidRule.in_air -> use_in_air: boolean '"Use rule when boid is flying"' -+ * BoidRule.on_land -> use_on_land: boolean '"Use rule when boid is on land"' -+ * BoidRule|BoidRuleAvoid.predict -> use_predict: boolean '"Predict target movement"' -+ * BoidRule|BoidRuleAvoidCollision.boids -> use_avoid: boolean '"Avoid collision with other boids"' -+ * BoidRule|BoidRuleAvoidCollision.deflectors -> use_avoid_collision: boolean '"Avoid collision with deflector objects"' -+ * BoidRule|BoidRuleFollowLeader.line -> use_line: boolean '"Follow leader in a line"' -+ * BoidRule|BoidRuleGoal.predict -> use_predict: boolean '"Predict target movement"' -+ * BoidSettings.allow_climb -> use_climb: boolean '"Allow boids to climb goal objects"' -+ * BoidSettings.allow_flight -> use_flight: boolean '"Allow boids to move in air"' -+ * BoidSettings.allow_land -> use_land: boolean '"Allow boids to move on land"' -+ * Bone.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.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.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean '"When deforming bone, multiply effects of Vertex Group weights with Envelope influence"' -+ * Bone.select -> select: boolean '"NO DESCRIPTION"' -+ * ClothCollisionSettings.enable_collision -> use_collision: boolean '"Enable collisions with other objects"' -+ * ClothCollisionSettings.enable_self_collision -> use_self_collision: boolean '"Enable self collisions"' -+ * ClothSettings.pin_cloth -> use_pin_cloth: boolean '"Enable pinning of cloth vertices to other objects/positions"' -+ * ClothSettings.stiffness_scaling -> use_stiffness_scale: boolean '"If enabled, stiffness can be scaled along a weight painted vertex group"' -+ * CollisionSettings.enabled -> use: boolean '"Enable this objects as a collider for physics systems"' -+ * CollisionSettings.kill_particles -> use_particle_kill: boolean '"Kill colliding particles"' -+ * Constraint.active -> active: boolean '"Constraint is the one being edited"' -+NEGATE * Constraint.enabled -> mute: boolean '"Enable/Disable Constraint"' -+ * Constraint.expanded -> show_expanded: boolean '"Constraint\'s panel is expanded in UI"' -+ * Constraint.proxy_local -> is_proxy_local: boolean '"Constraint was added in this proxy instance (i.e. did not belong to source Armature)"' -+ * Constraint|ChildOfConstraint.use_location_x -> use_location_x: boolean '"Use X Location of Parent"' -+ * Constraint|ChildOfConstraint.use_location_y -> use_location_y: boolean '"Use Y Location of Parent"' -+ * Constraint|ChildOfConstraint.use_location_z -> use_location_z: boolean '"Use Z Location of Parent"' -+ * Constraint|ChildOfConstraint.use_rotation_x -> use_rotation_x: boolean '"Use X Rotation of Parent"' -+ * Constraint|ChildOfConstraint.use_rotation_y -> use_rotation_y: boolean '"Use Y Rotation of Parent"' -+ * Constraint|ChildOfConstraint.use_rotation_z -> use_rotation_z: boolean '"Use Z Rotation of Parent"' -+ * Constraint|ChildOfConstraint.use_scale_x -> use_scale_x: boolean '"Use X Scale of Parent"' -+ * Constraint|ChildOfConstraint.use_scale_y -> use_scale_y: boolean '"Use Y Scale of Parent"' -+ * Constraint|ChildOfConstraint.use_scale_z -> use_scale_z: boolean '"Use Z Scale of Parent"' -+ * Constraint|ClampToConstraint.cyclic -> use_cyclic: boolean '"Treat curve as cyclic curve (no clamping to curve bounding box"' -+ * Constraint|CopyLocationConstraint.invert_x -> invert_x: boolean '"Invert the X location"' -+ * Constraint|CopyLocationConstraint.invert_y -> invert_y: boolean '"Invert the Y location"' -+ * Constraint|CopyLocationConstraint.invert_z -> invert_z: boolean '"Invert the Z location"' -+ * Constraint|CopyLocationConstraint.use_offset -> use_offset: boolean '"Add original location into copied location"' -+ * Constraint|CopyLocationConstraint.use_x -> use_x: boolean '"Copy the target\'s X location"' -+ * Constraint|CopyLocationConstraint.use_y -> use_y: boolean '"Copy the target\'s Y location"' -+ * Constraint|CopyLocationConstraint.use_z -> use_z: boolean '"Copy the target\'s Z location"' -+ * Constraint|CopyRotationConstraint.invert_x -> invert_x: boolean '"Invert the X rotation"' -+ * Constraint|CopyRotationConstraint.invert_y -> invert_y: boolean '"Invert the Y rotation"' -+ * Constraint|CopyRotationConstraint.invert_z -> invert_z: boolean '"Invert the Z rotation"' -+ * Constraint|CopyRotationConstraint.use_offset -> use_offset: boolean '"Add original rotation into copied rotation"' -+ * Constraint|CopyRotationConstraint.use_x -> use_x: boolean '"Copy the target\'s X rotation"' -+ * Constraint|CopyRotationConstraint.use_y -> use_y: boolean '"Copy the target\'s Y rotation"' -+ * Constraint|CopyRotationConstraint.use_z -> use_z: boolean '"Copy the target\'s Z rotation"' -+ * Constraint|CopyScaleConstraint.use_offset -> use_offset: boolean '"Add original scale into copied scale"' -+ * Constraint|CopyScaleConstraint.use_x -> use_x: boolean '"Copy the target\'s X scale"' -+ * Constraint|CopyScaleConstraint.use_y -> use_y: boolean '"Copy the target\'s Y scale"' -+ * Constraint|CopyScaleConstraint.use_z -> use_z: boolean '"Copy the target\'s Z scale"' -+ * Constraint|FloorConstraint.sticky -> use_sticky: boolean '"Immobilize object while constrained"' -+ * Constraint|FloorConstraint.use_rotation -> use_rotation: boolean '"Use the target\'s rotation to determine floor"' -+ * Constraint|FollowPathConstraint.use_curve_follow -> use_curve_follow: boolean '"Object will follow the heading and banking of the curve"' -+ * Constraint|FollowPathConstraint.use_curve_radius -> use_curve_radius: boolean '"Objects scale by the curve radius"' -+ * Constraint|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"' -+ * Constraint|KinematicConstraint.pos_lock_x -> lock_location_x: boolean '"Constraint position along X axis"' -+ * Constraint|KinematicConstraint.pos_lock_y -> lock_location_y: boolean '"Constraint position along Y axis"' -+ * Constraint|KinematicConstraint.pos_lock_z -> lock_location_z: boolean '"Constraint position along Z axis"' -+ * Constraint|KinematicConstraint.rot_lock_x -> lock_rotation_x: boolean '"Constraint rotation along X axis"' -+ * Constraint|KinematicConstraint.rot_lock_y -> lock_rotation_y: boolean '"Constraint rotation along Y axis"' -+ * Constraint|KinematicConstraint.rot_lock_z -> lock_rotation_z: boolean '"Constraint rotation along Z axis"' -+ * Constraint|KinematicConstraint.use_position -> use_location: boolean '"Chain follows position of target"' -+ * Constraint|KinematicConstraint.use_rotation -> use_rotation: boolean '"Chain follows rotation of target"' -+ * Constraint|KinematicConstraint.use_stretch -> use_stretch: boolean '"Enable IK Stretching"' -+ * Constraint|KinematicConstraint.use_tail -> use_tail: boolean '"Include bone\'s tail as last element in chain"' -+ * Constraint|KinematicConstraint.use_target -> use_target: boolean '"Disable for targetless IK"' -+ * Constraint|LimitLocationConstraint.limit_transform -> use_transform_limit: boolean '"Transforms are affected by this constraint as well"' -+ * Constraint|LimitLocationConstraint.use_maximum_x -> use_max_x: boolean '"Use the maximum X value"' -+ * Constraint|LimitLocationConstraint.use_maximum_y -> use_max_y: boolean '"Use the maximum Y value"' -+ * Constraint|LimitLocationConstraint.use_maximum_z -> use_max_z: boolean '"Use the maximum Z value"' -+ * Constraint|LimitLocationConstraint.use_minimum_x -> use_min_x: boolean '"Use the minimum X value"' -+ * Constraint|LimitLocationConstraint.use_minimum_y -> use_min_y: boolean '"Use the minimum Y value"' -+ * Constraint|LimitLocationConstraint.use_minimum_z -> use_min_z: boolean '"Use the minimum Z value"' -+ * Constraint|LimitRotationConstraint.limit_transform -> use_transform_limit: boolean '"Transforms are affected by this constraint as well"' -+ * Constraint|LimitRotationConstraint.use_limit_x -> use_limit_x: boolean '"Use the minimum X value"' -+ * Constraint|LimitRotationConstraint.use_limit_y -> use_limit_y: boolean '"Use the minimum Y value"' -+ * Constraint|LimitRotationConstraint.use_limit_z -> use_limit_z: boolean '"Use the minimum Z value"' -+ * Constraint|LimitScaleConstraint.limit_transform -> use_transform_limit: boolean '"Transforms are affected by this constraint as well"' -+ * Constraint|LimitScaleConstraint.use_maximum_x -> use_max_x: boolean '"Use the maximum X value"' -+ * Constraint|LimitScaleConstraint.use_maximum_y -> use_max_y: boolean '"Use the maximum Y value"' -+ * Constraint|LimitScaleConstraint.use_maximum_z -> use_max_z: boolean '"Use the maximum Z value"' -+ * Constraint|LimitScaleConstraint.use_minimum_x -> use_min_x: boolean '"Use the minimum X value"' -+ * Constraint|LimitScaleConstraint.use_minimum_y -> use_min_y: boolean '"Use the minimum Y value"' -+ * Constraint|LimitScaleConstraint.use_minimum_z -> use_min_z: boolean '"Use the minimum Z value"' -+ * Constraint|PivotConstraint.use_relative_position -> use_relative_location: boolean '"Offset will be an absolute point in space instead of relative to the target"' -+ * Constraint|PythonConstraint.use_targets -> use_targets: boolean '"Use the targets indicated in the constraint panel"' -+NEGATE * Constraint|RigidBodyJointConstraint.disable_linked_collision -> use_linked_collision: boolean '"Disable collision between linked bodies"' -+ * Constraint|RigidBodyJointConstraint.draw_pivot -> show_pivot: boolean '"Display the pivot point and rotation in 3D view"' -+ * Constraint|ShrinkwrapConstraint.use_x -> use_x: boolean '"Projection over X Axis"' -+ * Constraint|ShrinkwrapConstraint.use_y -> use_y: boolean '"Projection over Y Axis"' -+ * Constraint|ShrinkwrapConstraint.use_z -> use_z: boolean '"Projection over Z Axis"' -+ * Constraint|SplineIKConstraint.chain_offset -> use_chain_offset: boolean '"Offset the entire chain relative to the root joint"' -+ * Constraint|SplineIKConstraint.even_divisions -> use_even_divisions: boolean '"Ignore the relative lengths of the bones when fitting to the curve"' -+ * Constraint|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"' -+ * Constraint|SplineIKConstraint.y_stretch -> use_y_stretch: boolean '"Stretch the Y axis of the bones to fit the curve"' -+ * Constraint|TrackToConstraint.target_z -> use_target_z: boolean '"Target\'s Z axis, not World Z axis, will constraint the Up direction"' -+ * Constraint|TransformConstraint.extrapolate_motion -> use_motion_extrapolate: boolean '"Extrapolate ranges"' -+ * Controller.expanded -> show_expanded: boolean '"Set controller expanded in the user interface"' -+ * Controller.priority -> use_priority: boolean '"Mark controller for execution before all non-marked controllers (good for startup scripts)"' -+ * Controller|PythonController.debug -> use_debug: boolean '"Continuously reload the module from disk for editing external modules without restarting"' -+ * CurveMapPoint.select -> select: boolean '"Selection state of the curve point"' -+ * CurveMapping.clip -> use_clip: boolean '"Force the curve view to fit a defined boundary"' -+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 -> show_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.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"' -+NEGATE * Driver.invalid -> is_valid: boolean '"Driver could not be evaluated in past, so should be skipped"' -+ * Driver.show_debug_info -> show_debug_info: boolean '"Show intermediate values for the driver calculations to allow debugging of drivers"' -+ * DriverTarget.use_local_space_transforms -> use_local_space_transform: boolean '"Use transforms in Local Space (as opposed to the worldspace default)"' -+ * 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.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.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean '"When deforming bone, multiply effects of Vertex Group weights with Envelope influence"' -+ * EditBone.select -> select: boolean '"NO DESCRIPTION"' -+ * EditBone.select_head -> select_head: boolean '"NO DESCRIPTION"' -+ * EditBone.select_tail -> select_tail: boolean '"NO DESCRIPTION"' -+ * EffectorWeights.do_growing_hair -> apply_to_hair_growing: boolean '"Use force fields when growing hair"' -+ * EnvironmentMap.ignore_layers -> layers_ignore: boolean '"Hide objects on these layers when generating the Environment Map"' -+ * FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean '"All auto-handles for F-Curve are clamped"' -+ * FCurve.enabled -> is_valid: boolean '"False when F-Curve could not be evaluated in past, so should be skipped when evaluating"' -+ * FCurve.hide -> hide: boolean '"F-Curve and its keyframes are hidden in the Graph Editor graphs"' -+ * FCurve.lock -> lock: boolean '"F-Curve\'s settings cannot be edited"' -+ * FCurve.mute -> mute: boolean '"F-Curve is not evaluated"' -+ * FCurve.select -> select: boolean '"F-Curve is selected for editing"' -+ * FCurveSample.select -> select: boolean '"Selection status"' -REMOVE * FModifier.active -> active: boolean '"F-Curve Modifier is the one being edited"' -+ * 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|FModifierFunctionGenerator.additive -> use_additive: boolean '"Values generated by this modifier are applied on top of the existing values instead of overwriting them"' -+ * FModifier|FModifierGenerator.additive -> use_additive: boolean '"Values generated by this modifier are applied on top of the existing values instead of overwriting them"' -+ * FModifier|FModifierLimits.use_maximum_x -> use_max_x: boolean '"Use the maximum X value"' -+ * FModifier|FModifierLimits.use_maximum_y -> use_max_y: boolean '"Use the maximum Y value"' -+ * FModifier|FModifierLimits.use_minimum_x -> use_min_x: boolean '"Use the minimum X value"' -+ * FModifier|FModifierLimits.use_minimum_y -> use_min_y: boolean '"Use the minimum Y value"' -+ * FModifier|FModifierStepped.use_frame_end -> use_frame_end: boolean '"Restrict modifier to only act before its \'end\' frame"' -+ * FModifier|FModifierStepped.use_frame_start -> use_frame_start: boolean '"Restrict modifier to only act after its \'start\' frame"' -+ * FieldSettings.do_absorption -> use_absorption: boolean '"Force gets absorbed by collision objects"' -+ * FieldSettings.do_location -> apply_to_location: boolean '"Effect particles\' location"' -+ * FieldSettings.do_rotation -> apply_to_rotation: boolean '"Effect particles\' dynamic rotation"' -+ * FieldSettings.force_2d -> use_2d_force: boolean '"Apply force only in 2d"' -+ * FieldSettings.global_coordinates -> use_global_coords: boolean '"Use effector/global coordinates for turbulence"' -+ * FieldSettings.guide_path_add -> use_guide_path_add: boolean '"Based on distance/falloff it adds a portion of the entire path"' -+ * FieldSettings.multiple_springs -> use_multiple_springs: boolean '"Every point is effected by multiple springs"' -+ * FieldSettings.root_coordinates -> use_root_coords: boolean '"Texture coordinates from root particle locations"' -+ * FieldSettings.use_coordinates -> use_object_coords: boolean '"Use object/global coordinates for texture"' -+ * FieldSettings.use_guide_path_weight -> use_guide_path_weight: boolean '"Use curve weights to influence the particle influence along the curve"' -+ * FieldSettings.use_max_distance -> use_max_distance: boolean '"Use a maximum distance for the field to work"' -+ * FieldSettings.use_min_distance -> use_min_distance: boolean '"Use a minimum distance for the field\'s fall-off"' -+ * FieldSettings.use_radial_max -> use_radial_max: boolean '"Use a maximum radial distance for the field to work"' -+ * FieldSettings.use_radial_min -> use_radial_min: boolean '"Use a minimum radial distance for the field\'s fall-off"' -+ * FileSelectParams.do_filter -> use_filter: boolean '"Enable filtering of files"' -+ * FileSelectParams.filter_blender -> use_filter_blender: boolean '"Show .blend files"' -+ * FileSelectParams.filter_folder -> use_filter_folder: boolean '"Show folders"' -+ * FileSelectParams.filter_font -> use_filter_font: boolean '"Show font files"' -+ * FileSelectParams.filter_image -> use_filter_image: boolean '"Show image files"' -+ * FileSelectParams.filter_movie -> use_filter_movie: boolean '"Show movie files"' -+ * FileSelectParams.filter_script -> use_filter_script: boolean '"Show script files"' -+ * FileSelectParams.filter_sound -> use_filter_sound: boolean '"Show sound files"' -+ * FileSelectParams.filter_text -> use_filter_text: boolean '"Show text files"' -+NEGATE * FileSelectParams.hide_dot -> show_hidden: boolean '"Hide hidden dot files"' -+ * FluidSettings|ControlFluidSettings.active -> use: boolean '"Object contributes to the fluid simulation"' -+ * FluidSettings|ControlFluidSettings.reverse_frames -> use_reverse_frames: boolean '"Reverse control object movement"' -+ * FluidSettings|DomainFluidSettings.generate_speed_vectors -> use_speed_vectors: boolean '"Generate speed vectors for vector blur"' -+ * FluidSettings|DomainFluidSettings.override_time -> use_time_override: boolean '"Use a custom start and end time (in seconds) instead of the scene\'s timeline"' -+ * FluidSettings|DomainFluidSettings.reverse_frames -> use_reverse_frames: boolean '"Reverse fluid frames"' -+ * FluidSettings|FluidFluidSettings.active -> use: boolean '"Object contributes to the fluid simulation"' -+ * FluidSettings|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"' -+ * FluidSettings|InflowFluidSettings.active -> use: boolean '"Object contributes to the fluid simulation"' -+ * FluidSettings|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"' -+ * FluidSettings|InflowFluidSettings.local_coordinates -> use_local_coords: boolean '"Use local coordinates for inflow. (e.g. for rotating objects)"' -+ * FluidSettings|ObstacleFluidSettings.active -> use: boolean '"Object contributes to the fluid simulation"' -+ * FluidSettings|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"' -+ * FluidSettings|OutflowFluidSettings.active -> use: boolean '"Object contributes to the fluid simulation"' -+ * FluidSettings|OutflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean '"Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it"' -+ * FluidSettings|ParticleFluidSettings.drops -> use_drops: boolean '"Show drop particles"' -+ * FluidSettings|ParticleFluidSettings.floats -> use_floats: boolean '"Show floating foam particles"' -+ * FluidSettings|ParticleFluidSettings.tracer -> show_tracer: boolean '"Show tracer particles"' -+ * GPencilFrame.paint_lock -> is_edited: boolean '"Frame is being edited (painted on)"' -+ * GPencilFrame.select -> select: boolean '"Frame is selected for editing in the DopeSheet"' -+ * GPencilLayer.active -> active: boolean '"Set active layer for editing"' -+ * GPencilLayer.frame_lock -> lock_frame: boolean '"Lock current frame displayed by layer"' -+ * GPencilLayer.hide -> hide: boolean '"Set layer Visibility"' -+ * GPencilLayer.lock -> lock: boolean '"Protect layer from further editing and/or frame changes"' -+ * 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"' -+ * GameObjectSettings.actor -> use_actor: boolean '"Object is detected by the Near and Radar sensor"' -+ * GameObjectSettings.all_states -> use_all_states: boolean '"Set all state bits"' -+ * GameObjectSettings.anisotropic_friction -> use_anisotropic_friction: boolean '"Enable anisotropic friction"' -+ * GameObjectSettings.collision_compound -> use_collision_compound: boolean '"Add children to form a compound collision object"' -+ * GameObjectSettings.debug_state -> show_debug_state: boolean '"Print state debug info in the game engine"' -+ * GameObjectSettings.ghost -> use_ghost: boolean '"Object does not restitute collisions, like a ghost"' -+ * GameObjectSettings.initial_state -> states_initial: boolean '"Initial state when the game starts"' -+ * GameObjectSettings.lock_x_axis -> lock_location_x: boolean '"Disable simulation of linear motion along the X axis"' -+ * GameObjectSettings.lock_x_rot_axis -> lock_rotation_x: boolean '"Disable simulation of angular motion along the X axis"' -+ * GameObjectSettings.lock_y_axis -> lock_location_y: boolean '"Disable simulation of linear motion along the Y axis"' -+ * GameObjectSettings.lock_y_rot_axis -> lock_rotation_y: boolean '"Disable simulation of angular motion along the Y axis"' -+ * GameObjectSettings.lock_z_axis -> lock_location_z: boolean '"Disable simulation of linear motion along the Z axis"' -+ * GameObjectSettings.lock_z_rot_axis -> lock_rotation_z: boolean '"Disable simulation of angular motion along the Z axis"' -+ * GameObjectSettings.material_physics -> use_material_physics: boolean '"Use physics settings in materials"' -+NEGATE * GameObjectSettings.no_sleeping -> use_sleep: boolean '"Disable auto (de)activation in physics simulation"' -+ * GameObjectSettings.rotate_from_normal -> use_rotate_from_normal: boolean '"Use face normal to rotate object, so that it points away from the surface"' -+ * GameObjectSettings.show_actuators -> show_actuators: boolean '"Shows actuators for this object in the user interface"' -+ * GameObjectSettings.show_controllers -> show_controllers: boolean '"Shows controllers for this object in the user interface"' -+ * GameObjectSettings.show_sensors -> show_sensors: boolean '"Shows sensors for this object in the user interface"' -+ * GameObjectSettings.show_state_panel -> show_state_panel: boolean '"Show state panel"' -+ * GameObjectSettings.use_activity_culling -> use_activity_culling: boolean '"Disable simulation of angular motion along the Z axis"' -+ * GameObjectSettings.use_collision_bounds -> use_collision_bounds: boolean '"Specify a collision bounds type other than the default"' -+ * GameObjectSettings.visible_state -> states_visible: boolean '"State determining which controllers are displayed"' -+ * GameProperty.debug -> show_debug: boolean '"Print debug information for this property"' -+ * GameProperty|GameBooleanProperty.value -> value: boolean '"Property value"' -+ * GameSoftBodySettings.bending_const -> use_bending_constraints: boolean '"Enable bending constraints"' -+ * GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean '"Enable cluster collision between soft and rigid body"' -+ * GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody: boolean '"Enable cluster collision between soft and soft body"' -+ * GameSoftBodySettings.shape_match -> use_shape_match: boolean '"Enable soft body shape matching goal"' -+ * ID.fake_user -> use_fake_user: boolean '"Saves this datablock even if it has no users"' -+ * ID.tag -> tag: boolean '"Tools can use this to tag data, (initial state is undefined)"' -+ * IDPropertyGroup|NetRenderSettings.master_broadcast -> use_master_broadcast: boolean '"broadcast master server address on local network"' -+ * IDPropertyGroup|NetRenderSettings.master_clear -> use_master_clear: boolean '"delete saved files on exit"' -+ * IDPropertyGroup|NetRenderSettings.slave_clear -> use_slave_clear: boolean '"delete downloaded files on exit"' -+ * IDPropertyGroup|NetRenderSettings.slave_outputlog -> use_slave_output_log: boolean '"Output render text log to console as well as sending it to the master"' -+ * IDPropertyGroup|NetRenderSettings.slave_thumb -> use_slave_thumb: boolean '"Generate thumbnails on slaves instead of master"' -+ * IDPropertyGroup|OperatorStrokeElement.pen_flip -> pen_flip: boolean '"NO DESCRIPTION"' -+ * IDPropertyGroup|PoseTemplateSettings.generate_def_rig -> use_generate_deform_rig: boolean '"Create a copy of the metarig, constrainted by the generated rig"' -+ * ID|Armature.auto_ik -> use_auto_ik: boolean '"Add temporaral IK constraints while grabbing bones in Pose Mode"' -+ * ID|Armature.deform_envelope -> use_deform_envelopes: boolean '"Enable Bone Envelopes when defining deform"' -+ * ID|Armature.deform_quaternion -> use_deform_preserve_volume: boolean '"Deform rotation interpolation with quaternions"' -+ * ID|Armature.deform_vertexgroups -> use_deform_vertex_groups: boolean '"Enable Vertex Groups when defining deform"' -+ * ID|Armature.delay_deform -> use_deform_delay: boolean '"Don\'t deform children when manipulating bones in Pose Mode"' -+ * ID|Armature.draw_axes -> show_axes: boolean '"Draw bone axes"' -+ * ID|Armature.draw_custom_bone_shapes -> show_bone_custom_shapes: boolean '"Draw bones with their custom shapes"' -+ * ID|Armature.draw_group_colors -> show_group_colors: boolean '"Draw bone group colors"' -+ * ID|Armature.draw_names -> show_names: boolean '"Draw bone names"' -+ * ID|Armature.ghost_only_selected -> show_only_ghost_selected: boolean '"NO DESCRIPTION"' -+ * ID|Armature.layer -> layers: boolean '"Armature layer visibility"' -+ * ID|Armature.layer_protection -> layers_protected: boolean '"Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo"' -+ * ID|Armature.x_axis_mirror -> use_mirror_x: boolean '"Apply changes to matching bone on opposite side of X-Axis"' -+ * ID|Brush.edge_to_edge -> use_edge_to_edge: boolean '"Drag anchor brush from edge-to-edge"' -+ * ID|Brush.restore_mesh -> use_restore_mesh: boolean '"Allows a single dot to be carefully positioned"' -+ * ID|Brush.use_accumulate -> use_accumulate: boolean '"Accumulate stroke dabs on top of each other"' -+ * ID|Brush.use_adaptive_space -> use_adaptive_space: boolean '"Space daubs according to surface orientation instead of screen space"' -+ * ID|Brush.use_airbrush -> use_airbrush: boolean '"Keep applying paint effect while holding mouse (spray)"' -+ * ID|Brush.use_alpha -> use_alpha: boolean '"When this is disabled, lock alpha while painting"' -+ * ID|Brush.use_anchor -> use_anchor: boolean '"Keep the brush anchored to the initial location"' -+ * ID|Brush.use_custom_icon -> use_custom_icon: boolean '"Set the brush icon from an image file"' -+ * ID|Brush.use_frontface -> use_frontface: boolean '"Brush only affects vertexes that face the viewer"' -+ * ID|Brush.use_inverse_smooth_pressure -> use_inverse_smooth_pressure: boolean '"Lighter pressure causes more smoothing to be applied"' -+ * ID|Brush.use_jitter_pressure -> use_pressure_jitter: boolean '"Enable tablet pressure sensitivity for jitter"' -+ * ID|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"' -+ * ID|Brush.use_offset_pressure -> use_offset_pressure: boolean '"Enable tablet pressure sensitivity for offset"' -+ * ID|Brush.use_original_normal -> use_original_normal: boolean '"When locked keep using normal of surface where stroke was initiated"' -+ * ID|Brush.use_paint_sculpt -> use_paint_sculpt: boolean '"Use this brush in sculpt mode"' -+ * ID|Brush.use_paint_texture -> use_paint_texture: boolean '"Use this brush in texture paint mode"' -+ * ID|Brush.use_paint_vertex -> use_paint_vertex: boolean '"Use this brush in vertex paint mode"' -+ * ID|Brush.use_paint_weight -> use_paint_weight: boolean '"Use this brush in weight paint mode"' -+ * ID|Brush.use_persistent -> use_persistent: boolean '"Sculpts on a persistent layer of the mesh"' -+ * ID|Brush.use_plane_trim -> use_plane_trim: boolean '"Enable Plane Trim"' -+ * ID|Brush.use_rake -> use_rake: boolean '"Rotate the brush texture to match the stroke direction"' -+ * ID|Brush.use_random_rotation -> use_random_rotation: boolean '"Rotate the brush texture at random"' -+ * ID|Brush.use_size_pressure -> use_pressure_size: boolean '"Enable tablet pressure sensitivity for size"' -+ * ID|Brush.use_smooth_stroke -> use_smooth_stroke: boolean '"Brush lags behind mouse and follows a smoother path"' -+ * ID|Brush.use_space -> use_space: boolean '"Limit brush application to the distance specified by spacing"' -+ * ID|Brush.use_space_atten -> use_space_atten: boolean '"Automatically adjusts strength to give consistent results for different spacings"' -+ * ID|Brush.use_spacing_pressure -> use_pressure_spacing: boolean '"Enable tablet pressure sensitivity for spacing"' -+ * ID|Brush.use_strength_pressure -> use_pressure_strength: boolean '"Enable tablet pressure sensitivity for strength"' -+ * ID|Brush.use_texture_overlay -> use_texture_overlay: boolean '"Show texture in viewport"' -+ * ID|Brush.use_wrap -> use_wrap: boolean '"Enable torus wrapping while painting"' -+ * ID|Camera.panorama -> use_panorama: boolean '"Render the scene with a cylindrical camera for pseudo-fisheye lens effects"' -+ * ID|Camera.show_limits -> show_limits: boolean '"Draw the clipping range and focus point on the camera"' -+ * ID|Camera.show_mist -> show_mist: boolean '"Draw a line from the Camera to indicate the mist area"' -+ * ID|Camera.show_name -> show_name: boolean '"Show the active Camera\'s name in Camera view"' -+ * ID|Camera.show_passepartout -> show_passepartout: boolean '"Show a darkened overlay outside the image area in Camera view"' -+ * ID|Camera.show_title_safe -> show_title_safe: boolean '"Show indicators for the title safe zone in Camera view"' -+ * ID|Curve.auto_texspace -> use_auto_texspace: boolean '"Adjusts active object\'s texture space automatically when transforming object"' -+ * ID|Curve.back -> use_fill_back: boolean '"Draw filled back for extruded/beveled curves"' -+ * ID|Curve.draw_handles -> show_handles: boolean '"Display bezier handles in editmode"' -+ * ID|Curve.draw_normals -> show_normals: boolean '"Display 3D curve normals in editmode"' -+ * ID|Curve.front -> use_fill_front: boolean '"Draw filled front for extruded/beveled curves"' -+ * ID|Curve.map_along_length -> use_map_along_length: boolean '"Generate texture mapping coordinates following the curve direction, rather than the local bounding box"' -+ * ID|Curve.use_deform_bounds -> use_deform_bounds: boolean '"Use the mesh bounds to clamp the deformation"' -+ * ID|Curve.use_deform_fill -> use_fill_deform: boolean '"Fill curve after applying deformation"' -+ * ID|Curve.use_path -> use_path: boolean '"Enable the curve to become a translation path"' -+ * ID|Curve.use_path_follow -> use_path_follow: boolean '"Make curve path children to rotate along the path"' -+ * ID|Curve.use_radius -> use_radius: boolean '"Option for paths: apply the curve radius with path following it and deforming"' -+ * ID|Curve.use_stretch -> use_stretch: boolean '"Option for curve-deform: makes deformed child to stretch along entire path"' -+ * ID|Curve.use_time_offset -> use_time_offset: boolean '"Children will use Time Offset value as path distance offset"' -+ * ID|Curve|SurfaceCurve.map_along_length -> use_map_length: boolean '"Generate texture mapping coordinates following the curve direction, rather than the local bounding box"' -+ * ID|Curve|TextCurve.fast -> use_fast_editing: boolean '"Don\'t fill polygons while editing"' -+ * ID|Curve|TextCurve.map_along_length -> use_map_length: boolean '"Generate texture mapping coordinates following the curve direction, rather than the local bounding box"' -+ * ID|GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean '"Only use the first and last parts of the stroke for snapping"' -+ * ID|Group.layer -> layers: boolean '"Layers visible when this groups is instanced as a dupli"' -+ * ID|Image.animated -> use_animation: boolean '"Use as animated texture in the game engine"' -+ * ID|Image.clamp_x -> use_clamp_x: boolean '"Disable texture repeating horizontally"' -+ * ID|Image.clamp_y -> use_clamp_y: boolean '"Disable texture repeating vertically"' -+ * ID|Image.fields -> use_fields: boolean '"Use fields of the image"' -+ * ID|Image.premultiply -> use_premultiply: boolean '"Convert RGB from key alpha to premultiplied alpha"' -+ * ID|Image.tiles -> use_tiles: boolean '"Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)"' -+ * ID|Key.relative -> use_relative: boolean '"Makes shape keys relative"' -+ * ID|Lamp.diffuse -> use_diffuse: boolean '"Lamp does diffuse shading"' -+ * ID|Lamp.layer -> use_own_layer: boolean '"Illuminates objects only on the same layer the lamp is on"' -+ * ID|Lamp.negative -> use_negative: boolean '"Lamp casts negative light"' -+ * ID|Lamp.specular -> use_specular: boolean '"Lamp creates specular highlights"' -+ * ID|Lamp|AreaLamp.dither -> use_dither: boolean '"Use 2x2 dithering for sampling (Constant Jittered sampling)"' -+ * ID|Lamp|AreaLamp.jitter -> use_jitter: boolean '"Use noise for sampling (Constant Jittered sampling)"' -+ * ID|Lamp|AreaLamp.only_shadow -> use_only_shadow: boolean '"Causes light to cast shadows only without illuminating objects"' -+ * ID|Lamp|AreaLamp.shadow_layer -> use_shadow_layer: boolean '"Causes only objects on the same layer to cast shadows"' -+ * ID|Lamp|AreaLamp.umbra -> use_umbra: boolean '"Emphasize parts that are fully shadowed (Constant Jittered sampling)"' -+ * ID|Lamp|PointLamp.only_shadow -> use_only_shadow: boolean '"Causes light to cast shadows only without illuminating objects"' -+ * ID|Lamp|PointLamp.shadow_layer -> use_shadow_layer: boolean '"Causes only objects on the same layer to cast shadows"' -+ * ID|Lamp|PointLamp.sphere -> use_sphere: boolean '"Sets light intensity to zero beyond lamp distance"' -+ * ID|Lamp|SpotLamp.auto_clip_end -> use_auto_clip_end: boolean '"Automatic calculation of clipping-end, based on visible vertices"' -+ * ID|Lamp|SpotLamp.auto_clip_start -> use_auto_clip_start: boolean '"Automatic calculation of clipping-start, based on visible vertices"' -+ * ID|Lamp|SpotLamp.halo -> use_halo: boolean '"Renders spotlight with a volumetric halo (Buffer Shadows)"' -+ * ID|Lamp|SpotLamp.only_shadow -> use_only_shadow: boolean '"Causes light to cast shadows only without illuminating objects"' -+ * ID|Lamp|SpotLamp.shadow_layer -> use_shadow_layer: boolean '"Causes only objects on the same layer to cast shadows"' -+ * ID|Lamp|SpotLamp.show_cone -> show_cone: boolean '"Draw transparent cone in 3D view to visualize which objects are contained in it"' -+ * ID|Lamp|SpotLamp.sphere -> use_sphere: boolean '"Sets light intensity to zero beyond lamp distance"' -+ * ID|Lamp|SpotLamp.square -> use_square: boolean '"Casts a square spot light shape"' -+ * ID|Lamp|SunLamp.only_shadow -> use_only_shadow: boolean '"Causes light to cast shadows only without illuminating objects"' -+ * ID|Lamp|SunLamp.shadow_layer -> use_shadow_layer: boolean '"Causes only objects on the same layer to cast shadows"' -+ * ID|Lattice.outside -> use_outside: boolean '"Only draw, and take into account, the outer vertices"' -+ * ID|Material.cast_approximate -> use_cast_approximate: boolean '"Allow this material to cast shadows when using approximate ambient occlusion."' -+ * ID|Material.cast_buffer_shadows -> use_cast_buffer_shadows: boolean '"Allow this material to cast shadows from shadow buffer lamps"' -+ * ID|Material.cast_shadows_only -> use_cast_shadows_only: boolean '"Makes objects with this material appear invisible, only casting shadows (not rendered)"' -+ * ID|Material.cubic -> use_cubic: boolean '"Use cubic interpolation for diffuse values, for smoother transitions"' -NEGATE * ID|Material.exclude_mist -> use_mist: boolean '"Excludes this material from mist effects (in world settings)"' -+ * ID|Material.face_texture -> use_face_texture: boolean '"Replaces the object\'s base color with color from face assigned image textures"' -+ * ID|Material.face_texture_alpha -> use_face_texture_alpha: boolean '"Replaces the object\'s base alpha value with alpha from face assigned image textures"' -+ * ID|Material.full_oversampling -> use_full_oversampling: boolean '"Force this material to render full shading/textures for all anti-aliasing samples"' -+ * ID|Material.invert_z -> invert_z: boolean '"Renders material\'s faces with an inverted Z buffer (scanline only)"' -+ * ID|Material.light_group_exclusive -> use_light_group_exclusive: boolean '"Material uses the light group exclusively - these lamps are excluded from other scene lighting"' -+ * ID|Material.object_color -> use_object_color: boolean '"Modulate the result with a per-object color"' -+ * ID|Material.only_shadow -> use_only_shadow: boolean '"Renders shadows as the material\'s alpha value, making materials transparent except for shadowed areas"' -+ * ID|Material.ray_shadow_bias -> use_ray_shadow_bias: boolean '"Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)"' -+ * ID|Material.receive_transparent_shadows -> use_transparent_shadows: boolean '"Allow this object to receive transparent shadows casted through other objects"' -+ * ID|Material.shadeless -> use_shadeless: boolean '"Makes this material insensitive to light or shadow"' -+ * ID|Material.shadows -> use_shadows: boolean '"Allows this material to receive shadows"' -+ * ID|Material.tangent_shading -> use_tangent_shading: boolean '"Use the material\'s tangent vector instead of the normal for shading - for anisotropic shading effects"' -+ * ID|Material.traceable -> use_raytrace: boolean '"Include this material and geometry that uses it in ray tracing calculations"' -+ * ID|Material.transparency -> use_transparency: boolean '"Render material as transparent"' -+ * ID|Material.use_diffuse_ramp -> use_diffuse_ramp: boolean '"Toggle diffuse ramp operations"' -+ * ID|Material.use_nodes -> use_nodes: boolean '"Use shader nodes to render the material"' -+ * ID|Material.use_sky -> use_sky: boolean '"Renders this material with zero alpha, with sky background in place (scanline only)"' -+ * ID|Material.use_specular_ramp -> use_specular_ramp: boolean '"Toggle specular ramp operations"' -+ * ID|Material.use_textures -> use_textures: boolean '"Enable/Disable each texture"' -+ * ID|Material.vertex_color_light -> use_vertex_color_light: boolean '"Add vertex colors as additional lighting"' -+ * ID|Material.vertex_color_paint -> use_vertex_color_paint: boolean '"Replaces object base color with vertex colors (multiplies with \'texture face\' face assigned textures)"' -+ * ID|Mesh.all_edges -> show_all_edges: boolean '"Displays all edges for wireframe in all view modes in the 3D view"' -+ * ID|Mesh.auto_texspace -> use_auto_texspace: boolean '"Adjusts active object\'s texture space automatically when transforming object"' -+ * ID|Mesh.autosmooth -> use_autosmooth: boolean '"Treats all set-smoothed faces with angles less than the specified angle as \'smooth\' during render"' -+ * ID|Mesh.double_sided -> show_double_sided: boolean '"Render/display the mesh with double or single sided lighting"' -+ * ID|Mesh.draw_bevel_weights -> show_edge_bevel_weight: boolean '"Displays weights created for the Bevel modifier"' -+ * ID|Mesh.draw_creases -> show_edge_crease: boolean '"Displays creases created for subsurf weighting"' -+ * ID|Mesh.draw_edge_angle -> show_extra_edge_angle: boolean '"Displays the angles in the selected edges in degrees"' -+ * ID|Mesh.draw_edge_length -> show_extra_edge_length: boolean '"Displays selected edge lengths, Using global values when set in the transform panel"' -+ * ID|Mesh.draw_edges -> show_edges: boolean '"Displays selected edges using highlights in the 3D view and UV editor"' -+ * ID|Mesh.draw_face_area -> show_extra_face_area: boolean '"Displays the area of selected faces"' -+ * ID|Mesh.draw_faces -> show_faces: boolean '"Displays all faces as shades in the 3D view and UV editor"' -+ * ID|Mesh.draw_normals -> show_normal_face: boolean '"Displays face normals as lines"' -+ * ID|Mesh.draw_seams -> show_edge_seams: boolean '"Displays UV unwrapping seams"' -+ * ID|Mesh.draw_sharp -> show_edge_sharp: boolean '"Displays sharp edges, used with the EdgeSplit modifier"' -+ * ID|Mesh.draw_vertex_normals -> show_normal_vertex: boolean '"Displays vertex normals as lines"' -+ * ID|Mesh.use_mirror_topology -> use_mirror_topology: boolean '"Use topology based mirroring"' -+ * ID|Mesh.use_mirror_x -> use_mirror_x: boolean '"X Axis mirror editing"' -+ * ID|Mesh.use_paint_mask -> use_paint_mask: boolean '"Face selection masking for painting"' -+ * ID|MetaBall.auto_texspace -> use_auto_texspace: boolean '"Adjusts active object\'s texture space automatically when transforming object"' -+ * ID|Object.draw_axis -> show_axis: boolean '"Displays the object\'s origin and axis"' -+ * ID|Object.draw_bounds -> show_bounds: boolean '"Displays the object\'s bounds"' -+ * ID|Object.draw_name -> show_name: boolean '"Displays the object\'s name"' -+ * ID|Object.draw_texture_space -> show_texture_space: boolean '"Displays the object\'s texture space"' -+ * ID|Object.draw_transparent -> show_transparent: boolean '"Enables transparent materials for the object (Mesh only)"' -+ * ID|Object.draw_wire -> show_wire: boolean '"Adds the object\'s wireframe over solid drawing"' -+ * ID|Object.hide -> hide: boolean '"Restrict visibility in the viewport"' -+ * ID|Object.hide_render -> hide_render: boolean '"Restrict renderability"' -+ * ID|Object.hide_select -> hide_select: boolean '"Restrict selection in the viewport"' -+ * ID|Object.layers -> layers: boolean '"Layers the object is on"' -+ * ID|Object.lock_location -> lock_location: boolean '"Lock editing of location in the interface"' -+ * ID|Object.lock_rotation -> lock_rotation: boolean '"Lock editing of rotation in the interface"' -+ * ID|Object.lock_rotation_w -> lock_rotation_w: boolean '"Lock editing of \'angle\' component of four-component rotations in the interface"' -+ * ID|Object.lock_rotations_4d -> lock_rotations_4d: boolean '"Lock editing of four component rotations by components (instead of as Eulers)"' -+ * ID|Object.lock_scale -> lock_scale: boolean '"Lock editing of scale in the interface"' -+ * ID|Object.select -> select: boolean '"Object selection state"' -+ * ID|Object.shape_key_edit_mode -> use_shape_key_edit_mode: boolean '"Apply shape keys in edit mode (for Meshes only)"' -+ * ID|Object.shape_key_lock -> show_shape_key: boolean '"Always show the current Shape for this Object"' -+ * ID|Object.slow_parent -> use_slow_parent: boolean '"Create a delay in the parent relationship"' -+ * ID|Object.time_offset_add_parent -> use_time_offset_add_parent: boolean '"Add the parents time offset value"' -+ * ID|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"' -+ * ID|Object.time_offset_parent -> use_time_offset_parent: boolean '"Apply the time offset to this objects parent relationship"' -+ * ID|Object.time_offset_particle -> use_time_offset_particle: boolean '"Let the time offset work on the particle effect"' -+ * ID|Object.use_dupli_faces_scale -> use_dupli_faces_scale: boolean '"Scale dupli based on face size"' -+ * ID|Object.use_dupli_frames_speed -> use_dupli_frames_speed: boolean '"Set dupliframes to use the frame"' -+ * ID|Object.use_dupli_verts_rotation -> use_dupli_verts_rotation: boolean '"Rotate dupli according to vertex normal"' -+ * ID|Object.x_ray -> show_x_ray: boolean '"Makes the object draw in front of others"' -+ * ID|ParticleSettings.abs_path_time -> use_absolute_path_time: boolean '"Path timing is in absolute frames"' -+ * ID|ParticleSettings.animate_branching -> use_animate_branching: boolean '"Animate branching"' -+ * ID|ParticleSettings.billboard_lock -> lock_billboard: boolean '"Lock the billboards align axis"' -+ * ID|ParticleSettings.boids_2d -> lock_boids_to_surface: boolean '"Constrain boids to a surface"' -+ * ID|ParticleSettings.branching -> use_branching: boolean '"Branch child paths from each other"' -+ * ID|ParticleSettings.child_effector -> apply_effector_to_children: boolean '"Apply effectors to children"' -+ * ID|ParticleSettings.child_guide -> apply_guide_to_children: boolean '"NO DESCRIPTION"' -+ * ID|ParticleSettings.die_on_collision -> use_die_on_collision: boolean '"Particles die when they collide with a deflector object"' -+ * ID|ParticleSettings.died -> use_dead: boolean '"Show particles after they have died"' -+ * ID|ParticleSettings.draw_health -> show_health: boolean '"Draw boid health"' -+ * ID|ParticleSettings.emitter -> use_render_emitter: boolean '"Render emitter Object also"' -+ * ID|ParticleSettings.enable_simplify -> use_simplify: boolean '"Remove child strands as the object becomes smaller on the screen"' -+ * ID|ParticleSettings.even_distribution -> use_even_distribution: boolean '"Use even distribution from faces based on face areas or edge lengths"' -+ * ID|ParticleSettings.grid_invert -> invert_grid: boolean '"Invert what is considered object and what is not"' -+ * ID|ParticleSettings.hair_bspline -> use_hair_bspline: boolean '"Interpolate hair using B-Splines"' -+ * ID|ParticleSettings.material_color -> show_material_color: boolean '"Draw particles using material\'s diffuse color"' -+ * ID|ParticleSettings.num -> show_number: boolean '"Show particle number"' -+ * ID|ParticleSettings.parent -> use_parent_particles: boolean '"Render parent particles"' -+ * ID|ParticleSettings.rand_group -> use_group_pick_random: boolean '"Pick objects from group randomly"' -+ * ID|ParticleSettings.react_multiple -> use_react_multiple: boolean '"React multiple times"' -+ * ID|ParticleSettings.react_start_end -> use_react_start_end: boolean '"Give birth to unreacted particles eventually"' -+ * ID|ParticleSettings.render_adaptive -> use_render_adaptive: boolean '"Use adapative rendering for paths"' -+ * ID|ParticleSettings.render_strand -> use_strand_primitive: boolean '"Use the strand primitive for rendering"' -+ * ID|ParticleSettings.rotation_dynamic -> use_dynamic_rotation: boolean '"Sets rotation to dynamic/constant"' -+ * ID|ParticleSettings.self_effect -> use_self_effect: boolean '"Particle effectors effect themselves"' -+ * ID|ParticleSettings.show_size -> show_size: boolean '"Show particle size"' -+ * ID|ParticleSettings.size_deflect -> use_size_deflect: boolean '"Use particle\'s size in deflection"' -+ * ID|ParticleSettings.sizemass -> use_multiply_size_mass: boolean '"Multiply mass by particle size"' -+ * ID|ParticleSettings.symmetric_branching -> use_symmetric_branching: boolean '"Start and end points are the same"' -+ * ID|ParticleSettings.trand -> use_emit_random: boolean '"Emit in random order of elements"' -+ * ID|ParticleSettings.unborn -> use_unborn: boolean '"Show particles before they are emitted"' -+ * ID|ParticleSettings.use_global_dupli -> use_global_dupli: boolean '"Use object\'s global coordinates for duplication"' -+ * ID|ParticleSettings.use_group_count -> use_group_count: boolean '"Use object multiple times in the same group"' -+ * ID|ParticleSettings.velocity -> show_velocity: boolean '"Show particle velocity"' -+ * ID|ParticleSettings.velocity_length -> use_velocity_length: boolean '"Multiply line length by particle speed"' -+ * ID|ParticleSettings.viewport -> use_simplify_viewport: boolean '"NO DESCRIPTION"' -+ * ID|ParticleSettings.whole_group -> use_whole_group: boolean '"Use whole group at once"' -+ * ID|Scene.frame_drop -> use_frame_drop: boolean '"Play back dropping frames if frame display is too slow"' -+ * ID|Scene.layers -> layers: boolean '"Layers visible when rendering the scene"' -+NEGATE * ID|Scene.mute_audio -> use_audio: boolean '"Play back of audio from Sequence Editor will be muted"' -+ * ID|Scene.scrub_audio -> use_audio_scrub: boolean '"Play audio from Sequence Editor while scrubbing"' -+ * ID|Scene.sync_audio -> use_audio_sync: boolean '"Play back and sync with audio clock, dropping frames if frame display is too slow"' -+ * ID|Scene.use_gravity -> use_gravity: boolean '"Use global gravity for all dynamics"' -+ * ID|Scene.use_nodes -> use_nodes: boolean '"Enable the compositing node tree"' -+ * ID|Scene.use_preview_range -> use_preview_range: boolean '"Use an alternative start/end frame for UI playback, rather than the scene start/end frame"' -+ * ID|Sound.caching -> use_ram_cache: boolean '"The sound file is decoded and loaded into RAM"' -+ * ID|Text.tabs_as_spaces -> use_tabs_as_spaces: boolean '"Automatically converts all new tabs into spaces"' -+ * ID|Text.use_module -> use_module: boolean '"Register this text as a module on loading, Text name must end with \'.py\\\\\\"\'' -+ * ID|Texture.use_color_ramp -> use_color_ramp: boolean '"Toggle color ramp operations"' -+ * ID|Texture.use_nodes -> use_nodes: boolean '"Make this a node-based texture"' -+ * ID|Texture.use_preview_alpha -> use_preview_alpha: boolean '"Show Alpha in Preview Render"' -+ * ID|Texture|EnvironmentMapTexture.filter_size_minimum -> use_filter_size_min: boolean '"Use Filter Size as a minimal filter value in pixels"' -+ * ID|Texture|EnvironmentMapTexture.mipmap -> use_mipmap: boolean '"Uses auto-generated MIP maps for the image"' -+ * ID|Texture|EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss: boolean '"Uses Gauss filter to sample down MIP maps"' -+ * ID|Texture|ImageTexture.calculate_alpha -> use_calculate_alpha: boolean '"Calculates an alpha channel based on RGB values in the image"' -+ * ID|Texture|ImageTexture.checker_even -> use_checker_even: boolean '"Sets even checker tiles"' -+ * ID|Texture|ImageTexture.checker_odd -> use_checker_odd: boolean '"Sets odd checker tiles"' -+ * ID|Texture|ImageTexture.filter_size_minimum -> use_filter_size_min: boolean '"Use Filter Size as a minimal filter value in pixels"' -+ * ID|Texture|ImageTexture.flip_axis -> use_flip_axis: boolean '"Flips the texture\'s X and Y axis"' -+ * ID|Texture|ImageTexture.interpolation -> use_interpolation: boolean '"Interpolates pixels using Area filter"' -+ * ID|Texture|ImageTexture.invert_alpha -> invert_alpha: boolean '"Inverts all the alpha values in the image"' -+ * ID|Texture|ImageTexture.mipmap -> use_mipmap: boolean '"Uses auto-generated MIP maps for the image"' -+ * ID|Texture|ImageTexture.mipmap_gauss -> use_mipmap_gauss: boolean '"Uses Gauss filter to sample down MIP maps"' -+ * ID|Texture|ImageTexture.mirror_x -> use_mirror_x: boolean '"Mirrors the image repetition on the X direction"' -+ * ID|Texture|ImageTexture.mirror_y -> use_mirror_y: boolean '"Mirrors the image repetition on the Y direction"' -+ * ID|Texture|ImageTexture.normal_map -> use_normal_map: boolean '"Uses image RGB values for normal mapping"' -+ * ID|Texture|ImageTexture.use_alpha -> use_alpha: boolean '"Uses the alpha channel information in the image"' -+ * ID|World.blend_sky -> use_sky_blend: boolean '"Render background with natural progression from horizon to zenith"' -+ * ID|World.paper_sky -> use_sky_paper: boolean '"Flatten blend or texture coordinates"' -+ * ID|World.real_sky -> use_sky_real: boolean '"Render background with a real horizon, relative to the camera angle"' -+ * IKParam|Itasc.auto_step -> use_auto_step: boolean '"Automatically determine the optimal number of steps for best performance/accuracy trade off"' -+ * ImageUser.auto_refresh -> use_auto_refresh: boolean '"Always refresh image on frame changes"' -+ * ImageUser.cyclic -> use_cyclic: boolean '"Cycle the images in the movie"' -+ * KeyMap.children_expanded -> show_expanded_children: boolean '"Children expanded in the user interface"' -+ * KeyMap.items_expanded -> show_expanded_items: boolean '"Expanded in the user interface"' -+ * KeyMap.user_defined -> is_user_defined: boolean '"Keymap is defined by the user"' -TODO MOVE TO COLLECTION * KeyMapItem.active -> active: boolean '"Activate or deactivate item"' -+ * KeyMapItem.alt -> pressed_alt: boolean '"Alt key pressed"' -+ * KeyMapItem.any -> pressed_any: boolean '"Any modifier keys pressed"' -+ * KeyMapItem.ctrl -> pressed_ctrl: boolean '"Control key pressed"' -+ * KeyMapItem.expanded -> show_expanded: boolean '"Show key map event and property details in the user interface"' -+ * KeyMapItem.oskey -> pressed_oskey: boolean '"Operating system key pressed"' -+ * KeyMapItem.shift -> pressed_shift: boolean '"Shift key pressed"' -+ * 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"' -+ * KeyingSet.absolute -> use_path_absolute: boolean '"Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)"' -+ * KeyingSet.insertkey_needed -> use_insertkey_needed: boolean '"Only insert keyframes where they\'re needed in the relevant F-Curves"' -+ * KeyingSet.insertkey_visual -> use_insertkey_visual: boolean '"Insert keyframes based on \'visual transforms\\\\\\"\'' -+ * KeyingSet.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean '"Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis"' -+ * KeyingSetInfo.insertkey_needed -> use_insertkey_needed: boolean '"Only insert keyframes where they\'re needed in the relevant F-Curves"' -+ * KeyingSetInfo.insertkey_visual -> use_insertkey_visual: boolean '"Insert keyframes based on \'visual transforms\\\\\\"\'' -+ * KeyingSetInfo.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean '"Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis"' -+ * KeyingSetPath.entire_array -> use_entire_array: boolean '"When an \'array/vector\' type is chosen (Location, Rotation, Color, etc.), entire array is to be used"' -+ * KeyingSetPath.insertkey_needed -> use_insertkey_needed: boolean '"Only insert keyframes where they\'re needed in the relevant F-Curves"' -+ * KeyingSetPath.insertkey_visual -> use_insertkey_visual: boolean '"Insert keyframes based on \'visual transforms\\\\\\"\'' -+ * KeyingSetPath.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean '"Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis"' -+ * LampSkySettings.use_atmosphere -> use_atmosphere: boolean '"Apply sun effect on atmosphere"' -+ * LampSkySettings.use_sky -> use_sky: boolean '"Apply sun effect on sky"' -+ * Main.debug -> show_debug: boolean '"Print debugging information in console"' -+ * MaterialHalo.flare_mode -> use_flare_mode: boolean '"Renders halo as a lensflare"' -+ * MaterialHalo.lines -> use_lines: boolean '"Renders star shaped lines over halo"' -+ * MaterialHalo.ring -> use_ring: boolean '"Renders rings over halo"' -+ * MaterialHalo.shaded -> use_shading: boolean '"Lets halo receive light and shadows from external objects"' -+ * MaterialHalo.soft -> use_soft: boolean '"Softens the edges of halos at intersections with other geometry"' -+ * MaterialHalo.star -> use_star: boolean '"Renders halo as a star"' -+ * MaterialHalo.texture -> use_texture: boolean '"Gives halo a texture"' -+ * MaterialHalo.vertex_normal -> use_vertex_normal: boolean '"Uses the vertex normal to specify the dimension of the halo"' -+ * MaterialHalo.xalpha -> use_extreme_alpha: boolean '"Uses extreme alpha"' -+ * MaterialPhysics.align_to_normal -> use_normal_align: boolean '"Align dynamic game objects along the surface normal, when inside the physics distance area"' -+ * MaterialRaytraceMirror.enabled -> use: boolean '"Enable raytraced reflections"' -+ * MaterialStrand.blender_units -> use_blender_units: boolean '"Use Blender units for widths instead of pixels"' -+ * MaterialStrand.surface_diffuse -> use_surface_diffuse: boolean '"Make diffuse shading more similar to shading the surface"' -+ * MaterialStrand.tangent_shading -> use_tangent_shading: boolean '"Uses direction of strands as normal for tangent-shading"' -+ * MaterialSubsurfaceScattering.enabled -> use: boolean '"Enable diffuse subsurface scatting effects in a material"' -+ * 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"' -+ * 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"' -+ * MeshEdge.hide -> hide: boolean '"NO DESCRIPTION"' -+ * 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"' -+ * MeshFace.hide -> hide: boolean '"NO DESCRIPTION"' -+ * MeshFace.select -> select: boolean '"NO DESCRIPTION"' -+ * MeshFace.smooth -> use_smooth: boolean '"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.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.twoside -> use_twoside: boolean '"Render face two-sided"' -+ * MeshTextureFace.uv_pinned -> pin_uv: boolean '"NO DESCRIPTION"' -+ * 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"' -+ * MeshVertex.hide -> hide: boolean '"NO DESCRIPTION"' -+ * MeshVertex.select -> select: boolean '"NO DESCRIPTION"' -+ * MetaElement.hide -> hide: boolean '"Hide element"' -+ * MetaElement.negative -> use_negative: boolean '"Set metaball as negative one"' -+ * Modifier.editmode -> show_in_editmode: boolean '"Use modifier while in the edit mode"' -+ * Modifier.expanded -> show_expanded: boolean '"Set modifier expanded in the user interface"' -+ * Modifier.on_cage -> show_on_cage: boolean '"Enable direct editing of modifier control cage"' -+ * Modifier.realtime -> show_viewport: boolean '"Realtime display of a modifier"' -+ * Modifier.render -> use_render: boolean '"Use modifier during rendering"' -+ * Modifier|ArmatureModifier.invert -> invert_vertex_group: boolean '"Invert vertex group influence"' -+ * Modifier|ArmatureModifier.multi_modifier -> use_multi_modifier: boolean '"Use same input as previous modifier, and mix results using overall vgroup"' -+ * Modifier|ArmatureModifier.quaternion -> use_deform_preserve_volume: boolean '"Deform rotation interpolation with quaternions"' -+ * Modifier|ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean '"NO DESCRIPTION"' -+ * Modifier|ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean '"NO DESCRIPTION"' -+ * Modifier|ArrayModifier.add_offset_object -> use_object_offset: boolean '"Add another object\'s transformation to the total offset"' -+ * Modifier|ArrayModifier.constant_offset -> use_constant_offset: boolean '"Add a constant offset"' -+ * Modifier|ArrayModifier.merge_adjacent_vertices -> use_merge_verts: boolean '"Merge vertices in adjacent duplicates"' -+ * Modifier|ArrayModifier.merge_end_vertices -> use_merge_vertices_cap: boolean '"Merge vertices in first and last duplicates"' -+ * Modifier|ArrayModifier.relative_offset -> use_relative_offset: boolean '"Add an offset relative to the object\'s bounding box"' -+ * Modifier|BevelModifier.only_vertices -> use_only_verts: boolean '"Bevel verts/corners, not edges"' -+ * Modifier|BuildModifier.randomize -> use_random_order: boolean '"Randomize the faces or edges during build"' -+ * Modifier|CastModifier.from_radius -> use_radius_as_size: boolean '"Use radius as size of projection shape (0 = auto)"' -+ * Modifier|CastModifier.use_transform -> use_transform: boolean '"Use object transform to control projection shape"' -+ * Modifier|CastModifier.x -> use_x: boolean '"NO DESCRIPTION"' -+ * Modifier|CastModifier.y -> use_y: boolean '"NO DESCRIPTION"' -+ * Modifier|CastModifier.z -> use_z: boolean '"NO DESCRIPTION"' -+ * Modifier|EdgeSplitModifier.use_edge_angle -> use_edge_angle: boolean '"Split edges with high angle between faces"' -+ * Modifier|EdgeSplitModifier.use_sharp -> use_edge_sharp: boolean '"Split edges that are marked as sharp"' -+ * Modifier|ExplodeModifier.alive -> show_alive: boolean '"Show mesh when particles are alive"' -+ * Modifier|ExplodeModifier.dead -> show_dead: boolean '"Show mesh when particles are dead"' -+ * Modifier|ExplodeModifier.size -> use_size: boolean '"Use particle size for the shrapnel"' -+ * Modifier|ExplodeModifier.split_edges -> use_edge_split: boolean '"Split face edges for nicer shrapnel"' -+ * Modifier|ExplodeModifier.unborn -> show_unborn: boolean '"Show mesh when particles are unborn"' -+ * Modifier|MaskModifier.invert -> invert_vertex_group: boolean '"Use vertices that are not part of region defined"' -+ * Modifier|MeshDeformModifier.dynamic -> use_dynamic_bind: boolean '"Recompute binding dynamically on top of other deformers (slower and more memory consuming.)"' -+ * Modifier|MeshDeformModifier.invert -> invert_vertex_group: boolean '"Invert vertex group influence"' -+ * Modifier|MirrorModifier.clip -> use_clip: boolean '"Prevents vertices from going through the mirror during transform"' -+ * Modifier|MirrorModifier.mirror_u -> use_mirror_u: boolean '"Mirror the U texture coordinate around the 0.5 point"' -+ * Modifier|MirrorModifier.mirror_v -> use_mirror_v: boolean '"Mirror the V texture coordinate around the 0.5 point"' -+ * Modifier|MirrorModifier.mirror_vertex_groups -> use_mirror_vertex_groups: boolean '"Mirror vertex groups (e.g. .R->.L)"' -+ * Modifier|MirrorModifier.x -> use_x: boolean '"Enable X axis mirror"' -+ * Modifier|MirrorModifier.y -> use_y: boolean '"Enable Y axis mirror"' -+ * Modifier|MirrorModifier.z -> use_z: boolean '"Enable Z axis mirror"' -+ * Modifier|MultiresModifier.optimal_display -> show_only_control_edges: boolean '"Skip drawing/rendering of interior subdivided edges"' -+ * Modifier|ParticleInstanceModifier.alive -> use_alive: boolean '"Show instances when particles are alive"' -+ * Modifier|ParticleInstanceModifier.children -> use_children: boolean '"Create instances from child particles"' -+ * Modifier|ParticleInstanceModifier.dead -> use_dead: boolean '"Show instances when particles are dead"' -+ * Modifier|ParticleInstanceModifier.keep_shape -> use_preserve_shape: boolean '"Don\'t stretch the object"' -+ * Modifier|ParticleInstanceModifier.normal -> use_normal: boolean '"Create instances from normal particles"' -+ * Modifier|ParticleInstanceModifier.size -> use_size: boolean '"Use particle size to scale the instances"' -+ * Modifier|ParticleInstanceModifier.unborn -> use_unborn: boolean '"Show instances when particles are unborn"' -+ * Modifier|ParticleInstanceModifier.use_path -> use_path: boolean '"Create instances along particle paths"' -+ * Modifier|ScrewModifier.use_normal_calculate -> use_normal_calculate: boolean '"Calculate the order of edges (needed for meshes, but not curves)"' -+ * Modifier|ScrewModifier.use_normal_flip -> use_normal_flip: boolean '"Flip normals of lathed faces"' -+ * Modifier|ScrewModifier.use_object_screw_offset -> use_object_screw_offset: boolean '"Use the distance between the objects to make a screw"' -+ * Modifier|ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces: boolean '"Stop vertices from projecting to a back face on the target"' -+ * Modifier|ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces: boolean '"Stop vertices from projecting to a front face on the target"' -+ * Modifier|ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface: boolean '"NO DESCRIPTION"' -+ * Modifier|ShrinkwrapModifier.negative -> use_negative_direction: boolean '"Allow vertices to move in the negative direction of axis"' -+ * Modifier|ShrinkwrapModifier.positive -> use_positive_direction: boolean '"Allow vertices to move in the positive direction of axis"' -+ * Modifier|ShrinkwrapModifier.x -> use_project_x: boolean '"NO DESCRIPTION"' -+ * Modifier|ShrinkwrapModifier.y -> use_project_y: boolean '"NO DESCRIPTION"' -+ * Modifier|ShrinkwrapModifier.z -> use_project_z: boolean '"NO DESCRIPTION"' -+ * Modifier|SimpleDeformModifier.lock_x_axis -> lock_x: boolean '"NO DESCRIPTION"' -+ * Modifier|SimpleDeformModifier.lock_y_axis -> lock_y: boolean '"NO DESCRIPTION"' -+ * Modifier|SimpleDeformModifier.relative -> use_relative: boolean '"Sets the origin of deform space to be relative to the object"' -+ * Modifier|SmoothModifier.x -> use_x: boolean '"NO DESCRIPTION"' -+ * Modifier|SmoothModifier.y -> use_y: boolean '"NO DESCRIPTION"' -+ * Modifier|SmoothModifier.z -> use_z: boolean '"NO DESCRIPTION"' -+ * Modifier|SolidifyModifier.invert -> invert_vertex_group: boolean '"Invert the vertex group influence"' -+ * Modifier|SolidifyModifier.use_even_offset -> use_even_offset: boolean '"Maintain thickness by adjusting for sharp corners (slow, disable when not needed)"' -+ * Modifier|SolidifyModifier.use_quality_normals -> use_quality_normals: boolean '"Calculate normals which result in more even thickness (slow, disable when not needed)"' -+ * Modifier|SolidifyModifier.use_rim -> use_rim: boolean '"Create edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)"' -+ * Modifier|SolidifyModifier.use_rim_material -> use_rim_material: boolean '"Use in the next material for rim faces"' -+ * Modifier|SubsurfModifier.optimal_display -> show_only_control_edges: boolean '"Skip drawing/rendering of interior subdivided edges"' -+ * Modifier|SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean '"Use subsurf to subdivide UVs"' -+ * Modifier|UVProjectModifier.override_image -> use_image_override: boolean '"Override faces\' current images with the given image"' -+ * Modifier|WaveModifier.cyclic -> use_cyclic: boolean '"Cyclic wave effect"' -+ * Modifier|WaveModifier.normals -> use_normal: boolean '"Displace along normal"' -+ * Modifier|WaveModifier.x -> use_x: boolean '"X axis motion"' -+ * Modifier|WaveModifier.x_normal -> use_normal_x: boolean '"Enable displacement along the X normal"' -+ * Modifier|WaveModifier.y -> use_y: boolean '"Y axis motion"' -+ * Modifier|WaveModifier.y_normal -> use_normal_y: boolean '"Enable displacement along the Y normal"' -+ * Modifier|WaveModifier.z_normal -> use_normal_z: boolean '"Enable displacement along the Z normal"' -+ * MotionPath.editing -> is_edited: boolean '"Path is being edited"' -+ * MotionPathVert.select -> select: boolean '"Path point is selected for editing"' -+ * 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.mute -> mute: boolean '"NLA Strip is not evaluated"' -NlaStrip.reversed -> use_reverse: boolean '"NLA Strip is played back in reverse order (only when timing is automatically determined)"' -NlaStrip.select -> select: boolean '"NLA Strip is selected"' -NlaTrack.lock -> lock: boolean '"NLA Track is locked"' -NlaTrack.mute -> mute: boolean '"NLA Track is not evaluated"' -NlaTrack.select -> select: boolean '"NLA Track is selected"' -+ * Node|CompositorNode|CompositorNodeAlphaOver.convert_premul -> use_premultiply: boolean '"NO DESCRIPTION"' -+ * Node|CompositorNode|CompositorNodeBlur.bokeh -> use_bokeh: boolean '"NO DESCRIPTION"' -+ * Node|CompositorNode|CompositorNodeBlur.gamma -> use_gamma_correction: boolean '"NO DESCRIPTION"' -+ * Node|CompositorNode|CompositorNodeBlur.relative -> use_relative: boolean '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeColorSpill.unspill -> use_unspill: boolean '"Compensate all channels (diffenrently) by hand"' -Node|CompositorNode|CompositorNodeCrop.crop_size -> use_crop_size: boolean '"Whether to crop the size of the input image"' -Node|CompositorNode|CompositorNodeDBlur.wrap -> use_wrap: boolean '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeDefocus.gamma_correction -> use_gamma_correction: boolean '"Enable gamma correction before and after main process"' -Node|CompositorNode|CompositorNodeDefocus.preview -> use_preview: boolean '"Enable sampling mode, useful for preview when using low samplecounts"' -Node|CompositorNode|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)"' -Node|CompositorNode|CompositorNodeGlare.rotate_45 -> use_rotate_45: boolean '"Simple star filter: add 45 degree rotation offset"' -Node|CompositorNode|CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeImage.cyclic -> use_cyclic: boolean '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeInvert.alpha -> invert_alpha: boolean '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeInvert.rgb -> invert_rgb: boolean '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeLensdist.fit -> use_fit: boolean '"For positive distortion factor only: scale image such that black areas are not visible"' -Node|CompositorNode|CompositorNodeLensdist.jitter -> use_jitter: boolean '"Enable/disable jittering; faster, but also noisier"' -Node|CompositorNode|CompositorNodeLensdist.projector -> use_projector: boolean '"Enable/disable projector mode. Effect is applied in horizontal direction only"' -Node|CompositorNode|CompositorNodeMapValue.use_max -> use_max: boolean '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeMapValue.use_min -> use_min: boolean '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeMixRGB.alpha -> use_alpha: boolean '"Include alpha of second input in this operation"' -Node|CompositorNode|CompositorNodeOutputFile.exr_half -> use_exr_half: boolean '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeVecBlur.curved -> use_curved: boolean '"Interpolate between frames in a bezier curve, rather than linearly"' -Node|ShaderNode|ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean '"Material Node outputs Diffuse"' -Node|ShaderNode|ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean '"Material Node uses inverted normal"' -Node|ShaderNode|ShaderNodeExtendedMaterial.specular -> use_specular: boolean '"Material Node outputs Specular"' -Node|ShaderNode|ShaderNodeMapping.clamp_maximum -> use_max: boolean '"Clamp the output coordinate to a maximum value"' -Node|ShaderNode|ShaderNodeMapping.clamp_minimum -> use_min: boolean '"Clamp the output coordinate to a minimum value"' -Node|ShaderNode|ShaderNodeMaterial.diffuse -> use_diffuse: boolean '"Material Node outputs Diffuse"' -Node|ShaderNode|ShaderNodeMaterial.invert_normal -> invert_normal: boolean '"Material Node uses inverted normal"' -Node|ShaderNode|ShaderNodeMaterial.specular -> use_specular: boolean '"Material Node outputs Specular"' -Node|ShaderNode|ShaderNodeMixRGB.alpha -> use_alpha: boolean '"Include alpha of second input in this operation"' -Node|TextureNode|TextureNodeMixRGB.alpha -> use_alpha: boolean '"Include alpha of second input in this operation"' -ObjectBase.layers -> layers: boolean '"Layers the object base is on"' -ObjectBase.select -> select: boolean '"Object base selection state"' -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"' -Paint|ImagePaint.invert_stencil -> invert_stencil: boolean '"Invert the stencil layer"' -Paint|ImagePaint.show_brush -> show_brush: boolean '"Enables brush shape while not drawing"' -Paint|ImagePaint.show_brush_draw -> show_brush_draw: boolean '"Enables brush shape while drawing"' -Paint|ImagePaint.use_backface_cull -> use_backface_culling: boolean '"Ignore faces pointing away from the view (faster)"' -Paint|ImagePaint.use_clone_layer -> use_clone_layer: boolean '"Use another UV layer as clone source, otherwise use 3D the cursor as the source"' -Paint|ImagePaint.use_normal_falloff -> use_normal_falloff: boolean '"Paint most on faces pointing towards the view"' -Paint|ImagePaint.use_occlude -> use_occlude: boolean '"Only paint onto the faces directly under the brush (slower)"' -Paint|ImagePaint.use_projection -> use_projection: boolean '"Use projection painting for improved consistency in the brush strokes"' -Paint|ImagePaint.use_stencil_layer -> use_stencil_layer: boolean '"Set the mask layer from the UV layer buttons"' -Paint|Sculpt.lock_x -> lock_x: boolean '"Disallow changes to the X axis of vertices"' -Paint|Sculpt.lock_y -> lock_y: boolean '"Disallow changes to the Y axis of vertices"' -Paint|Sculpt.lock_z -> lock_z: boolean '"Disallow changes to the Z axis of vertices"' -Paint|Sculpt.symmetry_x -> use_symmetry_x: boolean '"Mirror brush across the X axis"' -Paint|Sculpt.symmetry_y -> use_symmetry_y: boolean '"Mirror brush across the Y axis"' -Paint|Sculpt.symmetry_z -> use_symmetry_z: boolean '"Mirror brush across the Z axis"' -Paint|Sculpt.use_openmp -> use_openmp: boolean '"Take advantage of multiple CPU cores to improve sculpting performance"' -Paint|Sculpt.use_symmetry_feather -> use_symmetry_feather: boolean '"Reduce the strength of the brush where it overlaps symmetrical daubs"' -Paint|VertexPaint.all_faces -> use_all_faces: boolean '"Paint on all faces inside brush"' -Paint|VertexPaint.normals -> use_normal: boolean '"Applies the vertex normal before painting"' -Paint|VertexPaint.spray -> use_spray: boolean '"Keep applying paint effect while holding mouse"' -Panel.bl_default_closed -> bl_use_closed: boolean '"NO DESCRIPTION"' -Panel.bl_show_header -> bl_show_header: boolean '"NO DESCRIPTION"' -ParticleBrush.use_puff_volume -> use_puff_volume: boolean '"Apply puff to unselected end-points, (helps maintain hair volume when puffing root)"' -ParticleEdit.add_interpolate -> use_add_interpolate: boolean '"Interpolate new particles from the existing ones"' -ParticleEdit.auto_velocity -> use_auto_velocity: boolean '"Calculate point velocities automatically"' -ParticleEdit.draw_particles -> show_particles: boolean '"Draw actual particles"' -ParticleEdit.emitter_deflect -> use_emitter_deflect: boolean '"Keep paths from intersecting the emitter"' -ParticleEdit.fade_time -> use_fade_time: boolean '"Fade paths and keys further away from current frame"' -ParticleEdit.keep_lengths -> use_preserve_lengths: boolean '"Keep path lengths constant"' -ParticleEdit.keep_root -> use_preserve_root: boolean '"Keep root keys unmodified"' -ParticleSystem.hair_dynamics -> use_hair_dynamics: boolean '"Enable hair dynamics using cloth simulation"' -ParticleSystem.keyed_timing -> use_keyed_timing: boolean '"Use key times"' -ParticleSystem.vertex_group_clump_negate -> invert_vertex_group_clump: boolean '"Negate the effect of the clump vertex group"' -ParticleSystem.vertex_group_density_negate -> invert_vertex_group_density: boolean '"Negate the effect of the density vertex group"' -ParticleSystem.vertex_group_field_negate -> invert_vertex_group_field: boolean '"Negate the effect of the field vertex group"' -ParticleSystem.vertex_group_kink_negate -> invert_vertex_group_kink: boolean '"Negate the effect of the kink vertex group"' -ParticleSystem.vertex_group_length_negate -> invert_vertex_group_length: boolean '"Negate the effect of the length vertex group"' -ParticleSystem.vertex_group_rotation_negate -> invert_vertex_group_rotation: boolean '"Negate the effect of the rotation vertex group"' -ParticleSystem.vertex_group_roughness1_negate -> invert_vertex_group_roughness1: boolean '"Negate the effect of the roughness 1 vertex group"' -ParticleSystem.vertex_group_roughness2_negate -> invert_vertex_group_roughness_2: boolean '"Negate the effect of the roughness 2 vertex group"' -ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughness_end: boolean '"Negate the effect of the roughness end vertex group"' -ParticleSystem.vertex_group_size_negate -> invert_vertex_group_size: boolean '"Negate the effect of the size vertex group"' -ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent: boolean '"Negate the effect of the tangent vertex group"' -ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity: boolean '"Negate the effect of the velocity vertex group"' -ParticleTarget.valid -> is_valid: boolean '"Keyed particles target is valid"' -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.quick_cache -> use_quick_cache: boolean '"Update simulation with cache steps"' -PointCache.use_library_path -> use_library_path: boolean '"Use this files path when library linked into another file."' -PointDensity.turbulence -> use_turbulence: boolean '"Add directed noise to the density at render-time"' -NEGATE * PoseBone.ik_dof_x -> lock_ik_x: boolean '"Allow movement around the X axis"' -NEGATE * PoseBone.ik_dof_y -> lock_ik_y: boolean '"Allow movement around the Y axis"' -NEGATE * PoseBone.ik_dof_z -> lock_ik_z: boolean '"Allow movement around the Z axis"' -PoseBone.ik_limit_x -> lock_ik_x: boolean '"Limit movement around the X axis"' -PoseBone.ik_limit_y -> lock_ik_y: boolean '"Limit movement around the Y axis"' -PoseBone.ik_limit_z -> lock_ik_z: boolean '"Limit movement around the Z axis"' -PoseBone.ik_lin_control -> use_ik_lin_control: boolean '"Apply channel size as IK constraint if stretching is enabled"' -PoseBone.ik_rot_control -> use_ik_rot_control: boolean '"Apply channel rotation as IK constraint"' -PoseBone.lock_location -> lock_location: boolean '"Lock editing of location in the interface"' -PoseBone.lock_rotation -> lock_rotation: boolean '"Lock editing of rotation in the interface"' -PoseBone.lock_rotation_w -> lock_rotation_w: boolean '"Lock editing of \'angle\' component of four-component rotations in the interface"' -PoseBone.lock_rotations_4d -> lock_rotations_4d: boolean '"Lock editing of four component rotations by components (instead of as Eulers)"' -PoseBone.lock_scale -> lock_scale: boolean '"Lock editing of scale in the interface"' -PoseBone.select -> select: boolean '"NO DESCRIPTION"' -RegionView3D.box_clip -> use_box_clip: boolean '"Clip objects based on what\'s visible in other side views"' -RegionView3D.box_preview -> show_synced_view: boolean '"Sync view position between side views"' -RegionView3D.lock_rotation -> lock_rotation: boolean '"Lock view rotation in side views"' -RenderEngine.bl_postprocess -> bl_use_postprocess: boolean '"NO DESCRIPTION"' -RenderEngine.bl_preview -> bl_use_preview: boolean '"NO DESCRIPTION"' -RenderSettings.backbuf -> use_backbuf: boolean '"Render backbuffer image"' -RenderSettings.bake_active -> use_bake_active_to_selected: boolean '"Bake shading on the surface of selected objects to the active object"' -RenderSettings.bake_clear -> use_bake_clear: boolean '"Clear Images before baking"' -RenderSettings.bake_enable_aa -> use_bake_antialiasing: boolean '"Enables Anti-aliasing"' -RenderSettings.bake_normalized -> use_bake_normalized: boolean '"With displacement normalize to the distance, with ambient occlusion normalize without using material settings"' -RenderSettings.cineon_log -> use_cineon_log: boolean '"Convert to logarithmic color space"' -RenderSettings.color_management -> use_color_management: boolean '"Use color profiles and gamma corrected imaging pipeline"' -RenderSettings.crop_to_border -> use_crop_to_border: boolean '"Crop the rendered frame to the defined border size"' -RenderSettings.edge -> use_edge_enhance: boolean '"use_Create a toon outline around the edges of geometry"' -RenderSettings.fields -> use_fields: boolean '"Render image to two fields per frame, for interlaced TV output"' -RenderSettings.fields_still -> use_fields_still: boolean '"Disable the time difference between fields"' -RenderSettings.free_image_textures -> use_free_image_textures: boolean '"Free all image texture from memory after render, to save memory before compositing"' -RenderSettings.free_unused_nodes -> use_free_unused_nodes: boolean '"Free Nodes that are not used while compositing, to save memory"' -RenderSettings.full_sample -> use_full_sample: boolean '"Save for every anti-aliasing sample the entire RenderLayer results. This solves anti-aliasing issues with compositing"' -RenderSettings.motion_blur -> use_motion_blur: boolean '"Use multi-sampled 3D scene motion blur"' -RenderSettings.render_antialiasing -> use_antialiasing: boolean '"Render and combine multiple samples per pixel to prevent jagged edges"' -RenderSettings.render_stamp -> use_stamp: boolean '"Render the stamp info text in the rendered image"' -RenderSettings.save_buffers -> use_save_buffers: boolean '"Save tiles for all RenderLayers and SceneNodes to files in the temp directory (saves memory, required for Full Sample)"' -RenderSettings.simplify_triangulate -> use_simplify_triangulate: boolean '"Disables non-planer quads being triangulated"' -RenderSettings.single_layer -> use_single_layer: boolean '"Only render the active layer"' -RenderSettings.stamp_camera -> use_stamp_camera: boolean '"Include the name of the active camera in image metadata"' -RenderSettings.stamp_date -> use_stamp_date: boolean '"Include the current date in image metadata"' -RenderSettings.stamp_filename -> use_stamp_filename: boolean '"Include the filename of the .blend file in image metadata"' -RenderSettings.stamp_frame -> use_stamp_frame: boolean '"Include the frame number in image metadata"' -RenderSettings.stamp_marker -> use_stamp_marker: boolean '"Include the name of the last marker in image metadata"' -RenderSettings.stamp_note -> use_stamp_note: boolean '"Include a custom note in image metadata"' -RenderSettings.stamp_render_time -> use_stamp_render_time: boolean '"Include the render time in the stamp image"' -RenderSettings.stamp_scene -> use_stamp_scene: boolean '"Include the name of the active scene in image metadata"' -RenderSettings.stamp_sequencer_strip -> use_stamp_sequencer_strip: boolean '"Include the name of the foreground sequence strip in image metadata"' -RenderSettings.stamp_time -> use_stamp_time: boolean '"Include the render frame as HH:MM:SS.FF in image metadata"' -RenderSettings.tiff_bit -> use_tiff_16bit: boolean '"Save TIFF with 16 bits per channel"' -RenderSettings.use_border -> use_border: boolean '"Render a user-defined border region, within the frame size. Note, this disables save_buffers and full_sample"' -RenderSettings.use_compositing -> use_compositing: boolean '"Process the render result through the compositing pipeline, if compositing nodes are enabled"' -RenderSettings.use_envmaps -> use_envmaps: boolean '"Calculate environment maps while rendering"' -RenderSettings.use_file_extension -> use_file_extension: boolean '"Add the file format extensions to the rendered file name (eg: filename + .jpg)"' -RenderSettings.use_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"' -SceneGameData.activity_culling -> use_activity_culling: boolean '"Activity culling is enabled"' -SceneGameData.auto_start -> use_auto_start: boolean '"Automatically start game at load time"' -SceneGameData.fullscreen -> show_fullscreen: boolean '"Starts player in a new fullscreen display"' -SceneGameData.glsl_extra_textures -> use_glsl_extra_textures: boolean '"Use extra textures like normal or specular maps for GLSL rendering"' -SceneGameData.glsl_lights -> use_glsl_lights: boolean '"Use lights for GLSL rendering"' -SceneGameData.glsl_nodes -> use_glsl_nodes: boolean '"Use nodes for GLSL rendering"' -SceneGameData.glsl_ramps -> use_glsl_ramps: boolean '"Use ramps for GLSL rendering"' -SceneGameData.glsl_shaders -> use_glsl_shaders: boolean '"Use shaders for GLSL rendering"' -SceneGameData.glsl_shadows -> use_glsl_shadows: boolean '"Use shadows for GLSL rendering"' -SceneGameData.show_debug_properties -> show_debug_properties: boolean '"Show properties marked for debugging while the game runs"' -SceneGameData.show_framerate_profile -> show_framerate_profile: boolean '"Show framerate and profiling information while the game runs"' -SceneGameData.show_physics_visualization -> show_physics_visualization: boolean '"Show a visualization of physics bounds and interactions"' -SceneGameData.use_animation_record -> use_animation_record: boolean '"Record animation to fcurves"' -SceneGameData.use_deprecation_warnings -> use_deprecation_warnings: boolean '"Print warnings when using deprecated features in the python API"' -SceneGameData.use_display_lists -> use_display_lists: boolean '"Use display lists to speed up rendering by keeping geometry on the GPU"' -SceneGameData.use_frame_rate -> use_frame_rate: boolean '"Respect the frame rate rather than rendering as many frames as possible"' -SceneGameData.use_occlusion_culling -> use_occlusion_culling: boolean '"Use optimized Bullet DBVT tree for view frustum and occlusion culling"' -SceneRenderLayer.all_z -> use_all_z: boolean '"Fill in Z values for solid faces in invisible layers, for masking"' -SceneRenderLayer.edge -> use_edge_enhance: boolean '"Render Edge-enhance in this Layer (only works for Solid faces)"' -SceneRenderLayer.enabled -> use: boolean '"Disable or enable the render layer"' -SceneRenderLayer.halo -> use_halo: boolean '"Render Halos in this Layer (on top of Solid)"' -SceneRenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean '"Deliver AO pass"' -SceneRenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean '"Exclude AO pass from combined"' -SceneRenderLayer.pass_color -> use_pass_color: boolean '"Deliver shade-less color pass"' -SceneRenderLayer.pass_combined -> use_pass_combined: boolean '"Deliver full combined RGBA buffer"' -SceneRenderLayer.pass_diffuse -> use_pass_diffuse: boolean '"Deliver diffuse pass"' -SceneRenderLayer.pass_emit -> use_pass_emit: boolean '"Deliver emission pass"' -SceneRenderLayer.pass_emit_exclude -> exclude_emit: boolean '"Exclude emission pass from combined"' -SceneRenderLayer.pass_environment -> use_pass_environment: boolean '"Deliver environment lighting pass"' -SceneRenderLayer.pass_environment_exclude -> exclude_environment: boolean '"Exclude environment pass from combined"' -SceneRenderLayer.pass_indirect -> use_pass_indirect: boolean '"Deliver indirect lighting pass"' -SceneRenderLayer.pass_indirect_exclude -> exclude_indirect: boolean '"Exclude indirect pass from combined"' -SceneRenderLayer.pass_mist -> use_pass_mist: boolean '"Deliver mist factor pass (0.0-1.0)"' -SceneRenderLayer.pass_normal -> use_pass_normal: boolean '"Deliver normal pass"' -SceneRenderLayer.pass_object_index -> use_pass_object_index: boolean '"Deliver object index pass"' -SceneRenderLayer.pass_reflection -> use_pass_reflection: boolean '"Deliver raytraced reflection pass"' -SceneRenderLayer.pass_reflection_exclude -> exclude_reflection: boolean '"Exclude raytraced reflection pass from combined"' -SceneRenderLayer.pass_refraction -> use_pass_refraction: boolean '"Deliver raytraced refraction pass"' -SceneRenderLayer.pass_refraction_exclude -> exclude_refraction: boolean '"Exclude raytraced refraction pass from combined"' -SceneRenderLayer.pass_shadow -> use_pass_shadow: boolean '"Deliver shadow pass"' -SceneRenderLayer.pass_shadow_exclude -> exclude_shadow: boolean '"Exclude shadow pass from combined"' -SceneRenderLayer.pass_specular -> use_pass_specular: boolean '"Deliver specular pass"' -SceneRenderLayer.pass_specular_exclude -> exclude_specular: boolean '"Exclude specular pass from combined"' -SceneRenderLayer.pass_uv -> use_pass_uv: boolean '"Deliver texture UV pass"' -SceneRenderLayer.pass_vector -> use_pass_vector: boolean '"Deliver speed vector pass"' -SceneRenderLayer.pass_z -> use_pass_z: boolean '"Deliver Z values pass"' -SceneRenderLayer.sky -> use_sky: boolean '"Render Sky in this Layer"' -SceneRenderLayer.solid -> use_solid: boolean '"Render Solid faces in this Layer"' -SceneRenderLayer.strand -> use_strand: boolean '"Render Strands in this Layer"' -SceneRenderLayer.visible_layers -> layers: boolean '"Scene layers included in this render layer"' -SceneRenderLayer.zmask -> use_zmask: boolean '"Only render what\'s in front of the solid z values"' -SceneRenderLayer.zmask_layers -> layers_zmask: boolean '"Zmask scene layers"' -SceneRenderLayer.zmask_negate -> invert_zmask: boolean '"For Zmask, only render what is behind solid z values instead of in front"' -SceneRenderLayer.ztransp -> use_ztransp: boolean '"Render Z-Transparent faces in this Layer (On top of Solid and Halos)"' -Scopes.use_full_resolution -> use_full_resolution: boolean '"Sample every pixel of the image"' -Sensor.expanded -> show_expanded: boolean '"Set sensor expanded in the user interface"' -Sensor.invert -> invert: boolean '"Invert the level(output) of this sensor"' -Sensor.level -> use_level: boolean '"Level detector, trigger controllers of new states (only applicable upon logic state transition)"' -Sensor.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|CollisionSensor.collision_type -> use_material: boolean '"Use material instead of property"' -+ * Sensor|CollisionSensor.pulse -> use_pulse: boolean '"Changes to the set of colliding objects generates pulse"' -Sensor|DelaySensor.repeat -> use_repeat: boolean '"Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics"' -Sensor|JoystickSensor.all_events -> use_all_events: boolean '"Triggered by all events on this joysticks current type (axis/button/hat)"' -Sensor|KeyboardSensor.all_keys -> use_all_keys: boolean '"Trigger this sensor on any keystroke"' -Sensor|RaySensor.x_ray_mode -> use_x_ray: boolean '"See through objects that don\'t have the property"' -Sequence.lock -> lock: boolean '"Lock strip so that it can\'t be transformed"' -Sequence.mute -> mute: boolean '"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.use_effect_default_fade -> use_default_fade: boolean '"Fade effect using the built-in default (usually make transition as long as effect strip)"' -SequenceColorBalance.inverse_gain -> invert_gain: boolean '"NO DESCRIPTION"' -SequenceColorBalance.inverse_gamma -> invert_gamma: boolean '"NO DESCRIPTION"' -SequenceColorBalance.inverse_lift -> invert_lift: boolean '"NO DESCRIPTION"' -SequenceEditor.overlay_lock -> overlay_lock: boolean '"NO DESCRIPTION"' -SequenceEditor.show_overlay -> show_overlay: boolean '"Partial overlay ontop of the sequencer"' -Sequence|EffectSequence.convert_float -> use_float: boolean '"Convert input to float data"' -Sequence|EffectSequence.de_interlace -> use_deinterlace: boolean '"For video movies to remove fields"' -Sequence|EffectSequence.flip_x -> use_flip_x: boolean '"Flip on the X axis"' -Sequence|EffectSequence.flip_y -> use_flip_y: boolean '"Flip on the Y axis"' -Sequence|EffectSequence.premultiply -> use_premultiply: boolean '"Convert RGB from key alpha to premultiplied alpha"' -Sequence|EffectSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean '"Use a custom directory to store data"' -Sequence|EffectSequence.proxy_custom_file -> use_proxy_custom_file: boolean '"Use a custom file to read proxy data from"' -Sequence|EffectSequence.reverse_frames -> use_reverse_frames: boolean '"Reverse frame order"' -Sequence|EffectSequence.use_color_balance -> use_color_balance: boolean '"(3-Way color correction) on input"' -Sequence|EffectSequence.use_crop -> use_crop: boolean '"Crop image before processing"' -Sequence|EffectSequence.use_proxy -> use_proxy: boolean '"Use a preview proxy for this strip"' -Sequence|EffectSequence.use_translation -> use_translation: boolean '"Translate image before processing"' -Sequence|EffectSequence|GlowSequence.only_boost -> use_only_boost: boolean '"Show the glow buffer only"' -Sequence|EffectSequence|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"' -Sequence|EffectSequence|SpeedControlSequence.curve_velocity -> use_curve_velocity: boolean '"Interpret the F-Curve value as a velocity instead of a frame number"' -Sequence|EffectSequence|SpeedControlSequence.frame_blending -> use_frame_blend: boolean '"Blend two frames into the target for a smoother result"' -Sequence|EffectSequence|TransformSequence.uniform_scale -> use_uniform_scale: boolean '"Scale uniformly, preserving aspect ratio"' -Sequence|ImageSequence.convert_float -> use_float: boolean '"Convert input to float data"' -Sequence|ImageSequence.de_interlace -> use_deinterlace: boolean '"For video movies to remove fields"' -Sequence|ImageSequence.flip_x -> use_flip_x: boolean '"Flip on the X axis"' -Sequence|ImageSequence.flip_y -> use_flip_y: boolean '"Flip on the Y axis"' -Sequence|ImageSequence.premultiply -> use_premultiply: boolean '"Convert RGB from key alpha to premultiplied alpha"' -Sequence|ImageSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean '"Use a custom directory to store data"' -Sequence|ImageSequence.proxy_custom_file -> use_proxy_custom_file: boolean '"Use a custom file to read proxy data from"' -Sequence|ImageSequence.reverse_frames -> use_reverse_frames: boolean '"Reverse frame order"' -Sequence|ImageSequence.use_color_balance -> use_color_balance: boolean '"(3-Way color correction) on input"' -Sequence|ImageSequence.use_crop -> use_crop: boolean '"Crop image before processing"' -Sequence|ImageSequence.use_proxy -> use_proxy: boolean '"Use a preview proxy for this strip"' -Sequence|ImageSequence.use_translation -> use_translation: boolean '"Translate image before processing"' -Sequence|MetaSequence.convert_float -> use_float: boolean '"Convert input to float data"' -Sequence|MetaSequence.de_interlace -> use_deinterlace: boolean '"For video movies to remove fields"' -Sequence|MetaSequence.flip_x -> use_flip_x: boolean '"Flip on the X axis"' -Sequence|MetaSequence.flip_y -> use_flip_y: boolean '"Flip on the Y axis"' -Sequence|MetaSequence.premultiply -> use_premultiply: boolean '"Convert RGB from key alpha to premultiplied alpha"' -Sequence|MetaSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean '"Use a custom directory to store data"' -Sequence|MetaSequence.proxy_custom_file -> use_proxy_custom_file: boolean '"Use a custom file to read proxy data from"' -Sequence|MetaSequence.reverse_frames -> use_reverse_frames: boolean '"Reverse frame order"' -Sequence|MetaSequence.use_color_balance -> use_color_balance: boolean '"(3-Way color correction) on input"' -Sequence|MetaSequence.use_crop -> use_crop: boolean '"Crop image before processing"' -Sequence|MetaSequence.use_proxy -> use_proxy: boolean '"Use a preview proxy for this strip"' -Sequence|MetaSequence.use_translation -> use_translation: boolean '"Translate image before processing"' -Sequence|MovieSequence.convert_float -> use_float: boolean '"Convert input to float data"' -Sequence|MovieSequence.de_interlace -> use_deinterlace: boolean '"For video movies to remove fields"' -Sequence|MovieSequence.flip_x -> use_flip_x: boolean '"Flip on the X axis"' -Sequence|MovieSequence.flip_y -> use_flip_y: boolean '"Flip on the Y axis"' -Sequence|MovieSequence.premultiply -> use_premultiply: boolean '"Convert RGB from key alpha to premultiplied alpha"' -Sequence|MovieSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean '"Use a custom directory to store data"' -Sequence|MovieSequence.proxy_custom_file -> use_proxy_custom_file: boolean '"Use a custom file to read proxy data from"' -Sequence|MovieSequence.reverse_frames -> use_reverse_frames: boolean '"Reverse frame order"' -Sequence|MovieSequence.use_color_balance -> use_color_balance: boolean '"(3-Way color correction) on input"' -Sequence|MovieSequence.use_crop -> use_crop: boolean '"Crop image before processing"' -Sequence|MovieSequence.use_proxy -> use_proxy: boolean '"Use a preview proxy for this strip"' -Sequence|MovieSequence.use_translation -> use_translation: boolean '"Translate image before processing"' -Sequence|MulticamSequence.convert_float -> use_float: boolean '"Convert input to float data"' -Sequence|MulticamSequence.de_interlace -> use_deinterlace: boolean '"For video movies to remove fields"' -Sequence|MulticamSequence.flip_x -> use_flip_x: boolean '"Flip on the X axis"' -Sequence|MulticamSequence.flip_y -> use_flip_y: boolean '"Flip on the Y axis"' -Sequence|MulticamSequence.premultiply -> use_premultiply: boolean '"Convert RGB from key alpha to premultiplied alpha"' -Sequence|MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean '"Use a custom directory to store data"' -Sequence|MulticamSequence.proxy_custom_file -> use_proxy_custom_file: boolean '"Use a custom file to read proxy data from"' -Sequence|MulticamSequence.reverse_frames -> use_reverse_frames: boolean '"Reverse frame order"' -Sequence|MulticamSequence.use_color_balance -> use_color_balance: boolean '"(3-Way color correction) on input"' -Sequence|MulticamSequence.use_crop -> use_crop: boolean '"Crop image before processing"' -Sequence|MulticamSequence.use_proxy -> use_proxy: boolean '"Use a preview proxy for this strip"' -Sequence|MulticamSequence.use_translation -> use_translation: boolean '"Translate image before processing"' -Sequence|SceneSequence.convert_float -> use_float: boolean '"Convert input to float data"' -Sequence|SceneSequence.de_interlace -> use_deinterlace: boolean '"For video movies to remove fields"' -Sequence|SceneSequence.flip_x -> use_flip_x: boolean '"Flip on the X axis"' -Sequence|SceneSequence.flip_y -> use_flip_y: boolean '"Flip on the Y axis"' -Sequence|SceneSequence.premultiply -> use_premultiply: boolean '"Convert RGB from key alpha to premultiplied alpha"' -Sequence|SceneSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean '"Use a custom directory to store data"' -Sequence|SceneSequence.proxy_custom_file -> use_proxy_custom_file: boolean '"Use a custom file to read proxy data from"' -Sequence|SceneSequence.reverse_frames -> use_reverse_frames: boolean '"Reverse frame order"' -Sequence|SceneSequence.use_color_balance -> use_color_balance: boolean '"(3-Way color correction) on input"' -Sequence|SceneSequence.use_crop -> use_crop: boolean '"Crop image before processing"' -Sequence|SceneSequence.use_proxy -> use_proxy: boolean '"Use a preview proxy for this strip"' -Sequence|SceneSequence.use_translation -> use_translation: boolean '"Translate image before processing"' -ShapeKey.mute -> mute: boolean '"Mute this shape key"' -SmokeDomainSettings.dissolve_smoke -> use_dissolve_smoke: boolean '"Enable smoke to disappear over time"' -SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log: boolean '"Using 1/x"' -SmokeDomainSettings.highres -> use_high_resolution: boolean '"Enable high resolution (using amplification)"' -SmokeDomainSettings.smoothemitter -> smoothemitter: boolean '"Smoothens emitted smoke to avoid blockiness."' -SmokeDomainSettings.viewhighres -> show_high_resolution: boolean '"Show high resolution (using amplification)"' -SmokeFlowSettings.absolute -> absolute: boolean '"Only allows given density value in emitter area."' -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"' -SoftBodySettings.auto_step -> use_auto_step: boolean '"Use velocities for automagic step sizes"' -SoftBodySettings.diagnose -> use_diagnose: boolean '"Turn on SB diagnose console prints"' -SoftBodySettings.edge_collision -> use_edge_collision: boolean '"Edges collide too"' -SoftBodySettings.estimate_matrix -> use_estimate_matrix: boolean '"estimate matrix .. split to COM , ROT ,SCALE"' -SoftBodySettings.face_collision -> use_face_collision: boolean '"Faces collide too, SLOOOOOW warning"' -SoftBodySettings.self_collision -> use_self_collision: boolean '"Enable naive vertex ball self collision"' -SoftBodySettings.stiff_quads -> use_stiff_quads: boolean '"Adds diagonal springs on 4-gons"' -SoftBodySettings.use_edges -> use_edges: boolean '"Use Edges as springs"' -SoftBodySettings.use_goal -> use_goal: boolean '"Define forces for vertices to stick to animated position"' -SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds: boolean '"Constraint to stay within the image bounds while editing"' -SpaceUVEditor.draw_modified_edges -> show_modified_edges: boolean '"Draw edges after modifiers are applied"' -SpaceUVEditor.draw_other_objects -> show_other_objects: boolean '"Draw other selected objects that share the same image"' -SpaceUVEditor.draw_smooth_edges -> show_smooth_edges: boolean '"Draw UV edges anti-aliased"' -SpaceUVEditor.draw_stretch -> show_stretch: boolean '"Draw faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)"' -SpaceUVEditor.live_unwrap -> use_live_unwrap: boolean '"Continuously unwrap the selected UV island while transforming pinned vertices"' -SpaceUVEditor.normalized_coordinates -> show_normalized_coords: boolean '"Display UV coordinates from 0.0 to 1.0 rather than in pixels"' -SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels: boolean '"Snap UVs to pixel locations while editing"' -Space|SpaceConsole.show_report_debug -> show_report_debug: boolean '"Display debug reporting info"' -Space|SpaceConsole.show_report_error -> show_report_error: boolean '"Display error text"' -Space|SpaceConsole.show_report_info -> show_report_info: boolean '"Display general information"' -Space|SpaceConsole.show_report_operator -> show_report_operator: boolean '"Display the operator log"' -Space|SpaceConsole.show_report_warn -> show_report_warning: boolean '"Display warnings"' -Space|SpaceDopeSheetEditor.automerge_keyframes -> use_automerge_keyframes: boolean '"Automatically merge nearby keyframes"' -Space|SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates: boolean '"When transforming keyframes, changes to the animation data are flushed to other views"' -Space|SpaceDopeSheetEditor.show_cframe_indicator -> show_frame_indicator: boolean '"Show frame number beside the current frame indicator line"' -Space|SpaceDopeSheetEditor.show_sliders -> show_sliders: boolean '"Show sliders beside F-Curve channels"' -Space|SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync: boolean '"Sync Markers with keyframe edits"' -Space|SpaceGraphEditor.automerge_keyframes -> use_automerge_keyframes: boolean '"Automatically merge nearby keyframes"' -Space|SpaceGraphEditor.has_ghost_curves -> has_ghost_curves: boolean '"Graph Editor instance has some ghost curves stored"' -Space|SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles: boolean '"Only keyframes of selected F-Curves are visible and editable"' -Space|SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles: boolean '"Only show and edit handles of selected keyframes"' -Space|SpaceGraphEditor.realtime_updates -> use_realtime_updates: boolean '"When transforming keyframes, changes to the animation data are flushed to other views"' -Space|SpaceGraphEditor.show_cframe_indicator -> show_frame_indicator: boolean '"Show frame number beside the current frame indicator line"' -Space|SpaceGraphEditor.show_cursor -> show_cursor: boolean '"Show 2D cursor"' -Space|SpaceGraphEditor.show_handles -> show_handles: boolean '"Show handles of Bezier control points"' -Space|SpaceGraphEditor.show_sliders -> show_sliders: boolean '"Show sliders beside F-Curve channels"' -Space|SpaceImageEditor.draw_repeated -> show_repeated: boolean '"Draw the image repeated outside of the main view"' -Space|SpaceImageEditor.image_painting -> use_image_paint: boolean '"Enable image painting mode"' -Space|SpaceImageEditor.image_pin -> use_image_pin: boolean '"Display current image regardless of object selection"' -Space|SpaceImageEditor.update_automatically -> use_realtime_updates: boolean '"Update other affected window spaces automatically to reflect changes during interactive operations such as transform"' -Space|SpaceImageEditor.use_grease_pencil -> use_grease_pencil: boolean '"Display and edit the grease pencil freehand annotations overlay"' -Space|SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_objects: boolean '"Show actuators of active object"' -Space|SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states: boolean '"Show only actuators connected to active states"' -Space|SpaceLogicEditor.actuators_show_linked_controller -> show_actuators_linked_controller: boolean '"Show linked objects to the actuator"' -Space|SpaceLogicEditor.actuators_show_selected_objects -> show_actuators_selected_objects: boolean '"Show actuators of all selected objects"' -Space|SpaceLogicEditor.controllers_show_active_objects -> show_controllers_active_objects: boolean '"Show controllers of active object"' -Space|SpaceLogicEditor.controllers_show_linked_controller -> show_controllers_linked_controller: boolean '"Show linked objects to sensor/actuator"' -Space|SpaceLogicEditor.controllers_show_selected_objects -> show_controllers_selected_objects: boolean '"Show controllers of all selected objects"' -Space|SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_objects: boolean '"Show sensors of active object"' -Space|SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states: boolean '"Show only sensors connected to active states"' -Space|SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller: boolean '"Show linked objects to the controller"' -Space|SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects: boolean '"Show sensors of all selected objects"' -Space|SpaceNLA.realtime_updates -> use_realtime_updates: boolean '"When transforming strips, changes to the animation data are flushed to other views"' -Space|SpaceNLA.show_cframe_indicator -> show_frame_indicator: boolean '"Show frame number beside the current frame indicator line"' -Space|SpaceNLA.show_strip_curves -> show_strip_curves: boolean '"Show influence curves on strips"' -Space|SpaceNodeEditor.backdrop -> show_backdrop: boolean '"Use active Viewer Node output as backdrop for compositing nodes"' -Space|SpaceOutliner.match_case_sensitive -> use_match_case_sensitive: boolean '"Only use case sensitive matches of search string"' -Space|SpaceOutliner.match_complete -> use_match_complete: boolean '"Only use complete matches of search string"' -Space|SpaceOutliner.show_restriction_columns -> show_restriction_columns: boolean '"Show column"' -Space|SpaceProperties.brush_texture -> show_brush_texture: boolean '"Show brush textures"' -Space|SpaceProperties.use_pin_id -> use_pin_id: boolean '"Use the pinned context"' -Space|SpaceSequenceEditor.draw_frames -> show_frames: boolean '"Draw frames rather than seconds"' -Space|SpaceSequenceEditor.draw_safe_margin -> show_safe_margin: boolean '"Draw title safe margins in preview"' -Space|SpaceSequenceEditor.separate_color_preview -> show_separate_color: boolean '"Separate color channels in preview"' -Space|SpaceSequenceEditor.show_cframe_indicator -> show_frame_indicator: boolean '"Show frame number beside the current frame indicator line"' -Space|SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil: boolean '"Display and edit the grease pencil freehand annotations overlay"' -Space|SpaceSequenceEditor.use_marker_sync -> use_marker_sync: boolean '"Transform markers as well as strips"' -Space|SpaceTextEditor.find_all -> use_find_all: boolean '"Search in all text datablocks, instead of only the active one"' -Space|SpaceTextEditor.find_wrap -> use_find_wrap: boolean '"Search again from the start of the file when reaching the end"' -Space|SpaceTextEditor.live_edit -> use_live_edit: boolean '"Run python while editing"' -Space|SpaceTextEditor.overwrite -> use_overwrite: boolean '"Overwrite characters when typing rather than inserting them"' -Space|SpaceTextEditor.show_line_numbers -> show_line_numbers: boolean '"Show line numbers next to the text"' -Space|SpaceTextEditor.show_syntax_highlight -> show_syntax_highlight: boolean '"Syntax highlight for scripting"' -Space|SpaceTextEditor.show_word_wrap -> show_word_wrap: boolean '"Wrap words if there is not enough horizontal space"' -Space|SpaceTimeline.cache_cloth -> cache_cloth: boolean '"Show the active object\'s cloth point cache"' -Space|SpaceTimeline.cache_particles -> cache_particles: boolean '"Show the active object\'s particle point cache"' -Space|SpaceTimeline.cache_smoke -> cache_smoke: boolean '"Show the active object\'s smoke cache"' -Space|SpaceTimeline.cache_softbody -> cache_softbody: boolean '"Show the active object\'s softbody point cache"' -Space|SpaceTimeline.only_selected -> show_only_selected: boolean '"Show keyframes for active Object and/or its selected channels only"' -Space|SpaceTimeline.play_all_3d -> use_play_3d_editors: boolean '"NO DESCRIPTION"' -Space|SpaceTimeline.play_anim -> use_play_animation_editors: boolean '"NO DESCRIPTION"' -Space|SpaceTimeline.play_buttons -> use_play_properties_editors: boolean '"NO DESCRIPTION"' -Space|SpaceTimeline.play_image -> use_play_image_editors: boolean '"NO DESCRIPTION"' -Space|SpaceTimeline.play_nodes -> use_play_node_editors: boolean '"NO DESCRIPTION"' -Space|SpaceTimeline.play_sequencer -> use_play_sequence_editors: boolean '"NO DESCRIPTION"' -Space|SpaceTimeline.play_top_left -> use_play_top_left_3d_editor: boolean '"NO DESCRIPTION"' -Space|SpaceTimeline.show_cache -> show_cache: boolean '"Show the status of cached frames in the timeline"' -Space|SpaceTimeline.show_cframe_indicator -> show_frame_indicator: boolean '"Show frame number beside the current frame indicator line"' -Space|SpaceView3D.all_object_origins -> show_all_objects_origin: boolean '"Show the object origin center dot for all (selected and unselected) objects"' -Space|SpaceView3D.display_background_images -> show_background_images: boolean '"Display reference images behind objects in the 3D View"' -Space|SpaceView3D.display_floor -> show_floor: boolean '"Show the ground plane grid in perspective view"' -Space|SpaceView3D.display_render_override -> show_only_render: boolean '"Display only objects which will be rendered"' -Space|SpaceView3D.display_x_axis -> show_axis_x: boolean '"Show the X axis line in perspective view"' -Space|SpaceView3D.display_y_axis -> show_axis_y: boolean '"Show the Y axis line in perspective view"' -Space|SpaceView3D.display_z_axis -> show_axis_z: boolean '"Show the Z axis line in perspective view"' -Space|SpaceView3D.layers -> layers: boolean '"Layers visible in this 3D View"' -Space|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"' -Space|SpaceView3D.manipulator -> use_manipulator: boolean '"Use a 3D manipulator widget for controlling transforms"' -Space|SpaceView3D.manipulator_rotate -> use_manipulator_rotate: boolean '"Use the manipulator for rotation transformations"' -Space|SpaceView3D.manipulator_scale -> use_manipulator_scale: boolean '"Use the manipulator for scale transformations"' -Space|SpaceView3D.manipulator_translate -> use_manipulator_translate: boolean '"Use the manipulator for movement transformations"' -Space|SpaceView3D.occlude_geometry -> use_occlude_geometry: boolean '"Limit selection to visible (clipped with depth buffer)"' -Space|SpaceView3D.outline_selected -> show_outline_selected: boolean '"Show an outline highlight around selected objects in non-wireframe views"' -Space|SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean '"Manipulate object centers only"' -Space|SpaceView3D.relationship_lines -> show_relationship_lines: boolean '"Show dashed lines indicating parent or constraint relationships"' -Space|SpaceView3D.textured_solid -> show_textured_solid: boolean '"Display face-assigned textures in solid view"' -Spline.bezier_u -> use_bezier_u: boolean '"Make this nurbs curve or surface act like a bezier spline in the U direction (Order U must be 3 or 4, Cyclic U must be disabled)"' -Spline.bezier_v -> use_bezier_v: boolean '"Make this nurbs surface act like a bezier spline in the V direction (Order V must be 3 or 4, Cyclic V must be disabled)"' -Spline.cyclic_u -> use_cyclic_u: boolean '"Make this curve or surface a closed loop in the U direction"' -Spline.cyclic_v -> use_cyclic_v: boolean '"Make this surface a closed loop in the V direction"' -Spline.endpoint_u -> use_endpoint_u: boolean '"Make this nurbs curve or surface meet the endpoints in the U direction (Cyclic U must be disabled)"' -Spline.endpoint_v -> use_endpoint_v: boolean '"Make this nurbs surface meet the endpoints in the V direction (Cyclic V must be disabled)"' -Spline.hide -> hide: boolean '"Hide this curve in editmode"' -Spline.smooth -> use_smooth: boolean '"Smooth the normals of the surface or beveled curve"' -SplinePoint.hide -> hide: boolean '"Visibility status"' -SplinePoint.select -> select: boolean '"Selection status"' -TexMapping.has_maximum -> use_max: boolean '"Whether to use maximum clipping value"' -TexMapping.has_minimum -> use_min: boolean '"Whether to use minimum clipping value"' -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"' -TextureSlot.negate -> invert: boolean '"Inverts the values of the texture to reverse its effect"' -TextureSlot.rgb_to_intensity -> use_rgb_to_intensity: boolean '"Converts texture RGB values to intensity (gray) values"' -TextureSlot.stencil -> use_stencil: boolean '"Use this texture as a blending value on the next texture"' -TextureSlot|LampTextureSlot.map_color -> use_map_color: boolean '"Lets the texture affect the basic color of the lamp"' -TextureSlot|LampTextureSlot.map_shadow -> use_map_shadow: boolean '"Lets the texture affect the shadow color of the lamp"' -TextureSlot|MaterialTextureSlot.enabled -> use: boolean '"Enable this material texture slot"' -TextureSlot|MaterialTextureSlot.from_dupli -> use_from_dupli: boolean '"Dupli\'s instanced from verts, faces or particles, inherit texture coordinate from their parent"' -TextureSlot|MaterialTextureSlot.from_original -> use_from_original: boolean '"Dupli\'s derive their object coordinates from the original objects transformation"' -TextureSlot|MaterialTextureSlot.map_alpha -> use_map_alpha: boolean '"Causes the texture to affect the alpha value"' -TextureSlot|MaterialTextureSlot.map_ambient -> use_map_ambient: boolean '"Causes the texture to affect the value of ambient"' -TextureSlot|MaterialTextureSlot.map_colordiff -> use_map_colordiff: boolean '"Causes the texture to affect basic color of the material"' -TextureSlot|MaterialTextureSlot.map_coloremission -> use_map_coloremission: boolean '"Causes the texture to affect the color of emission"' -TextureSlot|MaterialTextureSlot.map_colorreflection -> use_map_colorreflection: boolean '"Causes the texture to affect the color of scattered light"' -TextureSlot|MaterialTextureSlot.map_colorspec -> use_map_colorspec: boolean '"Causes the texture to affect the specularity color"' -TextureSlot|MaterialTextureSlot.map_colortransmission -> use_map_colortransmission: boolean '"Causes the texture to affect the result color after other light has been scattered/absorbed"' -TextureSlot|MaterialTextureSlot.map_density -> use_map_density: boolean '"Causes the texture to affect the volume\'s density"' -TextureSlot|MaterialTextureSlot.map_diffuse -> use_map_diffuse: boolean '"Causes the texture to affect the value of the materials diffuse reflectivity"' -TextureSlot|MaterialTextureSlot.map_displacement -> use_map_displacement: boolean '"Let the texture displace the surface"' -TextureSlot|MaterialTextureSlot.map_emission -> use_map_emission: boolean '"Causes the texture to affect the volume\'s emission"' -TextureSlot|MaterialTextureSlot.map_emit -> use_map_emit: boolean '"Causes the texture to affect the emit value"' -TextureSlot|MaterialTextureSlot.map_hardness -> use_map_hardness: boolean '"Causes the texture to affect the hardness value"' -TextureSlot|MaterialTextureSlot.map_mirror -> use_map_mirror: boolean '"Causes the texture to affect the mirror color"' -TextureSlot|MaterialTextureSlot.map_normal -> use_map_normal: boolean '"Causes the texture to affect the rendered normal"' -TextureSlot|MaterialTextureSlot.map_raymir -> use_map_raymir: boolean '"Causes the texture to affect the ray-mirror value"' -TextureSlot|MaterialTextureSlot.map_reflection -> use_map_reflect: boolean '"Causes the texture to affect the reflected light\'s brightness"' -TextureSlot|MaterialTextureSlot.map_scattering -> use_map_scatter: boolean '"Causes the texture to affect the volume\'s scattering"' -TextureSlot|MaterialTextureSlot.map_specular -> use_map_specular: boolean '"Causes the texture to affect the value of specular reflectivity"' -TextureSlot|MaterialTextureSlot.map_translucency -> use_map_translucency: boolean '"Causes the texture to affect the translucency value"' -TextureSlot|MaterialTextureSlot.map_warp -> use_map_warp: boolean '"Let the texture warp texture coordinates of next channels"' -TextureSlot|MaterialTextureSlot.new_bump -> use_new_bump: boolean '"Use new, corrected bump mapping code (backwards compatibility option)"' -TextureSlot|WorldTextureSlot.map_blend -> use_map_blend: boolean '"Affect the color progression of the background"' -TextureSlot|WorldTextureSlot.map_horizon -> use_map_horizon: boolean '"Affect the color of the horizon"' -TextureSlot|WorldTextureSlot.map_zenith_down -> use_map_zenith_down: boolean '"Affect the color of the zenith below"' -TextureSlot|WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean '"Affect the color of the zenith above"' -ThemeBoneColorSet.colored_constraints -> show_colored_constraints: boolean '"Allow the use of colors indicating constraints/keyed status"' -ThemeWidgetColors.shaded -> show_shaded: boolean '"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.automerge_editing -> use_automerge_editing: boolean '"Automatically merge vertices moved to the same location"' -ToolSettings.bone_sketching -> use_bone_sketching: boolean '"DOC BROKEN"' -ToolSettings.etch_autoname -> use_etch_autoname: boolean '"DOC BROKEN"' -ToolSettings.etch_overdraw -> use_etch_overdraw: boolean '"DOC BROKEN"' -ToolSettings.etch_quick -> use_etch_quick: boolean '"DOC BROKEN"' -ToolSettings.mesh_selection_mode -> mesh_selection_mode: boolean '"Which mesh elements selection works on"' -ToolSettings.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_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_peel_object -> use_snap_peel_object: boolean '"Consider objects as whole when finding volume center"' -ToolSettings.snap_project -> use_snap_project: boolean '"Project vertices on the surface of other objects"' -ToolSettings.use_auto_keying -> use_keyframe_insert_auto: boolean '"Automatic keyframe insertion for Objects and Bones"' -ToolSettings.uv_local_view -> show_local_view: boolean '"Draw only faces with the currently displayed image assigned"' -ToolSettings.uv_sync_selection -> use_uv_sync_selection: boolean '"Keep UV and edit mode mesh selection in sync"' -UILayout.active -> show_active: boolean '"NO DESCRIPTION"' -UILayout.enabled -> show_enabled: boolean '"NO DESCRIPTION"' -UnitSettings.use_separate -> use_separate: boolean '"Display units in pairs"' -UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_available: boolean '"Automatic keyframe insertion in available curves"' -UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_keyingset: boolean '"Automatic keyframe insertion using active Keying Set"' -UserPreferencesEdit.drag_immediately -> use_drag_immediately: boolean '"Moving things with a mouse drag confirms when releasing the button"' -UserPreferencesEdit.duplicate_action -> use_duplicate_action: boolean '"Causes actions to be duplicated with the object"' -UserPreferencesEdit.duplicate_armature -> use_duplicate_armature: boolean '"Causes armature data to be duplicated with the object"' -UserPreferencesEdit.duplicate_curve -> use_duplicate_curve: boolean '"Causes curve data to be duplicated with the object"' -UserPreferencesEdit.duplicate_fcurve -> use_duplicate_fcurve: boolean '"Causes F-curve data to be duplicated with the object"' -UserPreferencesEdit.duplicate_lamp -> use_duplicate_lamp: boolean '"Causes lamp data to be duplicated with the object"' -UserPreferencesEdit.duplicate_material -> use_duplicate_material: boolean '"Causes material data to be duplicated with the object"' -UserPreferencesEdit.duplicate_mesh -> use_duplicate_mesh: boolean '"Causes mesh data to be duplicated with the object"' -UserPreferencesEdit.duplicate_metaball -> use_duplicate_metaball: boolean '"Causes metaball data to be duplicated with the object"' -UserPreferencesEdit.duplicate_particle -> use_duplicate_particle: boolean '"Causes particle systems to be duplicated with the object"' -UserPreferencesEdit.duplicate_surface -> use_duplicate_surface: boolean '"Causes surface data to be duplicated with the object"' -UserPreferencesEdit.duplicate_text -> use_duplicate_text: boolean '"Causes text data to be duplicated with the object"' -UserPreferencesEdit.duplicate_texture -> use_duplicate_texture: boolean '"Causes texture data to be duplicated with the object"' -UserPreferencesEdit.enter_edit_mode -> use_enter_edit_mode: boolean '"Enter Edit Mode automatically after adding a new object"' -UserPreferencesEdit.global_undo -> use_global_undo: boolean '"Global undo works by keeping a full copy of the file itself in memory, so takes extra memory"' -UserPreferencesEdit.grease_pencil_simplify_stroke -> use_grease_pencil_simplify_stroke: boolean '"Simplify the final stroke"' -UserPreferencesEdit.grease_pencil_smooth_stroke -> use_grease_pencil_smooth_stroke: boolean '"Smooth the final stroke"' -UserPreferencesEdit.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean '"Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis"' -UserPreferencesEdit.keyframe_insert_needed -> use_keyframe_insert_needed: boolean '"Keyframe insertion only when keyframe needed"' -UserPreferencesEdit.use_auto_keying -> use_auto_keying: boolean '"Automatic keyframe insertion for Objects and Bones"' -UserPreferencesEdit.use_negative_frames -> use_negative_frames: boolean '"Current frame number can be manually set to a negative value"' -UserPreferencesEdit.use_visual_keying -> use_visual_keying: boolean '"Use Visual keying automatically for constrained objects"' -UserPreferencesFilePaths.auto_save_temporary_files -> use_auto_save_temporary_files: boolean '"Automatic saving of temporary files"' -UserPreferencesFilePaths.compress_file -> use_file_compression: boolean '"Enable file compression when saving .blend files"' -UserPreferencesFilePaths.filter_file_extensions -> use_filter_files: boolean '"Display only files with extensions in the image select window"' -UserPreferencesFilePaths.hide_dot_files_datablocks -> show_hidden_files_datablocks: boolean '"Hide files/datablocks that start with a dot(.*)"' -UserPreferencesFilePaths.load_ui -> use_load_ui: boolean '"Load user interface setup when loading .blend files"' -UserPreferencesFilePaths.save_preview_images -> use_save_preview_images: boolean '"Enables automatic saving of preview images in the .blend file"' -UserPreferencesFilePaths.use_relative_paths -> use_relative_paths: boolean '"Default relative path option for the file selector"' -UserPreferencesInput.continuous_mouse -> use_continuous_mouse: boolean '"Allow moving the mouse outside the view on some manipulations (transform, ui control drag)"' -UserPreferencesInput.emulate_3_button_mouse -> use_emulate_3_button_mouse: boolean '"Emulates Middle Mouse with Alt+LeftMouse (doesn\'t work with Left Mouse Select option)"' -UserPreferencesInput.emulate_numpad -> use_emulate_numpad: boolean '"Causes the 1 to 0 keys to act as the numpad (useful for laptops)"' -UserPreferencesInput.invert_zoom_direction -> invert_mouse_wheel_zoom: boolean '"Invert the axis of mouse movement for zooming"' -UserPreferencesInput.use_middle_mouse_paste -> use_mouse_mmb_paste: boolean '"In text window, paste with middle mouse button instead of panning"' -UserPreferencesInput.wheel_invert_zoom -> wheel_invert_zoom: boolean '"Swap the Mouse Wheel zoom direction"' -UserPreferencesSystem.auto_execute_scripts -> use_scripts_auto_execute: boolean '"Allow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)"' -UserPreferencesSystem.enable_all_codecs -> use_preview_images: boolean '"Enables automatic saving of preview images in the .blend file (Windows only)"' -UserPreferencesSystem.international_fonts -> use_international_fonts: boolean '"Use international fonts"' -UserPreferencesSystem.tabs_as_spaces -> use_tabs_as_spaces: boolean '"Automatically converts all new tabs into spaces for new and loaded text files"' -UserPreferencesSystem.translate_buttons -> use_translate_buttons: boolean '"Translate button labels"' -UserPreferencesSystem.translate_toolbox -> use_translate_toolbox: boolean '"Translate toolbox menu"' -UserPreferencesSystem.translate_tooltips -> use_translate_tooltips: boolean '"Translate Tooltips"' -UserPreferencesSystem.use_antialiasing -> use_antialiasing: boolean '"Use anti-aliasing for the 3D view (may impact redraw performance)"' -UserPreferencesSystem.use_mipmaps -> use_mipmaps: boolean '"Scale textures for the 3D View (looks nicer but uses more memory and slows image reloading)"' -UserPreferencesSystem.use_textured_fonts -> use_textured_fonts: boolean '"Use textures for drawing international fonts"' -UserPreferencesSystem.use_vbos -> use_vertex_buffer_objects: boolean '"Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering"' -UserPreferencesSystem.use_weight_color_range -> use_weight_color_range: boolean '"Enable color range used for weight visualization in weight painting mode"' -UserPreferencesView.auto_depth -> use_mouse_auto_depth: boolean '"Use the depth under the mouse to improve view pan/rotate/zoom functionality"' -UserPreferencesView.auto_perspective -> use_auto_perspective: boolean '"Automatically switch between orthographic and perspective when changing from top/front/side views"' -UserPreferencesView.directional_menus -> use_directional_menus: boolean '"Otherwise menus, etc will always be top to bottom, left to right, no matter opening direction"' -UserPreferencesView.display_object_info -> show_object_info: boolean '"Display objects name and frame number in 3D view"' -UserPreferencesView.global_pivot -> use_global_pivot: boolean '"Lock the same rotation/scaling pivot in all 3D Views"' -UserPreferencesView.global_scene -> use_global_scene: boolean '"Forces the current Scene to be displayed in all Screens"' -UserPreferencesView.open_mouse_over -> use_mouse_over_open: boolean '"Open menu buttons and pulldowns automatically when the mouse is hovering"' -UserPreferencesView.rotate_around_selection -> use_rotate_around_selection: boolean '"Use selection as the pivot point"' -UserPreferencesView.show_mini_axis -> show_mini_axis: boolean '"Show a small rotating 3D axis in the bottom left corner of the 3D View"' -UserPreferencesView.show_playback_fps -> show_playback_fps: boolean '"Show the frames per second screen refresh rate, while animation is played back"' -UserPreferencesView.show_splash -> show_splash: boolean '"Display splash screen on startup"' -UserPreferencesView.show_view_name -> show_view_name: boolean '"Show the name of the view\'s direction in each 3D View"' -UserPreferencesView.tooltips -> show_tooltips: boolean '"Display tooltips"' -UserPreferencesView.use_column_layout -> show_column_layout: boolean '"Use a column layout for toolbox"' -UserPreferencesView.use_large_cursors -> show_large_cursors: boolean '"Use large mouse cursors when available"' -UserPreferencesView.use_manipulator -> show_manipulator: boolean '"Use 3D transform manipulator"' -UserPreferencesView.zoom_to_mouse -> use_zoom_to_mouse: boolean '"Zoom in towards the mouse pointer\'s position in the 3D view, rather than the 2D window center"' -UserSolidLight.enabled -> use: boolean '"Enable this OpenGL light in solid draw mode"' -VoxelData.still -> use_still_frame: boolean '"Always render a still frame from the voxel data sequence"' -WorldLighting.falloff -> use_falloff: boolean '"NO DESCRIPTION"' -WorldLighting.pixel_cache -> use_cache: boolean '"Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)"' -WorldLighting.use_ambient_occlusion -> use_ambient_occlusian: boolean '"Use Ambient Occlusion to add shadowing based on distance between objects"' -WorldLighting.use_environment_lighting -> use_environment_lighting: boolean '"Add light coming from the environment"' -WorldLighting.use_indirect_lighting -> use_indirect_lighting: boolean '"Add indirect light bouncing of surrounding objects"' -WorldMistSettings.use_mist -> use_mist: boolean '"Occlude objects with the environment color as they are further away"' -WorldStarsSettings.use_stars -> use_stars: boolean '"Enable starfield generation"' -+ * Bone.connected -> use_connect: boolean, '"(read-only) When bone has a parent, bone\'s head is struck to the parent\'s tail"' -+ * Constraint.disabled -> is_valid: boolean, '"(read-only) Constraint has invalid settings and will not be evaluated"' -+ * Constraint|PythonConstraint.script_error -> has_script_error: boolean, '"(read-only) The linked Python script has thrown an error"' -+ * Controller.state -> states: boolean, '"(read-only) Set Controller state index (1 to 30)"' -+ * Event.alt -> is_pressed_alt: boolean, '"(read-only) True when the Alt/Option key is held"' -+ * Event.ctrl -> is_pressed_ctrl: boolean, '"(read-only) True when the Ctrl key is held"' -+ * Event.oskey -> is_pressed_cmd: boolean, '"(read-only) True when the Cmd key is held"' -+ * Event.shift -> is_pressed_shift: boolean, '"(read-only) True when the Shift key is held"' -+NEGATE * FModifier.disabled -> use: boolean, '"(read-only) F-Curve Modifier has invalid settings and will not be evaluated"' -+ * 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"' -+ * GameObjectSettings.used_state -> states_used: boolean, '"(read-only) States which are being used by controllers"' -+ * ID|Image.dirty -> is_dirty: boolean, '"(read-only) Image has changed and is not saved"' -+ * ID|Image.has_data -> has_data: boolean, '"(read-only) True if this image has data"' -+ * ID|Object.duplis_used -> is_duplicator: boolean, '"(read-only)"' -+ * ID|Scene.nla_tweakmode_on -> is_nla_tweakmode: boolean, '"(read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only"' -+ * ID|Screen.animation_playing -> is_animation_playing: boolean, '"(read-only) Animation playback is active"' -+ * ID|Screen.fullscreen -> is_fullscreen: boolean, '"(read-only) An area is maximised, filling this screen"' -+ * ID|Text.dirty -> is_dirty: boolean, '"(read-only) Text file has been edited since last save"' -+ * ID|Text.memory -> is_in_memory: boolean, '"(read-only) Text file is in memory, without a corresponding file on disk"' -+ * ID|Text.modified -> is_modified: boolean, '"(read-only) Text file on disk is different than the one in memory"' -+ * KeyConfig.user_defined -> is_user_defined: boolean, '"(read-only) Indicates that a keyconfig was defined by the user"' -+ * KeyMap.modal -> is_modal: boolean, '"(read-only) Indicates that a keymap is used for translate modal events for an operator"' -+NEGATE * Main.file_is_saved -> is_dirty: boolean, '"(read-only) Has the current session been saved to disk as a .blend file"' -+ * MeshEdge.fgon -> is_fgon: boolean, '"(read-only) Fgon edge"' -+ * MeshEdge.loose -> is_loose: boolean, '"(read-only) Loose edge"' -+ * Modifier|MeshDeformModifier.is_bound -> is_bound: boolean, '"(read-only) Whether geometry has been bound to control cage"' -+ * Modifier|MultiresModifier.external -> is_external: boolean, '"(read-only) Store multires displacements outside the .blend file, to save memory"' -+ * MotionPath.use_bone_head -> use_bone_head: boolean, '"(read-only) For PoseBone paths, use the bone head location when calculating this path"' -+ * NlaStrip.active -> active: boolean, '"(read-only) NLA Strip is active"' -NlaTrack.active -> active: boolean, '"(read-only) NLA Track is active"' -NlaTrack.solo -> is_solo: boolean, '"(read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)"' -Operator.has_reports -> has_reports: boolean, '"(read-only) Operator has a set of reports (warnings and errors) from last execution"' -Particle.is_existing -> is_existing: boolean, '"(read-only)"' -Particle.is_visible -> is_visible: boolean, '"(read-only)"' -ParticleEdit.editable -> is_editable: boolean, '"(read-only) A valid edit mode exists"' -ParticleEdit.hair -> is_hair: boolean, '"(read-only) Editing 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.multiple_caches -> has_multiple_caches: boolean, '"(read-only) Particle system has multiple point caches"' -PointCache.baked -> is_baked: boolean, '"(read-only)"' -PointCache.baking -> is_baking: boolean, '"(read-only)"' -PointCache.frames_skipped -> frames_skipped: boolean, '"(read-only)"' -PointCache.outdated -> is_outdated: boolean, '"(read-only)"' -PoseBone.has_ik -> is_in_ik_chain: boolean, '"(read-only) Is part of an IK chain"' -Property.is_never_none -> is_never_none: boolean, '"(read-only) True when this value can\'t be set to None"' -Property.is_readonly -> is_readonly: boolean, '"(read-only) Property is editable through RNA"' -Property.is_required -> is_required: boolean, '"(read-only) False when this property is an optional argument in an RNA function"' -Property.registered -> is_registered: boolean, '"(read-only) Property is registered as part of type registration"' -Property.registered_optional -> is_registered_optional: boolean, '"(read-only) Property is optionally registered as part of type registration"' -Property.use_output -> is_output: boolean, '"(read-only) True when this property is an output value from an RNA function"' -+ * Property|BooleanProperty.default -> default: boolean, '"(read-only) Default value for this number"' -+ * Property|BooleanProperty.default_array -> default_array: boolean, '"(read-only) Default value for this array"' -RenderLayer.all_z -> use_all_z: boolean, '"(read-only) Fill in Z values for solid faces in invisible layers, for masking"' -RenderLayer.edge -> use_edge_enhance: boolean, '"(read-only) Render Edge-enhance in this Layer (only works for Solid faces)"' -+ * RenderLayer.enabled -> use: boolean, '"(read-only) Disable or enable the render layer"' -RenderLayer.halo -> use_halo: boolean, '"(read-only) Render Halos in this Layer (on top of Solid)"' -RenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean, '"(read-only) Deliver AO pass"' -RenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean, '"(read-only) Exclude AO pass from combined"' -RenderLayer.pass_color -> use_pass_color: boolean, '"(read-only) Deliver shade-less color pass"' -RenderLayer.pass_combined -> use_pass_combined: boolean, '"(read-only) Deliver full combined RGBA buffer"' -RenderLayer.pass_diffuse -> use_pass_diffuse: boolean, '"(read-only) Deliver diffuse pass"' -RenderLayer.pass_emit -> use_pass_emit: boolean, '"(read-only) Deliver emission pass"' -RenderLayer.pass_emit_exclude -> exclude_emit: boolean, '"(read-only) Exclude emission pass from combined"' -RenderLayer.pass_environment -> use_pass_environment: boolean, '"(read-only) Deliver environment lighting pass"' -RenderLayer.pass_environment_exclude -> exclude_environment: boolean, '"(read-only) Exclude environment pass from combined"' -RenderLayer.pass_indirect -> use_pass_indirect: boolean, '"(read-only) Deliver indirect lighting pass"' -RenderLayer.pass_indirect_exclude -> exclude_indirect: boolean, '"(read-only) Exclude indirect pass from combined"' -RenderLayer.pass_mist -> use_pass_mist: boolean, '"(read-only) Deliver mist factor pass (0.0-1.0)"' -RenderLayer.pass_normal -> use_pass_normal: boolean, '"(read-only) Deliver normal pass"' -RenderLayer.pass_object_index -> use_pass_object_index: boolean, '"(read-only) Deliver object index pass"' -RenderLayer.pass_reflection -> use_pass_reflection: boolean, '"(read-only) Deliver raytraced reflection pass"' -RenderLayer.pass_reflection_exclude -> exclude_reflection: boolean, '"(read-only) Exclude raytraced reflection pass from combined"' -RenderLayer.pass_refraction -> use_pass_refraction: boolean, '"(read-only) Deliver raytraced refraction pass"' -RenderLayer.pass_refraction_exclude -> exclude_refraction: boolean, '"(read-only) Exclude raytraced refraction pass from combined"' -RenderLayer.pass_shadow -> use_pass_shadow: boolean, '"(read-only) Deliver shadow pass"' -RenderLayer.pass_shadow_exclude -> exclude_shadow: boolean, '"(read-only) Exclude shadow pass from combined"' -RenderLayer.pass_specular -> use_pass_specular: boolean, '"(read-only) Deliver specular pass"' -RenderLayer.pass_specular_exclude -> exclude_specular: boolean, '"(read-only) Exclude specular pass from combined"' -RenderLayer.pass_uv -> use_pass_uv: boolean, '"(read-only) Deliver texture UV pass"' -RenderLayer.pass_vector -> use_pass_vector: boolean, '"(read-only) Deliver speed vector pass"' -RenderLayer.pass_z -> use_pass_z: boolean, '"(read-only) Deliver Z values pass"' -RenderLayer.sky -> use_sky: boolean, '"(read-only) Render Sky in this Layer"' -RenderLayer.solid -> use_solid: boolean, '"(read-only) Render Solid faces in this Layer"' -RenderLayer.strand -> use_strand: boolean, '"(read-only) Render Strands in this Layer"' -RenderLayer.visible_layers -> layers: boolean, '"(read-only) Scene layers included in this render layer"' -RenderLayer.zmask -> use_zmask: boolean, '"(read-only) Only render what\'s in front of the solid z values"' -RenderLayer.zmask_layers -> layers_zmask: boolean, '"(read-only) Zmask scene layers"' -RenderLayer.zmask_negate -> invert_zmask: boolean, '"(read-only) For Zmask, only render what is behind solid z values instead of in front"' -RenderLayer.ztransp -> use_ztransp: boolean, '"(read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos)"' -RenderSettings.is_movie_format -> is_movie_format: boolean, '"(read-only) When true the format is a movie"' -RenderSettings.multiple_engines -> has_multiple_engines: boolean, '"(read-only) More than one rendering engine is available"' -RenderSettings.use_game_engine -> use_game_engine: boolean, '"(read-only) Current rendering engine is a game engine"' -Space|SpaceDopeSheetEditor.show_seconds -> show_seconds: boolean, '"(read-only) Show timing in seconds not frames"' -Space|SpaceGraphEditor.show_seconds -> show_seconds: boolean, '"(read-only) Show timing in seconds not frames"' -Space|SpaceImageEditor.show_paint -> show_paint: boolean, '"(read-only) Show paint related properties"' -Space|SpaceImageEditor.show_render -> show_render: boolean, '"(read-only) Show render related properties"' -Space|SpaceImageEditor.show_uvedit -> show_uvedit: boolean, '"(read-only) Show UV editing related properties"' -Space|SpaceNLA.show_seconds -> show_seconds: boolean, '"(read-only) Show timing in seconds not frames"' -Space|SpaceView3D.used_layers -> layers_used: boolean, '"(read-only) Layers that contain something"' -TextMarker.edit_all -> use_edit_all: boolean, '"(read-only) Edit all markers of the same group as one"' -TextMarker.temporary -> is_temporary: boolean, '"(read-only) Marker is temporary"' -+ * ActionGroup.channels -> channels: collection, '"(read-only) F-Curves in this group"' -+ * AnimData.drivers -> drivers: collection, '"(read-only) The Drivers/Expressions for this datablock"' -+ * AnimData.nla_tracks -> nla_tracks: collection, '"(read-only) NLA Tracks (i.e. Animation Layers)"' -+ * Area.regions -> regions: collection, '"(read-only) Regions this area is subdivided in"' -+ * Area.spaces -> spaces: collection, '"(read-only) Spaces contained in this area, the first space is active"' -+ * BlenderRNA.structs -> structs: collection, '"(read-only)"' -+ * BoidSettings.states -> states: collection, '"(read-only)"' -+ * BoidState.rules -> rules: collection, '"(read-only)"' -+ * Bone.children -> children: collection, '"(read-only) Bones which are children of this bone"' -+ * ColorRamp.elements -> elements: collection, '"(read-only)"' -+ * Constraint|PythonConstraint.targets -> targets: collection, '"(read-only) Target Objects"' -+ * CurveMap.points -> points: collection, '"(read-only)"' -+ * CurveMapping.curves -> curves: collection, '"(read-only)"' -+ * Driver.variables -> variables: collection, '"(read-only) Properties acting as inputs for this driver"' -+ * DriverVariable.targets -> targets: collection, '"(read-only) Sources of input data for evaluating this variable"' -+ * FCurve.keyframe_points -> keyframe_points: collection, '"(read-only) User-editable keyframes"' -+ * FCurve.modifiers -> modifiers: collection, '"(read-only) Modifiers affecting the shape of the F-Curve"' -+ * FCurve.sampled_points -> sampled_points: collection, '"(read-only) Sampled animation data"' -+ * FModifier|FModifierEnvelope.control_points -> control_points: collection, '"(read-only) Control points defining the shape of the envelope"' -+ * Function.parameters -> parameters: collection, '"(read-only) Parameters for the function"' -+ * GPencilFrame.strokes -> strokes: collection, '"(read-only) Freehand curves defining the sketch on this frame"' -+ * GPencilLayer.frames -> frames: collection, '"(read-only) Sketches for this layer on different frames"' -+ * GPencilStroke.points -> points: collection, '"(read-only) Stroke data points"' -+ * GameObjectSettings.actuators -> actuators: collection, '"(read-only) Game engine actuators to act on events"' -+ * GameObjectSettings.controllers -> controllers: collection, '"(read-only) Game engine controllers to process events, connecting sensor to actuators"' -+ * GameObjectSettings.properties -> properties: collection, '"(read-only) Game engine properties"' -+ * GameObjectSettings.sensors -> sensors: collection, '"(read-only) Game engine sensor to detect events"' -+ * IDProperty.collection -> collection: collection, '"(read-only)"' -+ * IDPropertyGroup|NetRenderSettings.jobs -> jobs: collection, '"(read-only)"' -+ * IDPropertyGroup|NetRenderSettings.slaves -> slaves: collection, '"(read-only)"' -+ * IDPropertyGroup|NetRenderSettings.slaves_blacklist -> slaves_blacklist: collection, '"(read-only)"' -+ * IDPropertyGroup|PoseTemplateSettings.templates -> templates: collection, '"(read-only)"' -+ * ID|Action.fcurves -> fcurves: collection, '"(read-only) The individual F-Curves that make up the Action"' -+ * ID|Action.groups -> groups: collection, '"(read-only) Convenient groupings of F-Curves"' -+ * ID|Action.pose_markers -> pose_markers: collection, '"(read-only) Markers specific to this Action, for labeling poses"' -+ * ID|Armature.bones -> bones: collection, '"(read-only)"' -+ * ID|Armature.edit_bones -> edit_bones: collection, '"(read-only)"' -+ * ID|Curve.materials -> materials: collection, '"(read-only)"' -+ * ID|Curve.splines -> splines: collection, '"(read-only) Collection of splines in this curve data object"' -+ * ID|Curve|TextCurve.body_format -> body_format: collection, '"(read-only) Stores the style of each character"' -+ * ID|Curve|TextCurve.textboxes -> text_boxes: collection, '"(read-only)"' -+ * ID|GreasePencil.layers -> layers: collection, '"(read-only)"' -+ * ID|Group.objects -> objects: collection, '"(read-only) A collection of this groups objects"' -+ * ID|Key.keys -> keys: collection, '"(read-only) Shape keys"' -+ * ID|Lamp.texture_slots -> texture_slots: collection, '"(read-only) Texture slots defining the mapping and influence of textures"' -+ * ID|Lattice.points -> points: collection, '"(read-only) Points of the lattice"' -+ * ID|Material.texture_slots -> texture_slots: collection, '"(read-only) Texture slots defining the mapping and influence of textures"' -+ * ID|Mesh.edges -> edges: collection, '"(read-only) Edges of the mesh"' -+ * ID|Mesh.faces -> faces: collection, '"(read-only) Faces of the mesh"' -+ * ID|Mesh.float_layers -> layers_float: collection, '"(read-only)"' -+ * ID|Mesh.int_layers -> layers_int: collection, '"(read-only)"' -+ * ID|Mesh.materials -> materials: collection, '"(read-only)"' -+ * ID|Mesh.sticky -> sticky: collection, '"(read-only) Sticky texture coordinates"' -+ * ID|Mesh.string_layers -> layers_string: collection, '"(read-only)"' -+ * ID|Mesh.uv_textures -> uv_textures: collection, '"(read-only)"' -+ * ID|Mesh.vertex_colors -> vertex_colors: collection, '"(read-only)"' -+ * ID|Mesh.verts -> verts: collection, '"(read-only) Vertices of the mesh"' -+ * ID|MetaBall.elements -> elements: collection, '"(read-only) Meta elements"' -+ * ID|MetaBall.materials -> materials: collection, '"(read-only)"' -+ * ID|NodeTree.nodes -> nodes: collection, '"(read-only)"' -+ * ID|Object.constraints -> constraints: collection, '"(read-only) Constraints affecting the transformation of the object"' -+ * ID|Object.dupli_list -> dupli_list: collection, '"(read-only) Object duplis"' -+ * ID|Object.material_slots -> material_slots: collection, '"(read-only) Material slots in the object"' -+ * ID|Object.modifiers -> modifiers: collection, '"(read-only) Modifiers affecting the geometric data of the object"' -+ * ID|Object.particle_systems -> particle_systems: collection, '"(read-only) Particle systems emitted from the object"' -+ * ID|Object.vertex_groups -> vertex_groups: collection, '"(read-only) Vertex groups of the object"' -+ * ID|ParticleSettings.dupliweights -> dupli_weights: collection, '"(read-only) Weights for all of the objects in the dupli group"' -+ * ID|Scene.all_keying_sets -> keying_sets_all: collection, '"(read-only) All Keying Sets available for use (builtins and Absolute Keying Sets for this Scene)"' -+ * ID|Scene.bases -> object_bases: collection, '"(read-only)"' -+ * ID|Scene.keying_sets -> keying_sets: collection, '"(read-only) Absolute Keying Sets for this Scene"' -+ * ID|Scene.objects -> objects: collection, '"(read-only)"' -+ * ID|Scene.orientations -> orientations: collection, '"(read-only)"' -+ * ID|Scene.timeline_markers -> timeline_markers: collection, '"(read-only) Markers used in all timelines for the current scene"' -+ * ID|Screen.areas -> areas: collection, '"(read-only) Areas the screen is subdivided into"' -+ * ID|Text.lines -> lines: collection, '"(read-only) Lines of text"' -+ * ID|Text.markers -> markers: collection, '"(read-only) Text markers highlighting part of the text"' -+ * ID|WindowManager.keyconfigs -> keyconfigs: collection, '"(read-only) Registered key configurations"' -+ * ID|WindowManager.operators -> operators: collection, '"(read-only) Operator registry"' -+ * ID|WindowManager.windows -> windows: collection, '"(read-only) Open windows"' -+ * ID|World.texture_slots -> texture_slots: collection, '"(read-only) Texture slots defining the mapping and influence of textures"' -+ * KeyConfig.keymaps -> keymaps: collection, '"(read-only) Key maps configured as part of this configuration"' -+ * KeyMap.items -> items: collection, '"(read-only) Items in the keymap, linking an operator to an input event"' -+ * KeyingSet.paths -> paths: collection, '"(read-only) Keying Set Paths to define settings that get keyframed together"' -+ * LatticePoint.groups -> groups: collection, '"(read-only) Weights for the vertex groups this point is member of"' -+ * 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.fonts -> fonts: collection, '"(read-only) Vector font datablocks."' -+ * Main.gpencil -> grease_pencils: 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."' -+ * MeshColorLayer.data -> data: collection, '"(read-only)"' -+ * MeshFloatPropertyLayer.data -> data: collection, '"(read-only)"' -+ * MeshIntPropertyLayer.data -> data: collection, '"(read-only)"' -+ * MeshStringPropertyLayer.data -> data: collection, '"(read-only)"' -+ * MeshTextureFaceLayer.data -> data: collection, '"(read-only)"' -+ * MeshVertex.groups -> groups: collection, '"(read-only) Weights for the vertex groups this vertex is member of"' -+ * Modifier|UVProjectModifier.projectors -> projectors: collection, '"(read-only)"' -+ * MotionPath.points -> points: collection, '"(read-only) Cached positions per frame"' -+ * NlaStrip.fcurves -> fcurves: collection, '"(read-only) F-Curves for controlling the strip\'s influence and timing"' -NlaStrip.modifiers -> modifiers: collection, '"(read-only) Modifiers affecting all the F-Curves in the referenced Action"' -NlaStrip.strips -> strips: collection, '"(read-only) NLA Strips that this strip acts as a container for (if it is of type Meta)"' -NlaTrack.strips -> strips: collection, '"(read-only) NLA Strips on this NLA-track"' -Node.inputs -> inputs: collection, '"(read-only)"' -Node.outputs -> outputs: collection, '"(read-only)"' -Particle.hair -> hair: collection, '"(read-only)"' -Particle.keys -> keys: collection, '"(read-only)"' -ParticleSystem.child_particles -> child_particles: collection, '"(read-only) Child particles generated by the particle system"' -ParticleSystem.particles -> particles: collection, '"(read-only) Particles generated by the particle system"' -ParticleSystem.targets -> targets: collection, '"(read-only) Target particle systems"' -PointCache.point_cache_list -> point_cache_list: collection, '"(read-only) Point cache list"' -Pose.bone_groups -> bone_groups: collection, '"(read-only) Groups of the bones"' -Pose.bones -> bones: collection, '"(read-only) Individual pose bones for the armature"' -PoseBone.constraints -> constraints: collection, '"(read-only) Constraints that act on this PoseChannel"' -Property|EnumProperty.items -> items: collection, '"(read-only) Possible values for the property"' -RenderLayer.passes -> passes: collection, '"(read-only)"' -RenderResult.layers -> layers: collection, '"(read-only)"' -RenderSettings.layers -> layers: collection, '"(read-only)"' -SequenceEditor.meta_stack -> meta_stack: collection, '"(read-only) Meta strip stack, last is currently edited meta strip"' -SequenceEditor.sequences -> sequences: collection, '"(read-only)"' -SequenceEditor.sequences_all -> sequences_all: collection, '"(read-only)"' -Sequence|ImageSequence.elements -> elements: collection, '"(read-only)"' -Sequence|MetaSequence.sequences -> sequences: collection, '"(read-only)"' -ShapeKey.data -> data: collection, '"(read-only)"' -Space|SpaceConsole.history -> history: collection, '"(read-only) Command history"' -Space|SpaceConsole.scrollback -> scrollback: collection, '"(read-only) Command output"' -Space|SpaceView3D.background_images -> background_images: collection, '"(read-only) List of background images"' -Spline.bezier_points -> bezier_points: collection, '"(read-only) Collection of points for bezier curves only"' -Spline.points -> points: collection, '"(read-only) Collection of points that make up this poly or nurbs spline"' -Struct.functions -> functions: collection, '"(read-only)"' -Struct.properties -> properties: collection, '"(read-only) Properties in the struct"' -Theme.bone_color_sets -> bone_color_sets: collection, '"(read-only)"' -UserPreferences.addons -> addons: collection, '"(read-only)"' -UserPreferences.themes -> themes: collection, '"(read-only)"' -UserPreferences.uistyles -> uistyles: collection, '"(read-only)"' -UserPreferencesInput.edited_keymaps -> edited_keymaps: collection, '"(read-only)"' -UserPreferencesSystem.solid_lights -> solid_lights: collection, '"(read-only) Lights user to display objects in solid draw mode"' -+ * Actuator.type -> type: enum '"NO DESCRIPTION"' -+ * Actuator|ActionActuator.mode -> play_mode: enum '"Action playback type"' -+ * Actuator|ArmatureActuator.mode -> mode: enum '"NO DESCRIPTION"' -+ * Actuator|CameraActuator.axis -> axis: enum '"Specify the axis the Camera will try to get behind"' -+ * Actuator|ConstraintActuator.direction -> direction: enum '"Set the direction of the ray"' -+ * Actuator|ConstraintActuator.direction_axis -> direction_axis: enum '"Select the axis to be aligned along the reference direction"' -+ * Actuator|ConstraintActuator.limit -> limit: enum '"NO DESCRIPTION"' -+ * Actuator|ConstraintActuator.mode -> mode: enum '"The type of the constraint"' -+ * Actuator|EditObjectActuator.dynamic_operation -> dynamic_operation: enum '"NO DESCRIPTION"' -+ * Actuator|EditObjectActuator.mode -> mode: enum '"The mode of the actuator"' -+ * Actuator|FcurveActuator.play_type -> play_type: enum '"Specify the way you want to play the animation"' -+ * Actuator|Filter2DActuator.mode -> mode: enum '"NO DESCRIPTION"' -+ * Actuator|GameActuator.mode -> mode: enum '"NO DESCRIPTION"' -+ * Actuator|MessageActuator.body_type -> body_type: enum '"Toggle message type: either Text or a PropertyName"' -+ * Actuator|ObjectActuator.mode -> mode: enum '"Specify the motion system"' -+ * Actuator|ParentActuator.mode -> mode: enum '"NO DESCRIPTION"' -+ * Actuator|PropertyActuator.mode -> mode: enum '"NO DESCRIPTION"' -+ * Actuator|RandomActuator.distribution -> distribution: enum '"Choose the type of distribution"' -+ * Actuator|SceneActuator.mode -> mode: enum '"NO DESCRIPTION"' -+ * Actuator|ShapeActionActuator.mode -> mode: enum '"Action playback type"' -+ * Actuator|SoundActuator.mode -> mode: enum '"NO DESCRIPTION"' -+ * Actuator|StateActuator.operation -> operation: enum '"Select the bit operation on object state mask"' -+ * 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)"' -+ * AnimVizMotionPaths.bake_location -> bake_location: enum '"When calculating Bone Paths, use Head or Tips"' -+ * AnimVizMotionPaths.type -> type: enum '"Type of range to show for Motion Paths"' -+ * AnimVizOnionSkinning.type -> type: enum '"Method used for determining what ghosts get drawn"' -+ * Area.type -> type: enum '"Space type"' -+ * BackgroundImage.view_axis -> view_axis: enum '"The axis to display the image on"' -+ * BezierSplinePoint.handle1_type -> handle_left_type: enum '"Handle types"' -+ * BezierSplinePoint.handle2_type -> handle_right_type: enum '"Handle types"' -+ * BoidState.ruleset_type -> ruleset_type: enum '"How the rules in the list are evaluated"' -+ * BoneGroup.color_set -> color_set: enum '"Custom color set to use"' -+ * ColorRamp.interpolation -> interpolation: enum '"NO DESCRIPTION"' -+ * Constraint.owner_space -> owner_space: enum '"Space that owner is evaluated in"' -+ * Constraint.target_space -> target_space: enum '"Space that target is evaluated in"' -+ * Constraint|ActionConstraint.transform_channel -> transform_channel: enum '"Transformation channel from the target that is used to key the Action"' -+ * Constraint|ClampToConstraint.main_axis -> main_axis: enum '"Main axis of movement"' -+ * Constraint|DampedTrackConstraint.track -> track_axis: enum '"Axis that points to the target object"' -+ * Constraint|FloorConstraint.floor_location -> floor_location: enum '"Location of target that object will not pass through"' -+ * Constraint|FollowPathConstraint.forward -> forward_axis: enum '"Axis that points forward along the path"' -+ * Constraint|FollowPathConstraint.up -> up_axis: enum '"Axis that points upward"' -+ * Constraint|KinematicConstraint.axis_reference -> reference_axis: enum '"Constraint axis Lock options relative to Bone or Target reference"' -+ * Constraint|KinematicConstraint.ik_type -> ik_type: enum '"NO DESCRIPTION"' -+ * Constraint|KinematicConstraint.limit_mode -> limit_mode: enum '"Distances in relation to sphere of influence to allow"' -+ * Constraint|LimitDistanceConstraint.limit_mode -> limit_mode: enum '"Distances in relation to sphere of influence to allow"' -+ * Constraint|LockedTrackConstraint.lock -> lock_axis: enum '"Axis that points upward"' -+ * Constraint|LockedTrackConstraint.track -> track_axis: enum '"Axis that points to the target object"' -+ * Constraint|MaintainVolumeConstraint.axis -> free_axis: enum '"The free scaling axis of the object"' -+ * Constraint|PivotConstraint.enabled_rotation_range -> rotation_range: enum '"Rotation range on which pivoting should occur"' -+ * Constraint|RigidBodyJointConstraint.pivot_type -> pivot_type: enum '"NO DESCRIPTION"' -+ * Constraint|ShrinkwrapConstraint.shrinkwrap_type -> shrinkwrap_type: enum '"Selects type of shrinkwrap algorithm for target position"' -+ * Constraint|SplineIKConstraint.xz_scaling_mode -> xz_scale_mode: enum '"Method used for determining the scaling of the X and Z axes of the bones"' -+ * Constraint|StretchToConstraint.keep_axis -> keep_axis: enum '"Axis to maintain during stretch"' -+ * Constraint|StretchToConstraint.volume -> volume: enum '"Maintain the object\'s volume as it stretches"' -+ * Constraint|TrackToConstraint.track -> track_axis: enum '"Axis that points to the target object"' -+ * Constraint|TrackToConstraint.up -> up_axis: enum '"Axis that points upward"' -+ * Constraint|TransformConstraint.map_from -> map_from: enum '"The transformation type to use from the target"' -+ * Constraint|TransformConstraint.map_to -> map_to: enum '"The transformation type to affect of the constrained object"' -+ * Constraint|TransformConstraint.map_to_x_from -> map_to_x_from: enum '"The source axis constrained object\'s X axis uses"' -+ * Constraint|TransformConstraint.map_to_y_from -> map_to_y_from: enum '"The source axis constrained object\'s Y axis uses"' -+ * Constraint|TransformConstraint.map_to_z_from -> map_to_z_from: enum '"The source axis constrained object\'s Z axis uses"' -+ * Controller.type -> type: enum '"NO DESCRIPTION"' -+ * Controller|PythonController.mode -> mode: enum '"Python script type (textblock or module - faster)"' -+ * Driver.type -> type: enum '"Driver type"' -+ * DriverTarget.id_type -> id_type: enum '"Type of ID-block that can be used"' -+ * DriverTarget.transform_type -> transform_type: enum '"Driver variable type"' -+ * DriverVariable.type -> type: enum '"Driver variable type"' -+ * EnvironmentMap.mapping -> mapping: enum '"NO DESCRIPTION"' -+ * EnvironmentMap.source -> source: enum '"NO DESCRIPTION"' -+ * FCurve.color_mode -> color_mode: enum '"Method used to determine color of F-Curve in Graph Editor"' -+ * FCurve.extrapolation -> extrapolation: enum '"NO DESCRIPTION"' -+ * FModifier|FModifierCycles.after_mode -> mode_after: enum '"Cycling mode to use after last keyframe"' -+ * FModifier|FModifierCycles.before_mode -> mode_before: enum '"Cycling mode to use before first keyframe"' -+ * FModifier|FModifierFunctionGenerator.function_type -> function_type: enum '"Type of built-in function to use"' -+ * FModifier|FModifierGenerator.mode -> mode: enum '"Type of generator to use"' -+ * FModifier|FModifierNoise.modification -> blend_type: enum '"Method of modifying the existing F-Curve"' -+ * FieldSettings.falloff_type -> falloff_type: enum '"Fall-off shape"' -+ * FieldSettings.guide_kink_axis -> guide_kink_axis: enum '"Which axis to use for offset"' -+ * FieldSettings.guide_kink_type -> guide_kink_type: enum '"Type of periodic offset on the curve"' -+ * FieldSettings.shape -> shape: enum '"Which direction is used to calculate the effector 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.type -> type: enum '"Type of field"' -+ * FieldSettings.z_direction -> z_direction: enum '"Effect in full or only positive/negative Z direction"' -+ * FileSelectParams.display -> display: enum '"Display mode for the file list"' -+ * FileSelectParams.sort -> sort_method: enum '"NO DESCRIPTION"' -+ * FluidSettings.type -> type: enum '"Type of participation in the fluid simulation"' -+ * FluidSettings|DomainFluidSettings.render_display_mode -> render_display_mode: enum '"How to display the mesh for rendering"' -+ * FluidSettings|DomainFluidSettings.slip_type -> slip_type: enum '"NO DESCRIPTION"' -+ * FluidSettings|DomainFluidSettings.viewport_display_mode -> viewport_display_mode: enum '"How to display the mesh in the viewport"' -+ * FluidSettings|DomainFluidSettings.viscosity_preset -> viscosity_preset: enum '"Set viscosity of the fluid to a preset value, or use manual input"' -+ * FluidSettings|FluidFluidSettings.volume_initialization -> volume_initialization: enum '"Volume initialization type"' -+ * FluidSettings|InflowFluidSettings.volume_initialization -> volume_initialization: enum '"Volume initialization type"' -+ * FluidSettings|ObstacleFluidSettings.slip_type -> slip_type: enum '"NO DESCRIPTION"' -+ * FluidSettings|ObstacleFluidSettings.volume_initialization -> volume_initialization: enum '"Volume initialization type"' -+ * FluidSettings|OutflowFluidSettings.volume_initialization -> volume_initialization: enum '"Volume initialization type"' -+ * GameObjectSettings.collision_bounds -> collision_bounds_type: enum '"Selects the collision type"' -+ * GameObjectSettings.physics_type -> physics_type: enum '"Selects the type of physical representation"' -+ * GameProperty.type -> type: enum '"NO DESCRIPTION"' -+ * Header.bl_space_type -> bl_space_type: enum '"NO DESCRIPTION"' -+ * Histogram.mode -> mode: enum '"Channels to display when drawing the histogram"' -+ * IDPropertyGroup|NetRenderSettings.mode -> mode: enum '"Mode of operation of this instance"' -+ * ID|Armature.drawtype -> draw_type: enum '"NO DESCRIPTION"' -+ * ID|Armature.ghost_type -> ghost_type: enum '"Method of Onion-skinning for active Action"' -+ * ID|Armature.pose_position -> pose_position: enum '"Show armature in binding pose or final posed state"' -+ * ID|Brush.blend -> blend: enum '"Brush blending mode"' -+ * ID|Brush.direction -> direction: enum '"Mapping type to use for this image in the game engine"' -+ * ID|Brush.imagepaint_tool -> imagepaint_tool: enum '"NO DESCRIPTION"' -+ * ID|Brush.sculpt_plane -> sculpt_plane: enum '"NO DESCRIPTION"' -+ * ID|Brush.sculpt_tool -> sculpt_tool: enum '"NO DESCRIPTION"' -+ * ID|Brush.stroke_method -> stroke_method: enum '"NO DESCRIPTION"' -+ * ID|Brush.texture_angle_source -> texture_angle_source: enum '"NO DESCRIPTION"' -ODD NAME CHANGE IT? * ID|Brush.texture_angle_source_no_random -> texture_angle_source_no_random: enum '"\'NO DESCRIPTION\'"' -+ * ID|Brush.vertexpaint_tool -> vertexpaint_tool: enum '"NO DESCRIPTION"' -+ * ID|Camera.lens_unit -> lens_unit: enum '"Unit to edit lens in for the user interface"' -+ * ID|Camera.type -> type: enum '"Camera types"' -+ * ID|Curve.dimensions -> dimensions: enum '"Select 2D or 3D curve type"' -+ * ID|Curve.twist_mode -> twist_mode: enum '"The type of tilt calculation for 3D Curves"' -+ * ID|Curve|TextCurve.spacemode -> align: enum '"Text align from the object center"' -+ * ID|GreasePencil.draw_mode -> draw_mode: enum '"NO DESCRIPTION"' -+ * ID|Image.field_order -> field_order: enum '"Order of video fields. Select which lines are displayed first"' -+ * ID|Image.file_format -> file_format: enum '"Format used for re-saving this file"' -+ * ID|Image.generated_type -> generated_type: enum '"Generated image type"' -+ * ID|Image.mapping -> mapping: enum '"Mapping type to use for this image in the game engine"' -+ * ID|Image.source -> source: enum '"Where the image comes from"' -+ * ID|Lamp.type -> type: enum '"Type of Lamp"' -+ * ID|Lamp|AreaLamp.shadow_method -> shadow_method: enum '"Method to compute lamp shadow with"' -+ * ID|Lamp|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"' -+ * ID|Lamp|AreaLamp.shape -> shape: enum '"Shape of the area lamp"' -+ * ID|Lamp|PointLamp.falloff_type -> falloff_type: enum '"Intensity Decay with distance"' -+ * ID|Lamp|PointLamp.shadow_method -> shadow_method: enum '"Method to compute lamp shadow with"' -+ * ID|Lamp|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"' -+ * ID|Lamp|SpotLamp.falloff_type -> falloff_type: enum '"Intensity Decay with distance"' -+ * ID|Lamp|SpotLamp.shadow_buffer_type -> shadow_buffer_type: enum '"Type of shadow buffer"' -+ * ID|Lamp|SpotLamp.shadow_filter_type -> shadow_filter_type: enum '"Type of shadow filter (Buffer Shadows)"' -+ * ID|Lamp|SpotLamp.shadow_method -> shadow_method: enum '"Method to compute lamp shadow with"' -+ * ID|Lamp|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"' -+ * ID|Lamp|SpotLamp.shadow_sample_buffers -> shadow_sample_buffers: enum '"Number of shadow buffers to render for better AA, this increases memory usage"' -+ * ID|Lamp|SunLamp.shadow_method -> shadow_method: enum '"Method to compute lamp shadow with"' -+ * ID|Lamp|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"' -+ * ID|Lattice.interpolation_type_u -> interpolation_type_u: enum '"NO DESCRIPTION"' -+ * ID|Lattice.interpolation_type_v -> interpolation_type_v: enum '"NO DESCRIPTION"' -+ * ID|Lattice.interpolation_type_w -> interpolation_type_w: enum '"NO DESCRIPTION"' -+ * ID|Material.diffuse_ramp_blend -> diffuse_ramp_blend: enum '"NO DESCRIPTION"' -+ * ID|Material.diffuse_ramp_input -> diffuse_ramp_input: enum '"NO DESCRIPTION"' -+ * ID|Material.diffuse_shader -> diffuse_shader: enum '"NO DESCRIPTION"' -+ * ID|Material.preview_render_type -> preview_render_type: enum '"Type of preview render"' -+ * ID|Material.specular_ramp_blend -> specular_ramp_blend: enum '"NO DESCRIPTION"' -+ * ID|Material.specular_ramp_input -> specular_ramp_input: enum '"NO DESCRIPTION"' -+ * ID|Material.specular_shader -> specular_shader: enum '"NO DESCRIPTION"' -+ * ID|Material.transparency_method -> transparency_method: enum '"Method to use for rendering transparency"' -+ * ID|Material.type -> type: enum '"Material type defining how the object is rendered"' -+TODO * ID|MetaBall.flag -> update_method: enum '"Metaball edit update behavior"' -+ * ID|Object.draw_bounds_type -> draw_bounds_type: enum '"Object boundary display type"' -+ * ID|Object.dupli_type -> dupli_type: enum '"If not None, object duplication method to use"' -+ * ID|Object.empty_draw_type -> empty_draw_type: enum '"Viewport display style for empties"' -+ * ID|Object.max_draw_type -> draw_type: enum '"Maximum draw type to display object with in viewport"' -+ * ID|Object.parent_type -> parent_type: enum '"Type of parent relation"' -+ * ID|Object.rotation_mode -> rotation_mode: enum '"NO DESCRIPTION"' -+ * ID|Object.track_axis -> track_axis: enum '"Axis that points in \'forward\' direction"' -+ * ID|Object.up_axis -> up_axis: enum '"Axis that points in the upward direction"' -+ * ID|ParticleSettings.angular_velocity_mode -> angular_velocity_mode: enum '"Particle angular velocity mode"' -+ * ID|ParticleSettings.billboard_align -> billboard_align: enum '"In respect to what the billboards are aligned"' -+ * ID|ParticleSettings.billboard_animation -> billboard_animation: enum '"How to animate billboard textures"' -+ * ID|ParticleSettings.billboard_split_offset -> billboard_offset_split: enum '"How to offset billboard textures"' -+ * ID|ParticleSettings.child_type -> child_type: enum '"Create child particles"' -+ * ID|ParticleSettings.distribution -> distribution: enum '"How to distribute particles on selected element"' -+ * ID|ParticleSettings.draw_as -> draw_method: enum '"How particles are drawn in viewport"' -+ * ID|ParticleSettings.emit_from -> emit_from: enum '"Where to emit particles from"' -+ * ID|ParticleSettings.integrator -> integrator: enum '"Select physics integrator type"' -+ * ID|ParticleSettings.kink -> kink: enum '"Type of periodic offset on the path"' -+ * ID|ParticleSettings.kink_axis -> kink_axis: enum '"Which axis to use for offset"' -+ * ID|ParticleSettings.physics_type -> physics_type: enum '"Particle physics type"' -+ * ID|ParticleSettings.react_event -> react_event: enum '"The event of target particles to react on"' -+ * ID|ParticleSettings.ren_as -> render_method: enum '"How particles are rendered"' -+ * ID|ParticleSettings.rotation_mode -> rotation_mode: enum '"Particles initial rotation"' -+ * ID|ParticleSettings.type -> type: enum '"NO DESCRIPTION"' -TODO * ID|Scene.distance_model -> distance_model: enum '"Distance model for distance attenuation calculation"' -+ * ID|Scene.sync_mode -> sync_mode: enum '"How to sync playback"' -+ * ID|Texture.type -> type: enum '"NO DESCRIPTION"' -+ * ID|Texture|BlendTexture.flip_axis -> flip_axis: enum '"Flips the texture\'s X and Y axis"' -+ * ID|Texture|BlendTexture.progression -> progression: enum '"Sets the style of the color blending"' -+ * ID|Texture|CloudsTexture.noise_basis -> noise_basis: enum '"Sets the noise basis used for turbulence"' -+ * ID|Texture|CloudsTexture.noise_type -> noise_type: enum '"NO DESCRIPTION"' -TODO * ID|Texture|CloudsTexture.stype -> stype: enum '"\'NO DESCRIPTION\'"' -+ * ID|Texture|DistortedNoiseTexture.noise_basis -> noise_basis: enum '"Sets the noise basis used for turbulence"' -+ * ID|Texture|DistortedNoiseTexture.noise_distortion -> noise_distortion: enum '"Sets the noise basis for the distortion"' -+ * ID|Texture|EnvironmentMapTexture.filter -> filter_type: enum '"Texture filter to use for sampling image"' -+ * ID|Texture|ImageTexture.extension -> extension: enum '"Sets how the image is extrapolated past its original bounds"' -+ * ID|Texture|ImageTexture.filter -> filter_type: enum '"Texture filter to use for sampling image"' -+ * ID|Texture|ImageTexture.normal_space -> normal_space: enum '"Sets space of normal map image"' -+ * ID|Texture|MarbleTexture.noise_basis -> noise_basis: enum '"Sets the noise basis used for turbulence"' -+ * ID|Texture|MarbleTexture.noise_type -> noise_type: enum '"NO DESCRIPTION"' -+ * ID|Texture|MarbleTexture.noisebasis2 -> noisebasis_2: enum '"NO DESCRIPTION"' -TODO * ID|Texture|MarbleTexture.stype -> stype: enum '"NO DESCRIPTION"' -+ * ID|Texture|MusgraveTexture.musgrave_type -> musgrave_type: enum '"NO DESCRIPTION"' -+ * ID|Texture|MusgraveTexture.noise_basis -> noise_basis: enum '"Sets the noise basis used for turbulence"' -+ * ID|Texture|StucciTexture.noise_basis -> noise_basis: enum '"Sets the noise basis used for turbulence"' -+ * ID|Texture|StucciTexture.noise_type -> noise_type: enum '"NO DESCRIPTION"' -TODO * ID|Texture|StucciTexture.stype -> stype: enum '"NO DESCRIPTION"' -+ * ID|Texture|VoronoiTexture.coloring -> color_mode: enum '"NO DESCRIPTION"' -+ * ID|Texture|VoronoiTexture.distance_metric -> distance_metric: enum '"NO DESCRIPTION"' -+ * ID|Texture|WoodTexture.noise_basis -> noise_basis: enum '"Sets the noise basis used for turbulence"' -+ * ID|Texture|WoodTexture.noise_type -> noise_type: enum '"NO DESCRIPTION"' -+ * ID|Texture|WoodTexture.noisebasis2 -> noisebasis_2: enum '"NO DESCRIPTION"' -TODO * ID|Texture|WoodTexture.stype -> stype: enum '"NO DESCRIPTION"' -+ * IKParam|Itasc.mode -> mode: enum '"NO DESCRIPTION"' -+ * IKParam|Itasc.reiteration -> reiteration_method: enum '"Defines if the solver is allowed to reiterate (converges until precision is met) on none, first or all frames"' -+ * IKParam|Itasc.solver -> solver: enum '"Solving method selection: Automatic damping or manual damping"' -+ * KeyMapItem.key_modifier -> key_modifier: enum '"Regular key pressed as a modifier"' -+ * KeyMapItem.map_type -> map_type: enum '"Type of event mapping"' -TODO * KeyMapItem.propvalue -> propvalue: enum '"The value this event translates to in a modal keymap"' -+ * KeyMapItem.type -> type: enum '"Type of event"' -+ * KeyMapItem.value -> value: enum '"NO DESCRIPTION"' -+ * Keyframe.handle1_type -> handle_left_type: enum '"Handle types"' -+ * Keyframe.handle2_type -> handle_right_type: enum '"Handle types"' -+ * Keyframe.interpolation -> interpolation: enum '"Interpolation method to use for segment of the curve from this Keyframe until the next Keyframe"' -+ * Keyframe.type -> type: enum '"The type of keyframe"' -+ * KeyingSetPath.grouping -> group_method: enum '"Method used to define which Group-name to use"' -+ * KeyingSetPath.id_type -> id_type: enum '"Type of ID-block that can be used"' -+ * 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"' -+ * Macro.bl_options -> bl_options: enum '"Options for this operator type"' -+ * 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"' -+ * MaterialSlot.link -> link: enum '"Link material to object or the object\'s data"' -+ * MaterialVolume.lighting_mode -> light_mode: enum '"Method of shading, attenuating, and scattering light through the volume"' -+ * MaterialVolume.step_calculation -> step_method: enum '"Method of calculating the steps through the volume"' -+ * MeshTextureFace.transp -> alpha_mode: enum '"Transparency blending mode"' -+ * MetaElement.type -> type: enum '"Metaball types"' -+ * Modifier|ArrayModifier.fit_type -> fit_type: enum '"Array length calculation method"' -+ * Modifier|BevelModifier.edge_weight_method -> edge_weight_method: enum '"What edge weight to use for weighting a vertex"' -+ * Modifier|BevelModifier.limit_method -> limit_method: enum '"NO DESCRIPTION"' -+ * Modifier|BooleanModifier.operation -> operation: enum '"NO DESCRIPTION"' -+ * Modifier|CastModifier.cast_type -> cast_type: enum '"NO DESCRIPTION"' -+ * Modifier|CurveModifier.deform_axis -> deform_axis: enum '"The axis that the curve deforms along"' -TODO AXIS * Modifier|DisplaceModifier.direction -> direction: enum '"NO DESCRIPTION"' -+ * Modifier|DisplaceModifier.texture_coordinates -> texture_coords: enum '"NO DESCRIPTION"' -+ * Modifier|MaskModifier.mode -> mode: enum '"NO DESCRIPTION"' -+ * Modifier|MultiresModifier.subdivision_type -> subdivision_type: enum '"Selects type of subdivision algorithm"' -+ * Modifier|ParticleInstanceModifier.axis -> axis: enum '"Pole axis for rotation"' -+ * Modifier|ScrewModifier.axis -> axis: enum '"Screw axis"' -TODO * Modifier|ShrinkwrapModifier.mode -> mode: enum '"NO DESCRIPTION"' -TODO * Modifier|SimpleDeformModifier.mode -> mode: enum '"NO DESCRIPTION"' -+ * Modifier|SmokeModifier.smoke_type -> type: enum '"NO DESCRIPTION"' -+ * Modifier|SubsurfModifier.subdivision_type -> subdivision_type: enum '"Selects type of subdivision algorithm"' -+ * Modifier|WaveModifier.texture_coordinates -> texture_coords: enum '"Texture coordinates used for modulating input"' -+ * 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"' -+ * Node|CompositorNode|CompositorNodeBlur.filter_type -> filter_type: enum '"NO DESCRIPTION"' -+ * Node|CompositorNode|CompositorNodeChannelMatte.algorithm -> limit_method: enum '"Algorithm to use to limit channel"' -+ * Node|CompositorNode|CompositorNodeChannelMatte.channel -> matte_channel: enum '"Channel used to determine matte"' -+ * Node|CompositorNode|CompositorNodeChannelMatte.color_space -> color_space: enum '"NO DESCRIPTION"' -+ * Node|CompositorNode|CompositorNodeChannelMatte.limit_channel -> limit_channel: enum '"Limit by this channels value"' -Node|CompositorNode|CompositorNodeColorBalance.correction_formula -> correction_formula: enum '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeColorSpill.algorithm -> algorithm: enum '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeColorSpill.channel -> channel: enum '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeColorSpill.limit_channel -> limit_channel: enum '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeDefocus.bokeh -> bokeh: enum '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeFilter.filter_type -> filter_type: enum '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeFlip.axis -> axis: enum '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeGlare.glare_type -> glare_type: enum '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeGlare.quality -> quality: enum '"If not set to high quality, the effect will be applied to a low-res copy of the source image"' -Node|CompositorNode|CompositorNodeImage.layer -> layer: enum '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeLevels.channel -> channel: enum '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeMath.operation -> operation: enum '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeMixRGB.blend_type -> blend_type: enum '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeOutputFile.exr_codec -> exr_codec: enum '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeOutputFile.image_type -> image_type: enum '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodePremulKey.mapping -> mapping: enum '"Conversion between premultiplied alpha and key alpha"' -Node|CompositorNode|CompositorNodeRLayers.layer -> layer: enum '"NO DESCRIPTION"' -+ * Node|CompositorNode|CompositorNodeRotate.filter -> filter_type: enum '"Method to use to filter rotation"' -Node|CompositorNode|CompositorNodeScale.space -> space: enum '"Coordinate space to scale relative to"' -Node|CompositorNode|CompositorNodeSplitViewer.axis -> axis: enum '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeTonemap.tonemap_type -> tonemap_type: enum '"NO DESCRIPTION"' -Node|ShaderNode|ShaderNodeMath.operation -> operation: enum '"NO DESCRIPTION"' -Node|ShaderNode|ShaderNodeMixRGB.blend_type -> blend_type: enum '"NO DESCRIPTION"' -Node|ShaderNode|ShaderNodeVectorMath.operation -> operation: enum '"NO DESCRIPTION"' -Node|TextureNode|TextureNodeMath.operation -> operation: enum '"NO DESCRIPTION"' -Node|TextureNode|TextureNodeMixRGB.blend_type -> blend_type: enum '"NO DESCRIPTION"' -Operator.bl_options -> bl_options: enum '"Options for this operator type"' -Panel.bl_region_type -> bl_region_type: enum '"NO DESCRIPTION"' -Panel.bl_space_type -> bl_space_type: enum '"NO DESCRIPTION"' -Particle.alive_state -> alive_state: enum '"NO DESCRIPTION"' -ParticleBrush.length_mode -> length_mode: enum '"NO DESCRIPTION"' -ParticleBrush.puff_mode -> puff_mode: enum '"NO DESCRIPTION"' -ParticleEdit.selection_mode -> selection_mode: enum '"Particle select and display mode"' -ParticleEdit.tool -> tool: enum '"NO DESCRIPTION"' -ParticleEdit.type -> type: enum '"NO DESCRIPTION"' -ParticleTarget.mode -> mode: enum '"NO DESCRIPTION"' -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.noise_basis -> noise_basis: enum '"Noise formula used for turbulence"' -PointDensity.particle_cache -> particle_cache: enum '"Co-ordinate system to cache particles in"' -PointDensity.point_source -> point_source: enum '"Point data to use as renderable point density"' -PointDensity.turbulence_influence -> turbulence_influence: enum '"Method for driving added turbulent noise"' -PointDensity.vertices_cache -> vertices_cache: enum '"Co-ordinate system to cache vertices in"' -Pose.ik_solver -> ik_solver: enum '"Selection of IK solver for IK chain, current choice is 0 for Legacy, 1 for iTaSC"' -PoseBone.rotation_mode -> rotation_mode: enum '"NO DESCRIPTION"' -RegionView3D.view_perspective -> view_perspective: enum '"View Perspective"' -RenderSettings.alpha_mode -> alpha_mode: enum '"Representation of alpha information in the RGBA pixels"' -RenderSettings.antialiasing_samples -> antialiasing_samples: enum '"Amount of anti-aliasing samples per pixel"' -RenderSettings.bake_aa_mode -> bake_aa_mode: enum '"NO DESCRIPTION"' -RenderSettings.bake_normal_space -> bake_normal_space: enum '"Choose normal space for baking"' -RenderSettings.bake_quad_split -> bake_quad_split: enum '"Choose the method used to split a quad into 2 triangles for baking"' -RenderSettings.bake_type -> bake_type: enum '"Choose shading information to bake into the image"' -RenderSettings.color_mode -> color_mode: enum '"Choose BW for saving greyscale images, RGB for saving red, green and blue channels, AND RGBA for saving red, green, blue + alpha channels"' -RenderSettings.display_mode -> display_mode: enum '"Select where rendered images will be displayed"' -RenderSettings.engine -> engine: enum '"Engine to use for rendering"' -RenderSettings.field_order -> field_order: enum '"Order of video fields. Select which lines get rendered first, to create smooth motion for TV output"' -RenderSettings.file_format -> file_format: enum '"File format to save the rendered images as"' -RenderSettings.octree_resolution -> octree_resolution: enum '"Resolution of raytrace accelerator. Use higher resolutions for larger scenes"' -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.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.threads_mode -> threads_mode: enum '"Determine the amount of render threads used"' -SceneGameData.dome_mode -> dome_mode: enum '"Dome physical configurations"' -SceneGameData.framing_type -> frame_type: enum '"Select the type of Framing you want"' -SceneGameData.material_mode -> material_mode: enum '"Material mode to use for rendering"' -SceneGameData.physics_engine -> physics_engine: enum '"Physics engine used for physics simulation in the game engine"' -SceneGameData.stereo -> stereo: enum '"NO DESCRIPTION"' -SceneGameData.stereo_mode -> stereo_mode: enum '"Stereographic techniques"' -Scopes.waveform_mode -> waveform_mode: enum '"NO DESCRIPTION"' -Sensor.type -> type: enum '"NO DESCRIPTION"' -+ * Sensor|ArmatureSensor.test_type -> test_type: enum '"Type of value and test"' -Sensor|JoystickSensor.axis_direction -> axis_direction: enum '"The direction of the axis"' -Sensor|JoystickSensor.event_type -> event_type: enum '"The type of event this joystick sensor is triggered on"' -Sensor|JoystickSensor.hat_direction -> hat_direction: enum '"Specify hat direction"' -Sensor|KeyboardSensor.key -> key: enum '"NO DESCRIPTION"' -Sensor|KeyboardSensor.modifier_key -> modifier_key: enum '"Modifier key code"' -Sensor|KeyboardSensor.second_modifier_key -> second_modifier_key: enum '"Modifier key code"' -Sensor|MouseSensor.mouse_event -> mouse_event: enum '"Specify the type of event this mouse sensor should trigger on"' -Sensor|PropertySensor.evaluation_type -> evaluation_type: enum '"Type of property evaluation"' -Sensor|RadarSensor.axis -> axis: enum '"Specify along which axis the radar cone is cast"' -Sensor|RaySensor.axis -> axis: enum '"Specify along which axis the ray is cast"' -Sensor|RaySensor.ray_type -> ray_type: enum '"Toggle collision on material or property"' -Sequence.blend_mode -> blend_type: enum '"NO DESCRIPTION"' -Sequence|EffectSequence|TransformSequence.interpolation -> interpolation: enum '"NO DESCRIPTION"' -Sequence|EffectSequence|TransformSequence.translation_unit -> translation_unit: enum '"NO DESCRIPTION"' -Sequence|EffectSequence|WipeSequence.direction -> direction: enum '"Wipe direction"' -Sequence|EffectSequence|WipeSequence.transition_type -> transition_type: enum '"NO DESCRIPTION"' -ShapeKey.interpolation -> interpolation: enum '"Interpolation type"' -SmokeDomainSettings.noise_type -> noise_type: enum '"Noise method which is used for creating the high resolution"' -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."' -SoftBodySettings.aerodynamics_type -> aerodynamics_type: enum '"Method of calculating aerodynamic interaction"' -SoftBodySettings.collision_type -> collision_type: enum '"Choose Collision Type"' -SpaceUVEditor.draw_stretch_type -> draw_stretch_type: enum '"Type of stretch to draw"' -SpaceUVEditor.edge_draw_type -> edge_draw_type: enum '"Draw type for drawing UV edges"' -SpaceUVEditor.pivot -> pivot: enum '"Rotation/Scaling Pivot"' -SpaceUVEditor.sticky_selection_mode -> sticky_selection_mode: enum '"Automatically select also UVs sharing the same vertex as the ones being selected"' -Space|SpaceConsole.console_type -> console_type: enum '"Console type"' -Space|SpaceDopeSheetEditor.autosnap -> autosnap: enum '"Automatic time snapping settings for transformations"' -Space|SpaceDopeSheetEditor.mode -> mode: enum '"Editing context being displayed"' -Space|SpaceGraphEditor.autosnap -> autosnap: enum '"Automatic time snapping settings for transformations"' -Space|SpaceGraphEditor.mode -> mode: enum '"Editing context being displayed"' -Space|SpaceGraphEditor.pivot_point -> pivot_point: enum '"Pivot center for rotation/scaling"' -Space|SpaceImageEditor.draw_channels -> draw_channels: enum '"Channels of the image to draw"' -Space|SpaceNLA.autosnap -> autosnap: enum '"Automatic time snapping settings for transformations"' -Space|SpaceNodeEditor.texture_type -> texture_type: enum '"Type of data to take texture from"' -Space|SpaceNodeEditor.tree_type -> tree_type: enum '"Node tree type to display and edit"' -Space|SpaceOutliner.display_mode -> display_mode: enum '"Type of information to display"' -Space|SpaceProperties.align -> align: enum '"Arrangement of the panels"' -Space|SpaceProperties.context -> context: enum '"Type of active data to display and edit"' -Space|SpaceSequenceEditor.display_mode -> display_mode: enum '"The view mode to use for displaying sequencer output"' -Space|SpaceSequenceEditor.proxy_render_size -> proxy_render_size: enum '"Draw preview using full resolution or different proxy resolutions"' -Space|SpaceSequenceEditor.view_type -> view_type: enum '"The type of the Sequencer view (sequencer, preview or both)"' -Space|SpaceView3D.pivot_point -> pivot_point: enum '"Pivot center for rotation/scaling"' -Space|SpaceView3D.transform_orientation -> transform_orientation: enum '"Transformation orientation"' -Space|SpaceView3D.viewport_shading -> viewport_shade: enum '"Method to display/shade objects in the 3D View"' -Spline.radius_interpolation -> radius_interpolation: enum '"The type of radius interpolation for Bezier curves"' -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"' -TextureSlot.blend_type -> blend_type: enum '"NO DESCRIPTION"' -TextureSlot.output_node -> output_node: enum '"Which output node to use, for node-based textures"' -+ * TextureSlot|BrushTextureSlot.map_mode -> map_mode: enum '"NO DESCRIPTION"' -TextureSlot|LampTextureSlot.texture_coordinates -> texture_coords: enum '"NO DESCRIPTION"' -TextureSlot|MaterialTextureSlot.mapping -> mapping: enum '"NO DESCRIPTION"' -TextureSlot|MaterialTextureSlot.normal_map_space -> normal_map_space: enum '"NO DESCRIPTION"' -TextureSlot|MaterialTextureSlot.texture_coordinates -> texture_coords: enum '"NO DESCRIPTION"' -TextureSlot|MaterialTextureSlot.x_mapping -> x_mapping: enum '"NO DESCRIPTION"' -TextureSlot|MaterialTextureSlot.y_mapping -> y_mapping: enum '"NO DESCRIPTION"' -TextureSlot|MaterialTextureSlot.z_mapping -> z_mapping: enum '"NO DESCRIPTION"' -TextureSlot|WorldTextureSlot.texture_coordinates -> texture_coords: enum '"Texture coordinates used to map the texture onto the background"' -Theme.theme_area -> theme_area: enum '"NO DESCRIPTION"' -ThemeFontStyle.font_kerning_style -> font_kerning_style: enum '"Which style to use for font kerning"' -ToolSettings.autokey_mode -> autokey_mode: enum '"Mode of automatic keyframe insertion for Objects and Bones"' -ToolSettings.edge_path_mode -> edge_path_mode: enum '"The edge flag to tag when selecting the shortest path"' -ToolSettings.etch_convert_mode -> etch_convert_mode: enum '"Method used to convert stroke to bones"' -ToolSettings.etch_roll_mode -> etch_roll_mode: enum '"Method used to adjust the roll of bones when retargeting"' -ToolSettings.proportional_editing -> proportional_edit: enum '"Proportional editing mode"' -ToolSettings.proportional_editing_falloff -> proportional_edit_falloff: enum '"Falloff type for proportional editing mode"' -ToolSettings.snap_element -> snap_element: enum '"Type of element to snap to"' -ToolSettings.snap_target -> snap_target: enum '"Which part to snap onto the target"' -ToolSettings.uv_selection_mode -> uv_selection_mode: enum '"UV selection and display mode"' -UILayout.alignment -> alignment: enum '"NO DESCRIPTION"' -UILayout.operator_context -> operator_context: enum '"NO DESCRIPTION"' -UnitSettings.rotation_units -> rotation_units: enum '"Unit to use for displaying/editing rotation values"' -UnitSettings.system -> system: enum '"The unit system to use for button display"' -UserPreferences.active_section -> active_section: enum '"Active section of the user preferences shown in the user interface"' -UserPreferencesEdit.auto_keying_mode -> auto_keying_mode: enum '"Mode of automatic keyframe insertion for Objects and Bones"' -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"' -UserPreferencesFilePaths.animation_player_preset -> animation_player_preset: enum '"Preset configs for external animation players"' -UserPreferencesInput.select_mouse -> select_mouse: enum '"The mouse button used for selection"' -UserPreferencesInput.view_rotation -> view_rotation: enum '"Rotation style in the viewport"' -UserPreferencesInput.zoom_axis -> zoom_axis: enum '"Axis of mouse movement to zoom in or out on"' -UserPreferencesInput.zoom_style -> zoom_style: enum '"Which style to use for viewport scaling"' -UserPreferencesSystem.audio_channels -> audio_channels: enum '"Sets the audio channel count"' -UserPreferencesSystem.audio_device -> audio_device: enum '"Sets the audio output device"' -UserPreferencesSystem.audio_mixing_buffer -> audio_mixing_buffer: enum '"Sets the number of samples used by the audio mixing buffer"' -UserPreferencesSystem.audio_sample_format -> audio_sample_format: enum '"Sets the audio sample format"' -UserPreferencesSystem.audio_sample_rate -> audio_sample_rate: enum '"Sets the audio sample rate"' -UserPreferencesSystem.color_picker_type -> color_picker_type: enum '"Different styles of displaying the color picker widget"' -UserPreferencesSystem.gl_texture_limit -> gl_texture_limit: enum '"Limit the texture size to save graphics memory"' -UserPreferencesSystem.language -> language: enum '"Language use for translation"' -UserPreferencesSystem.window_draw_method -> window_draw_method: enum '"Drawing method used by the window manager"' -UserPreferencesView.timecode_style -> timecode_style: enum '"Format of Time Codes displayed when not displaying timing in terms of frames"' -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.interpolation -> interpolation: enum '"Method to interpolate/smooth values between voxel cells"' -VoxelData.smoke_data_type -> smoke_data_type: enum '"Simulation value to be used as a texture"' -WorldLighting.ao_blend_mode -> ao_blend_type: enum '"Defines how AO mixes with material shading"' -WorldLighting.environment_color -> environment_color: enum '"Defines where the color of the environment light comes from"' -WorldLighting.gather_method -> gather_method: enum '"NO DESCRIPTION"' -WorldLighting.sample_method -> sample_method: enum '"Method for generating shadow samples (for Raytrace)"' -WorldMistSettings.falloff -> falloff: enum '"Type of transition used to fade mist"' -+ * BoidRule.type -> type: enum, '"(read-only)"' -+ * Constraint.type -> type: enum, '"(read-only)"' -+ * Context.mode -> mode: enum, '"(read-only)"' -+ * CurveMap.extend -> extend: enum, '"(read-only) Extrapolate the curve or extend it horizontally"' -+ * CurveMapPoint.handle_type -> handle_type: enum, '"(read-only) Curve interpolation at this point: bezier or vector"' -+ * Event.type -> type: enum, '"(read-only)"' -+ * Event.value -> value: enum, '"(read-only) The type of event, only applies to some"' -+ * FModifier.type -> type: enum, '"(read-only) F-Curve Modifier Type"' -+ * ID|Image.type -> type: enum, '"(read-only) How to generate the image"' -+ * ID|Object.mode -> mode: enum, '"(read-only) Object interaction mode"' -+ * ID|Object.type -> type: enum, '"(read-only) Type of Object"' -+ * IKParam.ik_solver -> ik_solver: enum, '"(read-only) IK solver for which these parameters are defined, 0 for Legacy, 1 for iTaSC"' -+ * 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"' -+ * Modifier.type -> type: enum, '"(read-only)"' -NlaStrip.type -> type: enum, '"(read-only) Type of NLA Strip"' -+ * Node|CompositorNode.type -> type: enum, '"(read-only)"' -Node|ShaderNode.type -> type: enum, '"(read-only)"' -Node|TextureNode.type -> type: enum, '"(read-only)"' -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|EnumProperty.default -> default: enum, '"(read-only) Default value for this enum"' -Region.type -> type: enum, '"(read-only) Type of this region"' -RenderPass.type -> type: enum, '"(read-only)"' -Sequence.type -> type: enum, '"(read-only)"' -Space.type -> type: enum, '"(read-only) Space data type"' -+ * Actuator|ArmatureActuator.weight -> weight: float '"Set weight of this constraint"' -+ * Actuator|CameraActuator.height -> height: float '"NO DESCRIPTION"' -+ * Actuator|CameraActuator.max -> max: float '"NO DESCRIPTION"' -+ * Actuator|CameraActuator.min -> min: float '"NO DESCRIPTION"' -+ * Actuator|ConstraintActuator.distance -> distance: float '"Set the maximum length of ray"' -+ * Actuator|ConstraintActuator.fh_damping -> fh_damping: float '"Damping factor of the Fh spring force"' -+ * Actuator|ConstraintActuator.fh_height -> fh_height: float '"Height of the Fh area"' -+ * Actuator|ConstraintActuator.limit_max -> limit_max: float '"NO DESCRIPTION"' -+ * Actuator|ConstraintActuator.limit_min -> limit_min: float '"NO DESCRIPTION"' -+ * Actuator|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"' -+ * Actuator|ConstraintActuator.max_rotation -> rotation_max: float '"Reference Direction"' -+ * Actuator|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"' -+ * Actuator|ConstraintActuator.range -> range: float '"Set the maximum length of ray"' -+ * Actuator|ConstraintActuator.spring -> spring: float '"Spring force within the Fh area"' -+ * Actuator|EditObjectActuator.angular_velocity -> angular_velocity: float '"Angular velocity upon creation"' -+ * Actuator|EditObjectActuator.linear_velocity -> linear_velocity: float '"Velocity upon creation"' -+ * Actuator|EditObjectActuator.mass -> mass: float '"The mass of the object"' -+ * Actuator|Filter2DActuator.motion_blur_factor -> motion_blur_factor: float '"Set motion blur factor"' -+ * Actuator|ObjectActuator.angular_velocity -> angular_velocity: float '"Sets the angular velocity"' -+ * Actuator|ObjectActuator.derivate_coefficient -> derivate_coefficient: float '"Not required, high values can cause instability"' -+ * Actuator|ObjectActuator.force -> force: float '"Sets the force"' -+ * Actuator|ObjectActuator.force_max_x -> force_max_x: float '"Set the upper limit for force"' -+ * Actuator|ObjectActuator.force_max_y -> force_max_y: float '"Set the upper limit for force"' -+ * Actuator|ObjectActuator.force_max_z -> force_max_z: float '"Set the upper limit for force"' -+ * Actuator|ObjectActuator.force_min_x -> force_min_x: float '"Set the lower limit for force"' -+ * Actuator|ObjectActuator.force_min_y -> force_min_y: float '"Set the lower limit for force"' -+ * Actuator|ObjectActuator.force_min_z -> force_min_z: float '"Set the lower limit for force"' -+ * Actuator|ObjectActuator.integral_coefficient -> integral_coefficient: float '"Low value (0.01) for slow response, high value (0.5) for fast response"' -+ * Actuator|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)"' -+ * Actuator|ObjectActuator.loc -> offset_location: float '"Sets the location"' -+ * Actuator|ObjectActuator.proportional_coefficient -> proportional_coefficient: float '"Typical value is 60x integral coefficient"' -+ * Actuator|ObjectActuator.rot -> offset_rotation: float '"Sets the rotation"' -+ * Actuator|ObjectActuator.torque -> torque: float '"Sets the torque"' -+ * Actuator|RandomActuator.chance -> chance: float '"Pick a number between 0 and 1. Success if you stay below this value"' -+ * Actuator|RandomActuator.float_max -> float_max: float '"Choose a number from a range. Upper boundary of the range"' -+ * Actuator|RandomActuator.float_mean -> float_mean: float '"A normal distribution. Mean of the distribution"' -+ * Actuator|RandomActuator.float_min -> float_min: float '"Choose a number from a range. Lower boundary of the range"' -+ * Actuator|RandomActuator.float_value -> float_value: float '"Always return this number"' -+ * Actuator|RandomActuator.half_life_time -> half_life_time: float '"Negative exponential dropoff"' -+ * Actuator|RandomActuator.int_mean -> int_mean: float '"Expected mean value of the distribution"' -+ * Actuator|RandomActuator.standard_derivation -> standard_derivation: float '"A normal distribution. Standard deviation of the distribution"' -+ * Actuator|SoundActuator.cone_inner_angle_3d -> cone_inner_angle_3d: float '"The angle of the inner cone"' -+ * Actuator|SoundActuator.cone_outer_angle_3d -> cone_outer_angle_3d: float '"The angle of the outer cone"' -+ * Actuator|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"' -+ * Actuator|SoundActuator.max_distance_3d -> distance_3d_max: float '"The maximum distance at which you can hear the sound"' -+ * Actuator|SoundActuator.maximum_gain_3d -> gain_3d_max: float '"The maximum gain of the sound, no matter how near it is"' -+ * Actuator|SoundActuator.minimum_gain_3d -> gain_3d_min: float '"The minimum gain of the sound, no matter how far it is away"' -+ * Actuator|SoundActuator.pitch -> pitch: float '"Sets the pitch of the sound"' -+ * Actuator|SoundActuator.reference_distance_3d -> distance_rest_3d: float '"The distance where the sound has a gain of 1.0"' -+ * Actuator|SoundActuator.rolloff_factor_3d -> rolloff_factor_3d: float '"The influence factor on volume depending on distance"' -+ * Actuator|SoundActuator.volume -> volume: float '"Sets the initial volume of the sound"' -+ * AnimData.action_influence -> action_influence: float '"Amount the Active Action contributes to the result of the NLA stack"' -+ * BackgroundImage.offset_x -> offset_x: float '"Offsets image horizontally from the world origin"' -+ * BackgroundImage.offset_y -> offset_y: float '"Offsets image vertically from the world origin"' -+ * BackgroundImage.size -> size: float '"Scaling factor for the background image"' -+ * BackgroundImage.transparency -> transparency: float '"Amount to blend the image against the background color"' -+ * BezierSplinePoint.co -> co: float '"Coordinates of the control point"' -+ * BezierSplinePoint.handle1 -> handle_left: float '"Coordinates of the first handle"' -+ * BezierSplinePoint.handle2 -> handle_right: float '"Coordinates of the second handle"' -+ * BezierSplinePoint.tilt -> tilt: float '"Tilt in 3D View"' -+ * BezierSplinePoint.weight -> weight: float '"Softbody goal weight"' -+ * BoidRule|BoidRuleAverageSpeed.level -> level: float '"How much velocity\'s z-component is kept constant"' -+ * BoidRule|BoidRuleAverageSpeed.speed -> speed: float '"Percentage of maximum speed"' -+ * BoidRule|BoidRuleAverageSpeed.wander -> wander: float '"How fast velocity\'s direction is randomized"' -+ * BoidRule|BoidRuleAvoid.fear_factor -> fear_factor: float '"Avoid object if danger from it is above this threshold"' -+ * BoidRule|BoidRuleAvoidCollision.look_ahead -> look_ahead: float '"Time to look ahead in seconds"' -+ * BoidRule|BoidRuleFight.distance -> distance: float '"Attack boids at max this distance"' -+ * BoidRule|BoidRuleFight.flee_distance -> flee_distance: float '"Flee to this distance"' -+ * BoidRule|BoidRuleFollowLeader.distance -> distance: float '"Distance behind leader to follow"' -+ * BoidSettings.accuracy -> accuracy: float '"Accuracy of attack"' -+ * BoidSettings.aggression -> aggression: float '"Boid will fight this times stronger enemy"' -+ * BoidSettings.air_max_acc -> air_acc_max: float '"Maximum acceleration in air (relative to maximum speed)"' -+ * BoidSettings.air_max_ave -> air_ave_max: float '"Maximum angular velocity in air (relative to 180 degrees)"' -+ * BoidSettings.air_max_speed -> air_speed_max: float '"Maximum speed in air"' -+ * BoidSettings.air_min_speed -> air_speed_min: float '"Minimum speed in air (relative to maximum speed)"' -+ * BoidSettings.air_personal_space -> air_personal_space: float '"Radius of boids personal space in air (% of particle size)"' -+ * BoidSettings.banking -> bank: float '"Amount of rotation around velocity vector on turns"' -+ * BoidSettings.health -> health: float '"Initial boid health when born"' -+ * BoidSettings.height -> height: float '"Boid height relative to particle size"' -+ * BoidSettings.land_jump_speed -> land_jump_speed: float '"Maximum speed for jumping"' -+ * BoidSettings.land_max_acc -> land_acc_max: float '"Maximum acceleration on land (relative to maximum speed)"' -+ * BoidSettings.land_max_ave -> land_ave_max: float '"Maximum angular velocity on land (relative to 180 degrees)"' -+ * BoidSettings.land_max_speed -> land_speed_max: float '"Maximum speed on land"' -+ * BoidSettings.land_personal_space -> land_personal_space: float '"Radius of boids personal space on land (% of particle size)"' -+ * BoidSettings.land_stick_force -> land_stick_force: float '"How strong a force must be to start effecting a boid on land"' -+ * BoidSettings.landing_smoothness -> land_smooth: float '"How smoothly the boids land"' -+ * BoidSettings.range -> range: float '"The maximum distance from which a boid can attack"' -+ * BoidSettings.strength -> strength: float '"Maximum caused damage on attack per second"' -+ * BoidState.falloff -> falloff: float '"NO DESCRIPTION"' -+ * BoidState.rule_fuzziness -> rule_fuzzy: float '"NO DESCRIPTION"' -+ * 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.envelope_distance -> envelope_distance: float '"Bone deformation distance (for Envelope deform only)"' -+ * Bone.envelope_weight -> envelope_weight: float '"Bone deformation weight (for Envelope deform only)"' -+ * Bone.head -> head: float '"Location of head end of the bone relative to its parent"' -+ * Bone.head_local -> head_local: float '"Location of head end of the bone relative to armature"' -+ * Bone.head_radius -> head_radius: float '"Radius of head of bone (for Envelope deform only)"' -+ * Bone.matrix -> matrix: float '"3x3 bone matrix"' -+ * Bone.matrix_local -> matrix_local: float '"4x4 bone matrix relative to armature"' -+ * Bone.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)"' -+ * ClothCollisionSettings.friction -> friction: float '"Friction force if a collision happened. (higher = less movement)"' -+ * ClothCollisionSettings.min_distance -> distance_min: float '"Minimum distance between collision objects before collision response takes in"' -+ * 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"' -+ * 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.collider_friction -> collider_friction: float '"NO DESCRIPTION"' -+ * 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.pin_stiffness -> pin_stiffness: float '"Pin (vertex target position) spring stiffness"' -+ * ClothSettings.spring_damping -> spring_damping: float '"Damping of cloth velocity. (higher = more smooth, less jiggling)"' -+ * ClothSettings.structural_stiffness -> structural_stiffness: float '"Overall stiffness of structure"' -+ * ClothSettings.structural_stiffness_max -> structural_stiffness_max: float '"Maximum structural stiffness value"' -+ * CollisionSettings.absorption -> absorption: float '"How much of effector force gets lost during collision with this object (in percent)"' -+ * CollisionSettings.damping -> damping: float '"Amount of damping during collision"' -+ * CollisionSettings.damping_factor -> damping_factor: float '"Amount of damping during particle collision"' -+ * CollisionSettings.friction_factor -> friction_factor: float '"Amount of friction during particle collision"' -+ * CollisionSettings.inner_thickness -> thickness_inner: float '"Inner face thickness"' -+ * 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 -> damping_random: float '"Random variation of damping"' -+ * CollisionSettings.random_friction -> friction_random: float '"Random variation of friction"' -+ * CollisionSettings.stickness -> stickness: float '"Amount of stickness to surface collision"' -+ * ColorRampElement.color -> color: float '"NO DESCRIPTION"' -+ * ColorRampElement.position -> position: float '"NO DESCRIPTION"' -+ * Constraint.influence -> influence: float '"Amount of influence constraint will have on the final solution"' -+ * Constraint|ActionConstraint.maximum -> max: float '"Maximum value for target channel range"' -+ * Constraint|ActionConstraint.minimum -> min: float '"Minimum value for target channel range"' -+ * Constraint|CopyLocationConstraint.head_tail -> head_tail: float '"Target along length of bone: Head=0, Tail=1"' -+ * Constraint|CopyTransformsConstraint.head_tail -> head_tail: float '"Target along length of bone: Head=0, Tail=1"' -+ * Constraint|FloorConstraint.offset -> offset: float '"Offset of floor from object origin"' -+ * Constraint|FollowPathConstraint.offset_factor -> offset_factor: float '"Percentage value defining target position along length of bone"' -+ * Constraint|KinematicConstraint.distance -> distance: float '"Radius of limiting sphere"' -+ * Constraint|KinematicConstraint.orient_weight -> orient_weight: float '"For Tree-IK: Weight of orientation control for this target"' -+ * Constraint|KinematicConstraint.pole_angle -> pole_angle: float '"Pole rotation offset"' -+ * Constraint|KinematicConstraint.weight -> weight: float '"For Tree-IK: Weight of position control for this target"' -+ * Constraint|LimitDistanceConstraint.distance -> distance: float '"Radius of limiting sphere"' -+ * Constraint|LimitLocationConstraint.maximum_x -> max_x: float '"Highest X value to allow"' -+ * Constraint|LimitLocationConstraint.maximum_y -> max_y: float '"Highest Y value to allow"' -+ * Constraint|LimitLocationConstraint.maximum_z -> max_z: float '"Highest Z value to allow"' -+ * Constraint|LimitLocationConstraint.minimum_x -> min_x: float '"Lowest X value to allow"' -+ * Constraint|LimitLocationConstraint.minimum_y -> min_y: float '"Lowest Y value to allow"' -+ * Constraint|LimitLocationConstraint.minimum_z -> min_z: float '"Lowest Z value to allow"' -+ * Constraint|LimitRotationConstraint.maximum_x -> max_x: float '"Highest X value to allow"' -+ * Constraint|LimitRotationConstraint.maximum_y -> max_y: float '"Highest Y value to allow"' -+ * Constraint|LimitRotationConstraint.maximum_z -> max_z: float '"Highest Z value to allow"' -+ * Constraint|LimitRotationConstraint.minimum_x -> min_x: float '"Lowest X value to allow"' -+ * Constraint|LimitRotationConstraint.minimum_y -> min_y: float '"Lowest Y value to allow"' -+ * Constraint|LimitRotationConstraint.minimum_z -> min_z: float '"Lowest Z value to allow"' -+ * Constraint|LimitScaleConstraint.maximum_x -> max_x: float '"Highest X value to allow"' -+ * Constraint|LimitScaleConstraint.maximum_y -> max_y: float '"Highest Y value to allow"' -+ * Constraint|LimitScaleConstraint.maximum_z -> max_z: float '"Highest Z value to allow"' -+ * Constraint|LimitScaleConstraint.minimum_x -> min_x: float '"Lowest X value to allow"' -+ * Constraint|LimitScaleConstraint.minimum_y -> min_y: float '"Lowest Y value to allow"' -+ * Constraint|LimitScaleConstraint.minimum_z -> min_z: float '"Lowest Z value to allow"' -+ * Constraint|MaintainVolumeConstraint.volume -> volume: float '"Volume of the bone at rest"' -+ * Constraint|PivotConstraint.head_tail -> head_tail: float '"Target along length of bone: Head=0, Tail=1"' -+ * Constraint|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"' -+ * Constraint|RigidBodyJointConstraint.axis_x -> axis_x: float '"Rotate pivot on X axis in degrees"' -+ * Constraint|RigidBodyJointConstraint.axis_y -> axis_y: float '"Rotate pivot on Y axis in degrees"' -+ * Constraint|RigidBodyJointConstraint.axis_z -> axis_z: float '"Rotate pivot on Z axis in degrees"' -+ * Constraint|RigidBodyJointConstraint.pivot_x -> pivot_x: float '"Offset pivot on X"' -+ * Constraint|RigidBodyJointConstraint.pivot_y -> pivot_y: float '"Offset pivot on Y"' -+ * Constraint|RigidBodyJointConstraint.pivot_z -> pivot_z: float '"Offset pivot on Z"' -+ * Constraint|ShrinkwrapConstraint.distance -> distance: float '"Distance to Target"' -+ * Constraint|SplineIKConstraint.joint_bindings -> joint_bindings: float '"(EXPERIENCED USERS ONLY) The relative positions of the joints along the chain as percentages"' -+ * Constraint|StretchToConstraint.bulge -> bulge: float '"Factor between volume variation and stretching"' -+ * Constraint|StretchToConstraint.head_tail -> head_tail: float '"Target along length of bone: Head=0, Tail=1"' -+ * Constraint|StretchToConstraint.original_length -> rest_length: float '"Length at rest position"' -+ * Constraint|TrackToConstraint.head_tail -> head_tail: float '"Target along length of bone: Head=0, Tail=1"' -+ * Constraint|TransformConstraint.from_max_x -> from_max_x: float '"Top range of X axis source motion"' -+ * Constraint|TransformConstraint.from_max_y -> from_max_y: float '"Top range of Y axis source motion"' -+ * Constraint|TransformConstraint.from_max_z -> from_max_z: float '"Top range of Z axis source motion"' -+ * Constraint|TransformConstraint.from_min_x -> from_min_x: float '"Bottom range of X axis source motion"' -+ * Constraint|TransformConstraint.from_min_y -> from_min_y: float '"Bottom range of Y axis source motion"' -+ * Constraint|TransformConstraint.from_min_z -> from_min_z: float '"Bottom range of Z axis source motion"' -+ * Constraint|TransformConstraint.to_max_x -> to_max_x: float '"Top range of X axis destination motion"' -+ * Constraint|TransformConstraint.to_max_y -> to_max_y: float '"Top range of Y axis destination motion"' -+ * Constraint|TransformConstraint.to_max_z -> to_max_z: float '"Top range of Z axis destination motion"' -+ * Constraint|TransformConstraint.to_min_x -> to_min_x: float '"Bottom range of X axis destination motion"' -+ * Constraint|TransformConstraint.to_min_y -> to_min_y: float '"Bottom range of Y axis destination motion"' -+ * Constraint|TransformConstraint.to_min_z -> to_min_z: float '"Bottom range of Z axis destination motion"' -+ * CurveMapping.black_level -> black_level: float '"For RGB curves, the color that black is mapped to"' -+ * 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.white_level -> white_level: float '"For RGB curves, the color that white is mapped to"' -+ * DupliObject.matrix -> matrix: float '"Object duplicate transformation matrix"' -+ * DupliObject.matrix_original -> matrix_original: float '"Duplicated object transformation matrix"' -+ * 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.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.roll -> roll: float '"Bone rotation around head-tail axis"' -+ * EditBone.tail -> tail: float '"Location of tail end of the bone"' -+ * EditBone.tail_radius -> tail_radius: float '"Radius of tail of bone (for Envelope deform only)"' -+ * EffectorWeights.all -> all: float '"All effector\'s weight"' -+ * EffectorWeights.boid -> boid: float '"Boid effector weight"' -+ * EffectorWeights.charge -> charge: float '"Charge effector weight"' -+ * EffectorWeights.curveguide -> curve_guide: float '"Curve guide effector weight"' -+ * EffectorWeights.drag -> drag: float '"Drag effector weight"' -+ * EffectorWeights.force -> force: float '"Force effector weight"' -+ * EffectorWeights.gravity -> gravity: float '"Global gravity weight"' -+ * EffectorWeights.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"' -+ * 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.zoom -> zoom: float '"NO DESCRIPTION"' -+ * FCurve.color -> color: float '"Color of the F-Curve in the Graph Editor"' -+ * FCurveSample.co -> co: float '"Point coordinates"' -+ * 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"' -+ * FModifier|FModifierCycles.after_cycles -> cycles_after: float '"Maximum number of cycles to allow after last keyframe. (0 = infinite)"' -+ * FModifier|FModifierCycles.before_cycles -> cycles_before: float '"Maximum number of cycles to allow before first keyframe. (0 = infinite)"' -+ * FModifier|FModifierEnvelope.default_maximum -> default_max: float '"Upper distance from Reference Value for 1:1 default influence"' -+ * FModifier|FModifierEnvelope.default_minimum -> default_min: float '"Lower distance from Reference Value for 1:1 default influence"' -+ * FModifier|FModifierEnvelope.reference_value -> reference_value: float '"Value that envelope\'s influence is centered around / based on"' -+ * FModifier|FModifierFunctionGenerator.amplitude -> amplitude: float '"Scale factor determining the maximum/minimum values"' -+ * FModifier|FModifierFunctionGenerator.phase_multiplier -> phase_multiplier: float '"Scale factor determining the \'speed\' of the function"' -+ * FModifier|FModifierFunctionGenerator.phase_offset -> phase_offset: float '"Constant factor to offset time by for function"' -+ * FModifier|FModifierFunctionGenerator.value_offset -> value_offset: float '"Constant factor to offset values by"' -+ * FModifier|FModifierGenerator.coefficients -> coefficients: float '"Coefficients for \'x\' (starting from lowest power of x^0)"' -+ * FModifier|FModifierLimits.maximum_x -> max_x: float '"Highest X value to allow"' -+ * FModifier|FModifierLimits.maximum_y -> max_y: float '"Highest Y value to allow"' -+ * FModifier|FModifierLimits.minimum_x -> min_x: float '"Lowest X value to allow"' -+ * FModifier|FModifierLimits.minimum_y -> min_y: float '"Lowest Y value to allow"' -+ * FModifier|FModifierNoise.phase -> phase: float '"A random seed for the noise effect"' -+ * FModifier|FModifierNoise.size -> scale: float '"Scaling (in time) of the noise"' -+ * FModifier|FModifierNoise.strength -> strength: float '"Amplitude of the noise - the amount that it modifies the underlying curve"' -+ * FModifier|FModifierStepped.frame_end -> frame_end: float '"Frame that modifier\'s influence ends (if applicable)"' -+ * FModifier|FModifierStepped.frame_start -> frame_start: float '"Frame that modifier\'s influence starts (if applicable)"' -+ * FModifier|FModifierStepped.offset -> frame_offset: float '"Reference number of frames before frames get held. Use to get hold for \'1-3\' vs \'5-7\' holding patterns"' -+ * FModifier|FModifierStepped.step_size -> frame_step: float '"Number of frames to hold each value"' -+ * FieldSettings.falloff_power -> falloff_power: float '"Falloff power (real gravitational falloff = 2)"' -+ * FieldSettings.flow -> flow: float '"Convert effector force into air flow velocity"' -+ * FieldSettings.guide_clump_amount -> guide_clump_amount: float '"Amount of clumping"' -+ * FieldSettings.guide_clump_shape -> guide_clump_shape: float '"Shape of clumping"' -+ * FieldSettings.guide_free -> guide_free: float '"Guide-free time from particle life\'s end"' -+ * FieldSettings.guide_kink_amplitude -> guide_kink_amplitude: float '"The amplitude of the offset"' -+ * FieldSettings.guide_kink_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_minimum -> guide_minimum: float '"The distance from which particles are affected fully"' -+ * FieldSettings.harmonic_damping -> harmonic_damping: float '"Damping of the harmonic force"' -+ * FieldSettings.inflow -> inflow: float '"Inwards component of the vortex force"' -+ * FieldSettings.linear_drag -> linear_drag: float '"Drag component proportional to velocity"' -+ * FieldSettings.maximum_distance -> distance_max: float '"Maximum distance for the field to work"' -+ * FieldSettings.minimum_distance -> distance_min: float '"Minimum distance for the field\'s fall-off"' -+ * FieldSettings.noise -> noise: float '"Noise of the force"' -+ * FieldSettings.quadratic_drag -> quadratic_drag: float '"Drag component proportional to the square of velocity"' -+ * FieldSettings.radial_falloff -> radial_falloff: float '"Radial falloff power (real gravitational falloff = 2)"' -+ * FieldSettings.radial_maximum -> radial_max: float '"Maximum radial distance for the field to work"' -+ * FieldSettings.radial_minimum -> radial_min: float '"Minimum radial distance for the field\'s fall-off"' -+ * FieldSettings.rest_length -> rest_length: float '"Rest length of the harmonic force"' -+ * FieldSettings.size -> size: float '"Size of the noise"' -+ * FieldSettings.strength -> strength: float '"Strength of force field"' -+ * FieldSettings.texture_nabla -> texture_nabla: float '"Defines size of derivative offset used for calculating gradient and curl"' -+ * FluidSettings|ControlFluidSettings.attraction_radius -> attraction_radius: float '"Specifies the force field radius around the control object"' -+ * FluidSettings|ControlFluidSettings.attraction_strength -> attraction_strength: float '"Force strength for directional attraction towards the control object"' -+ * FluidSettings|ControlFluidSettings.end_time -> end_time: float '"Specifies time when the control particles are deactivated"' -+ * FluidSettings|ControlFluidSettings.quality -> quality: float '"Specifies the quality which is used for object sampling. (higher = better but slower)"' -+ * FluidSettings|ControlFluidSettings.start_time -> start_time: float '"Specifies time when the control particles are activated"' -+ * FluidSettings|ControlFluidSettings.velocity_radius -> velocity_radius: float '"Specifies the force field radius around the control object"' -+ * FluidSettings|ControlFluidSettings.velocity_strength -> velocity_strength: float '"Force strength of how much of the control object\'s velocity is influencing the fluid velocity"' -+ * FluidSettings|DomainFluidSettings.compressibility -> compressibility: float '"Allowed compressibility due to gravitational force for standing fluid. (directly affects simulation step size)"' -+ * FluidSettings|DomainFluidSettings.end_time -> end_time: float '"Simulation time of the last blender frame"' -+ * FluidSettings|DomainFluidSettings.generate_particles -> generate_particles: float '"Amount of particles to generate (0=off, 1=normal, >1=more)"' -+ * FluidSettings|DomainFluidSettings.gravity -> gravity: float '"Gravity in X, Y and Z direction"' -+ * FluidSettings|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"' -+ * FluidSettings|DomainFluidSettings.real_world_size -> size_worldspace: float '"Size of the simulation domain in metres"' -+ * FluidSettings|DomainFluidSettings.start_time -> start_time: float '"Simulation time of the first blender frame"' -+ * FluidSettings|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"' -+ * FluidSettings|DomainFluidSettings.viscosity_base -> viscosity_base: float '"Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)"' -+ * FluidSettings|FluidFluidSettings.initial_velocity -> initial_velocity: float '"Initial velocity of fluid"' -+ * FluidSettings|InflowFluidSettings.inflow_velocity -> inflow_velocity: float '"Initial velocity of fluid"' -+ * FluidSettings|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"' -+ * FluidSettings|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"' -+ * FluidSettings|ParticleFluidSettings.alpha_influence -> alpha_influence: float '"Amount of particle alpha change, inverse of size influence: 0=off (all same alpha), 1=full. (large particles get lower alphas, smaller ones higher values)"' -+ * FluidSettings|ParticleFluidSettings.particle_influence -> particle_influence: float '"Amount of particle size scaling: 0=off (all same size), 1=full (range 0.2-2.0), >1=stronger"' -+ * GPencilLayer.color -> color: float '"Color for all strokes in this layer"' -+ * GPencilLayer.opacity -> alpha: float '"Layer Opacity"' -+ * GPencilStrokePoint.co -> co: float '"NO DESCRIPTION"' -+ * GPencilStrokePoint.pressure -> pressure: float '"Pressure of tablet at point when drawing it"' -+ * GameObjectSettings.collision_margin -> collision_margin: float '"Extra margin around object for collision detection, small amount required for stability"' -+ * GameObjectSettings.damping -> damping: float '"General movement damping"' -+ * GameObjectSettings.form_factor -> form_factor: float '"Form factor scales the inertia tensor"' -+ * GameObjectSettings.friction_coefficients -> friction_coefficients: float '"Relative friction coefficient in the in the X, Y and Z directions, when anisotropic friction is enabled"' -+ * GameObjectSettings.mass -> mass: float '"Mass of the object"' -+ * GameObjectSettings.maximum_velocity -> velocity_max: float '"Clamp velocity to this maximum speed"' -+ * GameObjectSettings.minimum_velocity -> velocity_min: float '"Clamp velocity to this minimum speed (except when totally still)"' -+ * GameObjectSettings.radius -> radius: float '"Radius of bounding sphere and material physics"' -+ * GameObjectSettings.rotation_damping -> rotation_damping: float '"General rotation damping"' -+ * GameProperty|GameFloatProperty.value -> value: float '"Property value"' -+ * GameProperty|GameTimerProperty.value -> value: float '"Property value"' -+ * GameSoftBodySettings.dynamic_friction -> dynamic_friction: float '"Dynamic Friction"' -+ * GameSoftBodySettings.linstiff -> linear_stiffness: float '"Linear stiffness of the soft body links"' -+ * GameSoftBodySettings.margin -> collision_margin: float '"Collision margin for soft body. Small value makes the algorithm unstable"' -+ * GameSoftBodySettings.threshold -> shape_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)"' -+ * 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"' -+ * IDPropertyGroup|OperatorMousePath.loc -> loc: float '"Mouse location"' -+ * IDPropertyGroup|OperatorMousePath.time -> time: float '"Time of mouse location"' -+ * IDPropertyGroup|OperatorStrokeElement.location -> location: float '"NO DESCRIPTION"' -+ * IDPropertyGroup|OperatorStrokeElement.mouse -> mouse: float '"NO DESCRIPTION"' -+ * IDPropertyGroup|OperatorStrokeElement.pressure -> pressure: float '"Tablet pressure"' -+ * IDPropertyGroup|OperatorStrokeElement.time -> time: float '"NO DESCRIPTION"' -+ * ID|Brush.add_col -> cursor_color_add: float '"Color of cursor when adding"' -+ * ID|Brush.autosmooth_factor -> autosmooth_factor: float '"Amount of smoothing to automatically apply to each stroke"' -+ * ID|Brush.clone_alpha -> clone_alpha: float '"Opacity of clone image display"' -+ * ID|Brush.clone_offset -> clone_offset: float '"NO DESCRIPTION"' -+ * ID|Brush.color -> color: float '"NO DESCRIPTION"' -+ * ID|Brush.crease_pinch_factor -> crease_pinch_factor: float '"How much the crease brush pinches"' -+ * ID|Brush.jitter -> jitter: float '"Jitter the position of the brush while painting"' -+ * ID|Brush.normal_weight -> normal_weight: float '"How much grab will pull vertexes out of surface during a grab"' -+ * ID|Brush.plane_offset -> plane_offset: float '"Adjusts plane on which the brush acts towards or away from the object surface"' -+ * ID|Brush.plane_trim -> plane_trim: float '"If a vertex is further from offset plane than this then it is not affected"' -+ * ID|Brush.rate -> rate: float '"Interval between paints for Airbrush"' -+ * ID|Brush.smooth_stroke_factor -> smooth_stroke_factor: float '"Higher values give a smoother stroke"' -+ * ID|Brush.spacing -> spacing: float '"Spacing between brush stamps"' -+ * ID|Brush.strength -> strength: float '"The amount of pressure on the brush"' -+ * ID|Brush.sub_col -> cursor_color_subtract: float '"Color of cursor when subtracting"' -+ * ID|Brush.texture_sample_bias -> texture_sample_bias: float '"Value added to texture samples"' -+ * ID|Brush.unprojected_radius -> unprojected_radius: float '"Radius of brush in Blender units"' -+ * ID|Camera.angle -> angle: float '"Perspective Camera lens field of view in degrees"' -+ * ID|Camera.clip_end -> clip_end: float '"Camera far clipping distance"' -+ * ID|Camera.clip_start -> clip_start: float '"Camera near clipping distance"' -+ * ID|Camera.dof_distance -> dof_distance: float '"Distance to the focus point for depth of field"' -+ * ID|Camera.draw_size -> draw_size: float '"Apparent size of the Camera object in the 3D View"' -+ * ID|Camera.lens -> lens: float '"Perspective Camera lens value in millimeters"' -+ * ID|Camera.ortho_scale -> ortho_scale: float '"Orthographic Camera scale (similar to zoom)"' -+ * ID|Camera.passepartout_alpha -> passepartout_alpha: float '"Opacity (alpha) of the darkened overlay in Camera view"' -+ * ID|Camera.shift_x -> shift_x: float '"Perspective Camera horizontal shift"' -+ * ID|Camera.shift_y -> shift_y: float '"Perspective Camera vertical shift"' -+ * ID|Curve.bevel_depth -> bevel_depth: float '"Bevel depth when not using a bevel object"' -+ * ID|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"' -+ * ID|Curve.extrude -> extrude: float '"Amount of curve extrusion when not using a bevel object"' -+ * ID|Curve.texspace_location -> texspace_location: float '"Texture space location"' -+ * ID|Curve.texspace_size -> texspace_size: float '"Texture space size"' -+ * ID|Curve.twist_smooth -> twist_smooth: float '"Smoothing iteration for tangents"' -+ * ID|Curve.width -> offset: float '"Scale the original width (1.0) based on given factor"' -+ * ID|Curve|TextCurve.line_dist -> space_line: float '"NO DESCRIPTION"' -+ * ID|Curve|TextCurve.offset_x -> offset_x: float '"Horizontal offset from the object origin"' -+ * ID|Curve|TextCurve.offset_y -> offset_y: float '"Vertical offset from the object origin"' -+ * ID|Curve|TextCurve.shear -> shear: float '"Italic angle of the characters"' -+ * ID|Curve|TextCurve.small_caps_scale -> small_caps_scale: float '"Scale of small capitals"' -+ * ID|Curve|TextCurve.spacing -> space_character: float '"NO DESCRIPTION"' -+ * ID|Curve|TextCurve.text_size -> size: float '"NO DESCRIPTION"' -+ * ID|Curve|TextCurve.ul_height -> underline_height: float '"NO DESCRIPTION"' -+ * ID|Curve|TextCurve.ul_position -> underline_position: float '"Vertical position of underline"' -+ * ID|Curve|TextCurve.word_spacing -> space_word: float '"NO DESCRIPTION"' -+ * ID|Group.dupli_offset -> dupli_offset: float '"Offset from the origin to use when instancing as DupliGroup"' -+ * ID|Image.display_aspect -> display_aspect: float '"Display Aspect for this image, does not affect rendering"' -+ * ID|Lamp.color -> color: float '"Light color"' -+ * ID|Lamp.distance -> distance: float '"Falloff distance - the light is at half the original intensity at this point"' -+ * ID|Lamp.energy -> energy: float '"Amount of light that the lamp emits"' -+ * ID|Lamp|AreaLamp.gamma -> gamma: float '"Light gamma correction value"' -+ * ID|Lamp|AreaLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float '"Threshold for Adaptive Sampling (Raytraced shadows)"' -+ * ID|Lamp|AreaLamp.shadow_color -> shadow_color: float '"Color of shadows cast by the lamp"' -+ * ID|Lamp|AreaLamp.shadow_soft_size -> shadow_soft_size: float '"Light size for ray shadow sampling (Raytraced shadows)"' -+ * ID|Lamp|AreaLamp.size -> size: float '"Size of the area of the area Lamp, X direction size for Rectangle shapes"' -+ * ID|Lamp|AreaLamp.size_y -> size_y: float '"Size of the area of the area Lamp in the Y direction for Rectangle shapes"' -+ * ID|Lamp|PointLamp.linear_attenuation -> linear_attenuation: float '"Linear distance attenuation"' -+ * ID|Lamp|PointLamp.quadratic_attenuation -> quadratic_attenuation: float '"Quadratic distance attenuation"' -+ * ID|Lamp|PointLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float '"Threshold for Adaptive Sampling (Raytraced shadows)"' -+ * ID|Lamp|PointLamp.shadow_color -> shadow_color: float '"Color of shadows cast by the lamp"' -+ * ID|Lamp|PointLamp.shadow_soft_size -> shadow_soft_size: float '"Light size for ray shadow sampling (Raytraced shadows)"' -+ * ID|Lamp|SpotLamp.compression_threshold -> compression_threshold: float '"Deep shadow map compression threshold"' -+ * ID|Lamp|SpotLamp.halo_intensity -> halo_intensity: float '"Brightness of the spotlight\'s halo cone (Buffer Shadows)"' -+ * ID|Lamp|SpotLamp.linear_attenuation -> linear_attenuation: float '"Linear distance attenuation"' -+ * ID|Lamp|SpotLamp.quadratic_attenuation -> quadratic_attenuation: float '"Quadratic distance attenuation"' -+ * ID|Lamp|SpotLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float '"Threshold for Adaptive Sampling (Raytraced shadows)"' -+ * ID|Lamp|SpotLamp.shadow_buffer_bias -> shadow_buffer_bias: float '"Shadow buffer sampling bias"' -+ * ID|Lamp|SpotLamp.shadow_buffer_clip_end -> shadow_buffer_clip_end: float '"Shadow map clip end beyond which objects will not generate shadows"' -+ * ID|Lamp|SpotLamp.shadow_buffer_clip_start -> shadow_buffer_clip_start: float '"Shadow map clip start: objects closer will not generate shadows"' -+ * ID|Lamp|SpotLamp.shadow_buffer_soft -> shadow_buffer_soft: float '"Size of shadow buffer sampling area"' -+ * ID|Lamp|SpotLamp.shadow_color -> shadow_color: float '"Color of shadows cast by the lamp"' -+ * ID|Lamp|SpotLamp.shadow_soft_size -> shadow_soft_size: float '"Light size for ray shadow sampling (Raytraced shadows)"' -+ * ID|Lamp|SpotLamp.spot_blend -> spot_blend: float '"The softness of the spotlight edge"' -+ * ID|Lamp|SpotLamp.spot_size -> spot_size: float '"Angle of the spotlight beam in degrees"' -+ * ID|Lamp|SunLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float '"Threshold for Adaptive Sampling (Raytraced shadows)"' -+ * ID|Lamp|SunLamp.shadow_color -> shadow_color: float '"Color of shadows cast by the lamp"' -+ * ID|Lamp|SunLamp.shadow_soft_size -> shadow_soft_size: float '"Light size for ray shadow sampling (Raytraced shadows)"' -+ * ID|Material.alpha -> alpha: float '"Alpha transparency of the material"' -+ * ID|Material.ambient -> ambient: float '"Amount of global ambient color the material receives"' -+ * ID|Material.darkness -> darkness: float '"Minnaert darkness"' -+ * ID|Material.diffuse_color -> diffuse_color: float '"NO DESCRIPTION"' -+ * ID|Material.diffuse_fresnel -> diffuse_fresnel: float '"Power of Fresnel"' -+ * ID|Material.diffuse_fresnel_factor -> diffuse_fresnel_factor: float '"Blending factor of Fresnel"' -+ * ID|Material.diffuse_intensity -> diffuse_intensity: float '"Amount of diffuse reflection"' -+ * ID|Material.diffuse_ramp_factor -> diffuse_ramp_factor: float '"Blending factor (also uses alpha in Colorband)"' -+ * ID|Material.diffuse_toon_size -> diffuse_toon_size: float '"Size of diffuse toon area"' -+ * ID|Material.diffuse_toon_smooth -> diffuse_toon_smooth: float '"Smoothness of diffuse toon area"' -+ * ID|Material.emit -> emit: float '"Amount of light to emit"' -+ * ID|Material.mirror_color -> mirror_color: float '"Mirror color of the material"' -+ * ID|Material.roughness -> rough: float '"Oren-Nayar Roughness"' -+ * ID|Material.shadow_buffer_bias -> shadow_buffer_bias: float '"Factor to multiply shadow buffer bias with (0 is ignore.)"' -+ * ID|Material.shadow_casting_alpha -> shadow_cast_alpha: float '"Shadow casting alpha, in use for Irregular and Deep shadow buffer"' -+ * ID|Material.shadow_ray_bias -> shadow_ray_bias: float '"Shadow raytracing bias to prevent terminator problems on shadow boundary"' -+ * ID|Material.specular_alpha -> specular_alpha: float '"Alpha transparency for specular areas"' -+ * ID|Material.specular_color -> specular_color: float '"Specular color of the material"' -+ * ID|Material.specular_intensity -> specular_intensity: float '"NO DESCRIPTION"' -+ * ID|Material.specular_ior -> specular_ior: float '"NO DESCRIPTION"' -+ * ID|Material.specular_ramp_factor -> specular_ramp_factor: float '"Blending factor (also uses alpha in Colorband)"' -+ * ID|Material.specular_slope -> specular_slope: float '"The standard deviation of surface slope"' -+ * ID|Material.specular_toon_size -> specular_toon_size: float '"Size of specular toon area"' -+ * ID|Material.specular_toon_smooth -> specular_toon_smooth: float '"Smoothness of specular toon area"' -+ * ID|Material.translucency -> translucency: float '"Amount of diffuse shading on the back side"' -+ * ID|Material.z_offset -> offset_z: float '"Gives faces an artificial offset in the Z buffer for Z transparency"' -+ * ID|Mesh.texspace_loc -> texspace_location: float '"Texture space location"' -+ * ID|Mesh.texspace_size -> texspace_size: float '"Texture space size"' -+ * ID|MetaBall.render_size -> render_detail: float '"Polygonization resolution in rendering"' -+ * ID|MetaBall.texspace_loc -> texspace_location: float '"Texture space location"' -+ * ID|MetaBall.texspace_size -> texspace_size: float '"Texture space size"' -+ * ID|MetaBall.threshold -> threshold: float '"Influence of meta elements"' -+ * ID|MetaBall.wire_size -> viewport_detail: float '"Polygonization resolution in the 3D viewport"' -+ * ID|Object.color -> color: float '"Object color and alpha, used when faces have the ObColor mode enabled"' -+ * ID|Object.delta_location -> delta_location: float '"Extra translation added to the location of the object"' -+ * ID|Object.delta_rotation_euler -> delta_rotation_euler: float '"Extra rotation added to the rotation of the object (when using Euler rotations)"' -+ * ID|Object.delta_rotation_quaternion -> delta_rotation_quaternion: float '"Extra rotation added to the rotation of the object (when using Quaternion rotations)"' -+ * ID|Object.delta_scale -> delta_scale: float '"Extra scaling added to the scale of the object"' -+ * ID|Object.dimensions -> dimensions: float '"Absolute bounding box dimensions of the object"' -+ * ID|Object.dupli_faces_scale -> dupli_faces_scale: float '"Scale the DupliFace objects"' -+ * ID|Object.empty_draw_size -> empty_draw_size: float '"Size of display for empties in the viewport"' -+ * ID|Object.location -> location: float '"Location of the object"' -+ * ID|Object.matrix_local -> matrix_local: float '"Parent relative transformation matrix"' -+ * ID|Object.matrix_world -> matrix_world: float '"Worldspace transformation matrix"' -+ * ID|Object.rotation_axis_angle -> rotation_axis_angle: float '"Angle of Rotation for Axis-Angle rotation representation"' -+ * ID|Object.rotation_euler -> rotation_euler: float '"Rotation in Eulers"' -+ * ID|Object.rotation_quaternion -> rotation_quaternion: float '"Rotation in Quaternions"' -+ * ID|Object.scale -> scale: float '"Scaling of the object"' -+ * ID|Object.time_offset -> time_offset: float '"Animation offset in frames for F-Curve and dupligroup instances"' -+ * ID|ParticleSettings.angular_velocity_factor -> angular_velocity_factor: float '"Angular velocity amount"' -+ * ID|ParticleSettings.billboard_offset -> billboard_offset: float '"NO DESCRIPTION"' -+ * ID|ParticleSettings.billboard_random_tilt -> billboard_tilt_random: float '"Random tilt of the billboards"' -+ * ID|ParticleSettings.billboard_tilt -> billboard_tilt: float '"Tilt of the billboards"' -+ * ID|ParticleSettings.branch_threshold -> branch_threshold: float '"Threshold of branching"' -+ * ID|ParticleSettings.brownian_factor -> brownian_factor: float '"Specify the amount of Brownian motion"' -+ * ID|ParticleSettings.child_length -> child_length: float '"Length of child paths"' -+ * ID|ParticleSettings.child_length_thres -> child_length_thres: float '"Amount of particles left untouched by child path length"' -+ * ID|ParticleSettings.child_radius -> child_radius: float '"Radius of children around parent"' -+ * ID|ParticleSettings.child_random_size -> child_size_random: float '"Random variation to the size of the child particles"' -+ * ID|ParticleSettings.child_roundness -> child_roundness: float '"Roundness of children around parent"' -+ * ID|ParticleSettings.child_size -> child_size: float '"A multiplier for the child particle size"' -+ * ID|ParticleSettings.clump_factor -> clump_factor: float '"Amount of clumping"' -+ * ID|ParticleSettings.clumppow -> clump_shape: float '"Shape of clumping"' -+ * ID|ParticleSettings.damp_factor -> damping: float '"Specify the amount of damping"' -+ * ID|ParticleSettings.drag_factor -> drag_factor: float '"Specify the amount of air-drag"' -+ * ID|ParticleSettings.effect_hair -> effect_hair: float '"Hair stiffness for effectors"' -+ * ID|ParticleSettings.frame_end -> frame_end: float '"Frame # to stop emitting particles"' -+ * ID|ParticleSettings.frame_start -> frame_start: float '"Frame # to start emitting particles"' -+ * ID|ParticleSettings.jitter_factor -> jitter_factor: float '"Amount of jitter applied to the sampling"' -+ * ID|ParticleSettings.kink_amplitude -> kink_amplitude: float '"The amplitude of the offset"' -+ * ID|ParticleSettings.kink_frequency -> kink_frequency: float '"The frequency of the offset (1/total length)"' -+ * ID|ParticleSettings.kink_shape -> kink_shape: float '"Adjust the offset to the beginning/end"' -+ * ID|ParticleSettings.lifetime -> lifetime: float '"Specify the life span of the particles"' -+ * ID|ParticleSettings.line_length_head -> line_length_head: float '"Length of the line\'s head"' -+ * ID|ParticleSettings.line_length_tail -> line_length_tail: float '"Length of the line\'s tail"' -+ * ID|ParticleSettings.mass -> mass: float '"Specify the mass of the particles"' -+ * ID|ParticleSettings.normal_factor -> normal_factor: float '"Let the surface normal give the particle a starting speed"' -+ * ID|ParticleSettings.object_aligned_factor -> object_align_factor: float '"Let the emitter object orientation give the particle a starting speed"' -+ * ID|ParticleSettings.object_factor -> object_factor: float '"Let the object give the particle a starting speed"' -+ * ID|ParticleSettings.particle_factor -> particle_factor: float '"Let the target particle give the particle a starting speed"' -+ * ID|ParticleSettings.particle_size -> particle_size: float '"The size of the particles"' -+ * ID|ParticleSettings.path_end -> path_end: float '"End time of drawn path"' -+ * ID|ParticleSettings.path_start -> path_start: float '"Starting time of drawn path"' -+ * ID|ParticleSettings.phase_factor -> phase_factor: float '"Initial rotation phase"' -+ * ID|ParticleSettings.random_factor -> factor_random: float '"Give the starting speed a random variation"' -+ * ID|ParticleSettings.random_length -> length_random: float '"Give path length a random variation"' -+ * ID|ParticleSettings.random_lifetime -> lifetime_random: float '"Give the particle life a random variation"' -+ * ID|ParticleSettings.random_phase_factor -> phase_factor_random: float '"Randomize rotation phase"' -+ * ID|ParticleSettings.random_rotation_factor -> rotation_factor_random: float '"Randomize rotation"' -+ * ID|ParticleSettings.random_size -> size_random: float '"Give the particle size a random variation"' -+ * ID|ParticleSettings.reaction_shape -> reaction_shape: float '"Power of reaction strength dependence on distance to target"' -+ * ID|ParticleSettings.reactor_factor -> reactor_factor: float '"Let the vector away from the target particles location give the particle a starting speed"' -+ * ID|ParticleSettings.rough1 -> rough_1: float '"Amount of location dependent rough"' -+ * ID|ParticleSettings.rough1_size -> rough_1_size: float '"Size of location dependent rough"' -+ * ID|ParticleSettings.rough2 -> rough_2: float '"Amount of random rough"' -+ * ID|ParticleSettings.rough2_size -> rough_2_size: float '"Size of random rough"' -+ * ID|ParticleSettings.rough2_thres -> rough_2_threshold: float '"Amount of particles left untouched by random rough"' -+ * ID|ParticleSettings.rough_end_shape -> rough_end_shape: float '"Shape of end point rough"' -+ * ID|ParticleSettings.rough_endpoint -> rough_endpoint: float '"Amount of end point rough"' -+ * ID|ParticleSettings.simplify_rate -> simplify_rate: float '"Speed of simplification"' -+ * ID|ParticleSettings.simplify_transition -> simplify_transition: float '"Transition period for fading out strands"' -+ * ID|ParticleSettings.simplify_viewport -> simplify_viewport: float '"Speed of Simplification"' -+ * ID|ParticleSettings.tangent_factor -> tangent_factor: float '"Let the surface tangent give the particle a starting speed"' -+ * ID|ParticleSettings.tangent_phase -> tangent_phase: float '"Rotate the surface tangent"' -+ * ID|ParticleSettings.time_tweak -> time_tweak: float '"A multiplier for physics timestep (1.0 means one frame = 1/25 seconds)"' -+ * ID|ParticleSettings.virtual_parents -> virtual_parents: float '"Relative amount of virtual parents"' -+ * ID|Scene.cursor_location -> cursor_location: float '"3D cursor location"' -+ * ID|Scene.doppler_factor -> doppler_factor: float '"Pitch factor for Doppler effect calculation"' -+ * ID|Scene.gravity -> gravity: float '"Constant acceleration in a given direction"' -+ * ID|Scene.speed_of_sound -> audio_doppler_speed: float '"Speed of sound for Doppler effect calculation"' -+ * ID|Texture.brightness -> intensity: float '"NO DESCRIPTION"' -+ * ID|Texture.contrast -> contrast: float '"NO DESCRIPTION"' -+TODO MAKE COLOR * ID|Texture.factor_blue -> factor_blue: float '"NO DESCRIPTION"' -+TODO MAKE COLOR * ID|Texture.factor_green -> factor_green: float '"NO DESCRIPTION"' -+TODO MAKE COLOR * ID|Texture.factor_red -> factor_red: float '"NO DESCRIPTION"' -+ * ID|Texture.saturation -> saturation: float '"NO DESCRIPTION"' -+ * ID|Texture|CloudsTexture.nabla -> nabla: float '"Size of derivative offset used for calculating normal"' -+ * ID|Texture|CloudsTexture.noise_size -> noise_scale: float '"Sets scaling for noise input"' -+ * ID|Texture|DistortedNoiseTexture.distortion -> distortion: float '"NO DESCRIPTION"' -+ * ID|Texture|DistortedNoiseTexture.nabla -> nabla: float '"Size of derivative offset used for calculating normal"' -+ * ID|Texture|DistortedNoiseTexture.noise_size -> noise_scale: float '"Sets scaling for noise input"' -+ * ID|Texture|EnvironmentMapTexture.filter_size -> filter_size: float '"Multiplies the filter size used by MIP Map and Interpolation"' -+ * ID|Texture|ImageTexture.checker_distance -> checker_distance: float '"Sets distance between checker tiles"' -+ * ID|Texture|ImageTexture.crop_max_x -> crop_max_x: float '"Sets maximum X value to crop the image"' -+ * ID|Texture|ImageTexture.crop_max_y -> crop_max_y: float '"Sets maximum Y value to crop the image"' -+ * ID|Texture|ImageTexture.crop_min_x -> crop_min_x: float '"Sets minimum X value to crop the image"' -+ * ID|Texture|ImageTexture.crop_min_y -> crop_min_y: float '"Sets minimum Y value to crop the image"' -+ * ID|Texture|ImageTexture.filter_size -> filter_size: float '"Multiplies the filter size used by MIP Map and Interpolation"' -+ * ID|Texture|MagicTexture.turbulence -> turbulence: float '"Sets the turbulence of the bandnoise and ringnoise types"' -+ * ID|Texture|MarbleTexture.nabla -> nabla: float '"Size of derivative offset used for calculating normal"' -+ * ID|Texture|MarbleTexture.noise_size -> noise_scale: float '"Sets scaling for noise input"' -+ * ID|Texture|MarbleTexture.turbulence -> turbulence: float '"Sets the turbulence of the bandnoise and ringnoise types"' -+ * ID|Texture|MusgraveTexture.gain -> gain: float '"The gain multiplier"' -+ * ID|Texture|MusgraveTexture.highest_dimension -> dimension_max: float '"Highest fractal dimension"' -+ * ID|Texture|MusgraveTexture.lacunarity -> lacunarity: float '"Gap between successive frequencies"' -+ * ID|Texture|MusgraveTexture.nabla -> nabla: float '"Size of derivative offset used for calculating normal"' -+ * ID|Texture|MusgraveTexture.noise_intensity -> noise_intensity: float '"NO DESCRIPTION"' -+ * ID|Texture|MusgraveTexture.noise_size -> noise_scale: float '"Sets scaling for noise input"' -+ * ID|Texture|MusgraveTexture.octaves -> octaves: float '"Number of frequencies used"' -+ * ID|Texture|MusgraveTexture.offset -> offset: float '"The fractal offset"' -+ * ID|Texture|StucciTexture.noise_size -> noise_scale: float '"Sets scaling for noise input"' -+ * ID|Texture|StucciTexture.turbulence -> turbulence: float '"Sets the turbulence of the bandnoise and ringnoise types"' -+ * ID|Texture|VoronoiTexture.minkovsky_exponent -> minkovsky_exponent: float '"Minkovsky exponent"' -+ * ID|Texture|VoronoiTexture.nabla -> nabla: float '"Size of derivative offset used for calculating normal"' -+ * ID|Texture|VoronoiTexture.noise_intensity -> noise_intensity: float '"NO DESCRIPTION"' -+ * ID|Texture|VoronoiTexture.noise_size -> noise_scale: float '"Sets scaling for noise input"' -+ * ID|Texture|VoronoiTexture.weight_1 -> weight_1: float '"Voronoi feature weight 1"' -+ * ID|Texture|VoronoiTexture.weight_2 -> weight_2: float '"Voronoi feature weight 2"' -+ * ID|Texture|VoronoiTexture.weight_3 -> weight_3: float '"Voronoi feature weight 3"' -+ * ID|Texture|VoronoiTexture.weight_4 -> weight_4: float '"Voronoi feature weight 4"' -+ * ID|Texture|WoodTexture.nabla -> nabla: float '"Size of derivative offset used for calculating normal"' -+ * ID|Texture|WoodTexture.noise_size -> noise_scale: float '"Sets scaling for noise input"' -+ * ID|Texture|WoodTexture.turbulence -> turbulence: float '"Sets the turbulence of the bandnoise and ringnoise types"' -+ * ID|World.ambient_color -> ambient_color: float '"NO DESCRIPTION"' -+ * ID|World.exposure -> exposure: float '"Amount of exponential color correction for light"' -+ * ID|World.horizon_color -> horizon_color: float '"Color at the horizon"' -+ * ID|World.range -> color_range: float '"The color range that will be mapped to 0-1"' -+ * ID|World.zenith_color -> zenith_color: float '"Color at the zenith"' -+ * IKParam|Itasc.dampeps -> damping_epsilon: float '"Singular value under which damping is progressively applied. Higher values=more stability, less reactivity. Default=0.1"' -+ * IKParam|Itasc.dampmax -> dampimg_max: float '"Maximum damping coefficient when singular value is nearly 0. Higher values=more stability, less reactivity. Default=0.5"' -+ * IKParam|Itasc.feedback -> feedback: float '"Feedback coefficient for error correction. Average response time=1/feedback. Default=20"' -+ * IKParam|Itasc.max_step -> step_max: float '"Higher bound for timestep in second in case of automatic substeps"' -+ * IKParam|Itasc.max_velocity -> velocity_max: float '"Maximum joint velocity in rad/s. Default=50"' -+ * IKParam|Itasc.min_step -> step_min: float '"Lower bound for timestep in second in case of automatic substeps"' -+ * IKParam|Itasc.precision -> precision: float '"Precision of convergence in case of reiteration"' -+ * Keyframe.co -> co: float '"Coordinates of the control point"' -+ * Keyframe.handle1 -> handle_left: float '"Coordinates of the first handle"' -+ * Keyframe.handle2 -> handle_right: float '"Coordinates of the second handle"' -+ * LampSkySettings.atmosphere_distance_factor -> atmosphere_distance_factor: float '"Multiplier to convert blender units to physical distance"' -TODO * 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_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"' -+ * LatticePoint.deformed_co -> co_deform: float '"NO DESCRIPTION"' -+ * MaterialHalo.add -> add: float '"Sets the strength of the add effect"' -+ * MaterialHalo.flare_boost -> flare_boost: float '"Gives the flare extra strength"' -+ * MaterialHalo.flare_size -> flare_size: float '"Sets the factor by which the flare is larger than the halo"' -+ * MaterialHalo.flare_subsize -> flare_subflare_size: float '"Sets the dimension of the subflares, dots and circles"' -+ * MaterialHalo.size -> size: float '"Sets the dimension of the halo"' -+ * MaterialPhysics.damp -> damping: 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.distance -> distance: float '"Maximum distance of reflected rays. Reflections further than this range fade to sky color or material color"' -+ * 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_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.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_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 -> depth_max: float '"Maximum depth for light to travel through the transparent material before becoming fully filtered (0.0 is disabled)"' -+ * MaterialStrand.blend_distance -> blend_distance: float '"Worldspace distance over which to blend in the surface normal"' -+ * MaterialStrand.min_size -> size_min: float '"Minimum size of strands in pixels"' -+ * MaterialStrand.root_size -> root_size: float '"Start size of strands in pixels or Blender units"' -+ * MaterialStrand.shape -> shape: float '"Positive values make strands rounder, negative makes strands spiky"' -+ * MaterialStrand.tip_size -> tip_size: float '"End size of strands in pixels or Blender units"' -+ * MaterialStrand.width_fade -> width_fade: float '"Transparency along the width of the strand"' -+ * MaterialSubsurfaceScattering.back -> back: float '"Back scattering weight"' -+ * MaterialSubsurfaceScattering.color -> color: float '"Scattering color"' -+ * MaterialSubsurfaceScattering.color_factor -> color_factor: float '"Blend factor for SSS colors"' -+ * MaterialSubsurfaceScattering.error_tolerance -> error_tolerance: float '"Error tolerance (low values are slower and higher quality)"' -+ * MaterialSubsurfaceScattering.front -> front: float '"Front scattering weight"' -+ * MaterialSubsurfaceScattering.ior -> ior: float '"Index of refraction (higher values are denser)"' -+ * MaterialSubsurfaceScattering.radius -> radius: float '"Mean red/green/blue scattering path length"' -+ * MaterialSubsurfaceScattering.scale -> scale: float '"Object scale factor"' -+ * MaterialSubsurfaceScattering.texture_factor -> texture_factor: float '"Texture scatting blend factor"' -+ * MaterialVolume.asymmetry -> asymmetry: float '"Back scattering (-1.0) to Forward scattering (1.0) and the range in between"' -+ * 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_threshold: 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.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_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"' -+ * MeshColor.color1 -> color1: float '"NO DESCRIPTION"' -+ * MeshColor.color2 -> color2: float '"NO DESCRIPTION"' -+ * MeshColor.color3 -> color3: float '"NO DESCRIPTION"' -+ * MeshColor.color4 -> color4: float '"NO DESCRIPTION"' -+ * MeshEdge.bevel_weight -> bevel_weight: float '"Weight used by the Bevel modifier"' -+ * MeshEdge.crease -> crease: float '"Weight used by the Subsurf modifier for creasing"' -+ * MeshFloatProperty.value -> value: float '"NO DESCRIPTION"' -+ * MeshSticky.co -> co: float '"Sticky texture coordinate location"' -+ * 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_raw -> uv_raw: float '"Fixed size UV coordinates array"' -+ * MeshVertex.bevel_weight -> bevel_weight: float '"Weight used by the Bevel modifier \'Only Vertices\' option"' -+ * MeshVertex.co -> co: float '"NO DESCRIPTION"' -+ * MeshVertex.normal -> normal: float '"Vertex Normal"' -+ * MetaElement.location -> co: float '"NO DESCRIPTION"' -+ * 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"' -+ * Modifier|ArrayModifier.constant_offset_displacement -> constant_offset_displace: float '"NO DESCRIPTION"' -+ * Modifier|ArrayModifier.length -> fit_length: float '"Length to fit array within"' -+ * Modifier|ArrayModifier.merge_distance -> merge_threshold: float '"Limit below which to merge vertices"' -+ * Modifier|ArrayModifier.relative_offset_displacement -> relative_offset_displace: float '"NO DESCRIPTION"' -+ * Modifier|BevelModifier.angle -> angle_limit: float '"Angle above which to bevel edges"' -+ * Modifier|BevelModifier.width -> width: float '"Bevel value/amount"' -+ * Modifier|BuildModifier.frame_start -> frame_start: float '"Specify the start frame of the effect"' -+ * Modifier|BuildModifier.length -> frame_length: float '"Specify the total time the build effect requires"' -+ * Modifier|CastModifier.factor -> factor: float '"NO DESCRIPTION"' -+ * Modifier|CastModifier.radius -> radius: float '"Only deform vertices within this distance from the center of the effect (leave as 0 for infinite.)"' -+ * Modifier|CastModifier.size -> size: float '"Size of projection shape (leave as 0 for auto.)"' -+ * Modifier|DecimateModifier.ratio -> ratio: float '"Defines the ratio of triangles to reduce to"' -+ * Modifier|DisplaceModifier.midlevel -> mid_level: float '"Material value that gives no displacement"' -+ * Modifier|DisplaceModifier.strength -> strength: float '"NO DESCRIPTION"' -+ * Modifier|EdgeSplitModifier.split_angle -> split_angle: float '"Angle above which to split edges"' -+ * Modifier|ExplodeModifier.protect -> protect: float '"Clean vertex group edges"' -+ * Modifier|HookModifier.falloff -> falloff: float '"If not zero, the distance from the hook where influence ends"' -+ * Modifier|HookModifier.force -> force: float '"Relative force of the hook"' -+ * Modifier|MirrorModifier.merge_limit -> merge_threshold: float '"Distance from axis within which mirrored vertices are merged"' -+ * Modifier|ParticleInstanceModifier.position -> position: float '"Position along path"' -+ * Modifier|ParticleInstanceModifier.random_position -> random_position: float '"Randomize position along path"' -+ * Modifier|ScrewModifier.angle -> angle: float '"Angle of revolution"' -+ * Modifier|ScrewModifier.screw_offset -> screw_offset: float '"Offset the revolution along its axis"' -+ * Modifier|ShrinkwrapModifier.offset -> offset: float '"Distance to keep from the target"' -+ * Modifier|SimpleDeformModifier.factor -> factor: float '"NO DESCRIPTION"' -TODO * Modifier|SimpleDeformModifier.limits -> limits: float '"Lower/Upper limits for deform"' -+ * Modifier|SmoothModifier.factor -> factor: float '"NO DESCRIPTION"' -+ * Modifier|SolidifyModifier.edge_crease_inner -> edge_crease_inner: float '"Assign a crease to inner edges"' -+ * Modifier|SolidifyModifier.edge_crease_outer -> edge_crease_outer: float '"Assign a crease to outer edges"' -+ * Modifier|SolidifyModifier.edge_crease_rim -> edge_crease_rim: float '"Assign a crease to the edges making up the rim"' -+ * Modifier|SolidifyModifier.offset -> offset: float '"NO DESCRIPTION"' -+ * Modifier|SolidifyModifier.thickness -> thickness: float '"Thickness of the shell"' -+ * Modifier|UVProjectModifier.aspect_x -> aspect_x: float '"NO DESCRIPTION"' -+ * Modifier|UVProjectModifier.aspect_y -> aspect_y: float '"NO DESCRIPTION"' -+ * Modifier|UVProjectModifier.scale_x -> scale_x: float '"NO DESCRIPTION"' -+ * Modifier|UVProjectModifier.scale_y -> scale_y: float '"NO DESCRIPTION"' -+ * Modifier|WaveModifier.damping_time -> damping_time: float '"NO DESCRIPTION"' -+ * Modifier|WaveModifier.falloff_radius -> falloff_radius: float '"NO DESCRIPTION"' -+ * Modifier|WaveModifier.height -> height: float '"NO DESCRIPTION"' -+ * Modifier|WaveModifier.lifetime -> lifetime: float '"NO DESCRIPTION"' -+ * Modifier|WaveModifier.narrowness -> narrowness: float '"NO DESCRIPTION"' -+ * Modifier|WaveModifier.speed -> speed: float '"NO DESCRIPTION"' -+ * Modifier|WaveModifier.start_position_x -> start_position_x: float '"NO DESCRIPTION"' -+ * Modifier|WaveModifier.start_position_y -> start_position_y: float '"NO DESCRIPTION"' -+ * Modifier|WaveModifier.time_offset -> time_offset: float '"Either the starting frame (for positive speed) or ending frame (for negative speed.)"' -+ * Modifier|WaveModifier.width -> width: float '"NO DESCRIPTION"' -+ * MotionPathVert.co -> co: float '"NO DESCRIPTION"' -+ * 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.frame_end -> action_frame_end: float '"NO DESCRIPTION"' -NlaStrip.frame_end -> frame_end: float '"NO DESCRIPTION"' -+ * NlaStrip.frame_start -> action_frame_start: float '"NO DESCRIPTION"' -NlaStrip.frame_start -> frame_start: float '"NO DESCRIPTION"' -NlaStrip.influence -> influence: float '"Amount the strip contributes to the current result"' -NlaStrip.repeat -> repeat: float '"Number of times to repeat the action range"' -NlaStrip.scale -> scale: float '"Scaling factor for action"' -NlaStrip.strip_time -> strip_time: float '"Frame of referenced Action to evaluate"' -Node.location -> location: float '"NO DESCRIPTION"' -+ * Node|CompositorNode|CompositorNodeAlphaOver.premul -> premul: float '"Mix Factor"' -+ * Node|CompositorNode|CompositorNodeBilateralblur.sigma_color -> sigma_color: float '"NO DESCRIPTION"' -+ * Node|CompositorNode|CompositorNodeBilateralblur.sigma_space -> sigma_space: float '"NO DESCRIPTION"' -+ * Node|CompositorNode|CompositorNodeBlur.factor -> factor: float '"NO DESCRIPTION"' -+ * Node|CompositorNode|CompositorNodeBlur.factor_x -> factor_x: float '"NO DESCRIPTION"' -+ * Node|CompositorNode|CompositorNodeBlur.factor_y -> factor_y: float '"NO DESCRIPTION"' -+ * Node|CompositorNode|CompositorNodeChannelMatte.high -> limit_max: float '"Values higher than this setting are 100% opaque"' -+ * Node|CompositorNode|CompositorNodeChannelMatte.low -> limit_min: float '"Values lower than this setting are 100% keyed"' -TODO * Node|CompositorNode|CompositorNodeChromaMatte.acceptance -> acceptance: float '"\'Tolerance for a color to be considered a keying color\'"' -TODO * Node|CompositorNode|CompositorNodeChromaMatte.cutoff -> cutoff: float '"\'Tolerance below which colors will be considered as exact matches\'"' -Node|CompositorNode|CompositorNodeChromaMatte.gain -> gain: float '"Alpha gain"' -Node|CompositorNode|CompositorNodeChromaMatte.lift -> lift: float '"Alpha lift"' -Node|CompositorNode|CompositorNodeChromaMatte.shadow_adjust -> shadow_adjust: float '"Adjusts the brightness of any shadows captured"' -Node|CompositorNode|CompositorNodeColorBalance.gain -> gain: float '"Correction for Highlights"' -Node|CompositorNode|CompositorNodeColorBalance.gamma -> gamma: float '"Correction for Midtones"' -Node|CompositorNode|CompositorNodeColorBalance.lift -> lift: float '"Correction for Shadows"' -Node|CompositorNode|CompositorNodeColorBalance.offset -> offset: float '"Correction for Shadows"' -Node|CompositorNode|CompositorNodeColorBalance.power -> power: float '"Correction for Midtones"' -Node|CompositorNode|CompositorNodeColorBalance.slope -> slope: float '"Correction for Highlights"' -Node|CompositorNode|CompositorNodeColorMatte.h -> h: float '"Hue tolerance for colors to be considered a keying color"' -Node|CompositorNode|CompositorNodeColorMatte.s -> s: float '"Saturation Tolerance for the color"' -Node|CompositorNode|CompositorNodeColorMatte.v -> v: float '"Value Tolerance for the color"' -Node|CompositorNode|CompositorNodeColorSpill.ratio -> ratio: float '"Scale limit by value"' -Node|CompositorNode|CompositorNodeColorSpill.unspill_blue -> unspill_blue: float '"Blue spillmap scale"' -Node|CompositorNode|CompositorNodeColorSpill.unspill_green -> unspill_green: float '"Green spillmap scale"' -Node|CompositorNode|CompositorNodeColorSpill.unspill_red -> unspill_red: float '"Red spillmap scale"' -Node|CompositorNode|CompositorNodeDBlur.angle -> angle: float '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeDBlur.center_x -> center_x: float '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeDBlur.center_y -> center_y: float '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeDBlur.distance -> distance: float '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeDBlur.spin -> spin: float '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeDBlur.zoom -> zoom: float '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeDefocus.f_stop -> f_stop: float '"Amount of focal blur, 128=infinity=perfect focus, half the value doubles the blur radius"' -Node|CompositorNode|CompositorNodeDefocus.max_blur -> blur_max: float '"blur limit, maximum CoC radius, 0=no limit"' -Node|CompositorNode|CompositorNodeDefocus.threshold -> threshold: float '"CoC radius threshold, prevents background bleed on in-focus midground, 0=off"' -Node|CompositorNode|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"' -Node|CompositorNode|CompositorNodeDiffMatte.falloff -> falloff: float '"Color distances below this additional threshold are partially keyed"' -Node|CompositorNode|CompositorNodeDiffMatte.tolerance -> tolerance: float '"Color distances below this threshold are keyed"' -Node|CompositorNode|CompositorNodeDistanceMatte.falloff -> falloff: float '"Color distances below this additional threshold are partially keyed"' -Node|CompositorNode|CompositorNodeDistanceMatte.tolerance -> tolerance: float '"Color distances below this threshold are keyed"' -Node|CompositorNode|CompositorNodeGlare.angle_offset -> angle_offset: float '"Streak angle offset in degrees"' -Node|CompositorNode|CompositorNodeGlare.color_modulation -> color_modulation: float '"Amount of Color Modulation, modulates colors of streaks and ghosts for a spectral dispersion effect"' -Node|CompositorNode|CompositorNodeGlare.fade -> fade: float '"Streak fade-out factor"' -Node|CompositorNode|CompositorNodeGlare.mix -> mix: float '"-1 is original image only, 0 is exact 50/50 mix, 1 is processed image only"' -Node|CompositorNode|CompositorNodeGlare.threshold -> threshold: float '"The glare filter will only be applied to pixels brighter than this value"' -Node|CompositorNode|CompositorNodeHueSat.hue -> hue: float '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeHueSat.sat -> sat: float '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeHueSat.val -> val: float '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeLumaMatte.high -> high: float '"Values higher than this setting are 100% opaque"' -Node|CompositorNode|CompositorNodeLumaMatte.low -> low: float '"Values lower than this setting are 100% keyed"' -Node|CompositorNode|CompositorNodeMapValue.max -> max: float '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeMapValue.min -> min: float '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeMapValue.offset -> offset: float '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeMapValue.size -> size: float '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeTonemap.adaptation -> adaptation: float '"If 0, global; if 1, based on pixel intensity"' -Node|CompositorNode|CompositorNodeTonemap.contrast -> contrast: float '"Set to 0 to use estimate from input image"' -Node|CompositorNode|CompositorNodeTonemap.correction -> correction: float '"If 0, same for all channels; if 1, each independent"' -Node|CompositorNode|CompositorNodeTonemap.gamma -> gamma: float '"If not used, set to 1"' -Node|CompositorNode|CompositorNodeTonemap.intensity -> intensity: float '"If less than zero, darkens image; otherwise, makes it brighter"' -Node|CompositorNode|CompositorNodeTonemap.key -> key: float '"The value the average luminance is mapped to"' -Node|CompositorNode|CompositorNodeTonemap.offset -> offset: float '"Normally always 1, but can be used as an extra control to alter the brightness curve"' -Node|CompositorNode|CompositorNodeVecBlur.factor -> factor: float '"Scaling factor for motion vectors; actually \'shutter speed\' in frames"' -Node|ShaderNode|ShaderNodeMapping.location -> location: float '"Location offset for the input coordinate"' -Node|ShaderNode|ShaderNodeMapping.maximum -> max: float '"Maximum value to clamp coordinate to"' -Node|ShaderNode|ShaderNodeMapping.minimum -> min: float '"Minimum value to clamp coordinate to"' -Node|ShaderNode|ShaderNodeMapping.rotation -> rotation: float '"Rotation offset for the input coordinate"' -Node|ShaderNode|ShaderNodeMapping.scale -> scale: float '"Scale adjustment for the input coordinate"' -Node|TextureNode|TextureNodeBricks.offset -> offset: float '"NO DESCRIPTION"' -Node|TextureNode|TextureNodeBricks.squash -> squash: float '"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.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.strength -> strength: float '"Brush strength"' -ParticleEdit.emitter_distance -> emitter_distance: float '"Distance to keep particles away from the emitter"' -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"' -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"' -ParticleTarget.duration -> duration: float '"NO DESCRIPTION"' -ParticleTarget.time -> time: float '"NO DESCRIPTION"' -PointDensity.falloff_softness -> falloff_soft: float '"Softness of the \'soft\' falloff option"' -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_size -> turbulence_size: float '"Scale of the added turbulent noise"' -PointDensity.turbulence_strength -> turbulence_strength: float '"NO DESCRIPTION"' -PoseBone.ik_lin_weight -> ik_lin_weight: float '"Weight of scale constraint for IK"' -PoseBone.ik_max_x -> ik_max_x: float '"Maximum angles for IK Limit"' -PoseBone.ik_max_y -> ik_max_y: float '"Maximum angles for IK Limit"' -PoseBone.ik_max_z -> ik_max_z: float '"Maximum angles for IK Limit"' -PoseBone.ik_min_x -> ik_min_x: float '"Minimum angles for IK Limit"' -PoseBone.ik_min_y -> ik_min_y: float '"Minimum angles for IK Limit"' -PoseBone.ik_min_z -> ik_min_z: float '"Minimum angles for IK Limit"' -PoseBone.ik_rot_weight -> ik_rot_weight: float '"Weight of rotation constraint for IK"' -PoseBone.ik_stiffness_x -> ik_stiffness_x: float '"IK stiffness around the X axis"' -PoseBone.ik_stiffness_y -> ik_stiffness_y: float '"IK stiffness around the Y axis"' -PoseBone.ik_stiffness_z -> ik_stiffness_z: float '"IK stiffness around the Z axis"' -PoseBone.ik_stretch -> ik_stretch: float '"Allow scaling of the bone for IK"' -PoseBone.location -> location: float '"NO DESCRIPTION"' -PoseBone.matrix_local -> matrix_local: float '"Matrix representing the parent relative location, scale and rotation. Provides an alternative access to these properties."' -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_quaternion -> rotation_quaternion: float '"Rotation in Quaternions"' -PoseBone.scale -> scale: float '"NO DESCRIPTION"' -RGBANodeSocket.default_value -> default_value: float '"Default value of the socket when no link is attached"' -RegionView3D.view_distance -> view_distance: float '"Distance to the view location"' -RegionView3D.view_location -> view_location: float '"View pivot location"' -RegionView3D.view_rotation -> view_rotation: float '"Rotation in quaternions (keep normalized)"' -RenderLayer.rect -> rect: float '"NO DESCRIPTION"' -RenderPass.rect -> rect: float '"NO DESCRIPTION"' -RenderSettings.bake_bias -> bake_bias: float '"Bias towards faces further away from the object (in blender units)"' -RenderSettings.bake_distance -> bake_distance: float '"Maximum distance from active object to other object (in blender units"' -RenderSettings.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_gamma -> cineon_gamma: float '"Log conversion gamma"' -RenderSettings.dither_intensity -> dither_intensity: float '"Amount of dithering noise added to the rendered image to break up banding"' -RenderSettings.edge_color -> edge_color: float '"NO DESCRIPTION"' -RenderSettings.filter_size -> filter_size: float '"Pixel width over which the reconstruction filter combines samples"' -RenderSettings.fps_base -> fps_base: float '"Framerate base"' -RenderSettings.motion_blur_shutter -> motion_blur_shutter: float '"Time taken in frames between shutter open and close"' -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.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.stamp_background -> stamp_background: float '"Color to use behind stamp text"' -RenderSettings.stamp_foreground -> stamp_foreground: float '"Color to use for stamp text"' -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"' -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.dome_buffer_resolution -> dome_buffer_resolution: float '"Buffer Resolution - decrease it to increase speed"' -SceneGameData.eye_separation -> eye_separation: float '"Set the distance between the eyes - the camera focal length/30 should be fine"' -SceneGameData.framing_color -> frame_color: float '"Set colour of the bars"' -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_gravity -> physics_gravity: float '"Gravitational constant used for physics simulation in the game engine"' -Scopes.accuracy -> accuracy: float '"Proportion of original image source pixel lines to sample"' -Scopes.vectorscope_alpha -> vectorscope_alpha: float '"Opacity of the points"' -Scopes.waveform_alpha -> waveform_alpha: float '"Opacity of the points"' -+ * Sensor|ArmatureSensor.value -> value: float '"Specify value to be used in comparison"' -Sensor|NearSensor.distance -> distance: float '"Trigger distance"' -Sensor|NearSensor.reset_distance -> reset_distance: float '"NO DESCRIPTION"' -Sensor|RadarSensor.angle -> angle: float '"Opening angle of the radar cone"' -Sensor|RadarSensor.distance -> distance: float '"Depth of the radar cone"' -Sensor|RaySensor.range -> range: float '"Sense objects no farther than this distance"' -Sequence.blend_opacity -> blend_alpha: float '"NO DESCRIPTION"' -Sequence.effect_fader -> effect_fader: float '"NO DESCRIPTION"' -Sequence.speed_fader -> speed_fader: float '"NO DESCRIPTION"' -SequenceColorBalance.gain -> gain: float '"Color balance gain (highlights)"' -SequenceColorBalance.gamma -> gamma: float '"Color balance gamma (midtones)"' -SequenceColorBalance.lift -> lift: float '"Color balance lift (shadows)"' -Sequence|EffectSequence.color_saturation -> color_saturation: float '"NO DESCRIPTION"' -Sequence|EffectSequence.multiply_colors -> color_multiply: float '"NO DESCRIPTION"' -Sequence|EffectSequence.strobe -> strobe: float '"Only display every nth frame"' -+ * Sequence|EffectSequence|ColorSequence.color -> color: float '"NO DESCRIPTION"' -Sequence|EffectSequence|GlowSequence.blur_distance -> blur_distance: float '"Radius of glow effect"' -Sequence|EffectSequence|GlowSequence.boost_factor -> boost_factor: float '"Brightness multiplier"' -Sequence|EffectSequence|GlowSequence.clamp -> clamp: float '"rightness limit of intensity"' -Sequence|EffectSequence|GlowSequence.threshold -> threshold: float '"Minimum intensity to trigger a glow"' -Sequence|EffectSequence|SpeedControlSequence.global_speed -> global_speed: float '"NO DESCRIPTION"' -Sequence|EffectSequence|TransformSequence.rotation_start -> rotation_start: float '"NO DESCRIPTION"' -Sequence|EffectSequence|TransformSequence.scale_start_x -> scale_start_x: float '"NO DESCRIPTION"' -Sequence|EffectSequence|TransformSequence.scale_start_y -> scale_start_y: float '"NO DESCRIPTION"' -Sequence|EffectSequence|TransformSequence.translate_start_x -> translate_start_x: float '"NO DESCRIPTION"' -Sequence|EffectSequence|TransformSequence.translate_start_y -> translate_start_y: float '"NO DESCRIPTION"' -Sequence|EffectSequence|WipeSequence.angle -> angle: float '"Edge angle"' -Sequence|EffectSequence|WipeSequence.blur_width -> blur_width: float '"Width of the blur edge, in percentage relative to the image size"' -Sequence|ImageSequence.color_saturation -> color_saturation: float '"NO DESCRIPTION"' -Sequence|ImageSequence.multiply_colors -> multiply_colors: float '"NO DESCRIPTION"' -Sequence|ImageSequence.strobe -> strobe: float '"Only display every nth frame"' -Sequence|MetaSequence.color_saturation -> color_saturation: float '"NO DESCRIPTION"' -Sequence|MetaSequence.multiply_colors -> multiply_colors: float '"NO DESCRIPTION"' -Sequence|MetaSequence.strobe -> strobe: float '"Only display every nth frame"' -Sequence|MovieSequence.color_saturation -> color_saturation: float '"NO DESCRIPTION"' -Sequence|MovieSequence.multiply_colors -> multiply_colors: float '"NO DESCRIPTION"' -Sequence|MovieSequence.strobe -> strobe: float '"Only display every nth frame"' -Sequence|MulticamSequence.color_saturation -> color_saturation: float '"NO DESCRIPTION"' -Sequence|MulticamSequence.multiply_colors -> multiply_colors: float '"NO DESCRIPTION"' -Sequence|MulticamSequence.strobe -> strobe: float '"Only display every nth frame"' -Sequence|SceneSequence.color_saturation -> color_saturation: float '"NO DESCRIPTION"' -Sequence|SceneSequence.multiply_colors -> multiply_colors: float '"NO DESCRIPTION"' -Sequence|SceneSequence.strobe -> strobe: float '"Only display every nth frame"' -Sequence|SoundSequence.attenuation -> attenuation: float '"Attenuation in dezibel"' -Sequence|SoundSequence.volume -> volume: float '"Playback volume of the sound"' -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"' -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"' -SmokeDomainSettings.alpha -> alpha: float '"Higher value results in sinking smoke"' -SmokeDomainSettings.beta -> beta: float '"Higher value results in faster rising smoke"' -SmokeDomainSettings.strength -> strength: float '"Strength of wavelet noise"' -SmokeDomainSettings.time_scale -> time_scale: float '"Adjust simulation speed."' -SmokeDomainSettings.vorticity -> vorticity: float '"Amount of turbulence/rotation in fluid."' -SmokeFlowSettings.density -> density: float '"NO DESCRIPTION"' -SmokeFlowSettings.temperature -> temperature: float '"Temperature difference to ambient temperature"' -SmokeFlowSettings.velocity_multiplier -> velocity_multiplier: float '"Multiplier to adjust velocity passed to smoke"' -SoftBodySettings.aero -> aero: float '"Make edges \'sail\\\\\\"\'' -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.damp -> damping: float '"Edge spring friction"' -SoftBodySettings.error_limit -> error_limit: float '"The Runge-Kutta ODE solver error limit, low value gives more precision, high values speed"' -SoftBodySettings.friction -> friction: float '"General media friction for point movements"' -SoftBodySettings.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.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.plastic -> plastic: float '"Permanent deform"' -SoftBodySettings.pull -> pull: float '"Edge spring stiffness when longer than rest length"' -SoftBodySettings.push -> push: float '"Edge spring stiffness when shorter than rest length"' -SoftBodySettings.shear -> shear: float '"Shear Stiffness"' -SoftBodySettings.speed -> speed: float '"Tweak timing for physics to control frequency and speed"' -SoftBodySettings.spring_length -> spring_length: float '"Alter spring length to shrink/blow up (unit %) 0 to disable"' -SpaceUVEditor.cursor_location -> cursor_location: float '"2D cursor location for this view"' -Space|SpaceGraphEditor.cursor_value -> cursor_value: float '"Graph Editor 2D-Value cursor - Y-Value component"' -Space|SpaceSequenceEditor.offset_x -> offset_x: float '"Offsets image horizontally from the view center"' -Space|SpaceSequenceEditor.offset_y -> offset_y: float '"Offsets image horizontally from the view center"' -Space|SpaceSequenceEditor.zoom -> zoom: float '"Display zoom level"' -Space|SpaceView3D.clip_end -> clip_end: float '"3D View far clipping distance"' -Space|SpaceView3D.clip_start -> clip_start: float '"3D View near clipping distance"' -Space|SpaceView3D.cursor_location -> cursor_location: float '"3D cursor location for this view (dependent on local view setting)"' -Space|SpaceView3D.grid_spacing -> grid_spacing: float '"The distance between 3D View grid lines"' -Space|SpaceView3D.lens -> lens: float '"Lens angle (mm) in perspective view"' -SplinePoint.co -> co: float '"Point coordinates"' -SplinePoint.tilt -> tilt: float '"Tilt in 3D View"' -SplinePoint.weight -> weight: float '"Nurbs weight"' -SplinePoint.weight_softbody -> weight_softbody: float '"Softbody goal weight"' -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"' -TextBox.height -> height: float '"NO DESCRIPTION"' -TextBox.width -> width: float '"NO DESCRIPTION"' -TextBox.x -> x: float '"NO DESCRIPTION"' -TextBox.y -> y: float '"NO DESCRIPTION"' -TextMarker.color -> color: float '"Color to display the marker with"' -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.offset -> offset: float '"Fine tunes texture mapping X, Y and Z locations"' -TextureSlot.size -> size: float '"Sets scaling for the texture\'s X, Y and Z sizes"' -+ * TextureSlot|BrushTextureSlot.angle -> angle: float '"Defines brush texture rotation"' -TextureSlot|LampTextureSlot.color_factor -> color_factor: float '"Amount texture affects color values"' -TextureSlot|LampTextureSlot.shadow_factor -> shadow_factor: float '"Amount texture affects shadow"' -TextureSlot|MaterialTextureSlot.alpha_factor -> alpha_factor: float '"Amount texture affects alpha"' -TextureSlot|MaterialTextureSlot.ambient_factor -> ambient_factor: float '"Amount texture affects ambient"' -TextureSlot|MaterialTextureSlot.colordiff_factor -> colordiff_factor: float '"Amount texture affects diffuse color"' -TextureSlot|MaterialTextureSlot.coloremission_factor -> coloremission_factor: float '"Amount texture affects emission color"' -TextureSlot|MaterialTextureSlot.colorreflection_factor -> colorreflection_factor: float '"Amount texture affects color of out-scattered light"' -TextureSlot|MaterialTextureSlot.colorspec_factor -> colorspec_factor: float '"Amount texture affects specular color"' -TextureSlot|MaterialTextureSlot.colortransmission_factor -> colortransmission_factor: float '"Amount texture affects result color after light has been scattered/absorbed"' -TextureSlot|MaterialTextureSlot.density_factor -> density_factor: float '"Amount texture affects density"' -TextureSlot|MaterialTextureSlot.diffuse_factor -> diffuse_factor: float '"Amount texture affects diffuse reflectivity"' -TextureSlot|MaterialTextureSlot.displacement_factor -> displacement_factor: float '"Amount texture displaces the surface"' -TextureSlot|MaterialTextureSlot.emission_factor -> emission_factor: float '"Amount texture affects emission"' -TextureSlot|MaterialTextureSlot.emit_factor -> emit_factor: float '"Amount texture affects emission"' -TextureSlot|MaterialTextureSlot.hardness_factor -> hard_factor: float '"Amount texture affects hardness"' -TextureSlot|MaterialTextureSlot.mirror_factor -> mirror_factor: float '"Amount texture affects mirror color"' -TextureSlot|MaterialTextureSlot.normal_factor -> normal_factor: float '"Amount texture affects normal values"' -TextureSlot|MaterialTextureSlot.raymir_factor -> raymir_factor: float '"Amount texture affects ray mirror"' -TextureSlot|MaterialTextureSlot.reflection_factor -> reflection_factor: float '"Amount texture affects brightness of out-scattered light"' -TextureSlot|MaterialTextureSlot.scattering_factor -> scattering_factor: float '"Amount texture affects scattering"' -TextureSlot|MaterialTextureSlot.specular_factor -> specular_factor: float '"Amount texture affects specular reflectivity"' -TextureSlot|MaterialTextureSlot.translucency_factor -> translucency_factor: float '"Amount texture affects translucency"' -TextureSlot|MaterialTextureSlot.warp_factor -> warp_factor: float '"Amount texture affects texture coordinates of next channels"' -TextureSlot|WorldTextureSlot.blend_factor -> blend_factor: float '"Amount texture affects color progression of the background"' -TextureSlot|WorldTextureSlot.horizon_factor -> horizon_factor: float '"Amount texture affects color of the horizon"' -TextureSlot|WorldTextureSlot.zenith_down_factor -> zenith_down_factor: float '"Amount texture affects color of the zenith below"' -TextureSlot|WorldTextureSlot.zenith_up_factor -> zenith_up_factor: float '"Amount texture affects color of the zenith above"' -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.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.shadowalpha -> shadowalpha: float '"NO DESCRIPTION"' -ThemeFontStyle.shadowcolor -> shadowcolor: float '"Shadow color in grey value"' -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.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.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.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"' -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.panelzoom -> panelzoom: float '"Default zoom level for panel areas"' -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"' -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.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.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.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"' -ToolSettings.etch_adaptive_limit -> etch_adaptive_limit: float '"Number of bones in the subdivided stroke"' -ToolSettings.etch_length_limit -> etch_length_limit: float '"Number of bones in the subdivided stroke"' -ToolSettings.normal_size -> normal_size: float '"Display size for normals in the 3D view"' -ToolSettings.vertex_group_weight -> vertex_group_weight: float '"Weight to assign in vertex groups"' -TransformOrientation.matrix -> matrix: float '"NO DESCRIPTION"' -UILayout.scale_x -> scale_x: float '"NO DESCRIPTION"' -UILayout.scale_y -> scale_y: float '"NO DESCRIPTION"' -UnitSettings.scale_length -> scale_length: float '"Scale to use when converting between blender units and dimensions"' -UserPreferencesEdit.sculpt_paint_overlay_col -> sculpt_paint_overlay_col: float '"Color of texture overlay"' -UserPreferencesSystem.clip_alpha -> clip_alpha: float '"Clip alpha below this threshold in the 3D textured view"' -UserSolidLight.diffuse_color -> diffuse_color: float '"The diffuse color of the OpenGL light"' -UserSolidLight.direction -> direction: float '"The direction that the OpenGL light is shining"' -UserSolidLight.specular_color -> specular_color: float '"The color of the lights specular highlight"' -ValueNodeSocket.default_value -> default_value: float '"Default value of the socket when no link is attached"' -VectorNodeSocket.default_value -> default_value: float '"Default value of the socket when no link is attached"' -VertexGroupElement.weight -> weight: float '"Vertex Weight"' -VoxelData.intensity -> intensity: float '"Multiplier for intensity values"' -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_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_energy -> environment_energy: float '"Defines the strength of environment light"' -WorldLighting.error_tolerance -> error_tolerance: float '"Low values are slower and higher quality (for Approximate)"' -WorldLighting.falloff_strength -> falloff_strength: float '"Distance attenuation factor, the higher, the \'shorter\' the shadows"' -WorldLighting.indirect_factor -> indirect_factor: float '"Factor for how much surrounding objects contribute to light"' -WorldLighting.threshold -> threshold: float '"Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC)"' -WorldMistSettings.depth -> depth: float '"The distance over which the mist effect fades in"' -WorldMistSettings.height -> height: float '"Control how much mist density decreases with height"' -WorldMistSettings.intensity -> intensity: float '"Intensity of the mist effect"' -WorldMistSettings.start -> start: float '"Starting distance of the mist, measured from the camera"' -WorldStarsSettings.average_separation -> average_separation: float '"Average distance between any two stars"' -WorldStarsSettings.color_randomization -> color_randomization: float '"Randomize star colors"' -WorldStarsSettings.min_distance -> distance_min: float '"Minimum distance to the camera for stars"' -WorldStarsSettings.size -> size: float '"Average screen dimension of stars"' -+ * BezierSplinePoint.radius -> radius: float, '"(read-only) Radius for bevelling"' -+ * Constraint.lin_error -> error_location: float, '"(read-only) Amount of residual error in Blender space unit for constraints that work on position"' -+ * Constraint.rot_error -> error_rotation: float, '"(read-only) Amount of residual error in radiant for constraints that work on orientation"' -+ * CurveMapPoint.location -> location: float, '"(read-only) X/Y coordinates of the curve point"' -+ * EditBone.matrix -> matrix: float, '"(read-only) Read-only matrix calculated from the roll (armature space)"' -+ * ID|Object.bound_box -> bound_box: float, '"(read-only) Objects bound box in object-space coordinates"' -+ * LatticePoint.co -> co: float, '"(read-only)"' -+ * MeshFace.area -> area: float, '"(read-only) read only area of the face"' -+ * MeshFace.normal -> normal: float, '"(read-only) local space unit length normal vector for this face"' -PoseBone.head -> head: float, '"(read-only) Location of head of the channel\'s bone"' -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.tail -> tail: float, '"(read-only) Location of tail of the channel\'s bone"' -Property|FloatProperty.default -> default: float, '"(read-only) Default value for this number"' -Property|FloatProperty.default_array -> default_array: float, '"(read-only) Default value for this array"' -Property|FloatProperty.hard_max -> hard_max: float, '"(read-only) Maximum value used by buttons"' -Property|FloatProperty.hard_min -> hard_min: float, '"(read-only) Minimum value used by buttons"' -Property|FloatProperty.soft_max -> soft_max: float, '"(read-only) Maximum value used by buttons"' -Property|FloatProperty.soft_min -> soft_min: float, '"(read-only) Minimum value used by buttons"' -Property|FloatProperty.step -> step: float, '"(read-only) Step size used by number buttons, for floats 1/100th of the step size"' -RegionView3D.perspective_matrix -> perspective_matrix: float, '"(read-only) Current perspective matrix of the 3D region"' -RegionView3D.view_matrix -> view_matrix: float, '"(read-only) Current view matrix of the 3D region"' -ShapeKey.frame -> frame: float, '"(read-only) Frame for absolute keys"' -SplinePoint.radius -> radius: float, '"(read-only) Radius for bevelling"' -+ * ActionGroup.custom_color -> custom_color: int '"Index of custom color set"' -+ * Actuator|ActionActuator.blendin -> frame_blend_in: int '"Number of frames of motion blending"' -+ * Actuator|ActionActuator.frame_end -> frame_end: int '"NO DESCRIPTION"' -+ * Actuator|ActionActuator.frame_start -> frame_start: int '"NO DESCRIPTION"' -+ * Actuator|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"' -+ * Actuator|ConstraintActuator.damping -> damping: int '"Damping factor: time constant (in frame) of low pass filter"' -+ * Actuator|ConstraintActuator.damping_rotation -> damping_rotation: int '"Use a different damping for orientation"' -+ * Actuator|ConstraintActuator.time -> time: int '"Maximum activation time in frame, 0 for unlimited"' -+ * Actuator|EditObjectActuator.time -> time: int '"Duration the new Object lives or the track takes"' -+ * Actuator|FcurveActuator.frame_end -> frame_end: int '"NO DESCRIPTION"' -+ * Actuator|FcurveActuator.frame_start -> frame_start: int '"NO DESCRIPTION"' -+ * Actuator|Filter2DActuator.filter_pass -> filter_pass: int '"Set filter order"' -+ * Actuator|ObjectActuator.damping -> damping: int '"Number of frames to reach the target velocity"' -+ * Actuator|RandomActuator.int_max -> int_max: int '"Choose a number from a range. Upper boundary of the range"' -+ * Actuator|RandomActuator.int_min -> int_min: int '"Choose a number from a range. Lower boundary of the range"' -+ * Actuator|RandomActuator.int_value -> int_value: int '"Always return this number"' -+ * Actuator|RandomActuator.seed -> seed: int '"Initial seed of the random generator. Use Python for more freedom (choose 0 for not random)"' -+ * Actuator|ShapeActionActuator.blendin -> frame_blend_in: int '"Number of frames of motion blending"' -+ * Actuator|ShapeActionActuator.frame_end -> frame_end: int '"NO DESCRIPTION"' -+ * Actuator|ShapeActionActuator.frame_start -> frame_start: int '"NO DESCRIPTION"' -+ * Actuator|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"' -+ * AnimVizMotionPaths.after_current -> frame_after: int '"Number of frames to show after the current frame (only for \'Around Current Frame\' Onion-skinning method)"' -+ * 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)"' -+ * 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)"' -+ * BoidRule|BoidRuleFollowLeader.queue_size -> queue_count: int '"How many boids in a line"' -+ * BoidSettings.active_boid_state_index -> active_boid_state_index: int '"NO DESCRIPTION"' -+ * BoidState.active_boid_rule_index -> active_boid_rule_index: int '"NO DESCRIPTION"' -+ * Bone.bbone_segments -> bbone_segments: int '"Number of subdivisions of bone (for B-Bones only)"' -+ * ClothCollisionSettings.collision_quality -> collision_quality: int '"How many collision iterations should be done. (higher is better quality but slower)"' -+ * ClothCollisionSettings.self_collision_quality -> self_collision_quality: int '"How many self collision iterations should be done. (higher is better quality but slower)"' -+ * 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)"' -+ * ConsoleLine.current_character -> current_character: int '"NO DESCRIPTION"' -+ * Constraint|ActionConstraint.frame_end -> frame_end: int '"Last frame of the Action to use"' -+ * Constraint|ActionConstraint.frame_start -> frame_start: int '"First frame of the Action to use"' -+ * Constraint|FollowPathConstraint.offset -> offset: int '"Offset from the position corresponding to the time frame"' -+ * Constraint|KinematicConstraint.chain_length -> chain_count: int '"How many bones are included in the IK effect - 0 uses all bones"' -+ * Constraint|KinematicConstraint.iterations -> iterations: int '"Maximum number of solving iterations"' -+ * Constraint|PythonConstraint.number_of_targets -> target_count: int '"Usually only 1-3 are needed"' -+ * Constraint|SplineIKConstraint.chain_length -> chain_count: int '"How many bones are included in the chain"' -+ * EditBone.bbone_segments -> bbone_segments: int '"Number of subdivisions of bone (for B-Bones only)"' -+ * EnvironmentMap.depth -> depth: int '"Number of times a map will be rendered recursively (mirror effects.)"' -+ * EnvironmentMap.resolution -> resolution: int '"Pixel resolution of the rendered environment map"' -+ * FCurve.array_index -> array_index: int '"Index to the specific property affected by F-Curve if applicable"' -+ * FModifier|FModifierGenerator.poly_order -> poly_order: int '"The highest power of \'x\' for this polynomial. (number of coefficients - 1)"' -+ * FModifier|FModifierNoise.depth -> depth: int '"Amount of fine level detail present in the noise"' -+ * FieldSettings.seed -> seed: int '"Seed of the noise"' -+ * FluidSettings|DomainFluidSettings.grid_levels -> grid_levels: int '"Number of coarsened grids to use (-1 for automatic)"' -+ * FluidSettings|DomainFluidSettings.preview_resolution -> preview_resolution: int '"Preview resolution in X,Y and Z direction"' -+ * FluidSettings|DomainFluidSettings.resolution -> resolution: int '"Domain resolution in X,Y and Z direction"' -+ * FluidSettings|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!"' -+ * FluidSettings|DomainFluidSettings.tracer_particles -> tracer_particles: int '"Number of tracer particles to generate"' -+ * FluidSettings|DomainFluidSettings.viscosity_exponent -> viscosity_exponent: int '"Negative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6.)"' -+ * GPencilFrame.frame_number -> frame_number: int '"The frame on which this sketch appears"' -+ * GPencilLayer.line_thickness -> line_width: int '"Thickness of strokes (in pixels)"' -+ * GPencilLayer.max_ghost_range -> ghost_range_max: int '"Maximum number of frames on either side of the active frame to show (0 = show the \'first\' available sketch on either side)"' -+ * GameProperty|GameIntProperty.value -> value: int '"Property value"' -+ * GameSoftBodySettings.cluster_iterations -> cluster_iterations: int '"Specify the number of cluster iterations"' -+ * GameSoftBodySettings.position_iterations -> location_iterations: int '"Position solver iterations"' -+ * IDProperty.int -> int: int '"NO DESCRIPTION"' -+ * IDProperty.int_array -> int_array: int '"NO DESCRIPTION"' -+ * IDPropertyGroup|NetRenderSettings.active_blacklisted_slave_index -> active_blacklisted_slave_index: int '"NO DESCRIPTION"' -+ * IDPropertyGroup|NetRenderSettings.active_job_index -> active_job_index: int '"NO DESCRIPTION"' -+ * IDPropertyGroup|NetRenderSettings.active_slave_index -> active_slave_index: int '"NO DESCRIPTION"' -+ * IDPropertyGroup|NetRenderSettings.chunks -> chunks: int '"Number of frame to dispatch to each slave in one chunk"' -+ * IDPropertyGroup|NetRenderSettings.priority -> priority: int '"Priority of the job"' -+ * IDPropertyGroup|NetRenderSettings.server_port -> server_port: int '"port of the master render server"' -+ * IDPropertyGroup|PoseTemplateSettings.active_template_index -> active_template_index: int '"NO DESCRIPTION"' -+ * ID|Armature.ghost_frame_end -> ghost_frame_end: int '"End frame of range of Ghosts to display (not for \'Around Current Frame\' Onion-skinning method)"' -+ * ID|Armature.ghost_frame_start -> ghost_frame_start: int '"Starting frame of range of Ghosts to display (not for \'Around Current Frame\' Onion-skinning method)"' -+ * ID|Armature.ghost_size -> ghost_size: int '"Frame step for Ghosts (not for \'On Keyframes\' Onion-skinning method)"' -+ * ID|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)"' -+ * ID|Brush.size -> size: int '"Diameter of the brush"' -+ * ID|Brush.smooth_stroke_radius -> smooth_stroke_radius: int '"Minimum distance from last point before stroke continues"' -+ * ID|Brush.texture_overlay_alpha -> texture_overlay_alpha: int '"NO DESCRIPTION"' -+ * ID|Curve.bevel_resolution -> bevel_resolution: int '"Bevel resolution when depth is non-zero and no specific bevel object has been defined"' -+ * ID|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"' -+ * ID|Curve.render_resolution_u -> render_resolution_u: int '"Surface resolution in U direction used while rendering. Zero skips this property"' -+ * ID|Curve.render_resolution_v -> render_resolution_v: int '"Surface resolution in V direction used while rendering. Zero skips this property"' -+ * ID|Curve.resolution_u -> resolution_u: int '"Surface resolution in U direction"' -+ * ID|Curve.resolution_v -> resolution_v: int '"Surface resolution in V direction"' -MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: int '"NO DESCRIPTION"' -+ * ID|Image.animation_end -> animation_end: int '"End frame of an animated texture"' -+ * ID|Image.animation_speed -> animation_speed: int '"Speed of the animation in frames per second"' -+ * ID|Image.animation_start -> animation_start: int '"Start frame of an animated texture"' -+ * ID|Image.generated_height -> generated_height: int '"Generated image height"' -+ * ID|Image.generated_width -> generated_width: int '"Generated image width"' -+ * ID|Image.tiles_x -> tiles_x: int '"Degree of repetition in the X direction"' -+ * ID|Image.tiles_y -> tiles_y: int '"Degree of repetition in the Y direction"' -+ * ID|Key.slurph -> slurph: int '"Creates a delay in amount of frames in applying keypositions, first vertex goes first"' -+ * ID|Lamp.active_texture_index -> active_texture_index: int '"Index of active texture slot"' -+ * ID|Lamp|AreaLamp.shadow_ray_samples_x -> shadow_ray_samples_x: int '"Amount of samples taken extra (samples x samples)"' -+ * ID|Lamp|AreaLamp.shadow_ray_samples_y -> shadow_ray_samples_y: int '"Amount of samples taken extra (samples x samples)"' -+ * ID|Lamp|PointLamp.shadow_ray_samples -> shadow_ray_samples: int '"Amount of samples taken extra (samples x samples)"' -+ * ID|Lamp|SpotLamp.halo_step -> halo_step: int '"Volumetric halo sampling frequency"' -+ * ID|Lamp|SpotLamp.shadow_buffer_samples -> shadow_buffer_samples: int '"Number of shadow buffer samples"' -+ * ID|Lamp|SpotLamp.shadow_buffer_size -> shadow_buffer_size: int '"Resolution of the shadow buffer, higher values give crisper shadows but use more memory"' -+ * ID|Lamp|SpotLamp.shadow_ray_samples -> shadow_ray_samples: int '"Amount of samples taken extra (samples x samples)"' -+ * ID|Lamp|SunLamp.shadow_ray_samples -> shadow_ray_samples: int '"Amount of samples taken extra (samples x samples)"' -+ * ID|Lattice.points_u -> points_u: int '"Points in U direction"' -+ * ID|Lattice.points_v -> points_v: int '"Points in V direction"' -+ * ID|Lattice.points_w -> points_w: int '"Points in W direction"' -+ * ID|Material.active_texture_index -> active_texture_index: int '"Index of active texture slot"' -+ * ID|Material.specular_hardness -> specular_hard: int '"NO DESCRIPTION"' -+ * ID|Mesh.active_uv_texture_index -> active_uv_texture_index: int '"Active UV texture index"' -+ * ID|Mesh.active_vertex_color_index -> active_vertex_color_index: int '"Active vertex color index"' -+ * ID|Mesh.autosmooth_angle -> autosmooth_angle: int '"Defines maximum angle between face normals that \'Auto Smooth\' will operate on"' -+ * ID|Mesh.uv_texture_clone_index -> uv_texture_clone_index: int '"Clone UV texture index"' -+ * ID|Mesh.uv_texture_stencil_index -> uv_texture_stencil_index: int '"Mask UV texture index"' -+ * ID|Object.active_material_index -> active_material_index: int '"Index of active material slot"' -+ * ID|Object.active_particle_system_index -> active_particle_system_index: int '"Index of active particle system slot"' -+ * ID|Object.active_shape_key_index -> active_shape_key_index: int '"Current shape key index"' -+ * ID|Object.active_vertex_group_index -> active_vertex_group_index: int '"Active index in vertex group array"' -+ * ID|Object.dupli_frames_end -> dupli_frames_end: int '"End frame for DupliFrames"' -+ * ID|Object.dupli_frames_off -> dupli_frames_off: int '"Recurring frames to exclude from the Dupliframes"' -+ * ID|Object.dupli_frames_on -> dupli_frames_on: int '"Number of frames to use between DupOff frames"' -+ * ID|Object.dupli_frames_start -> dupli_frames_start: int '"Start frame for DupliFrames"' -+ * ID|Object.pass_index -> pass_index: int '"Index # for the IndexOB render pass"' -+ * ID|ParticleSettings.active_dupliweight_index -> active_dupliweight_index: int '"NO DESCRIPTION"' -+ * ID|ParticleSettings.adaptive_angle -> adaptive_angle: int '"How many degrees path has to curve to make another render segment"' -+ * ID|ParticleSettings.adaptive_pix -> adaptive_pixel: int '"How many pixels path has to cover to make another render segment"' -+ * ID|ParticleSettings.amount -> count: int '"Total number of particles"' -+ * ID|ParticleSettings.billboard_uv_split -> billboard_uv_split: int '"Amount of rows/columns to split UV coordinates for billboards"' -+ * ID|ParticleSettings.child_nbr -> child_nbr: int '"Amount of children/parent"' -+ * ID|ParticleSettings.display -> draw_percentage: int '"Percentage of particles to display in 3D view"' -+ * ID|ParticleSettings.draw_size -> draw_size: int '"Size of particles on viewport in pixels (0=default)"' -+ * ID|ParticleSettings.draw_step -> draw_step: int '"How many steps paths are drawn with (power of 2)"' -+ * ID|ParticleSettings.grid_resolution -> grid_resolution: int '"The resolution of the particle grid"' -+ * ID|ParticleSettings.hair_step -> hair_step: int '"Number of hair segments"' -+ * ID|ParticleSettings.keyed_loops -> keyed_loops: int '"Number of times the keys are looped"' -+ * ID|ParticleSettings.keys_step -> keys_step: int '"NO DESCRIPTION"' -+ * ID|ParticleSettings.material -> material: int '"Specify material used for the particles"' -+ * ID|ParticleSettings.render_step -> render_step: int '"How many steps paths are rendered with (power of 2)"' -+ * ID|ParticleSettings.rendered_child_nbr -> rendered_child_count: int '"Amount of children/parent for rendering"' -+ * ID|ParticleSettings.simplify_refsize -> simplify_refsize: int '"Reference size in pixels, after which simplification begins"' -+ * ID|ParticleSettings.subframes -> subframes: int '"Subframes to simulate for improved stability and finer granularity simulations"' -+ * ID|ParticleSettings.trail_count -> trail_count: int '"Number of trail particles"' -+ * ID|ParticleSettings.userjit -> userjit: int '"Emission locations / face (0 = automatic)"' -+ * ID|Scene.active_keying_set_index -> active_keying_set_index: int '"Current Keying Set index (negative for \'builtin\' and positive for \'absolute\')"' -+ * ID|Scene.frame_current -> frame_current: int '"NO DESCRIPTION"' -+ * ID|Scene.frame_end -> frame_end: int '"Final frame of the playback/rendering range"' -+ * ID|Scene.frame_start -> frame_start: int '"First frame of the playback/rendering range"' -+ * ID|Scene.frame_step -> frame_step: int '"Number of frames to skip forward while rendering/playing back each frame"' -+ * ID|Scene.preview_range_frame_end -> frame_preview_end: int '"Alternative end frame for UI playback"' -+ * ID|Scene.preview_range_frame_start -> frame_preview_start: int '"Alternative start frame for UI playback"' -+ * ID|Texture|CloudsTexture.noise_depth -> noise_depth: int '"Sets the depth of the cloud calculation"' -+ * ID|Texture|EnvironmentMapTexture.filter_eccentricity -> filter_eccentricity: int '"Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower"' -+ * ID|Texture|EnvironmentMapTexture.filter_probes -> filter_probes: int '"Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower"' -+ * ID|Texture|ImageTexture.filter_eccentricity -> filter_eccentricity: int '"Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower"' -+ * ID|Texture|ImageTexture.filter_probes -> filter_probes: int '"Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower"' -+ * ID|Texture|ImageTexture.repeat_x -> repeat_x: int '"Sets a repetition multiplier in the X direction"' -+ * ID|Texture|ImageTexture.repeat_y -> repeat_y: int '"Sets a repetition multiplier in the Y direction"' -+ * ID|Texture|MagicTexture.noise_depth -> noise_depth: int '"Sets the depth of the cloud calculation"' -+ * ID|Texture|MarbleTexture.noise_depth -> noise_depth: int '"Sets the depth of the cloud calculation"' -+ * ID|World.active_texture_index -> active_texture_index: int '"Index of active texture slot"' -+ * IKParam|Itasc.num_iter -> iterations: int '"Maximum number of iterations for convergence in case of reiteration"' -+ * IKParam|Itasc.num_step -> step_count: int '"Divides the frame interval into this many steps"' -+ * 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.offset -> offset: int '"Offsets the number of the frame to use in the animation"' -+ * KeyingSet.active_path_index -> active_path_index: int '"Current Keying Set index"' -+ * KeyingSetPath.array_index -> array_index: int '"Index to the specific setting if applicable"' -+ * MaterialHalo.flare_seed -> flare_seed: int '"Specifies an offset in the flare seed table"' -+ * MaterialHalo.flares_sub -> flare_subflare_count: int '"Sets the number of subflares"' -+ * MaterialHalo.hardness -> hard: int '"Sets the hardness of the halo"' -+ * MaterialHalo.line_number -> line_count: int '"Sets the number of star shaped lines rendered over the halo"' -+ * MaterialHalo.rings -> ring_count: int '"Sets the number of rings rendered over the halo"' -+ * MaterialHalo.seed -> seed: int '"Randomizes ring dimension and line location"' -+ * MaterialHalo.star_tips -> star_tip_count: int '"Sets the number of points on the star shaped halo"' -+ * MaterialRaytraceMirror.depth -> depth: int '"Maximum allowed number of light inter-reflections"' -+ * MaterialRaytraceMirror.gloss_samples -> gloss_samples: int '"Number of cone samples averaged for blurry reflections"' -+ * MaterialRaytraceTransparency.depth -> depth: int '"Maximum allowed number of light inter-refractions"' -+ * MaterialRaytraceTransparency.gloss_samples -> gloss_samples: int '"Number of cone samples averaged for blurry refractions"' -+ * MaterialVolume.cache_resolution -> cache_resolution: int '"Resolution of the voxel grid, low resolutions are faster, high resolutions use more memory"' -+ * MeshEdge.verts -> verts: int '"Vertex indices"' -+ * MeshFace.material_index -> material_index: int '"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"' -+ * MeshIntProperty.value -> value: int '"NO DESCRIPTION"' -CHECK WITH SIMILAR * Modifier|ArrayModifier.count -> count: int '"\'Number of duplicates to make\'"' -+ * Modifier|BuildModifier.seed -> seed: int '"Specify the seed for random if used"' -+ * Modifier|MeshDeformModifier.precision -> precision: int '"The grid size for binding"' -+ * Modifier|MultiresModifier.levels -> levels: int '"Number of subdivisions to use in the viewport"' -+ * Modifier|MultiresModifier.render_levels -> render_levels: int '"NO DESCRIPTION"' -+ * Modifier|MultiresModifier.sculpt_levels -> sculpt_levels: int '"Number of subdivisions to use in sculpt mode"' -TODO * Modifier|ParticleInstanceModifier.particle_system_number -> particle_system_number: int '"NO DESCRIPTION"' -+ * Modifier|ScrewModifier.iterations -> iterations: int '"Number of times to apply the screw operation"' -+ * Modifier|ScrewModifier.render_steps -> render_steps: int '"Number of steps in the revolution"' -+ * Modifier|ScrewModifier.steps -> steps: int '"Number of steps in the revolution"' -+ * Modifier|ShrinkwrapModifier.subsurf_levels -> subsurf_levels: int '"Number of subdivisions that must be performed before extracting vertices\' positions and normals"' -+ * Modifier|SmoothModifier.repeat -> iterations: int '"NO DESCRIPTION"' -+ * Modifier|SubsurfModifier.levels -> levels: int '"Number of subdivisions to perform"' -+ * Modifier|SubsurfModifier.render_levels -> render_levels: int '"Number of subdivisions to perform when rendering"' -+ * Modifier|UVProjectModifier.num_projectors -> projector_count: int '"Number of projectors to use"' -+ * Node|CompositorNode|CompositorNodeBilateralblur.iterations -> iterations: int '"NO DESCRIPTION"' -+ * Node|CompositorNode|CompositorNodeBlur.sizex -> size_x: int '"NO DESCRIPTION"' -+ * Node|CompositorNode|CompositorNodeBlur.sizey -> size_y: int '"NO DESCRIPTION"' -+ * Node|CompositorNode|CompositorNodeCrop.x1 -> min_x: int '"NO DESCRIPTION"' -+ * Node|CompositorNode|CompositorNodeCrop.x2 -> max_x: int '"NO DESCRIPTION"' -+ * Node|CompositorNode|CompositorNodeCrop.y1 -> min_y: int '"NO DESCRIPTION"' -+ * Node|CompositorNode|CompositorNodeCrop.y2 -> max_y: int '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeDBlur.iterations -> iterations: int '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeDefocus.angle -> angle: int '"Bokeh shape rotation offset in degrees"' -Node|CompositorNode|CompositorNodeDefocus.samples -> samples: int '"Number of samples (16=grainy, higher=less noise)"' -Node|CompositorNode|CompositorNodeDilateErode.distance -> distance: int '"Distance to grow/shrink (number of iterations)"' -Node|CompositorNode|CompositorNodeGlare.iterations -> iterations: int '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeGlare.size -> size: int '"Glow/glare size (not actual size; relative to initial size of bright area of pixels)"' -Node|CompositorNode|CompositorNodeGlare.streaks -> streaks: int '"Total number of streaks"' -Node|CompositorNode|CompositorNodeIDMask.index -> index: int '"Pass index number to convert to alpha"' -Node|CompositorNode|CompositorNodeImage.frames -> frames: int '"Number of images used in animation"' -Node|CompositorNode|CompositorNodeImage.offset -> offset: int '"Offsets the number of the frame to use in the animation"' -Node|CompositorNode|CompositorNodeImage.start -> start: int '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeMapUV.alpha -> alpha: int '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeOutputFile.frame_end -> frame_end: int '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeOutputFile.frame_start -> frame_start: int '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeOutputFile.quality -> quality: int '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeSplitViewer.factor -> factor: int '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeTexture.node_output -> node_output: int '"For node-based textures, which output node to use"' -Node|CompositorNode|CompositorNodeTime.end -> end: int '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeTime.start -> start: int '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeVecBlur.max_speed -> speed_max: int '"Maximum speed, or zero for none"' -Node|CompositorNode|CompositorNodeVecBlur.min_speed -> speed_min: int '"Minimum speed for a pixel to be blurred; used to separate background from foreground"' -Node|CompositorNode|CompositorNodeVecBlur.samples -> samples: int '"NO DESCRIPTION"' -Node|ShaderNode|ShaderNodeTexture.node_output -> node_output: int '"For node-based textures, which output node to use"' -Node|TextureNode|TextureNodeBricks.offset_frequency -> offset_frequency: int '"Offset every N rows"' -Node|TextureNode|TextureNodeBricks.squash_frequency -> squash_frequency: int '"Squash every N rows"' -Node|TextureNode|TextureNodeCurveTime.end -> end: int '"NO DESCRIPTION"' -Node|TextureNode|TextureNodeCurveTime.start -> start: int '"NO DESCRIPTION"' -Node|TextureNode|TextureNodeTexture.node_output -> node_output: int '"For node-based textures, which output node to use"' -Paint|ImagePaint.normal_angle -> normal_angle: int '"Paint most on faces pointing towards the view according to this angle"' -Paint|ImagePaint.screen_grab_size -> screen_grab_size: int '"Size to capture the image for re-projecting"' -Paint|ImagePaint.seam_bleed -> seam_bleed: int '"Extend paint beyond the faces UVs to reduce seams (in pixels, slower)"' -Paint|Sculpt.radial_symm -> radial_symm: int '"Number of times to copy strokes across the surface"' -ParticleBrush.count -> count: int '"Particle count"' -ParticleBrush.size -> size: int '"Brush size"' -ParticleBrush.steps -> steps: int '"Brush steps"' -ParticleDupliWeight.count -> count: int '"The number of times this object is repeated with respect to other objects"' -ParticleEdit.add_keys -> add_keys: int '"How many keys to make new particles with"' -ParticleEdit.draw_step -> draw_step: int '"How many steps to draw the path with"' -ParticleEdit.fade_frames -> fade_frames: int '"How many frames to fade"' -ParticleSystem.active_particle_target_index -> active_particle_target_index: int '"NO DESCRIPTION"' -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"' -ParticleTarget.system -> system: int '"The index of particle system on the target object"' -PointCache.active_point_cache_index -> active_point_cache_index: int '"NO DESCRIPTION"' -PointCache.frame_end -> frame_end: int '"Frame on which the simulation stops"' -PointCache.frame_start -> frame_start: int '"Frame on which the simulation starts"' -PointCache.index -> index: int '"Index number of cache files"' -PointCache.step -> step: int '"Number of frames between cached frames"' -PointDensity.turbulence_depth -> turbulence_depth: int '"Level of detail in the added turbulent noise"' -Pose.active_bone_group_index -> active_bone_group_index: int '"Active index in bone groups array"' -PoseBone.bone_group_index -> bone_group_index: int '"Bone Group this pose channel belongs to (0=no group)"' -RenderSettings.active_layer_index -> active_layer_index: int '"Active index in render layer array"' -RenderSettings.bake_margin -> bake_margin: int '"Amount of pixels to extend the baked result with, as post process filter"' -RenderSettings.cineon_black -> cineon_black: int '"Log conversion reference blackpoint"' -RenderSettings.cineon_white -> cineon_white: int '"Log conversion reference whitepoint"' -RenderSettings.edge_threshold -> edge_threshold: int '"Threshold for drawing outlines on geometry edges"' -RenderSettings.file_quality -> file_quality: int '"Quality of JPEG images, AVI Jpeg and SGI movies"' -RenderSettings.fps -> fps: int '"Framerate, expressed in frames per second"' -RenderSettings.motion_blur_samples -> motion_blur_samples: int '"Number of scene samples to take with motion blur"' -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.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.simplify_shadow_samples -> simplify_shadow_samples: int '"Global maximum shadow samples"' -RenderSettings.simplify_subdivision -> simplify_subdivision: int '"Global maximum subdivision level"' -RenderSettings.stamp_font_size -> stamp_font_size: int '"Size of the font used when rendering stamp text"' -RenderSettings.threads -> threads: int '"Number of CPU threads to use simultaneously while rendering (for multi-core/CPU systems)"' -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_tesselation -> dome_tesselation: int '"Tessellation level - check the generated mesh in wireframe mode"' -SceneGameData.dome_tilt -> dome_tilt: int '"Camera rotation in horizontal axis"' -SceneGameData.fps -> fps: int '"The nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate"' -SceneGameData.frequency -> frequency: int '"Displays clock frequency of fullscreen display"' -SceneGameData.logic_step_max -> logic_step_max: int '"Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics"' -SceneGameData.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"' -Sensor.frequency -> frequency: int '"Delay between repeated pulses(in logic tics, 0=no delay)"' -Sensor|DelaySensor.delay -> delay: int '"Delay in number of logic tics before the positive trigger (default 60 per second)"' -Sensor|DelaySensor.duration -> duration: int '"If >0, delay in number of logic tics before the negative trigger following the positive trigger"' -Sensor|JoystickSensor.axis_number -> axis_number: int '"Specify which axis pair to use, 1 is usually the main direction input"' -Sensor|JoystickSensor.axis_threshold -> axis_threshold: int '"Specify the precision of the axis"' -Sensor|JoystickSensor.button_number -> button_number: int '"Specify which button to use"' -Sensor|JoystickSensor.hat_number -> hat_number: int '"Specify which hat to use"' -Sensor|JoystickSensor.joystick_index -> joystick_index: int '"Specify which joystick to use"' -Sensor|JoystickSensor.single_axis_number -> single_axis_number: int '"Specify a single axis (verticle/horizontal/other) to detect"' -Sensor|RandomSensor.seed -> seed: int '"Initial seed of the generator. (Choose 0 for not random)"' -Sequence.channel -> channel: int '"Y position of the sequence strip"' -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_start -> frame_start: int '"NO DESCRIPTION"' -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.overlay_frame -> overlay_frame: int '"Sequencers active strip"' -SequenceTransform.offset_x -> offset_x: int '"NO DESCRIPTION"' -SequenceTransform.offset_y -> offset_y: int '"NO DESCRIPTION"' -Sequence|EffectSequence|GlowSequence.quality -> quality: int '"Accuracy of the blur effect"' -Sequence|ImageSequence.animation_end_offset -> animation_end_offset: int '"Animation end offset (trim end)"' -Sequence|ImageSequence.animation_start_offset -> animation_start_offset: int '"Animation start offset (trim start)"' -Sequence|MetaSequence.animation_end_offset -> animation_end_offset: int '"Animation end offset (trim end)"' -Sequence|MetaSequence.animation_start_offset -> animation_start_offset: int '"Animation start offset (trim start)"' -Sequence|MovieSequence.animation_end_offset -> animation_end_offset: int '"Animation end offset (trim end)"' -Sequence|MovieSequence.animation_start_offset -> animation_start_offset: int '"Animation start offset (trim start)"' -Sequence|MovieSequence.mpeg_preseek -> mpeg_preseek: int '"For MPEG movies, preseek this many frames"' -Sequence|MulticamSequence.animation_end_offset -> animation_end_offset: int '"Animation end offset (trim end)"' -Sequence|MulticamSequence.animation_start_offset -> animation_start_offset: int '"Animation start offset (trim start)"' -Sequence|MulticamSequence.multicam_source -> multicam_source: int '"NO DESCRIPTION"' -Sequence|SceneSequence.animation_end_offset -> animation_end_offset: int '"Animation end offset (trim end)"' -Sequence|SceneSequence.animation_start_offset -> animation_start_offset: int '"Animation start offset (trim start)"' -Sequence|SoundSequence.animation_end_offset -> animation_end_offset: int '"Animation end offset (trim end)"' -Sequence|SoundSequence.animation_start_offset -> animation_start_offset: int '"Animation start offset (trim start)"' -SmokeDomainSettings.amplify -> amplify: int '"Enhance the resolution of smoke by this factor using noise"' -SmokeDomainSettings.dissolve_speed -> dissolve_speed: int '"Dissolve Speed"' -SmokeDomainSettings.maxres -> maxres: int '"Maximal resolution used in the fluid domain"' -SoftBodySettings.choke -> choke: int '"\'Viscosity\' inside collision target"' -SoftBodySettings.fuzzy -> fuzzy: int '"Fuzziness while on collision, high values make collsion handling faster but less stable"' -SoftBodySettings.maxstep -> step_max: int '"Maximal # solver steps/frame"' -SoftBodySettings.minstep -> step_min: int '"Minimal # solver steps/frame"' -Space|SpaceConsole.font_size -> font_size: int '"Font size to use for displaying the text"' -Space|SpaceConsole.selection_end -> selection_end: int '"NO DESCRIPTION"' -Space|SpaceConsole.selection_start -> selection_start: int '"NO DESCRIPTION"' -Space|SpaceSequenceEditor.display_channel -> display_channel: int '"The channel number shown in the image preview. 0 is the result of all strips combined"' -Space|SpaceSequenceEditor.draw_overexposed -> draw_overexposed: int '"Show overexposed areas with zebra stripes"' -Space|SpaceTextEditor.font_size -> font_size: int '"Font size to use for displaying the text"' -Space|SpaceTextEditor.tab_width -> tab_width: int '"Number of spaces to display tabs with"' -Space|SpaceView3D.grid_lines -> grid_lines: int '"The number of grid lines to display in perspective view"' -Space|SpaceView3D.grid_subdivisions -> grid_subdivisions: int '"The number of subdivisions between grid lines"' -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.resolution_u -> resolution_u: int '"Curve or Surface subdivisions per segment"' -Spline.resolution_v -> resolution_v: int '"Surface subdivisions per segment"' -ThemeFontStyle.points -> points: int '"NO DESCRIPTION"' -ThemeFontStyle.shadow -> shadow: int '"Shadow size in pixels (0, 3 and 5 supported)"' -ThemeFontStyle.shadx -> shadow_offset_x: int '"Shadow offset in pixels"' -ThemeFontStyle.shady -> shadow_offset_y: int '"Shadow offset in pixels"' -ThemeGraphEditor.handle_vertex_size -> handle_vertex_size: int '"NO DESCRIPTION"' -ThemeGraphEditor.vertex_size -> vertex_size: int '"NO DESCRIPTION"' -ThemeImageEditor.facedot_size -> facedot_size: int '"NO DESCRIPTION"' -ThemeImageEditor.vertex_size -> vertex_size: int '"NO DESCRIPTION"' -ThemeView3D.facedot_size -> facedot_size: int '"NO DESCRIPTION"' -ThemeView3D.vertex_size -> vertex_size: int '"NO DESCRIPTION"' -ThemeWidgetColors.shadedown -> shadedown: int '"NO DESCRIPTION"' -ThemeWidgetColors.shadetop -> shadetop: int '"NO DESCRIPTION"' -TimelineMarker.frame -> frame: int '"The frame on which the timeline marker appears"' -ToolSettings.etch_subdivision_number -> etch_subdivision_number: int '"Number of bones in the subdivided stroke"' -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.undo_memory_limit -> undo_memory_limit: int '"Maximum memory usage in megabytes (0 means unlimited)"' -UserPreferencesEdit.undo_steps -> undo_steps: int '"Number of undo steps available (smaller values conserve memory)"' -UserPreferencesFilePaths.auto_save_time -> auto_save_time: int '"The time (in minutes) to wait between automatic temporary saves"' -UserPreferencesFilePaths.recent_files -> recent_files: int '"Maximum number of recently opened files to remember"' -UserPreferencesFilePaths.save_version -> save_version: int '"The number of old versions to maintain in the current directory, when manually saving"' -UserPreferencesInput.double_click_time -> double_click_time: int '"The time (in ms) for a double click"' -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.wheel_scroll_lines -> wheel_scroll_lines: int '"The number of lines scrolled at a time with the mouse wheel"' -UserPreferencesSystem.dpi -> dpi: int '"Font size and resolution for display"' -UserPreferencesSystem.frame_server_port -> frame_server_port: int '"Frameserver Port for Frameserver Rendering"' -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.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.)"' -UserPreferencesView.manipulator_handle_size -> manipulator_handle_size: int '"Size of widget handles as percentage of widget radius"' -UserPreferencesView.manipulator_hotspot -> manipulator_hotspot: int '"Hotspot in pixels for clicking widget handles"' -UserPreferencesView.manipulator_size -> manipulator_size: int '"Diameter of widget, in 10 pixel units"' -UserPreferencesView.mini_axis_brightness -> mini_axis_brightness: int '"The brightness of the icon"' -UserPreferencesView.mini_axis_size -> mini_axis_size: int '"The axis icon\'s size"' -UserPreferencesView.object_origin_size -> object_origin_size: int '"Diameter in Pixels for Object/Lamp origin display"' -UserPreferencesView.open_left_mouse_delay -> open_left_mouse_delay: int '"Time in 1/10 seconds to hold the Left Mouse Button before opening the toolbox"' -UserPreferencesView.open_right_mouse_delay -> open_right_mouse_delay: int '"Time in 1/10 seconds to hold the Right Mouse Button before opening the toolbox"' -UserPreferencesView.open_sublevel_delay -> open_sublevel_delay: int '"Time delay in 1/10 seconds before automatically opening sub level menus"' -UserPreferencesView.open_toplevel_delay -> open_toplevel_delay: int '"Time delay in 1/10 seconds before automatically opening top level menus"' -UserPreferencesView.rotation_angle -> rotation_angle: int '"The rotation step for numerical pad keys (2 4 6 8)"' -UserPreferencesView.smooth_view -> smooth_view: int '"The time to animate the view in milliseconds, zero to disable"' -UserPreferencesView.view2d_grid_minimum_spacing -> view2d_grid_spacing_min: int '"Minimum number of pixels between each gridline in 2D Viewports"' -VoxelData.resolution -> resolution: int '"Resolution of the voxel grid"' -VoxelData.still_frame_number -> still_frame: int '"The frame number to always use"' -WorldLighting.indirect_bounces -> indirect_bounces: int '"Number of indirect diffuse light bounces to use for approximate ambient occlusion"' -WorldLighting.passes -> passes: int '"Number of preprocessing passes to reduce overocclusion (for approximate ambient occlusion)"' -WorldLighting.samples -> samples: int '"Amount of ray samples. Higher values give smoother results and longer rendering times"' -+ * ColorRamp.total -> count: int, '"(read-only) Total number of elements"' -+ * EnumPropertyItem.value -> value: int, '"(read-only) Value of the item"' -+ * 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"' -+ * ID.users -> users: int, '"(read-only) Number of times this datablock is referenced"' -+ * ID|Image.bindcode -> bindcode: int, '"(read-only) OpenGL bindcode"' -+ * ID|Image.depth -> depth: int, '"(read-only) Image bit depth"' -+ * ID|Image.size -> size: int, '"(read-only) Width and height in pixels, zero when image data cant be loaded"' -+ * ID|Mesh.total_edge_sel -> total_edge_sel: int, '"(read-only) Selected edge count in editmode"' -+ * ID|Mesh.total_face_sel -> total_face_sel: int, '"(read-only) Selected face count in editmode"' -+ * ID|Mesh.total_vert_sel -> total_vert_sel: int, '"(read-only) Selected vertex count in editmode"' -+ * ID|Object.parent_vertices -> parent_verts: int, '"(read-only) Indices of vertices in cases of a vertex parenting relation"' -+ * ID|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"' -+ * ID|Text.selection_end_character -> select_end_character: int, '"(read-only) Index of character after end of selection in the selection end line"' -+ * ImageUser.multilayer_layer -> multilayer_layer: int, '"(read-only) Layer in multilayer image"' -+ * ImageUser.multilayer_pass -> multilayer_pass: int, '"(read-only) Pass in multilayer image"' -+ * KeyMapItem.id -> id: int, '"(read-only) ID of the item"' -+ * MeshEdge.index -> index: int, '"(read-only) Index number of the vertex"' -+ * MeshFace.index -> index: int, '"(read-only) Index number of the vertex"' -+ * MeshVertex.index -> index: int, '"(read-only) Index number of the vertex"' -+ * Modifier|DecimateModifier.face_count -> face_count: int, '"(read-only) The current number of faces in the decimated mesh"' -+ * Modifier|MultiresModifier.total_levels -> total_levels: int, '"(read-only) Number of subdivisions for which displacements are stored"' -+ * 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"' -PackedFile.size -> size: int, '"(read-only) Size of packed file in bytes"' -+ * Property|BooleanProperty.array_length -> array_length: int, '"(read-only) Maximum length of the array, 0 means unlimited"' -Property|FloatProperty.array_length -> array_length: int, '"(read-only) Maximum length of the array, 0 means unlimited"' -Property|FloatProperty.precision -> precision: int, '"(read-only) Number of digits after the dot used by buttons"' -Property|IntProperty.array_length -> array_length: int, '"(read-only) Maximum length of the array, 0 means unlimited"' -Property|IntProperty.default -> default: int, '"(read-only) Default value for this number"' -Property|IntProperty.default_array -> default_array: int, '"(read-only) Default value for this array"' -Property|IntProperty.hard_max -> hard_max: int, '"(read-only) Maximum value used by buttons"' -Property|IntProperty.hard_min -> hard_min: int, '"(read-only) Minimum value used by buttons"' -Property|IntProperty.soft_max -> soft_max: int, '"(read-only) Maximum value used by buttons"' -Property|IntProperty.soft_min -> soft_min: int, '"(read-only) Minimum value used by buttons"' -Property|IntProperty.step -> step: int, '"(read-only) Step size used by number buttons, for floats 1/100th of the step size"' -Property|StringProperty.max_length -> length_max: int, '"(read-only) Maximum length of the string, 0 means unlimited"' -Region.height -> height: int, '"(read-only) Region height"' -Region.id -> id: int, '"(read-only) Unique ID for this region"' -Region.width -> width: int, '"(read-only) Region width"' -RenderPass.channels -> channels: int, '"(read-only)"' -RenderResult.resolution_x -> resolution_x: int, '"(read-only)"' -RenderResult.resolution_y -> resolution_y: int, '"(read-only)"' -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_still_end -> frame_still_end: int, '"(read-only)"' -Sequence.frame_still_start -> frame_still_start: int, '"(read-only)"' -Spline.character_index -> character_index: int, '"(read-only) Location of this character in the text data (only for text curves)"' -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"' -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"' -VertexGroup.index -> index: int, '"(read-only) Index number of the vertex group"' -VertexGroupElement.group -> group: int, '"(read-only)"' -+ * Actuator|ActionActuator.action -> action: pointer '"NO DESCRIPTION"' -+ * Actuator|ArmatureActuator.secondary_target -> secondary_target: pointer '"Set weight of this constraint"' -+ * Actuator|ArmatureActuator.target -> target: pointer '"Set this object as the target of the constraint"' -+ * Actuator|CameraActuator.object -> object: pointer '"Look at this Object"' -+ * Actuator|EditObjectActuator.mesh -> mesh: pointer '"Replace the existing, when left blank \'Phys\' will remake the existing physics mesh"' -+ * Actuator|EditObjectActuator.object -> object: pointer '"Add this Object and all its children (cant be on an visible layer)"' -+ * Actuator|EditObjectActuator.track_object -> track_object: pointer '"Track to this Object"' -+ * Actuator|Filter2DActuator.glsl_shader -> glsl_shader: pointer '"NO DESCRIPTION"' -+ * Actuator|ObjectActuator.reference_object -> reference_object: pointer '"Reference object for velocity calculation, leave empty for world reference"' -+ * Actuator|ParentActuator.object -> object: pointer '"Set this object as parent"' -+ * Actuator|PropertyActuator.object -> object: pointer '"Copy from this Object"' -+ * Actuator|SceneActuator.camera -> camera: pointer '"Set this Camera. Leave empty to refer to self object"' -+ * Actuator|SceneActuator.scene -> scene: pointer '"Set the Scene to be added/removed/paused/resumed"' -+ * Actuator|ShapeActionActuator.action -> action: pointer '"NO DESCRIPTION"' -+ * Actuator|SoundActuator.sound -> sound: pointer '"NO DESCRIPTION"' -+ * AnimData.action -> action: pointer '"Active Action for this datablock"' -+ * ArmatureBones.active -> active: pointer '"Armatures active bone"' -+ * ArmatureEditBones.active -> active: pointer '"Armatures active edit bone"' -+ * BackgroundImage.image -> image: pointer '"Image displayed and edited in this space"' -+ * BoidRule|BoidRuleAvoid.object -> object: pointer '"Object to avoid"' -+ * BoidRule|BoidRuleFollowLeader.object -> object: pointer '"Follow this object instead of a boid"' -+ * BoidRule|BoidRuleGoal.object -> object: pointer '"Goal object"' -+ * ClothCollisionSettings.group -> group: pointer '"Limit colliders to this Group"' -+ * ClothSettings.rest_shape_key -> rest_shape_key: pointer '"Shape key to use the rest spring lengths from"' -+ * ConstraintTarget.target -> target: pointer '"Target Object"' -+ * Constraint|ActionConstraint.action -> action: pointer '"NO DESCRIPTION"' -+ * Constraint|ActionConstraint.target -> target: pointer '"Target Object"' -+ * Constraint|ChildOfConstraint.target -> target: pointer '"Target Object"' -+ * Constraint|ClampToConstraint.target -> target: pointer '"Target Object"' -+ * Constraint|CopyLocationConstraint.target -> target: pointer '"Target Object"' -+ * Constraint|CopyRotationConstraint.target -> target: pointer '"Target Object"' -+ * Constraint|CopyScaleConstraint.target -> target: pointer '"Target Object"' -+ * Constraint|CopyTransformsConstraint.target -> target: pointer '"Target Object"' -+ * Constraint|DampedTrackConstraint.target -> target: pointer '"Target Object"' -+ * Constraint|FloorConstraint.target -> target: pointer '"Target Object"' -+ * Constraint|FollowPathConstraint.target -> target: pointer '"Target Object"' -+ * Constraint|KinematicConstraint.pole_target -> pole_target: pointer '"Object for pole rotation"' -+ * Constraint|KinematicConstraint.target -> target: pointer '"Target Object"' -+ * Constraint|LimitDistanceConstraint.target -> target: pointer '"Target Object"' -+ * Constraint|LockedTrackConstraint.target -> target: pointer '"Target Object"' -+ * Constraint|PivotConstraint.target -> target: pointer '"Target Object, defining the position of the pivot when defined"' -+ * Constraint|PythonConstraint.text -> text: pointer '"The text object that contains the Python script"' -+ * Constraint|RigidBodyJointConstraint.child -> child: pointer '"Child object"' -+ * Constraint|RigidBodyJointConstraint.target -> target: pointer '"Target Object"' -+ * Constraint|ShrinkwrapConstraint.target -> target: pointer '"Target Object"' -+ * Constraint|SplineIKConstraint.target -> target: pointer '"Curve that controls this relationship"' -+ * Constraint|StretchToConstraint.target -> target: pointer '"Target Object"' -+ * Constraint|TrackToConstraint.target -> target: pointer '"Target Object"' -+ * Constraint|TransformConstraint.target -> target: pointer '"Target Object"' -+ * Controller|PythonController.text -> text: pointer '"Text datablock with the python script"' -MAKE_curves.active * CurveSplines.active -> active: pointer '"Active curve spline"' -+ * DopeSheet.filtering_group -> filter_group: pointer '"Group that included Object should be a member of"' -+ * DriverTarget.id -> id: pointer '"ID-block that the specific property used can be found from (id_type property must be set first)"' -+ * EditBone.parent -> parent: pointer '"Parent edit bone (in same Armature)"' -+ * EffectorWeights.group -> group: pointer '"Limit effectors to this Group"' -+ * EnvironmentMap.viewpoint_object -> viewpoint_object: pointer '"Object to use as the environment map\'s viewpoint location"' -+ * FCurve.group -> group: pointer '"Action Group that this F-Curve belongs to"' -+ * FCurveModifiers.active -> active: pointer '"Active F-Curve Modifier"' -+ * FieldSettings.texture -> texture: pointer '"Texture to use as force"' -+ * ID|Brush.clone_image -> clone_image: pointer '"Image for clone tool"' -+ * ID|Brush.texture -> texture: pointer '"NO DESCRIPTION"' -+ * ID|Camera.dof_object -> dof_object: pointer '"Use this object to define the depth of field focal point"' -+ * ID|Curve.bevel_object -> bevel_object: pointer '"Curve object name that defines the bevel shape"' -+ * ID|Curve.taper_object -> taper_object: pointer '"Curve object name that defines the taper (width)"' -+ * ID|Curve|TextCurve.font -> font: pointer '"NO DESCRIPTION"' -+ * ID|Curve|TextCurve.text_on_curve -> follow_curve: pointer '"Curve deforming text object"' -+ * ID|Lamp.active_texture -> active_texture: pointer '"Active texture slot being displayed"' -+ * ID|Material.active_node_material -> active_node_material: pointer '"Active node material"' -+ * ID|Material.active_texture -> active_texture: pointer '"Active texture slot being displayed"' -+ * ID|Material.light_group -> light_group: pointer '"Limit lighting to lamps in this Group"' -+ * ID|Mesh.active_uv_texture -> active_uv_texture: pointer '"Active UV texture"' -+ * ID|Mesh.active_vertex_color -> active_vertex_color: pointer '"Active vertex color layer"' -+ * ID|Mesh.texco_mesh -> texco_mesh: pointer '"Derive texture coordinates from another mesh"' -+ * ID|Mesh.texture_mesh -> texture_mesh: pointer '"Use another mesh for texture indices (vertex indices must be aligned)"' -+ * ID|Mesh.uv_texture_clone -> uv_texture_clone: pointer '"UV texture to be used as cloning source"' -+ * ID|Mesh.uv_texture_stencil -> uv_texture_stencil: pointer '"UV texture to mask the painted area"' -+ * ID|NodeTree.grease_pencil -> grease_pencil: pointer '"Grease Pencil datablock"' -+ * ID|Object.active_material -> active_material: pointer '"Active material being displayed"' -+ * ID|Object.data -> data: pointer '"Object data"' -+ * ID|Object.dupli_group -> dupli_group: pointer '"Instance an existing group"' -+ * ID|Object.grease_pencil -> grease_pencil: pointer '"Grease Pencil datablock"' -+ * ID|Object.parent -> parent: pointer '"Parent Object"' -+ * ID|ParticleSettings.billboard_object -> billboard_object: pointer '"Billboards face this object (default is active camera)"' -+ * ID|ParticleSettings.dupli_group -> dupli_group: pointer '"Show Objects in this Group in place of particles"' -+ * ID|ParticleSettings.dupli_object -> dupli_object: pointer '"Show this Object in place of particles"' -+ * ID|Scene.active_keying_set -> active_keying_set: pointer '"Active Keying Set used to insert/delete keyframes"' -+ * ID|Scene.camera -> camera: pointer '"Active camera used for rendering the scene"' -+ * ID|Scene.grease_pencil -> grease_pencil: pointer '"Grease Pencil datablock"' -+ * ID|Scene.set -> background_set: pointer '"Background set scene"' -+ * ID|Scene.world -> world: pointer '"World used for rendering the scene"' -+ * ID|Screen.scene -> scene: pointer '"Active scene to be edited in the screen"' -+ * ID|Texture|EnvironmentMapTexture.image -> image: pointer '"Source image file to read the environment map from"' -+ * ID|Texture|ImageTexture.image -> image: pointer '"NO DESCRIPTION"' -+ * ID|Texture|VoxelDataTexture.image -> image: pointer '"NO DESCRIPTION"' -TODO, move into collectin * ID|WindowManager.active_keyconfig -> active_keyconfig: pointer '"NO DESCRIPTION"' -+ * ID|World.active_texture -> active_texture: pointer '"Active texture slot being displayed"' -TODO MOVE TO COLLECTION * KeyingSet.active_path -> active_path: pointer '"Active Keying Set used to insert/delete keyframes"' -+ * KeyingSetPath.id -> id: pointer '"ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only)"' -+ * MaterialSlot.material -> material: pointer '"Material datablock used by this material slot"' -+ * MeshTextureFace.image -> image: pointer '"NO DESCRIPTION"' -+ * Modifier|ArmatureModifier.object -> object: pointer '"Armature object to deform with"' -+ * Modifier|ArrayModifier.curve -> curve: pointer '"Curve object to fit array length to"' -+ * Modifier|ArrayModifier.end_cap -> end_cap: pointer '"Mesh object to use as an end cap"' -+ * Modifier|ArrayModifier.offset_object -> offset_object: pointer '"NO DESCRIPTION"' -+ * Modifier|ArrayModifier.start_cap -> start_cap: pointer '"Mesh object to use as a start cap"' -+ * Modifier|BooleanModifier.object -> object: pointer '"Mesh object to use for Boolean operation"' -+ * Modifier|CastModifier.object -> object: pointer '"Control object: if available, its location determines the center of the effect"' -+ * Modifier|CurveModifier.object -> object: pointer '"Curve object to deform with"' -+ * Modifier|DisplaceModifier.texture -> texture: pointer '"NO DESCRIPTION"' -+ * Modifier|DisplaceModifier.texture_coordinate_object -> texture_coordinate_object: pointer '"NO DESCRIPTION"' -+ * Modifier|HookModifier.object -> object: pointer '"Parent Object for hook, also recalculates and clears offset"' -+ * Modifier|LatticeModifier.object -> object: pointer '"Lattice object to deform with"' -+ * Modifier|MaskModifier.armature -> armature: pointer '"Armature to use as source of bones to mask"' -+ * Modifier|MeshDeformModifier.object -> object: pointer '"Mesh object to deform with"' -+ * Modifier|MirrorModifier.mirror_object -> mirror_object: pointer '"Object to use as mirror"' -+ * Modifier|ParticleInstanceModifier.object -> object: pointer '"Object that has the particle system"' -+ * Modifier|ScrewModifier.object -> object: pointer '"Object to define the screw axis"' -+ * Modifier|ShrinkwrapModifier.auxiliary_target -> auxiliary_target: pointer '"Additional mesh target to shrink to"' -+ * Modifier|ShrinkwrapModifier.target -> target: pointer '"Mesh target to shrink to"' -+ * Modifier|SimpleDeformModifier.origin -> origin: pointer '"Origin of modifier space coordinates"' -+ * Modifier|UVProjectModifier.image -> image: pointer '"NO DESCRIPTION"' -+ * Modifier|WaveModifier.start_position_object -> start_position_object: pointer '"NO DESCRIPTION"' -+ * Modifier|WaveModifier.texture -> texture: pointer '"Texture for modulating the wave"' -+ * Modifier|WaveModifier.texture_coordinates_object -> texture_coords_object: pointer '"NO DESCRIPTION"' -+ * NlaStrip.action -> action: pointer '"Action referenced by this strip"' -Node|CompositorNode|CompositorNodeImage.image -> image: pointer '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeRLayers.scene -> scene: pointer '"NO DESCRIPTION"' -Node|CompositorNode|CompositorNodeTexture.texture -> texture: pointer '"NO DESCRIPTION"' -Node|NodeGroup.nodetree -> nodetree: pointer '"NO DESCRIPTION"' -Node|ShaderNode|ShaderNodeExtendedMaterial.material -> material: pointer '"NO DESCRIPTION"' -Node|ShaderNode|ShaderNodeMaterial.material -> material: pointer '"NO DESCRIPTION"' -Node|ShaderNode|ShaderNodeTexture.texture -> texture: pointer '"NO DESCRIPTION"' -Node|TextureNode|TextureNodeImage.image -> image: pointer '"NO DESCRIPTION"' -Node|TextureNode|TextureNodeTexture.texture -> texture: pointer '"NO DESCRIPTION"' -ObjectConstraints.active -> active: pointer '"Active Object constraint"' -Paint.brush -> brush: pointer '"Active paint brush"' -ParticleSystem.parent -> parent: pointer '"Use this object\'s coordinate system instead of global coordinate system"' -ParticleSystem.reactor_target_object -> reactor_target_object: pointer '"For reactor systems, the object that has the target particle system (empty if same object)"' -ParticleSystem.settings -> settings: pointer '"Particle system settings"' -ParticleTarget.object -> object: pointer '"The object that has the target particle system (empty if same object)"' -PointDensity.object -> object: pointer '"Object to take point data from"' -PointDensity.particle_system -> particle_system: pointer '"Particle System to render as points"' -Pose.active_bone_group -> active_bone_group: pointer '"Active bone group for this pose"' -PoseBone.bone_group -> bone_group: pointer '"Bone Group this pose channel belongs to"' -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"' -PoseBoneConstraints.active -> active: pointer '"Active PoseChannel constraint"' -SceneBases.active -> active: pointer '"Active object base in the scene"' -SceneGameData.dome_text -> dome_text: pointer '"Custom Warp Mesh data file"' -SceneObjects.active -> active: pointer '"Active object for this scene"' -SceneRenderLayer.light_override -> light_override: pointer '"Group to override all other lights in this render layer"' -SceneRenderLayer.material_override -> material_override: pointer '"Material to override all other materials in this render layer"' -Sensor|TouchSensor.material -> material: pointer '"Only look for objects with this material"' -SequenceEditor.active_strip -> active_strip: pointer '"NO DESCRIPTION"' -Sequence|SceneSequence.scene -> scene: pointer '"Scene that this sequence uses"' -Sequence|SceneSequence.scene_camera -> scene_camera: pointer '"Override the scenes active camera"' -ShapeKey.relative_key -> relative_key: pointer '"Shape used as a relative key"' -SmokeDomainSettings.coll_group -> coll_group: pointer '"Limit collisions to this group"' -SmokeDomainSettings.eff_group -> eff_group: pointer '"Limit effectors to this group"' -SmokeDomainSettings.fluid_group -> fluid_group: pointer '"Limit fluid objects to this group"' -SmokeFlowSettings.psys -> psys: pointer '"Particle systems emitted from the object"' -Space|SpaceDopeSheetEditor.action -> action: pointer '"Action displayed and edited in this space"' -Space|SpaceImageEditor.grease_pencil -> grease_pencil: pointer '"Grease pencil data for this space"' -Space|SpaceImageEditor.image -> image: pointer '"Image displayed and edited in this space"' -Space|SpaceProperties.pin_id -> pin_id: pointer '"NO DESCRIPTION"' -Space|SpaceTextEditor.text -> text: pointer '"Text displayed and edited in this space"' -Space|SpaceView3D.camera -> camera: pointer '"Active camera used in this view (when unlocked from the scene\'s active camera)"' -Space|SpaceView3D.lock_object -> lock_object: pointer '"3D View center is locked to this object\'s position"' -TextureSlot.texture -> texture: pointer '"Texture datablock used by this texture slot"' -TextureSlot|LampTextureSlot.object -> object: pointer '"Object to use for mapping with Object texture coordinates"' -TextureSlot|MaterialTextureSlot.object -> object: pointer '"Object to use for mapping with Object texture coordinates"' -TextureSlot|WorldTextureSlot.object -> object: pointer '"Object to use for mapping with Object texture coordinates"' -TimelineMarker.camera -> camera: pointer '"Camera this timeline sets to active"' -ToolSettings.etch_template -> etch_template: pointer '"Template armature that will be retargeted to the stroke"' -UVProjector.object -> object: pointer '"Object to use as projector transform"' -VoxelData.domain_object -> domain_object: pointer '"Object used as the smoke simulation domain"' -Window.screen -> screen: pointer '"Active screen showing in the window"' -+ * 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"' -MAKE PROPERTY OF A COLLECTION * Area.active_space -> active_space: pointer, '"\'(read-only) Space currently being displayed in this area\'"' -+ * BackgroundImage.image_user -> image_user: pointer, '"(read-only) Parameters defining which layer, pass and frame of the image is displayed"' -+ * BoidSettings.active_boid_state -> active_boid_state: pointer, '"(read-only)"' -+ * BoidState.active_boid_rule -> active_boid_rule: pointer, '"(read-only)"' -+ * Bone.parent -> parent: pointer, '"(read-only) Parent bone (in same Armature)"' -+ * BoneGroup.colors -> colors: pointer, '"(read-only) Copy of the colors associated with the group\'s color set"' -+ * ClothSettings.effector_weights -> effector_weights: pointer, '"(read-only)"' -+ * Context.area -> area: pointer, '"(read-only)"' -+ * Context.main -> main: pointer, '"(read-only)"' -+ * Context.manager -> wm: pointer, '"(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)"' -+ * DopeSheet.source -> source: pointer, '"(read-only) ID-Block representing source data, currently ID_SCE (for Dopesheet), and ID_SC (for Grease Pencil)"' -+ * DupliObject.object -> object: pointer, '"(read-only) Object being duplicated"' -+ * FCurve.driver -> driver: pointer, '"(read-only) Channel Driver (only set for Driver F-Curves)"' -+ * GPencilLayer.active_frame -> active_frame: pointer, '"(read-only) Frame currently being displayed for this layer"' -+ * GameObjectSettings.soft_body -> soft_body: pointer, '"(read-only) Settings for Bullet soft body simulation"' -+ * Header.layout -> layout: pointer, '"(read-only)"' -+ * ID.library -> library: pointer, '"(read-only) Library file the datablock is linked from"' -+ * IDProperty.group -> group: pointer, '"(read-only)"' -+ * ID|Armature.animation_data -> animation_data: pointer, '"(read-only) Animation data for this datablock"' -+ * ID|Brush.curve -> curve: pointer, '"(read-only) Editable falloff curve"' -+ * ID|Brush.texture_slot -> texture_slot: pointer, '"(read-only)"' -+ * ID|Camera.animation_data -> animation_data: pointer, '"(read-only) Animation data for this datablock"' -+ * ID|Curve.animation_data -> animation_data: pointer, '"(read-only) Animation data for this datablock"' -+ * ID|Curve.shape_keys -> shape_keys: pointer, '"(read-only)"' -+ * ID|Curve|TextCurve.edit_format -> edit_format: pointer, '"(read-only) Editing settings character formatting"' -+ * ID|Image.packed_file -> packed_file: pointer, '"(read-only)"' -+ * ID|Key.animation_data -> animation_data: pointer, '"(read-only) Animation data for this datablock"' -+ * ID|Key.reference_key -> reference_key: pointer, '"(read-only)"' -+ * ID|Key.user -> user: pointer, '"(read-only) Datablock using these shape keys"' -+ * ID|Lamp.animation_data -> animation_data: pointer, '"(read-only) Animation data for this datablock"' -+ * ID|Lamp|PointLamp.falloff_curve -> falloff_curve: pointer, '"(read-only) Custom Lamp Falloff Curve"' -+ * ID|Lamp|SpotLamp.falloff_curve -> falloff_curve: pointer, '"(read-only) Custom Lamp Falloff Curve"' -+ * ID|Lamp|SunLamp.sky -> sky: pointer, '"(read-only) Sky related settings for sun lamps"' -+ * ID|Lattice.shape_keys -> shape_keys: pointer, '"(read-only)"' -+ * ID|Library.parent -> parent: pointer, '"(read-only)"' -+ * ID|Material.animation_data -> animation_data: pointer, '"(read-only) Animation data for this datablock"' -+ * ID|Material.diffuse_ramp -> diffuse_ramp: pointer, '"(read-only) Color ramp used to affect diffuse shading"' -+ * ID|Material.halo -> halo: pointer, '"(read-only) Halo settings for the material"' -+ * ID|Material.node_tree -> node_tree: pointer, '"(read-only) Node tree for node based materials"' -+ * ID|Material.physics -> physics: pointer, '"(read-only) Game physics settings"' -+ * ID|Material.raytrace_mirror -> raytrace_mirror: pointer, '"(read-only) Raytraced reflection settings for the material"' -+ * ID|Material.raytrace_transparency -> raytrace_transparency: pointer, '"(read-only) Raytraced transparency settings for the material"' -+ * ID|Material.specular_ramp -> specular_ramp: pointer, '"(read-only) Color ramp used to affect specular shading"' -+ * ID|Material.strand -> strand: pointer, '"(read-only) Strand settings for the material"' -+ * ID|Material.subsurface_scattering -> subsurface_scattering: pointer, '"(read-only) Subsurface scattering settings for the material"' -+ * ID|Material.volume -> volume: pointer, '"(read-only) Volume settings for the material"' -+ * ID|Mesh.animation_data -> animation_data: pointer, '"(read-only) Animation data for this datablock"' -+ * ID|Mesh.shape_keys -> shape_keys: pointer, '"(read-only)"' -TODO MOVE TO ELEMENTS * ID|MetaBall.active_element -> active_element: pointer, '"(read-only) Last selected element"' -+ * ID|MetaBall.animation_data -> animation_data: pointer, '"(read-only) Animation data for this datablock"' -+ * ID|NodeTree.animation_data -> animation_data: pointer, '"(read-only) Animation data for this datablock"' -+ * ID|Object.active_particle_system -> active_particle_system: pointer, '"(read-only) Active particle system being displayed"' -+ * ID|Object.active_shape_key -> active_shape_key: pointer, '"(read-only) Current shape key"' -+ * ID|Object.active_vertex_group -> active_vertex_group: pointer, '"(read-only) Vertex groups of the object"' -+ * ID|Object.animation_data -> animation_data: pointer, '"(read-only) Animation data for this datablock"' -+ * ID|Object.animation_visualisation -> animation_visualisation: pointer, '"(read-only) Animation data for this datablock"' -+ * ID|Object.collision -> collision: pointer, '"(read-only) Settings for using the objects as a collider in physics simulation"' -+ * ID|Object.field -> field: pointer, '"(read-only) Settings for using the objects as a field in physics simulation"' -+ * ID|Object.game -> game: pointer, '"(read-only) Game engine related settings for the object"' -+ * ID|Object.motion_path -> motion_path: pointer, '"(read-only) Motion Path for this element"' -+ * ID|Object.pose -> pose: pointer, '"(read-only) Current pose for armatures"' -+ * ID|Object.pose_library -> pose_library: pointer, '"(read-only) Action used as a pose library for armatures"' -+ * ID|Object.proxy -> proxy: pointer, '"(read-only) Library object this proxy object controls"' -+ * ID|Object.proxy_group -> proxy_group: pointer, '"(read-only) Library group duplicator object this proxy object controls"' -+ * ID|Object.soft_body -> soft_body: pointer, '"(read-only) Settings for soft body simulation"' -+ * ID|ParticleSettings.active_dupliweight -> active_dupliweight: pointer, '"(read-only)"' -+ * ID|ParticleSettings.animation_data -> animation_data: pointer, '"(read-only) Animation data for this datablock"' -+ * ID|ParticleSettings.boids -> boids: pointer, '"(read-only)"' -+ * ID|ParticleSettings.effector_weights -> effector_weights: pointer, '"(read-only)"' -+ * ID|ParticleSettings.fluid -> fluid: pointer, '"(read-only)"' -+ * ID|ParticleSettings.force_field_1 -> force_field_1: pointer, '"(read-only)"' -+ * ID|ParticleSettings.force_field_2 -> force_field_2: pointer, '"(read-only)"' -+ * ID|Scene.animation_data -> animation_data: pointer, '"(read-only) Animation data for this datablock"' -+ * ID|Scene.game_data -> game_settings: pointer, '"(read-only)"' -+ * ID|Scene.network_render -> network_render: pointer, '"(read-only) Network Render Settings"' -+ * ID|Scene.nodetree -> nodetree: pointer, '"(read-only) Compositing node tree"' -+ * ID|Scene.pose_templates -> pose_templates: pointer, '"(read-only) Pose Template Settings"' -+ * ID|Scene.render -> render: pointer, '"(read-only)"' -+ * ID|Scene.sequence_editor -> sequence_editor: pointer, '"(read-only)"' -+ * ID|Scene.tool_settings -> tool_settings: pointer, '"(read-only)"' -+ * ID|Scene.unit_settings -> unit_settings: pointer, '"(read-only) Unit editing settings"' -+ * ID|Sound.packed_file -> packed_file: pointer, '"(read-only)"' -+ * ID|Text.current_line -> current_line: pointer, '"(read-only) Current line, and start line of selection if one exists"' -+ * ID|Text.selection_end_line -> selectio_end_line: pointer, "'(read-only) End line of selection'" -+ * ID|Texture.animation_data -> animation_data: pointer, '"(read-only) Animation data for this datablock"' -+ * ID|Texture.color_ramp -> color_ramp: pointer, '"(read-only)"' -+ * ID|Texture.node_tree -> node_tree: pointer, '"(read-only) Node tree for node-based textures"' -+ * ID|Texture|EnvironmentMapTexture.environment_map -> environment_map: pointer, '"(read-only) Gets the environment map associated with this texture"' -+ * ID|Texture|EnvironmentMapTexture.image_user -> image_user: pointer, '"(read-only) Parameters defining which layer, pass and frame of the image is displayed"' -+ * ID|Texture|ImageTexture.image_user -> image_user: pointer, '"(read-only) Parameters defining which layer, pass and frame of the image is displayed"' -+ * ID|Texture|PointDensityTexture.pointdensity -> point_density: pointer, '"(read-only) The point density settings associated with this texture"' -+ * ID|Texture|VoxelDataTexture.image_user -> image_user: pointer, '"(read-only) Parameters defining which layer, pass and frame of the image is displayed"' -+ * ID|Texture|VoxelDataTexture.voxeldata -> voxel_data: pointer, '"(read-only) The voxel data associated with this texture"' -+ * ID|VectorFont.packed_file -> packed_file: pointer, '"(read-only)"' -+ * ID|WindowManager.default_keyconfig -> default_keyconfig: pointer, '"(read-only)"' -+ * ID|World.animation_data -> animation_data: pointer, '"(read-only) Animation data for this datablock"' -+ * ID|World.lighting -> light_settings: pointer, '"(read-only) World lighting settings"' -+ * ID|World.mist -> mist_settings: pointer, '"(read-only) World mist settings"' -+ * ID|World.stars -> star_settings: pointer, '"(read-only) World stars settings"' -+ * KeyMapItem.properties -> properties: pointer, '"(read-only) Properties to set when the operator is called"' -+ * KeyingSet.type_info -> type_info: pointer, '"(read-only) Callback function defines for built-in Keying Sets"' -+ * Macro.properties -> properties: pointer, '"(read-only)"' -+ * Menu.layout -> layout: pointer, '"(read-only)"' -+ * MeshFaces.active_tface -> active_tface: pointer, '"(read-only) Active Texture Face"' -+ * Modifier|ClothModifier.collision_settings -> collision_settings: pointer, '"(read-only)"' -+ * Modifier|ClothModifier.point_cache -> point_cache: pointer, '"(read-only)"' -+ * Modifier|ClothModifier.settings -> settings: pointer, '"(read-only)"' -+ * Modifier|CollisionModifier.settings -> settings: pointer, '"(read-only)"' -+ * Modifier|FluidSimulationModifier.settings -> settings: pointer, '"(read-only) Settings for how this object is used in the fluid simulation"' -+ * Modifier|ParticleSystemModifier.particle_system -> particle_system: pointer, '"(read-only) Particle System that this modifier controls"' -+ * Modifier|SmokeModifier.coll_settings -> coll_settings: pointer, '"(read-only)"' -+ * Modifier|SmokeModifier.domain_settings -> domain_settings: pointer, '"(read-only)"' -+ * Modifier|SmokeModifier.flow_settings -> flow_settings: pointer, '"(read-only)"' -+ * Modifier|SoftBodyModifier.point_cache -> point_cache: pointer, '"(read-only)"' -+ * Modifier|SoftBodyModifier.settings -> settings: pointer, '"(read-only)"' -Node|CompositorNode|CompositorNodeCurveRGB.mapping -> mapping: pointer, '"(read-only)"' -Node|CompositorNode|CompositorNodeCurveVec.mapping -> mapping: pointer, '"(read-only)"' -Node|CompositorNode|CompositorNodeHueCorrect.mapping -> mapping: pointer, '"(read-only)"' -Node|CompositorNode|CompositorNodeTime.curve -> curve: pointer, '"(read-only)"' -Node|CompositorNode|CompositorNodeValToRGB.color_ramp -> color_ramp: pointer, '"(read-only)"' -Node|ShaderNode|ShaderNodeRGBCurve.mapping -> mapping: pointer, '"(read-only)"' -Node|ShaderNode|ShaderNodeValToRGB.color_ramp -> color_ramp: pointer, '"(read-only)"' -Node|ShaderNode|ShaderNodeVectorCurve.mapping -> mapping: pointer, '"(read-only)"' -Node|TextureNode|TextureNodeCurveRGB.mapping -> mapping: pointer, '"(read-only)"' -Node|TextureNode|TextureNodeCurveTime.curve -> curve: pointer, '"(read-only)"' -Node|TextureNode|TextureNodeValToRGB.color_ramp -> color_ramp: pointer, '"(read-only)"' -ObjectBase.object -> object: pointer, '"(read-only) Object this base links to"' -Operator.layout -> layout: pointer, '"(read-only)"' -Operator.properties -> properties: pointer, '"(read-only)"' -OperatorTypeMacro.properties -> properties: pointer, '"(read-only)"' -Panel.layout -> layout: pointer, '"(read-only)"' -ParticleBrush.curve -> curve: pointer, '"(read-only)"' -ParticleEdit.brush -> brush: pointer, '"(read-only)"' -ParticleEdit.object -> object: pointer, '"(read-only) The edited object"' -ParticleSystem.active_particle_target -> active_particle_target: pointer, '"(read-only)"' -ParticleSystem.cloth -> cloth: pointer, '"(read-only) Cloth dynamics for hair"' -ParticleSystem.point_cache -> point_cache: pointer, '"(read-only)"' -PointDensity.color_ramp -> color_ramp: pointer, '"(read-only)"' -Pose.animation_visualisation -> animation_visualisation: pointer, '"(read-only) Animation data for this datablock"' -Pose.ik_param -> ik_param: pointer, '"(read-only) Parameters for IK solver"' -PoseBone.bone -> bone: pointer, '"(read-only) Bone associated with this PoseBone"' -PoseBone.child -> child: pointer, '"(read-only) Child of this pose bone"' -PoseBone.motion_path -> motion_path: pointer, '"(read-only) Motion Path for this element"' -PoseBone.parent -> parent: pointer, '"(read-only) Parent of this pose bone"' -Property.srna -> srna: pointer, '"(read-only) Struct definition used for properties assigned to this item"' -+ * Property|CollectionProperty.fixed_type -> fixed_type: pointer, '"(read-only) Fixed pointer type, empty if variable type"' -Property|PointerProperty.fixed_type -> fixed_type: pointer, '"(read-only) Fixed pointer type, empty if variable type"' -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"' -Scopes.histogram -> histogram: pointer, '"(read-only) Histogram for viewing image statistics"' -Sequence|EffectSequence.color_balance -> color_balance: pointer, '"(read-only)"' -Sequence|EffectSequence.crop -> crop: pointer, '"(read-only)"' -Sequence|EffectSequence.proxy -> proxy: pointer, '"(read-only)"' -Sequence|EffectSequence.transform -> transform: pointer, '"(read-only)"' -Sequence|ImageSequence.color_balance -> color_balance: pointer, '"(read-only)"' -Sequence|ImageSequence.crop -> crop: pointer, '"(read-only)"' -Sequence|ImageSequence.proxy -> proxy: pointer, '"(read-only)"' -Sequence|ImageSequence.transform -> transform: pointer, '"(read-only)"' -Sequence|MetaSequence.color_balance -> color_balance: pointer, '"(read-only)"' -Sequence|MetaSequence.crop -> crop: pointer, '"(read-only)"' -Sequence|MetaSequence.proxy -> proxy: pointer, '"(read-only)"' -Sequence|MetaSequence.transform -> transform: pointer, '"(read-only)"' -Sequence|MovieSequence.color_balance -> color_balance: pointer, '"(read-only)"' -Sequence|MovieSequence.crop -> crop: pointer, '"(read-only)"' -Sequence|MovieSequence.proxy -> proxy: pointer, '"(read-only)"' -Sequence|MovieSequence.transform -> transform: pointer, '"(read-only)"' -Sequence|MulticamSequence.color_balance -> color_balance: pointer, '"(read-only)"' -Sequence|MulticamSequence.crop -> crop: pointer, '"(read-only)"' -Sequence|MulticamSequence.proxy -> proxy: pointer, '"(read-only)"' -Sequence|MulticamSequence.transform -> transform: pointer, '"(read-only)"' -Sequence|SceneSequence.color_balance -> color_balance: pointer, '"(read-only)"' -Sequence|SceneSequence.crop -> crop: pointer, '"(read-only)"' -Sequence|SceneSequence.proxy -> proxy: pointer, '"(read-only)"' -Sequence|SceneSequence.transform -> transform: pointer, '"(read-only)"' -Sequence|SoundSequence.sound -> sound: pointer, '"(read-only) Sound datablock used by this sequence"' -SmokeDomainSettings.effector_weights -> effector_weights: pointer, '"(read-only)"' -SmokeDomainSettings.point_cache_high -> point_cache_high: pointer, '"(read-only)"' -SmokeDomainSettings.point_cache_low -> point_cache_low: pointer, '"(read-only)"' -SoftBodySettings.effector_weights -> effector_weights: pointer, '"(read-only)"' -Space|SpaceDopeSheetEditor.dopesheet -> dopesheet: pointer, '"(read-only) Settings for filtering animation data"' -Space|SpaceFileBrowser.params -> params: pointer, '"(read-only) Parameters and Settings for the Filebrowser"' -Space|SpaceGraphEditor.dopesheet -> dopesheet: pointer, '"(read-only) Settings for filtering animation data"' -Space|SpaceImageEditor.curves -> curves: pointer, '"(read-only) Color curve mapping to use for displaying the image"' -Space|SpaceImageEditor.image_user -> image_user: pointer, '"(read-only) Parameters defining which layer, pass and frame of the image is displayed"' -Space|SpaceImageEditor.sample_histogram -> sample_histogram: pointer, '"(read-only) Sampled colors along line"' -Space|SpaceImageEditor.scopes -> scopes: pointer, '"(read-only) Scopes to visualize image statistics."' -Space|SpaceImageEditor.uv_editor -> uv_editor: pointer, '"(read-only) UV editor settings"' -Space|SpaceNLA.dopesheet -> dopesheet: pointer, '"(read-only) Settings for filtering animation data"' -Space|SpaceNodeEditor.id -> id: pointer, '"(read-only) Datablock whose nodes are being edited"' -Space|SpaceNodeEditor.id_from -> id_from: pointer, '"(read-only) Datablock from which the edited datablock is linked"' -Space|SpaceNodeEditor.nodetree -> nodetree: pointer, '"(read-only) Node tree being displayed and edited"' -Space|SpaceSequenceEditor.grease_pencil -> grease_pencil: pointer, '"(read-only) Grease pencil data for this space"' -Space|SpaceView3D.current_orientation -> current_orientation: pointer, '"(read-only) Current Transformation orientation"' -Space|SpaceView3D.local_view -> local_view: pointer, '"(read-only) Display an isolated sub-set of objects, apart from the scene visibility"' -Space|SpaceView3D.region_3d -> region_3d: pointer, '"(read-only) 3D region in this space, in case of quad view the camera region"' -Space|SpaceView3D.region_quadview -> region_quadview: pointer, '"(read-only) 3D region that defines the quad view settings"' -Struct.base -> base: pointer, '"(read-only) Struct definition this is derived from"' -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"' -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.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.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)"' -ThemeStyle.grouplabel -> grouplabel: pointer, '"(read-only)"' -ThemeStyle.paneltitle -> paneltitle: pointer, '"(read-only)"' -ThemeStyle.widget -> widget: pointer, '"(read-only)"' -ThemeStyle.widgetlabel -> widgetlabel: pointer, '"(read-only)"' -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)"' -ToolSettings.image_paint -> image_paint: pointer, '"(read-only)"' -ToolSettings.particle_edit -> particle_edit: pointer, '"(read-only)"' -ToolSettings.sculpt -> sculpt: pointer, '"(read-only)"' -ToolSettings.vertex_paint -> vertex_paint: pointer, '"(read-only)"' -ToolSettings.weight_paint -> weight_paint: pointer, '"(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.view -> view: pointer, '"(read-only) Preferences related to viewing data"' -UserPreferencesSystem.weight_color_range -> weight_color_range: pointer, '"(read-only) Color range used for weight visualization in weight painting mode"' -+ * ActionGroup.name -> name: string '"NO DESCRIPTION"' -+ * Actuator.name -> name: string '"NO DESCRIPTION"' -+ * Actuator|ActionActuator.frame_property -> frame_property: string '"Assign the action\'s current frame number to this property"' -+ * Actuator|ActionActuator.property -> property: string '"Use this property to define the Action position"' -+ * Actuator|ArmatureActuator.bone -> bone: string '"Bone on which the constraint is defined"' -+ * Actuator|ArmatureActuator.constraint -> constraint: string '"Name of the constraint you want to control"' -+ * Actuator|ConstraintActuator.material -> material: string '"Ray detects only Objects with this material"' -+ * Actuator|ConstraintActuator.property -> property: string '"Ray detect only Objects with this property"' -+ * Actuator|FcurveActuator.frame_property -> frame_property: string '"Assign the action\'s current frame number to this property"' -+ * Actuator|FcurveActuator.property -> property: string '"Use this property to define the F-Curve position"' -+ * Actuator|GameActuator.filename -> filename: string '\'\\\'Load this blend file, use the "//" prefix for a path relative to the current blend file\\\'\'' -+ * Actuator|MessageActuator.body_message -> body_message: string '"Optional message body Text"' -+ * Actuator|MessageActuator.body_property -> body_property: string '"The message body will be set by the Property Value"' -+ * Actuator|MessageActuator.subject -> subject: string '"Optional message subject. This is what can be filtered on"' -+ * Actuator|MessageActuator.to_property -> to_property: string '"Optional send message to objects with this name only, or empty to broadcast"' -+ * Actuator|PropertyActuator.object_property -> object_property: string '"Copy this property"' -+ * Actuator|PropertyActuator.property -> property: string '"The name of the property"' -+ * Actuator|PropertyActuator.value -> value: string '\'\\\'The value to use, use "" around strings\\\'\'' -+ * Actuator|RandomActuator.property -> property: string '"Assign the random value to this property"' -+ * Actuator|ShapeActionActuator.frame_property -> frame_property: string '"Assign the action\'s current frame number to this property"' -+ * Actuator|ShapeActionActuator.property -> property: string '"Use this property to define the Action position"' -+ * Addon.module -> module: string '"Module name"' -+ * BoidRule.name -> name: string '"Boid rule name"' -+ * BoidState.name -> name: string '"Boid state name"' -+ * Bone.name -> name: string '"NO DESCRIPTION"' -+ * BoneGroup.name -> name: string '"NO DESCRIPTION"' -+ * ClothSettings.bending_vertex_group -> bending_vertex_group: string '"Vertex group for fine control over bending stiffness"' -+ * ClothSettings.mass_vertex_group -> mass_vertex_group: string '"Vertex Group for pinning of vertices"' -+ * ClothSettings.structural_stiffness_vertex_group -> structural_stiffness_vertex_group: string '"Vertex group for fine control over structural stiffness"' -+ * ConsoleLine.line -> line: string '"Text in the line"' -+ * Constraint.name -> name: string '"Constraint name"' -+ * ConstraintTarget.subtarget -> subtarget: string '"NO DESCRIPTION"' -+ * Constraint|ActionConstraint.subtarget -> subtarget: string '"NO DESCRIPTION"' -+ * Constraint|ChildOfConstraint.subtarget -> subtarget: string '"NO DESCRIPTION"' -+ * Constraint|CopyLocationConstraint.subtarget -> subtarget: string '"NO DESCRIPTION"' -+ * Constraint|CopyRotationConstraint.subtarget -> subtarget: string '"NO DESCRIPTION"' -+ * Constraint|CopyScaleConstraint.subtarget -> subtarget: string '"NO DESCRIPTION"' -+ * Constraint|CopyTransformsConstraint.subtarget -> subtarget: string '"NO DESCRIPTION"' -+ * Constraint|DampedTrackConstraint.subtarget -> subtarget: string '"NO DESCRIPTION"' -+ * Constraint|FloorConstraint.subtarget -> subtarget: string '"NO DESCRIPTION"' -+ * Constraint|KinematicConstraint.pole_subtarget -> pole_subtarget: string '"NO DESCRIPTION"' -+ * Constraint|KinematicConstraint.subtarget -> subtarget: string '"NO DESCRIPTION"' -+ * Constraint|LimitDistanceConstraint.subtarget -> subtarget: string '"NO DESCRIPTION"' -+ * Constraint|LockedTrackConstraint.subtarget -> subtarget: string '"NO DESCRIPTION"' -+ * Constraint|PivotConstraint.subtarget -> subtarget: string '"NO DESCRIPTION"' -+ * Constraint|StretchToConstraint.subtarget -> subtarget: string '"NO DESCRIPTION"' -+ * Constraint|TrackToConstraint.subtarget -> subtarget: string '"NO DESCRIPTION"' -+ * Constraint|TransformConstraint.subtarget -> subtarget: string '"NO DESCRIPTION"' -+ * Controller.name -> name: string '"NO DESCRIPTION"' -+ * Controller|ExpressionController.expression -> expression: string '"NO DESCRIPTION"' -+ * Controller|PythonController.module -> module: string '\'\\\'Module name and function to run e.g. "someModule.main". Internal texts and external python files can be used\\\'\'' -+ * Driver.expression -> expression: string '"Expression to use for Scripted Expression"' -+ * 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"' -+ * 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)"' -+ * EditBone.name -> name: string '"NO DESCRIPTION"' -+ * FCurve.data_path -> data_path: string '"RNA Path to property affected by F-Curve"' -+ * FileSelectParams.directory -> directory: string '"Directory displayed in the file browser"' -+ * FileSelectParams.file -> filename: string '"Active file in the file browser"' -+ * FluidSettings|DomainFluidSettings.path -> filepath: string '"Directory (and/or filename prefix) to store baked fluid simulation files in"' -+ * FluidSettings|ParticleFluidSettings.path -> filepath: string '"Directory (and/or filename prefix) to store and load particles from"' -+ * GPencilLayer.info -> info: string '"Layer name"' -+ * GameProperty.name -> name: string '"Available as GameObject attributes in the game engine\'s python API"' -+ * GameProperty|GameStringProperty.value -> value: string '"Property value"' -+ * Header.bl_idname -> bl_idname: string '"NO DESCRIPTION"' -+ * ID.name -> name: string '"Unique datablock ID name"' -+ * IDProperty.string -> string: string '"NO DESCRIPTION"' -+ * IDPropertyGroup.name -> name: string '"Unique name used in the code and scripting"' -+ * IDPropertyGroup|NetRenderJob.name -> name: string '"NO DESCRIPTION"' -+ * IDPropertyGroup|NetRenderSettings.job_category -> job_category: string '"Category of the job"' -+ * IDPropertyGroup|NetRenderSettings.job_id -> job_id: string '"id of the last sent render job"' -+ * IDPropertyGroup|NetRenderSettings.job_name -> job_name: string '"Name of the job"' -+ * IDPropertyGroup|NetRenderSettings.path -> path: string '"Path for temporary files"' -+ * IDPropertyGroup|NetRenderSettings.server_address -> server_address: string '"IP or name of the master render server"' -+ * IDPropertyGroup|NetRenderSlave.name -> name: string '"NO DESCRIPTION"' -+ * IDPropertyGroup|OperatorFileListElement.name -> name: string '"the name of a file or directory within a file list"' -+ * IDPropertyGroup|PoseTemplate.name -> name: string '"NO DESCRIPTION"' -+ * ID|Brush.icon_filepath -> icon_filepath: string '"File path to brush icon"' -+ * ID|Curve|TextCurve.body -> body: string '"contents of this text object"' -+ * ID|Curve|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"' -+ * ID|Image.filepath -> filepath: string '"Image/Movie file name"' -+ * ID|Image.filepath_raw -> filepath_raw: string '"Image/Movie file name (without data refreshing)"' -+ * ID|Lattice.vertex_group -> vertex_group: string '"Vertex group to apply the influence of the lattice"' -+ * ID|Library.filepath -> filepath: string '"Path to the library .blend file"' -+ * ID|Object.parent_bone -> parent_bone: string '"Name of parent bone in case of a bone parenting relation"' -+ * ID|Scene.stamp_note -> stamp_note: string '"User define note for the render stamping"' -+ * ID|Sound.filepath -> filepath: string '"Sound sample file used by this Sound datablock"' -+ * ID|Text.filepath -> filepath: string '"Filename of the text file"' -+ * KeyConfig.name -> name: string '"Name of the key configuration"' -+ * KeyMapItem.idname -> idname: string '"Identifier of operator to call on input event"' -+ * KeyingSet.name -> name: string '"NO DESCRIPTION"' -+ * KeyingSetInfo.bl_idname -> bl_idname: string '"NO DESCRIPTION"' -+ * KeyingSetInfo.bl_label -> bl_label: string '"NO DESCRIPTION"' -+ * KeyingSetPath.data_path -> data_path: string '"Path to property setting"' -+ * KeyingSetPath.group -> group: string '"Name of Action Group to assign setting(s) for this path to"' -+ * Macro.bl_description -> bl_description: string '"NO DESCRIPTION"' -+ * Macro.bl_idname -> bl_idname: string '"NO DESCRIPTION"' -+ * Macro.bl_label -> bl_label: string '"NO DESCRIPTION"' -+ * MaterialStrand.uv_layer -> uv_layer: string '"Name of UV layer to override"' -+ * Menu.bl_idname -> bl_idname: string '"NO DESCRIPTION"' -+ * Menu.bl_label -> bl_label: string '"NO DESCRIPTION"' -+ * MeshColorLayer.name -> name: string '"NO DESCRIPTION"' -+ * MeshFloatPropertyLayer.name -> name: string '"NO DESCRIPTION"' -+ * MeshIntPropertyLayer.name -> name: string '"NO DESCRIPTION"' -+ * MeshStringProperty.value -> value: string '"NO DESCRIPTION"' -+ * MeshStringPropertyLayer.name -> name: string '"NO DESCRIPTION"' -+ * MeshTextureFaceLayer.name -> name: string '"NO DESCRIPTION"' -+ * Modifier.name -> name: string '"Modifier name"' -+ * Modifier|ArmatureModifier.vertex_group -> vertex_group: string '"Vertex group name"' -+ * Modifier|CastModifier.vertex_group -> vertex_group: string '"Vertex group name"' -+ * Modifier|CurveModifier.vertex_group -> vertex_group: string '"Vertex group name"' -+ * Modifier|DisplaceModifier.uv_layer -> uv_layer: string '"UV layer name"' -+ * Modifier|DisplaceModifier.vertex_group -> vertex_group: string '"Vertex group name"' -+ * Modifier|ExplodeModifier.vertex_group -> vertex_group: string '"NO DESCRIPTION"' -+ * Modifier|HookModifier.subtarget -> subtarget: string '"Name of Parent Bone for hook (if applicable), also recalculates and clears offset"' -+ * Modifier|HookModifier.vertex_group -> vertex_group: string '"Vertex group name"' -+ * Modifier|LatticeModifier.vertex_group -> vertex_group: string '"Vertex group name"' -+ * Modifier|MaskModifier.vertex_group -> vertex_group: string '"Vertex group name"' -+ * Modifier|MeshDeformModifier.vertex_group -> vertex_group: string '"Vertex group name"' -+ * Modifier|MultiresModifier.filepath -> filepath: string '"Path to external displacements file"' -+ * Modifier|ShrinkwrapModifier.vertex_group -> vertex_group: string '"Vertex group name"' -+ * Modifier|SimpleDeformModifier.vertex_group -> vertex_group: string '"Vertex group name"' -+ * Modifier|SmoothModifier.vertex_group -> vertex_group: string '"Vertex group name"' -+ * Modifier|SolidifyModifier.vertex_group -> vertex_group: string '"Vertex group name"' -+ * Modifier|UVProjectModifier.uv_layer -> uv_layer: string '"UV layer name"' -+ * Modifier|WaveModifier.uv_layer -> uv_layer: string '"UV layer name"' -+ * Modifier|WaveModifier.vertex_group -> vertex_group: string '"Vertex group name for modulating the wave"' -NlaStrip.name -> name: string '"NO DESCRIPTION"' -NlaTrack.name -> name: string '"NO DESCRIPTION"' -Node.name -> name: string '"Node name"' -Node|CompositorNode|CompositorNodeOutputFile.filepath -> filepath: string '"Output path for the image, same functionality as render output."' -Node|ShaderNode|ShaderNodeGeometry.color_layer -> color_layer: string '"NO DESCRIPTION"' -Node|ShaderNode|ShaderNodeGeometry.uv_layer -> uv_layer: string '"NO DESCRIPTION"' -Node|TextureNode|TextureNodeOutput.output_name -> output_name: string '"NO DESCRIPTION"' -Operator.bl_description -> bl_description: string '"NO DESCRIPTION"' -Operator.bl_idname -> bl_idname: string '"NO DESCRIPTION"' -Operator.bl_label -> bl_label: string '"NO DESCRIPTION"' -Panel.bl_context -> bl_context: string '"NO DESCRIPTION"' -Panel.bl_idname -> bl_idname: string '"NO DESCRIPTION"' -Panel.bl_label -> bl_label: string '"NO DESCRIPTION"' -Panel.text -> text: string '"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.name -> name: string '"Particle system name"' -ParticleSystem.vertex_group_clump -> vertex_group_clump: string '"Vertex group to control clump"' -ParticleSystem.vertex_group_density -> vertex_group_density: string '"Vertex group to control density"' -ParticleSystem.vertex_group_field -> vertex_group_field: string '"Vertex group to control field"' -ParticleSystem.vertex_group_kink -> vertex_group_kink: string '"Vertex group to control kink"' -ParticleSystem.vertex_group_length -> vertex_group_length: string '"Vertex group to control length"' -ParticleSystem.vertex_group_rotation -> vertex_group_rotation: string '"Vertex group to control rotation"' -ParticleSystem.vertex_group_roughness1 -> vertex_group_rough1: string '"Vertex group to control roughness 1"' -ParticleSystem.vertex_group_roughness2 -> vertex_group_rough_2: string '"Vertex group to control roughness 2"' -ParticleSystem.vertex_group_roughness_end -> vertex_group_rough_end: string '"Vertex group to control roughness end"' -ParticleSystem.vertex_group_size -> vertex_group_size: string '"Vertex group to control size"' -ParticleSystem.vertex_group_tangent -> vertex_group_tangent: string '"Vertex group to control tangent"' -ParticleSystem.vertex_group_velocity -> vertex_group_velocity: string '"Vertex group to control velocity"' -PointCache.filepath -> filepath: string '"Cache file path"' -PointCache.name -> name: string '"Cache name"' -PoseBone.name -> name: string '"NO DESCRIPTION"' -RenderEngine.bl_idname -> bl_idname: string '"NO DESCRIPTION"' -RenderEngine.bl_label -> bl_label: string '"NO DESCRIPTION"' -RenderSettings.output_path -> output_path: string '"Directory/name to save animations, # characters defines the position and length of frame numbers"' -RenderSettings.stamp_note_text -> stamp_note_text: string '"Custom text to appear in the stamp note"' -SceneRenderLayer.name -> name: string '"Render layer name"' -Sensor.name -> name: string '"Sensor name"' -+ * Sensor|ActuatorSensor.actuator -> actuator: string '"Actuator name, actuator active state modifications will be detected"' -+ * Sensor|ArmatureSensor.bone -> bone: string '"Identify the bone to check value from"' -+ * Sensor|ArmatureSensor.constraint -> constraint: string '"Identify the bone constraint to check value from"' -+ * Sensor|CollisionSensor.material -> material: string '"Only look for Objects with this material"' -+ * Sensor|CollisionSensor.property -> property: string '"Only look for Objects with this property"' -Sensor|KeyboardSensor.log -> log: string '"Property that receive the keystrokes in case a string is logged"' -Sensor|KeyboardSensor.target -> target: string '"Property that indicates whether to log keystrokes as a string"' -Sensor|MessageSensor.subject -> subject: string '"Optional subject filter: only accept messages with this subject, or empty for all"' -Sensor|NearSensor.property -> property: string '"Only look for objects with this property"' -Sensor|PropertySensor.max_value -> value_max: string '"Specify maximum value in Interval type"' -Sensor|PropertySensor.min_value -> value_min: string '"Specify minimum value in Interval type"' -Sensor|PropertySensor.property -> property: string '"NO DESCRIPTION"' -Sensor|PropertySensor.value -> value: string '"Check for this value in types in Equal or Not Equal types"' -Sensor|RadarSensor.property -> property: string '"Only look for Objects with this property"' -Sensor|RaySensor.material -> material: string '"Only look for Objects with this material"' -Sensor|RaySensor.property -> property: string '"Only look for Objects with this property"' -Sequence.name -> name: string '"NO DESCRIPTION"' -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"' -Sequence|ImageSequence.directory -> directory: string '"NO DESCRIPTION"' -Sequence|MovieSequence.filepath -> filepath: string '"NO DESCRIPTION"' -Sequence|SoundSequence.filepath -> filepath: string '"NO DESCRIPTION"' -ShapeKey.name -> name: string '"NO DESCRIPTION"' -ShapeKey.vertex_group -> vertex_group: string '"Vertex weight group, to blend with basis shape"' -SoftBodySettings.goal_vertex_group -> goal_vertex_group: string '"Control point weight values"' -SoftBodySettings.mass_vertex_group -> mass_vertex_group: string '"Control point mass values"' -SoftBodySettings.spring_vertex_group -> spring_vertex_group: string '"Control point spring strength values"' -Space|SpaceConsole.language -> language: string '"Command line prompt language"' -Space|SpaceConsole.prompt -> prompt: string '"Command line prompt"' -Space|SpaceOutliner.display_filter -> display_filter: string '"Live search filtering string"' -Space|SpaceTextEditor.find_text -> find_text: string '"Text to search for with the find tool"' -Space|SpaceTextEditor.replace_text -> replace_text: string '"Text to replace selected text with using the replace tool"' -Space|SpaceUserPreferences.filter -> filter: string '"Search term for filtering in the UI"' -Space|SpaceView3D.lock_bone -> lock_bone: string '"3D View center is locked to this bone\'s position"' -TextLine.line -> line: string '"Text in the line"' -TextureSlot|MaterialTextureSlot.uv_layer -> uv_layer: string '"UV layer to use for mapping with UV texture coordinates"' -Theme.name -> name: string '"Name of the theme"' -ThemeUserInterface.icon_file -> icon_file: string '"NO DESCRIPTION"' -TimelineMarker.name -> name: string '"NO DESCRIPTION"' -ToolSettings.etch_number -> etch_number: string '"DOC BROKEN"' -ToolSettings.etch_side -> etch_side: string '"DOC BROKEN"' -TransformOrientation.name -> name: string '"NO DESCRIPTION"' -UserPreferencesFilePaths.animation_player -> animation_player: string '"Path to a custom animation/frame sequence player"' -UserPreferencesFilePaths.fonts_directory -> fonts_directory: string '"The default directory to search for loading fonts"' -UserPreferencesFilePaths.image_editor -> image_editor: string '"Path to an image editor"' -UserPreferencesFilePaths.python_scripts_directory -> python_scripts_directory: string '"The default directory to search for Python scripts (resets python module search path: sys.path)"' -UserPreferencesFilePaths.render_output_directory -> render_output_directory: string '"The default directory for rendering output"' -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"' -VertexGroup.name -> name: string '"Vertex group name"' -VoxelData.source_path -> source_path: string '"The external source data file to use"' -+ * 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"' -+ * Event.ascii -> ascii: string, '"(read-only) Single ASCII character for this event"' -+ * FileSelectParams.title -> title: string, '"(read-only) Title for the file browser"' -+ * FluidSettings|DomainFluidSettings.memory_estimate -> memory_estimate: string, '"(read-only) Estimated amount of memory needed for baking the domain"' -+ * 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"' -+ * ID|VectorFont.filepath -> filepath: string, '"(read-only)"' -+ * KeyMap.name -> name: string, '"(read-only) Name of the key map"' -+ * KeyMapItem.name -> name: string, '"(read-only) Name of operator to call on input event"' -+ * Macro.name -> name: string, '"(read-only)"' -+ * Main.filepath -> filepath: string, '"(read-only) Path to the .blend file"' -+ * MaterialSlot.name -> name: string, '"(read-only) Material slot name"' -Operator.name -> name: string, '"(read-only)"' -ParticleDupliWeight.name -> name: string, '"(read-only) Particle dupliobject name"' -ParticleTarget.name -> name: string, '"(read-only) Particle target name"' -PointCache.info -> info: string, '"(read-only) Info on current cache status"' -Property.description -> description: string, '"(read-only) Description of the property for tooltips"' -Property.identifier -> identifier: string, '"(read-only) Unique name used in the code and scripting"' -Property.name -> name: string, '"(read-only) Human readable name"' -Property|StringProperty.default -> default: string, '"(read-only) string default value"' -RGBANodeSocket.name -> name: string, '"(read-only) Socket name"' -RenderLayer.name -> name: string, '"(read-only) Render layer name"' -RenderPass.channel_id -> channel_id: string, '"(read-only)"' -RenderPass.name -> name: string, '"(read-only)"' -RenderSettings.file_extension -> file_extension: string, '"(read-only) The file extension used for saving renders"' -Sequence|EffectSequence|PluginSequence.filename -> filename: string, '"(read-only)"' -Struct.description -> description: string, '"(read-only) Description of the Struct\'s purpose"' -Struct.identifier -> identifier: string, '"(read-only) Unique name used in the code and scripting"' -Struct.name -> name: string, '"(read-only) Human readable name"' -TextureSlot.name -> name: string, '"(read-only) Texture slot name"' -ValueNodeSocket.name -> name: string, '"(read-only) Socket name"' -VectorNodeSocket.name -> name: string, '"(read-only) Socket name"' +NOTE * CLASS.FROM -> TO: TYPE "DESCRIPTION" ++ * ActionGroup.channels -> channels: collection, "(read-only) F-Curves in this group" ++ * ActionGroup.custom_color -> custom_color: int "Index of custom color set" ++ * ActionGroup.lock -> lock: boolean "Action Group is locked" ++ * ActionGroup.name -> name: string "NO DESCRIPTION" ++ * ActionGroup.select -> select: boolean "Action Group is selected" ++ * ActionGroup.expanded -> show_expanded: boolean "Action Group is expanded" ++ * Actuator.name -> name: string "NO DESCRIPTION" ++ * Actuator.pinned -> pinned: boolean "Display when not linked to a visible states controller" ++ * Actuator.expanded -> show_expanded: boolean "Set actuator expanded in the user interface" ++ * Actuator.type -> type: enum "NO DESCRIPTION" ++ * Actuator|ActionActuator.action -> action: pointer "NO DESCRIPTION" ++ * Actuator|ActionActuator.blendin -> frame_blend_in: int "Number of frames of motion blending" ++ * Actuator|ActionActuator.frame_end -> frame_end: int "NO DESCRIPTION" ++ * Actuator|ActionActuator.frame_property -> frame_property: string "Assign the actions current frame number to this property" ++ * Actuator|ActionActuator.frame_start -> frame_start: int "NO DESCRIPTION" ++ * Actuator|ActionActuator.mode -> play_mode: enum "Action playback type" ++ * Actuator|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" ++ * Actuator|ActionActuator.property -> property: string "Use this property to define the Action position" ++ * Actuator|ActionActuator.continue_last_frame -> use_continue_last_frame: boolean "Restore last frame when switching on/off, otherwise play from the start each time" ++ * Actuator|ArmatureActuator.bone -> bone: string "Bone on which the constraint is defined" ++ * Actuator|ArmatureActuator.constraint -> constraint: string "Name of the constraint you want to control" ++ * Actuator|ArmatureActuator.mode -> mode: enum "NO DESCRIPTION" ++ * Actuator|ArmatureActuator.secondary_target -> secondary_target: pointer "Set weight of this constraint" ++ * Actuator|ArmatureActuator.target -> target: pointer "Set this object as the target of the constraint" ++ * Actuator|ArmatureActuator.weight -> weight: float "Set weight of this constraint" ++ * Actuator|CameraActuator.axis -> axis: enum "Specify the axis the Camera will try to get behind" ++ * Actuator|CameraActuator.height -> height: float "NO DESCRIPTION" ++ * Actuator|CameraActuator.max -> max: float "NO DESCRIPTION" ++ * Actuator|CameraActuator.min -> min: float "NO DESCRIPTION" ++ * Actuator|CameraActuator.object -> object: pointer "Look at this Object" ++ * Actuator|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" ++ * Actuator|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" ++ * Actuator|ConstraintActuator.damping -> damping: int "Damping factor: time constant (in frame) of low pass filter" ++ * Actuator|ConstraintActuator.damping_rotation -> damping_rotation: int "Use a different damping for orientation" ++ * Actuator|ConstraintActuator.direction -> direction: enum "Set the direction of the ray" ++ * Actuator|ConstraintActuator.direction_axis -> direction_axis: enum "Select the axis to be aligned along the reference direction" ++ * Actuator|ConstraintActuator.distance -> distance: float "Set the maximum length of ray" ++ * Actuator|ConstraintActuator.fh_damping -> fh_damping: float "Damping factor of the Fh spring force" ++ * Actuator|ConstraintActuator.fh_height -> fh_height: float "Height of the Fh area" ++ * Actuator|ConstraintActuator.limit -> limit: enum "NO DESCRIPTION" ++ * Actuator|ConstraintActuator.limit_max -> limit_max: float "NO DESCRIPTION" ++ * Actuator|ConstraintActuator.limit_min -> limit_min: float "NO DESCRIPTION" ++ * Actuator|ConstraintActuator.material -> material: string "Ray detects only Objects with this material" ++ * Actuator|ConstraintActuator.mode -> mode: enum "The type of the constraint" ++ * Actuator|ConstraintActuator.property -> property: string "Ray detect only Objects with this property" ++ * Actuator|ConstraintActuator.range -> range: float "Set the maximum length of ray" ++ * Actuator|ConstraintActuator.max_rotation -> rotation_max: float "Reference Direction" ++ * Actuator|ConstraintActuator.spring -> spring: float "Spring force within the Fh area" ++ * Actuator|ConstraintActuator.time -> time: int "Maximum activation time in frame, 0 for unlimited" ++ * Actuator|ConstraintActuator.fh_normal -> use_fh_normal: boolean "Add a horizontal spring force on slopes" ++ * Actuator|ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis: boolean "Keep object axis parallel to normal" ++ * Actuator|ConstraintActuator.force_distance -> use_force_distance: boolean "Force distance of object to point of impact of ray" ++ * Actuator|ConstraintActuator.local -> use_local: boolean "Set ray along objects axis or global axis" ++ * Actuator|ConstraintActuator.detect_material -> use_material_detect: boolean "Detect material instead of property" ++ * Actuator|ConstraintActuator.normal -> use_normal: boolean "Set object axis along (local axis) or parallel (global axis) to the normal at hit position" ++ * Actuator|ConstraintActuator.persistent -> use_persistent: boolean "Persistent actuator: stays active even if ray does not reach target" ++ * Actuator|EditObjectActuator.angular_velocity -> angular_velocity: float "Angular velocity upon creation" ++ * Actuator|EditObjectActuator.dynamic_operation -> dynamic_operation: enum "NO DESCRIPTION" ++ * Actuator|EditObjectActuator.linear_velocity -> linear_velocity: float "Velocity upon creation" ++ * Actuator|EditObjectActuator.mass -> mass: float "The mass of the object" ++ * Actuator|EditObjectActuator.mesh -> mesh: pointer "Replace the existing, when left blank Phys will remake the existing physics mesh" ++ * Actuator|EditObjectActuator.mode -> mode: enum "The mode of the actuator" ++ * Actuator|EditObjectActuator.object -> object: pointer "Add this Object and all its children (cant be on an visible layer)" ++ * Actuator|EditObjectActuator.time -> time: int "Duration the new Object lives or the track takes" ++ * Actuator|EditObjectActuator.track_object -> track_object: pointer "Track to this Object" ++ * Actuator|EditObjectActuator.enable_3d_tracking -> use_3d_tracking: boolean "Enable 3D tracking" ++ * Actuator|EditObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean "Apply the rotation locally" ++ * Actuator|EditObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean "Apply the transformation locally" ++ * Actuator|EditObjectActuator.replace_display_mesh -> use_replace_display_mesh: boolean "Replace the display mesh" ++ * Actuator|EditObjectActuator.replace_physics_mesh -> use_replace_physics_mesh: boolean "Replace the physics mesh (triangle bounds only - compound shapes not supported)" ++ * Actuator|FcurveActuator.child -> apply_to_children: boolean "Update F-Curve on all children Objects as well" ++ * Actuator|FcurveActuator.frame_end -> frame_end: int "NO DESCRIPTION" ++ * Actuator|FcurveActuator.frame_property -> frame_property: string "Assign the actions current frame number to this property" ++ * Actuator|FcurveActuator.frame_start -> frame_start: int "NO DESCRIPTION" ++ * Actuator|FcurveActuator.play_type -> play_type: enum "Specify the way you want to play the animation" ++ * Actuator|FcurveActuator.property -> property: string "Use this property to define the F-Curve position" ++ * Actuator|FcurveActuator.add -> use_additive: boolean "F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag" ++ * Actuator|FcurveActuator.force -> use_force: boolean "Apply F-Curve as a global or local force depending on the local option (dynamic objects only)" ++ * Actuator|FcurveActuator.local -> use_local: boolean "Let the F-Curve act in local coordinates, used in Force and Add mode" ++ * Actuator|Filter2DActuator.filter_pass -> filter_pass: int "Set filter order" ++ * Actuator|Filter2DActuator.glsl_shader -> glsl_shader: pointer "NO DESCRIPTION" ++ * Actuator|Filter2DActuator.mode -> mode: enum "NO DESCRIPTION" ++ * Actuator|Filter2DActuator.motion_blur_factor -> motion_blur_factor: float "Set motion blur factor" ++ * Actuator|Filter2DActuator.enable_motion_blur -> use_motion_blur: boolean "Enable/Disable Motion Blur" ++ * Actuator|GameActuator.filename -> filename: string "Load this blend file, use the // prefix for a path relative to the current blend file" ++ * Actuator|GameActuator.mode -> mode: enum "NO DESCRIPTION" ++ * Actuator|MessageActuator.body_message -> body_message: string "Optional message body Text" ++ * Actuator|MessageActuator.body_property -> body_property: string "The message body will be set by the Property Value" ++ * Actuator|MessageActuator.body_type -> body_type: enum "Toggle message type: either Text or a PropertyName" ++ * Actuator|MessageActuator.subject -> subject: string "Optional message subject. This is what can be filtered on" ++ * Actuator|MessageActuator.to_property -> to_property: string "Optional send message to objects with this name only, or empty to broadcast" ++ * Actuator|ObjectActuator.angular_velocity -> angular_velocity: float "Sets the angular velocity" ++ * Actuator|ObjectActuator.damping -> damping: int "Number of frames to reach the target velocity" ++ * Actuator|ObjectActuator.derivate_coefficient -> derivate_coefficient: float "Not required, high values can cause instability" ++ * Actuator|ObjectActuator.force -> force: float "Sets the force" ++ * Actuator|ObjectActuator.force_max_x -> force_max_x: float "Set the upper limit for force" ++ * Actuator|ObjectActuator.force_max_y -> force_max_y: float "Set the upper limit for force" ++ * Actuator|ObjectActuator.force_max_z -> force_max_z: float "Set the upper limit for force" ++ * Actuator|ObjectActuator.force_min_x -> force_min_x: float "Set the lower limit for force" ++ * Actuator|ObjectActuator.force_min_y -> force_min_y: float "Set the lower limit for force" ++ * Actuator|ObjectActuator.force_min_z -> force_min_z: float "Set the lower limit for force" ++ * Actuator|ObjectActuator.integral_coefficient -> integral_coefficient: float "Low value (0.01) for slow response, high value (0.5) for fast response" ++ * Actuator|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)" ++ * Actuator|ObjectActuator.mode -> mode: enum "Specify the motion system" ++ * Actuator|ObjectActuator.loc -> offset_location: float "Sets the location" ++ * Actuator|ObjectActuator.rot -> offset_rotation: float "Sets the rotation" ++ * Actuator|ObjectActuator.proportional_coefficient -> proportional_coefficient: float "Typical value is 60x integral coefficient" ++ * Actuator|ObjectActuator.reference_object -> reference_object: pointer "Reference object for velocity calculation, leave empty for world reference" ++ * Actuator|ObjectActuator.torque -> torque: float "Sets the torque" ++ * Actuator|ObjectActuator.add_linear_velocity -> use_add_linear_velocity: boolean "Toggles between ADD and SET linV" ++ * Actuator|ObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean "Angular velocity is defined in local coordinates" ++ * Actuator|ObjectActuator.local_force -> use_local_force: boolean "Force is defined in local coordinates" ++ * Actuator|ObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean "Velocity is defined in local coordinates" ++ * Actuator|ObjectActuator.local_location -> use_local_location: boolean "Location is defined in local coordinates" ++ * Actuator|ObjectActuator.local_rotation -> use_local_rotation: boolean "Rotation is defined in local coordinates" ++ * Actuator|ObjectActuator.local_torque -> use_local_torque: boolean "Torque is defined in local coordinates" ++ * Actuator|ObjectActuator.servo_limit_x -> use_servo_limit_x: boolean "Set limit to force along the X axis" ++ * Actuator|ObjectActuator.servo_limit_y -> use_servo_limit_y: boolean "Set limit to force along the Y axis" ++ * Actuator|ObjectActuator.servo_limit_z -> use_servo_limit_z: boolean "Set limit to force along the Z axis" ++ * Actuator|ParentActuator.mode -> mode: enum "NO DESCRIPTION" ++ * Actuator|ParentActuator.object -> object: pointer "Set this object as parent" ++ * Actuator|ParentActuator.compound -> use_compound: boolean "Add this object shape to the parent shape (only if the parent shape is already compound)" ++ * Actuator|ParentActuator.ghost -> use_ghost: boolean "Make this object ghost while parented (only if not compound)" ++ * Actuator|PropertyActuator.mode -> mode: enum "NO DESCRIPTION" ++ * Actuator|PropertyActuator.object -> object: pointer "Copy from this Object" ++ * Actuator|PropertyActuator.object_property -> object_property: string "Copy this property" ++ * Actuator|PropertyActuator.property -> property: string "The name of the property" ++ * Actuator|PropertyActuator.value -> value: string "The value to use, use around strings" ++ * Actuator|RandomActuator.chance -> chance: float "Pick a number between 0 and 1. Success if you stay below this value" ++ * Actuator|RandomActuator.distribution -> distribution: enum "Choose the type of distribution" ++ * Actuator|RandomActuator.float_max -> float_max: float "Choose a number from a range. Upper boundary of the range" ++ * Actuator|RandomActuator.float_mean -> float_mean: float "A normal distribution. Mean of the distribution" ++ * Actuator|RandomActuator.float_min -> float_min: float "Choose a number from a range. Lower boundary of the range" ++ * Actuator|RandomActuator.float_value -> float_value: float "Always return this number" ++ * Actuator|RandomActuator.half_life_time -> half_life_time: float "Negative exponential dropoff" ++ * Actuator|RandomActuator.int_max -> int_max: int "Choose a number from a range. Upper boundary of the range" ++ * Actuator|RandomActuator.int_mean -> int_mean: float "Expected mean value of the distribution" ++ * Actuator|RandomActuator.int_min -> int_min: int "Choose a number from a range. Lower boundary of the range" ++ * Actuator|RandomActuator.int_value -> int_value: int "Always return this number" ++ * Actuator|RandomActuator.property -> property: string "Assign the random value to this property" ++ * Actuator|RandomActuator.seed -> seed: int "Initial seed of the random generator. Use Python for more freedom (choose 0 for not random)" ++ * Actuator|RandomActuator.standard_derivation -> standard_derivation: float "A normal distribution. Standard deviation of the distribution" ++ * Actuator|RandomActuator.always_true -> use_always_true: boolean "Always false or always true" ++ * Actuator|SceneActuator.camera -> camera: pointer "Set this Camera. Leave empty to refer to self object" ++ * Actuator|SceneActuator.mode -> mode: enum "NO DESCRIPTION" ++ * Actuator|SceneActuator.scene -> scene: pointer "Set the Scene to be added/removed/paused/resumed" ++ * Actuator|ShapeActionActuator.action -> action: pointer "NO DESCRIPTION" ++ * Actuator|ShapeActionActuator.blendin -> frame_blend_in: int "Number of frames of motion blending" ++ * Actuator|ShapeActionActuator.frame_end -> frame_end: int "NO DESCRIPTION" ++ * Actuator|ShapeActionActuator.frame_property -> frame_property: string "Assign the actions current frame number to this property" ++ * Actuator|ShapeActionActuator.frame_start -> frame_start: int "NO DESCRIPTION" ++ * Actuator|ShapeActionActuator.mode -> mode: enum "Action playback type" ++ * Actuator|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" ++ * Actuator|ShapeActionActuator.property -> property: string "Use this property to define the Action position" ++ * Actuator|ShapeActionActuator.continue_last_frame -> use_continue_last_frame: boolean "Restore last frame when switching on/off, otherwise play from the start each time" ++ * Actuator|SoundActuator.cone_inner_angle_3d -> cone_inner_angle_3d: float "The angle of the inner cone" ++ * Actuator|SoundActuator.cone_outer_angle_3d -> cone_outer_angle_3d: float "The angle of the outer cone" ++ * Actuator|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" ++ * Actuator|SoundActuator.max_distance_3d -> distance_3d_max: float "The maximum distance at which you can hear the sound" ++ * Actuator|SoundActuator.reference_distance_3d -> distance_rest_3d: float "The distance where the sound has a gain of 1.0" ++ * Actuator|SoundActuator.maximum_gain_3d -> gain_3d_max: float "The maximum gain of the sound, no matter how near it is" ++ * Actuator|SoundActuator.minimum_gain_3d -> gain_3d_min: float "The minimum gain of the sound, no matter how far it is away" ++ * Actuator|SoundActuator.mode -> mode: enum "NO DESCRIPTION" ++ * Actuator|SoundActuator.pitch -> pitch: float "Sets the pitch of the sound" ++ * Actuator|SoundActuator.rolloff_factor_3d -> rolloff_factor_3d: float "The influence factor on volume depending on distance" ++ * Actuator|SoundActuator.sound -> sound: pointer "NO DESCRIPTION" ++ * Actuator|SoundActuator.enable_sound_3d -> use_sound_3d: boolean "Enable/Disable 3D Sound" ++ * Actuator|SoundActuator.volume -> volume: float "Sets the initial volume of the sound" ++ * Actuator|StateActuator.operation -> operation: enum "Select the bit operation on object state mask" ++ * Actuator|StateActuator.state -> states: boolean "NO DESCRIPTION" ++ * Actuator|VisibilityActuator.children -> apply_to_children: boolean "Set all the children of this object to the same visibility/occlusion recursively" ++ * Actuator|VisibilityActuator.occlusion -> use_occlusion: boolean "Set the object to occlude objects behind it. Initialized from the object type in physics button" ++ * Actuator|VisibilityActuator.visible -> use_visible: boolean "Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)" ++ * 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 Actions result with result of NLA stack" ++ * AnimData.action_extrapolation -> action_extrapolation: enum "Action to take for gaps past the Active Actions range (when evaluating with NLA)" ++ * AnimData.action_influence -> action_influence: float "Amount the Active Action contributes to the result of the NLA stack" ++ * AnimData.drivers -> drivers: collection, "(read-only) The Drivers/Expressions for this datablock" ++ * AnimData.nla_tracks -> nla_tracks: collection, "(read-only) NLA Tracks (i.e. Animation Layers)" ++ * AnimData.nla_enabled -> use_nla: boolean "NLA stack is evaluated when evaluating this block" ++ * 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.bake_location -> bake_location: enum "When calculating Bone Paths, use Head or Tips" ++ * AnimVizMotionPaths.after_current -> frame_after: int "Number of frames to show after the current frame (only for Around Current Frame Onion-skinning method)" ++ * 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.show_frame_numbers -> show_frame_numbers: boolean "Show frame numbers 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.highlight_keyframes -> show_keyframe_highlight: boolean "Emphasize position of keyframes 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" +MAKE PROPERTY OF A COLLECTION * 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" ++ * ArmatureBones.active -> active: pointer "Armatures active bone" ++ * ArmatureEditBones.active -> active: pointer "Armatures active edit bone" ++ * 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" ++ * 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" ++ * BlenderRNA.structs -> structs: collection, "(read-only)" ++ * BoidRule.name -> name: string "Boid rule name" ++ * BoidRule.type -> type: enum, "(read-only)" ++ * BoidRule.in_air -> use_in_air: boolean "Use rule when boid is flying" ++ * BoidRule.on_land -> use_on_land: boolean "Use rule when boid is on land" ++ * BoidRule|BoidRuleAverageSpeed.level -> level: float "How much velocitys z-component is kept constant" ++ * BoidRule|BoidRuleAverageSpeed.speed -> speed: float "Percentage of maximum speed" ++ * BoidRule|BoidRuleAverageSpeed.wander -> wander: float "How fast velocitys direction is randomized" ++ * BoidRule|BoidRuleAvoid.fear_factor -> fear_factor: float "Avoid object if danger from it is above this threshold" ++ * BoidRule|BoidRuleAvoid.object -> object: pointer "Object to avoid" ++ * BoidRule|BoidRuleAvoid.predict -> use_predict: boolean "Predict target movement" ++ * BoidRule|BoidRuleAvoidCollision.look_ahead -> look_ahead: float "Time to look ahead in seconds" ++ * BoidRule|BoidRuleAvoidCollision.boids -> use_avoid: boolean "Avoid collision with other boids" ++ * BoidRule|BoidRuleAvoidCollision.deflectors -> use_avoid_collision: boolean "Avoid collision with deflector objects" ++ * BoidRule|BoidRuleFight.distance -> distance: float "Attack boids at max this distance" ++ * BoidRule|BoidRuleFight.flee_distance -> flee_distance: float "Flee to this distance" ++ * BoidRule|BoidRuleFollowLeader.distance -> distance: float "Distance behind leader to follow" ++ * BoidRule|BoidRuleFollowLeader.object -> object: pointer "Follow this object instead of a boid" ++ * BoidRule|BoidRuleFollowLeader.queue_size -> queue_count: int "How many boids in a line" ++ * BoidRule|BoidRuleFollowLeader.line -> use_line: boolean "Follow leader in a line" ++ * BoidRule|BoidRuleGoal.object -> object: pointer "Goal object" ++ * BoidRule|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_personal_space -> air_personal_space: float "Radius of boids personal space in air (% of particle size)" ++ * 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.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_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_jump_speed -> land_jump_speed: float "Maximum speed for jumping" ++ * BoidSettings.land_personal_space -> land_personal_space: float "Radius of boids personal space on land (% of particle size)" ++ * BoidSettings.landing_smoothness -> land_smooth: float "How smoothly the boids land" ++ * BoidSettings.land_max_speed -> land_speed_max: float "Maximum speed on land" ++ * BoidSettings.land_stick_force -> land_stick_force: float "How strong a force must be to start effecting a boid on 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" ++ * 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" ++ * 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.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.layer -> layers: boolean "Layers bone exists in" ++ * Bone.matrix -> matrix: float "3x3 bone matrix" ++ * Bone.matrix_local -> matrix_local: float "4x4 bone matrix relative to armature" ++ * Bone.name -> name: string "NO DESCRIPTION" ++ * Bone.parent -> parent: pointer, "(read-only) Parent bone (in same Armature)" ++ * Bone.select -> select: boolean "NO DESCRIPTION" ++ * 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.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)" ++ * Bone.connected -> use_connect: boolean, "(read-only) When bone has a parent, bones head is struck to the parents tail" ++ * Bone.cyclic_offset -> use_cyclic_offset: boolean "When bone doesnt have a parent, it receives cyclic offset effects" ++ * Bone.deform -> use_deform: boolean "Bone does not deform any geometry" ++ * Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean "When deforming bone, multiply effects of Vertex Group weights with Envelope influence" ++ * 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.local_location -> use_local_location: boolean "Bone location is set in local space" ++ * BoneGroup.color_set -> color_set: enum "Custom color set to use" ++ * BoneGroup.colors -> colors: pointer, "(read-only) Copy of the colors associated with the groups color set" ++ * BoneGroup.name -> name: string "NO DESCRIPTION" ++ * ClothCollisionSettings.collision_quality -> collision_quality: int "How many collision iterations should be done. (higher is better quality but slower)" ++ * ClothCollisionSettings.min_distance -> distance_min: float "Minimum distance between collision objects before collision response takes in" ++ * ClothCollisionSettings.friction -> friction: float "Friction force if a collision happened. (higher = less movement)" ++ * ClothCollisionSettings.group -> group: pointer "Limit colliders to this Group" ++ * ClothCollisionSettings.self_collision_quality -> self_collision_quality: int "How many self collision iterations should be done. (higher is better quality but slower)" ++ * ClothCollisionSettings.self_min_distance -> self_distance_min: float "0.5 means no distance at all, 1.0 is maximum distance" ++ * ClothCollisionSettings.self_friction -> self_friction: float "Friction/damping with self contact" ++ * ClothCollisionSettings.enable_collision -> use_collision: boolean "Enable collisions with other objects" ++ * ClothCollisionSettings.enable_self_collision -> use_self_collision: boolean "Enable self collisions" ++ * 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_stiffness -> pin_stiffness: float "Pin (vertex target position) spring stiffness" ++ * ClothSettings.pre_roll -> pre_roll: int "Simulation starts on this frame" ++ * ClothSettings.quality -> quality: int "Quality of the simulation in steps per frame. (higher is better quality but slower)" ++ * ClothSettings.rest_shape_key -> rest_shape_key: pointer "Shape key to use the rest spring lengths from" ++ * ClothSettings.spring_damping -> spring_damping: float "Damping of cloth velocity. (higher = more smooth, less jiggling)" ++ * ClothSettings.structural_stiffness -> structural_stiffness: float "Overall stiffness of structure" ++ * ClothSettings.structural_stiffness_max -> structural_stiffness_max: float "Maximum structural stiffness value" ++ * ClothSettings.structural_stiffness_vertex_group -> structural_stiffness_vertex_group: string "Vertex group for fine control over structural stiffness" ++ * ClothSettings.pin_cloth -> use_pin_cloth: boolean "Enable pinning of cloth vertices to other objects/positions" ++ * ClothSettings.stiffness_scaling -> use_stiffness_scale: boolean "If enabled, stiffness can be scaled along a weight painted vertex group" ++ * 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.random_damping -> damping_random: float "Random variation of damping" ++ * CollisionSettings.friction_factor -> friction_factor: float "Amount of friction during particle collision" ++ * CollisionSettings.random_friction -> friction_random: float "Random variation of friction" ++ * CollisionSettings.permeability -> permeability: float "Chance that the particle will pass through the mesh" ++ * CollisionSettings.stickness -> stickness: float "Amount of stickness to surface collision" ++ * CollisionSettings.inner_thickness -> thickness_inner: float "Inner face thickness" ++ * CollisionSettings.outer_thickness -> thickness_outer: float "Outer face thickness" ++ * CollisionSettings.enabled -> use: boolean "Enable this objects as a collider for physics systems" ++ * CollisionSettings.kill_particles -> use_particle_kill: boolean "Kill colliding particles" ++ * ColorRamp.total -> count: int, "(read-only) Total number of elements" ++ * ColorRamp.elements -> elements: collection, "(read-only)" ++ * ColorRamp.interpolation -> interpolation: enum "NO DESCRIPTION" ++ * ColorRampElement.color -> color: float "NO DESCRIPTION" ++ * ColorRampElement.position -> position: float "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.lin_error -> error_location: float, "(read-only) Amount of residual error in Blender space unit for constraints that work on position" ++ * Constraint.rot_error -> error_rotation: float, "(read-only) Amount of residual error in radiant for constraints that work on orientation" ++ * Constraint.influence -> influence: float "Amount of influence constraint will have on the final solution" ++ * Constraint.proxy_local -> is_proxy_local: boolean "Constraint was added in this proxy instance (i.e. did not belong to source Armature)" ++ * Constraint.disabled -> is_valid: boolean, "(read-only) Constraint has invalid settings and will not be evaluated" ++NEGATE * Constraint.enabled -> mute: boolean "Enable/Disable Constraint" ++ * Constraint.name -> name: string "Constraint name" ++ * Constraint.owner_space -> owner_space: enum "Space that owner is evaluated in" ++ * Constraint.expanded -> show_expanded: boolean "Constraints panel is expanded in UI" ++ * Constraint.target_space -> target_space: enum "Space that target is evaluated in" ++ * Constraint.type -> type: enum, "(read-only)" ++ * ConstraintTarget.subtarget -> subtarget: string "NO DESCRIPTION" ++ * ConstraintTarget.target -> target: pointer "Target Object" ++ * Constraint|ActionConstraint.action -> action: pointer "NO DESCRIPTION" ++ * Constraint|ActionConstraint.frame_end -> frame_end: int "Last frame of the Action to use" ++ * Constraint|ActionConstraint.frame_start -> frame_start: int "First frame of the Action to use" ++ * Constraint|ActionConstraint.maximum -> max: float "Maximum value for target channel range" ++ * Constraint|ActionConstraint.minimum -> min: float "Minimum value for target channel range" ++ * Constraint|ActionConstraint.subtarget -> subtarget: string "NO DESCRIPTION" ++ * Constraint|ActionConstraint.target -> target: pointer "Target Object" ++ * Constraint|ActionConstraint.transform_channel -> transform_channel: enum "Transformation channel from the target that is used to key the Action" ++ * Constraint|ChildOfConstraint.subtarget -> subtarget: string "NO DESCRIPTION" ++ * Constraint|ChildOfConstraint.target -> target: pointer "Target Object" ++ * Constraint|ChildOfConstraint.use_location_x -> use_location_x: boolean "Use X Location of Parent" ++ * Constraint|ChildOfConstraint.use_location_y -> use_location_y: boolean "Use Y Location of Parent" ++ * Constraint|ChildOfConstraint.use_location_z -> use_location_z: boolean "Use Z Location of Parent" ++ * Constraint|ChildOfConstraint.use_rotation_x -> use_rotation_x: boolean "Use X Rotation of Parent" ++ * Constraint|ChildOfConstraint.use_rotation_y -> use_rotation_y: boolean "Use Y Rotation of Parent" ++ * Constraint|ChildOfConstraint.use_rotation_z -> use_rotation_z: boolean "Use Z Rotation of Parent" ++ * Constraint|ChildOfConstraint.use_scale_x -> use_scale_x: boolean "Use X Scale of Parent" ++ * Constraint|ChildOfConstraint.use_scale_y -> use_scale_y: boolean "Use Y Scale of Parent" ++ * Constraint|ChildOfConstraint.use_scale_z -> use_scale_z: boolean "Use Z Scale of Parent" ++ * Constraint|ClampToConstraint.main_axis -> main_axis: enum "Main axis of movement" ++ * Constraint|ClampToConstraint.target -> target: pointer "Target Object" ++ * Constraint|ClampToConstraint.cyclic -> use_cyclic: boolean "Treat curve as cyclic curve (no clamping to curve bounding box" ++ * Constraint|CopyLocationConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1" ++ * Constraint|CopyLocationConstraint.invert_x -> invert_x: boolean "Invert the X location" ++ * Constraint|CopyLocationConstraint.invert_y -> invert_y: boolean "Invert the Y location" ++ * Constraint|CopyLocationConstraint.invert_z -> invert_z: boolean "Invert the Z location" ++ * Constraint|CopyLocationConstraint.subtarget -> subtarget: string "NO DESCRIPTION" ++ * Constraint|CopyLocationConstraint.target -> target: pointer "Target Object" ++ * Constraint|CopyLocationConstraint.use_offset -> use_offset: boolean "Add original location into copied location" ++ * Constraint|CopyLocationConstraint.use_x -> use_x: boolean "Copy the targets X location" ++ * Constraint|CopyLocationConstraint.use_y -> use_y: boolean "Copy the targets Y location" ++ * Constraint|CopyLocationConstraint.use_z -> use_z: boolean "Copy the targets Z location" ++ * Constraint|CopyRotationConstraint.invert_x -> invert_x: boolean "Invert the X rotation" ++ * Constraint|CopyRotationConstraint.invert_y -> invert_y: boolean "Invert the Y rotation" ++ * Constraint|CopyRotationConstraint.invert_z -> invert_z: boolean "Invert the Z rotation" ++ * Constraint|CopyRotationConstraint.subtarget -> subtarget: string "NO DESCRIPTION" ++ * Constraint|CopyRotationConstraint.target -> target: pointer "Target Object" ++ * Constraint|CopyRotationConstraint.use_offset -> use_offset: boolean "Add original rotation into copied rotation" ++ * Constraint|CopyRotationConstraint.use_x -> use_x: boolean "Copy the targets X rotation" ++ * Constraint|CopyRotationConstraint.use_y -> use_y: boolean "Copy the targets Y rotation" ++ * Constraint|CopyRotationConstraint.use_z -> use_z: boolean "Copy the targets Z rotation" ++ * Constraint|CopyScaleConstraint.subtarget -> subtarget: string "NO DESCRIPTION" ++ * Constraint|CopyScaleConstraint.target -> target: pointer "Target Object" ++ * Constraint|CopyScaleConstraint.use_offset -> use_offset: boolean "Add original scale into copied scale" ++ * Constraint|CopyScaleConstraint.use_x -> use_x: boolean "Copy the targets X scale" ++ * Constraint|CopyScaleConstraint.use_y -> use_y: boolean "Copy the targets Y scale" ++ * Constraint|CopyScaleConstraint.use_z -> use_z: boolean "Copy the targets Z scale" ++ * Constraint|CopyTransformsConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1" ++ * Constraint|CopyTransformsConstraint.subtarget -> subtarget: string "NO DESCRIPTION" ++ * Constraint|CopyTransformsConstraint.target -> target: pointer "Target Object" ++ * Constraint|DampedTrackConstraint.subtarget -> subtarget: string "NO DESCRIPTION" ++ * Constraint|DampedTrackConstraint.target -> target: pointer "Target Object" ++ * Constraint|DampedTrackConstraint.track -> track_axis: enum "Axis that points to the target object" ++ * Constraint|FloorConstraint.floor_location -> floor_location: enum "Location of target that object will not pass through" ++ * Constraint|FloorConstraint.offset -> offset: float "Offset of floor from object origin" ++ * Constraint|FloorConstraint.subtarget -> subtarget: string "NO DESCRIPTION" ++ * Constraint|FloorConstraint.target -> target: pointer "Target Object" ++ * Constraint|FloorConstraint.use_rotation -> use_rotation: boolean "Use the targets rotation to determine floor" ++ * Constraint|FloorConstraint.sticky -> use_sticky: boolean "Immobilize object while constrained" ++ * Constraint|FollowPathConstraint.forward -> forward_axis: enum "Axis that points forward along the path" ++ * Constraint|FollowPathConstraint.offset -> offset: int "Offset from the position corresponding to the time frame" ++ * Constraint|FollowPathConstraint.offset_factor -> offset_factor: float "Percentage value defining target position along length of bone" ++ * Constraint|FollowPathConstraint.target -> target: pointer "Target Object" ++ * Constraint|FollowPathConstraint.up -> up_axis: enum "Axis that points upward" ++ * Constraint|FollowPathConstraint.use_curve_follow -> use_curve_follow: boolean "Object will follow the heading and banking of the curve" ++ * Constraint|FollowPathConstraint.use_curve_radius -> use_curve_radius: boolean "Objects scale by the curve radius" ++ * Constraint|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" ++ * Constraint|KinematicConstraint.chain_length -> chain_count: int "How many bones are included in the IK effect - 0 uses all bones" ++ * Constraint|KinematicConstraint.distance -> distance: float "Radius of limiting sphere" ++ * Constraint|KinematicConstraint.ik_type -> ik_type: enum "NO DESCRIPTION" ++ * Constraint|KinematicConstraint.iterations -> iterations: int "Maximum number of solving iterations" ++ * Constraint|KinematicConstraint.limit_mode -> limit_mode: enum "Distances in relation to sphere of influence to allow" ++ * Constraint|KinematicConstraint.pos_lock_x -> lock_location_x: boolean "Constraint position along X axis" ++ * Constraint|KinematicConstraint.pos_lock_y -> lock_location_y: boolean "Constraint position along Y axis" ++ * Constraint|KinematicConstraint.pos_lock_z -> lock_location_z: boolean "Constraint position along Z axis" ++ * Constraint|KinematicConstraint.rot_lock_x -> lock_rotation_x: boolean "Constraint rotation along X axis" ++ * Constraint|KinematicConstraint.rot_lock_y -> lock_rotation_y: boolean "Constraint rotation along Y axis" ++ * Constraint|KinematicConstraint.rot_lock_z -> lock_rotation_z: boolean "Constraint rotation along Z axis" ++ * Constraint|KinematicConstraint.orient_weight -> orient_weight: float "For Tree-IK: Weight of orientation control for this target" ++ * Constraint|KinematicConstraint.pole_angle -> pole_angle: float "Pole rotation offset" ++ * Constraint|KinematicConstraint.pole_subtarget -> pole_subtarget: string "NO DESCRIPTION" ++ * Constraint|KinematicConstraint.pole_target -> pole_target: pointer "Object for pole rotation" ++ * Constraint|KinematicConstraint.axis_reference -> reference_axis: enum "Constraint axis Lock options relative to Bone or Target reference" ++ * Constraint|KinematicConstraint.subtarget -> subtarget: string "NO DESCRIPTION" ++ * Constraint|KinematicConstraint.target -> target: pointer "Target Object" ++ * Constraint|KinematicConstraint.use_position -> use_location: boolean "Chain follows position of target" ++ * Constraint|KinematicConstraint.use_rotation -> use_rotation: boolean "Chain follows rotation of target" ++ * Constraint|KinematicConstraint.use_stretch -> use_stretch: boolean "Enable IK Stretching" ++ * Constraint|KinematicConstraint.use_tail -> use_tail: boolean "Include bones tail as last element in chain" ++ * Constraint|KinematicConstraint.use_target -> use_target: boolean "Disable for targetless IK" ++ * Constraint|KinematicConstraint.weight -> weight: float "For Tree-IK: Weight of position control for this target" ++ * Constraint|LimitDistanceConstraint.distance -> distance: float "Radius of limiting sphere" ++ * Constraint|LimitDistanceConstraint.limit_mode -> limit_mode: enum "Distances in relation to sphere of influence to allow" ++ * Constraint|LimitDistanceConstraint.subtarget -> subtarget: string "NO DESCRIPTION" ++ * Constraint|LimitDistanceConstraint.target -> target: pointer "Target Object" ++ * Constraint|LimitLocationConstraint.maximum_x -> max_x: float "Highest X value to allow" ++ * Constraint|LimitLocationConstraint.maximum_y -> max_y: float "Highest Y value to allow" ++ * Constraint|LimitLocationConstraint.maximum_z -> max_z: float "Highest Z value to allow" ++ * Constraint|LimitLocationConstraint.minimum_x -> min_x: float "Lowest X value to allow" ++ * Constraint|LimitLocationConstraint.minimum_y -> min_y: float "Lowest Y value to allow" ++ * Constraint|LimitLocationConstraint.minimum_z -> min_z: float "Lowest Z value to allow" ++ * Constraint|LimitLocationConstraint.use_maximum_x -> use_max_x: boolean "Use the maximum X value" ++ * Constraint|LimitLocationConstraint.use_maximum_y -> use_max_y: boolean "Use the maximum Y value" ++ * Constraint|LimitLocationConstraint.use_maximum_z -> use_max_z: boolean "Use the maximum Z value" ++ * Constraint|LimitLocationConstraint.use_minimum_x -> use_min_x: boolean "Use the minimum X value" ++ * Constraint|LimitLocationConstraint.use_minimum_y -> use_min_y: boolean "Use the minimum Y value" ++ * Constraint|LimitLocationConstraint.use_minimum_z -> use_min_z: boolean "Use the minimum Z value" ++ * Constraint|LimitLocationConstraint.limit_transform -> use_transform_limit: boolean "Transforms are affected by this constraint as well" ++ * Constraint|LimitRotationConstraint.maximum_x -> max_x: float "Highest X value to allow" ++ * Constraint|LimitRotationConstraint.maximum_y -> max_y: float "Highest Y value to allow" ++ * Constraint|LimitRotationConstraint.maximum_z -> max_z: float "Highest Z value to allow" ++ * Constraint|LimitRotationConstraint.minimum_x -> min_x: float "Lowest X value to allow" ++ * Constraint|LimitRotationConstraint.minimum_y -> min_y: float "Lowest Y value to allow" ++ * Constraint|LimitRotationConstraint.minimum_z -> min_z: float "Lowest Z value to allow" ++ * Constraint|LimitRotationConstraint.use_limit_x -> use_limit_x: boolean "Use the minimum X value" ++ * Constraint|LimitRotationConstraint.use_limit_y -> use_limit_y: boolean "Use the minimum Y value" ++ * Constraint|LimitRotationConstraint.use_limit_z -> use_limit_z: boolean "Use the minimum Z value" ++ * Constraint|LimitRotationConstraint.limit_transform -> use_transform_limit: boolean "Transforms are affected by this constraint as well" ++ * Constraint|LimitScaleConstraint.maximum_x -> max_x: float "Highest X value to allow" ++ * Constraint|LimitScaleConstraint.maximum_y -> max_y: float "Highest Y value to allow" ++ * Constraint|LimitScaleConstraint.maximum_z -> max_z: float "Highest Z value to allow" ++ * Constraint|LimitScaleConstraint.minimum_x -> min_x: float "Lowest X value to allow" ++ * Constraint|LimitScaleConstraint.minimum_y -> min_y: float "Lowest Y value to allow" ++ * Constraint|LimitScaleConstraint.minimum_z -> min_z: float "Lowest Z value to allow" ++ * Constraint|LimitScaleConstraint.use_maximum_x -> use_max_x: boolean "Use the maximum X value" ++ * Constraint|LimitScaleConstraint.use_maximum_y -> use_max_y: boolean "Use the maximum Y value" ++ * Constraint|LimitScaleConstraint.use_maximum_z -> use_max_z: boolean "Use the maximum Z value" ++ * Constraint|LimitScaleConstraint.use_minimum_x -> use_min_x: boolean "Use the minimum X value" ++ * Constraint|LimitScaleConstraint.use_minimum_y -> use_min_y: boolean "Use the minimum Y value" ++ * Constraint|LimitScaleConstraint.use_minimum_z -> use_min_z: boolean "Use the minimum Z value" ++ * Constraint|LimitScaleConstraint.limit_transform -> use_transform_limit: boolean "Transforms are affected by this constraint as well" ++ * Constraint|LockedTrackConstraint.lock -> lock_axis: enum "Axis that points upward" ++ * Constraint|LockedTrackConstraint.subtarget -> subtarget: string "NO DESCRIPTION" ++ * Constraint|LockedTrackConstraint.target -> target: pointer "Target Object" ++ * Constraint|LockedTrackConstraint.track -> track_axis: enum "Axis that points to the target object" ++ * Constraint|MaintainVolumeConstraint.axis -> free_axis: enum "The free scaling axis of the object" ++ * Constraint|MaintainVolumeConstraint.volume -> volume: float "Volume of the bone at rest" ++ * Constraint|PivotConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1" ++ * Constraint|PivotConstraint.offset -> offset: float "Offset of pivot from target (when set), or from owners location (when Fixed Position is off), or the absolute pivot point" ++ * Constraint|PivotConstraint.enabled_rotation_range -> rotation_range: enum "Rotation range on which pivoting should occur" ++ * Constraint|PivotConstraint.subtarget -> subtarget: string "NO DESCRIPTION" ++ * Constraint|PivotConstraint.target -> target: pointer "Target Object, defining the position of the pivot when defined" ++ * Constraint|PivotConstraint.use_relative_position -> use_relative_location: boolean "Offset will be an absolute point in space instead of relative to the target" ++ * Constraint|PythonConstraint.script_error -> has_script_error: boolean, "(read-only) The linked Python script has thrown an error" ++ * Constraint|PythonConstraint.number_of_targets -> target_count: int "Usually only 1-3 are needed" ++ * Constraint|PythonConstraint.targets -> targets: collection, "(read-only) Target Objects" ++ * Constraint|PythonConstraint.text -> text: pointer "The text object that contains the Python script" ++ * Constraint|PythonConstraint.use_targets -> use_targets: boolean "Use the targets indicated in the constraint panel" ++ * Constraint|RigidBodyJointConstraint.axis_x -> axis_x: float "Rotate pivot on X axis in degrees" ++ * Constraint|RigidBodyJointConstraint.axis_y -> axis_y: float "Rotate pivot on Y axis in degrees" ++ * Constraint|RigidBodyJointConstraint.axis_z -> axis_z: float "Rotate pivot on Z axis in degrees" ++ * Constraint|RigidBodyJointConstraint.child -> child: pointer "Child object" ++ * Constraint|RigidBodyJointConstraint.pivot_type -> pivot_type: enum "NO DESCRIPTION" ++ * Constraint|RigidBodyJointConstraint.pivot_x -> pivot_x: float "Offset pivot on X" ++ * Constraint|RigidBodyJointConstraint.pivot_y -> pivot_y: float "Offset pivot on Y" ++ * Constraint|RigidBodyJointConstraint.pivot_z -> pivot_z: float "Offset pivot on Z" ++ * Constraint|RigidBodyJointConstraint.draw_pivot -> show_pivot: boolean "Display the pivot point and rotation in 3D view" ++ * Constraint|RigidBodyJointConstraint.target -> target: pointer "Target Object" ++NEGATE * Constraint|RigidBodyJointConstraint.disable_linked_collision -> use_linked_collision: boolean "Disable collision between linked bodies" ++ * Constraint|ShrinkwrapConstraint.distance -> distance: float "Distance to Target" ++ * Constraint|ShrinkwrapConstraint.shrinkwrap_type -> shrinkwrap_type: enum "Selects type of shrinkwrap algorithm for target position" ++ * Constraint|ShrinkwrapConstraint.target -> target: pointer "Target Object" ++ * Constraint|ShrinkwrapConstraint.use_x -> use_x: boolean "Projection over X Axis" ++ * Constraint|ShrinkwrapConstraint.use_y -> use_y: boolean "Projection over Y Axis" ++ * Constraint|ShrinkwrapConstraint.use_z -> use_z: boolean "Projection over Z Axis" ++ * Constraint|SplineIKConstraint.chain_length -> chain_count: int "How many bones are included in the chain" ++ * Constraint|SplineIKConstraint.joint_bindings -> joint_bindings: float "(EXPERIENCED USERS ONLY) The relative positions of the joints along the chain as percentages" ++ * Constraint|SplineIKConstraint.target -> target: pointer "Curve that controls this relationship" ++ * Constraint|SplineIKConstraint.chain_offset -> use_chain_offset: boolean "Offset the entire chain relative to the root joint" ++ * Constraint|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" ++ * Constraint|SplineIKConstraint.even_divisions -> use_even_divisions: boolean "Ignore the relative lengths of the bones when fitting to the curve" ++ * Constraint|SplineIKConstraint.y_stretch -> use_y_stretch: boolean "Stretch the Y axis of the bones to fit the curve" ++ * Constraint|SplineIKConstraint.xz_scaling_mode -> xz_scale_mode: enum "Method used for determining the scaling of the X and Z axes of the bones" ++ * Constraint|StretchToConstraint.bulge -> bulge: float "Factor between volume variation and stretching" ++ * Constraint|StretchToConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1" ++ * Constraint|StretchToConstraint.keep_axis -> keep_axis: enum "Axis to maintain during stretch" ++ * Constraint|StretchToConstraint.original_length -> rest_length: float "Length at rest position" ++ * Constraint|StretchToConstraint.subtarget -> subtarget: string "NO DESCRIPTION" ++ * Constraint|StretchToConstraint.target -> target: pointer "Target Object" ++ * Constraint|StretchToConstraint.volume -> volume: enum "Maintain the objects volume as it stretches" ++ * Constraint|TrackToConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1" ++ * Constraint|TrackToConstraint.subtarget -> subtarget: string "NO DESCRIPTION" ++ * Constraint|TrackToConstraint.target -> target: pointer "Target Object" ++ * Constraint|TrackToConstraint.track -> track_axis: enum "Axis that points to the target object" ++ * Constraint|TrackToConstraint.up -> up_axis: enum "Axis that points upward" ++ * Constraint|TrackToConstraint.target_z -> use_target_z: boolean "Targets Z axis, not World Z axis, will constraint the Up direction" ++ * Constraint|TransformConstraint.from_max_x -> from_max_x: float "Top range of X axis source motion" ++ * Constraint|TransformConstraint.from_max_y -> from_max_y: float "Top range of Y axis source motion" ++ * Constraint|TransformConstraint.from_max_z -> from_max_z: float "Top range of Z axis source motion" ++ * Constraint|TransformConstraint.from_min_x -> from_min_x: float "Bottom range of X axis source motion" ++ * Constraint|TransformConstraint.from_min_y -> from_min_y: float "Bottom range of Y axis source motion" ++ * Constraint|TransformConstraint.from_min_z -> from_min_z: float "Bottom range of Z axis source motion" ++ * Constraint|TransformConstraint.map_from -> map_from: enum "The transformation type to use from the target" ++ * Constraint|TransformConstraint.map_to -> map_to: enum "The transformation type to affect of the constrained object" ++ * Constraint|TransformConstraint.map_to_x_from -> map_to_x_from: enum "The source axis constrained objects X axis uses" ++ * Constraint|TransformConstraint.map_to_y_from -> map_to_y_from: enum "The source axis constrained objects Y axis uses" ++ * Constraint|TransformConstraint.map_to_z_from -> map_to_z_from: enum "The source axis constrained objects Z axis uses" ++ * Constraint|TransformConstraint.subtarget -> subtarget: string "NO DESCRIPTION" ++ * Constraint|TransformConstraint.target -> target: pointer "Target Object" ++ * Constraint|TransformConstraint.to_max_x -> to_max_x: float "Top range of X axis destination motion" ++ * Constraint|TransformConstraint.to_max_y -> to_max_y: float "Top range of Y axis destination motion" ++ * Constraint|TransformConstraint.to_max_z -> to_max_z: float "Top range of Z axis destination motion" ++ * Constraint|TransformConstraint.to_min_x -> to_min_x: float "Bottom range of X axis destination motion" ++ * Constraint|TransformConstraint.to_min_y -> to_min_y: float "Bottom range of Y axis destination motion" ++ * Constraint|TransformConstraint.to_min_z -> to_min_z: float "Bottom range of Z axis destination motion" ++ * Constraint|TransformConstraint.extrapolate_motion -> use_motion_extrapolate: boolean "Extrapolate ranges" ++ * Context.area -> area: pointer, "(read-only)" ++ * Context.main -> main: 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)" ++ * Context.manager -> wm: pointer, "(read-only)" ++ * Controller.name -> name: string "NO DESCRIPTION" ++ * Controller.expanded -> show_expanded: boolean "Set controller expanded in the user interface" ++ * Controller.state -> states: boolean, "(read-only) Set Controller state index (1 to 30)" ++ * Controller.type -> type: enum "NO DESCRIPTION" ++ * Controller.priority -> use_priority: boolean "Mark controller for execution before all non-marked controllers (good for startup scripts)" ++ * Controller|ExpressionController.expression -> expression: string "NO DESCRIPTION" ++ * Controller|PythonController.mode -> mode: enum "Python script type (textblock or module - faster)" ++ * Controller|PythonController.module -> module: string "Module name and function to run e.g. someModule.main. Internal texts and external python files can be used" ++ * Controller|PythonController.text -> text: pointer "Text datablock with the python script" ++ * Controller|PythonController.debug -> use_debug: boolean "Continuously reload the module from disk for editing external modules without restarting" ++ * 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_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.clip -> use_clip: boolean "Force the curve view to fit a defined boundary" ++ * CurveMapping.white_level -> white_level: float "For RGB curves, the color that white is mapped to" ++ * DopeSheet.filtering_group -> filter_group: pointer "Group that included Object should be a member of" ++ * 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" ++NEGATE * DopeSheet.collapse_summary -> show_expanded_summary: boolean "Collapse summary when shown, so all other channels get hidden. (DopeSheet Editors Only)" ++ * DopeSheet.display_hidden -> show_hidden: boolean "Include channels from objects/bone that arent 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.include_missing_nla -> show_missing_nla: boolean "Include Animation Data blocks with no NLA data. (NLA Editor only)" ++ * DopeSheet.display_node -> show_nodes: boolean "Include visualization of Node related Animation data" ++ * 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.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.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" ++NEGATE * 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.matrix_original -> matrix_original: float "Duplicated object transformation matrix" ++ * DupliObject.object -> object: pointer, "(read-only) Object being duplicated" ++ * EditBone.bbone_in -> bbone_in: float "Length of first Bezier Handle (for B-Bones only)" ++ * EditBone.bbone_out -> bbone_out: float "Length of second Bezier Handle (for B-Bones only)" ++ * EditBone.bbone_segments -> bbone_segments: int "Number of subdivisions of bone (for B-Bones only)" ++ * EditBone.envelope_distance -> envelope_distance: float "Bone deformation distance (for Envelope deform only)" ++ * EditBone.envelope_weight -> envelope_weight: float "Bone deformation weight (for Envelope deform only)" ++ * EditBone.head -> head: float "Location of head end of the bone" ++ * EditBone.head_radius -> head_radius: float "Radius of head of bone (for Envelope deform only)" ++ * EditBone.hide -> hide: boolean "Bone is not visible when in Edit Mode" ++ * EditBone.hide_select -> hide_select: boolean "Bone is able to be selected" ++ * EditBone.layer -> layers: boolean "Layers bone exists in" ++ * 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.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.draw_wire -> show_wire: boolean "Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes" ++ * 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)" ++ * EditBone.connected -> use_connect: boolean "When bone has a parent, bones head is struck to the parents tail" ++ * EditBone.cyclic_offset -> use_cyclic_offset: boolean "When bone doesnt have a parent, it receives cyclic offset effects" ++ * EditBone.deform -> use_deform: boolean "Bone does not deform any geometry" ++ * EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean "When deforming bone, multiply effects of Vertex Group weights with Envelope influence" ++ * 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.local_location -> use_local_location: boolean "Bone location is set in local space" ++ * EffectorWeights.all -> all: float "All effectors weight" ++ * EffectorWeights.do_growing_hair -> apply_to_hair_growing: boolean "Use force fields when growing hair" ++ * EffectorWeights.boid -> boid: float "Boid effector weight" ++ * EffectorWeights.charge -> charge: float "Charge effector weight" ++ * EffectorWeights.curveguide -> curve_guide: float "Curve guide effector weight" ++ * EffectorWeights.drag -> drag: float "Drag effector weight" ++ * EffectorWeights.force -> force: float "Force effector weight" ++ * EffectorWeights.gravity -> gravity: float "Global gravity weight" ++ * EffectorWeights.group -> group: pointer "Limit effectors to this Group" ++ * EffectorWeights.harmonic -> harmonic: float "Harmonic effector weight" ++ * EffectorWeights.lennardjones -> lennardjones: float "Lennard-Jones effector weight" ++ * EffectorWeights.magnetic -> magnetic: float "Magnetic effector weight" ++ * EffectorWeights.texture -> texture: float "Texture effector weight" ++ * EffectorWeights.turbulence -> turbulence: float "Turbulence effector weight" ++ * EffectorWeights.vortex -> vortex: float "Vortex effector weight" ++ * EffectorWeights.wind -> wind: float "Wind effector weight" ++ * EnumPropertyItem.description -> description: string, "(read-only) Description of the items 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 maps viewpoint location" ++ * EnvironmentMap.zoom -> zoom: float "NO DESCRIPTION" ++ * Event.ascii -> ascii: string, "(read-only) Single ASCII character for this event" ++ * Event.alt -> is_pressed_alt: boolean, "(read-only) True when the Alt/Option key is held" ++ * Event.oskey -> is_pressed_cmd: boolean, "(read-only) True when the Cmd key is held" ++ * Event.ctrl -> is_pressed_ctrl: boolean, "(read-only) True when the Ctrl key is held" ++ * Event.shift -> is_pressed_shift: boolean, "(read-only) True when the Shift 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.type -> type: enum, "(read-only)" ++ * Event.value -> value: enum, "(read-only) The type of event, only applies to some" ++ * FCurve.array_index -> array_index: int "Index to the specific property affected by F-Curve if applicable" ++ * FCurve.color -> color: float "Color of the F-Curve in the Graph Editor" ++ * FCurve.color_mode -> color_mode: enum "Method used to determine color of F-Curve in Graph Editor" ++ * FCurve.data_path -> data_path: string "RNA Path to property affected by F-Curve" ++ * FCurve.driver -> driver: pointer, "(read-only) Channel Driver (only set for Driver F-Curves)" ++ * FCurve.extrapolation -> extrapolation: enum "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.enabled -> is_valid: boolean "False when F-Curve could not be evaluated in past, so should be skipped when evaluating" ++ * FCurve.keyframe_points -> keyframe_points: collection, "(read-only) User-editable keyframes" ++ * FCurve.lock -> lock: boolean "F-Curves 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" ++ * FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean "All auto-handles for F-Curve are clamped" ++ * FCurveModifiers.active -> active: pointer "Active F-Curve Modifier" ++ * FCurveSample.co -> co: float "Point coordinates" ++ * FCurveSample.select -> select: boolean "Selection status" +REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one being edited" ++ * FModifier.mute -> mute: boolean "F-Curve Modifier will not be evaluated" ++ * FModifier.expanded -> show_expanded: boolean "F-Curve Modifiers panel is expanded in UI" ++ * FModifier.type -> type: enum, "(read-only) F-Curve Modifier Type" ++NEGATE * FModifier.disabled -> use: boolean, "(read-only) F-Curve Modifier has invalid settings and will not be evaluated" ++ * 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" ++ * FModifier|FModifierCycles.after_cycles -> cycles_after: float "Maximum number of cycles to allow after last keyframe. (0 = infinite)" ++ * FModifier|FModifierCycles.before_cycles -> cycles_before: float "Maximum number of cycles to allow before first keyframe. (0 = infinite)" ++ * FModifier|FModifierCycles.after_mode -> mode_after: enum "Cycling mode to use after last keyframe" ++ * FModifier|FModifierCycles.before_mode -> mode_before: enum "Cycling mode to use before first keyframe" ++ * FModifier|FModifierEnvelope.control_points -> control_points: collection, "(read-only) Control points defining the shape of the envelope" ++ * FModifier|FModifierEnvelope.default_maximum -> default_max: float "Upper distance from Reference Value for 1:1 default influence" ++ * FModifier|FModifierEnvelope.default_minimum -> default_min: float "Lower distance from Reference Value for 1:1 default influence" ++ * FModifier|FModifierEnvelope.reference_value -> reference_value: float "Value that envelopes influence is centered around / based on" ++ * FModifier|FModifierFunctionGenerator.amplitude -> amplitude: float "Scale factor determining the maximum/minimum values" ++ * FModifier|FModifierFunctionGenerator.function_type -> function_type: enum "Type of built-in function to use" ++ * FModifier|FModifierFunctionGenerator.phase_multiplier -> phase_multiplier: float "Scale factor determining the speed of the function" ++ * FModifier|FModifierFunctionGenerator.phase_offset -> phase_offset: float "Constant factor to offset time by for function" ++ * FModifier|FModifierFunctionGenerator.additive -> use_additive: boolean "Values generated by this modifier are applied on top of the existing values instead of overwriting them" ++ * FModifier|FModifierFunctionGenerator.value_offset -> value_offset: float "Constant factor to offset values by" ++ * FModifier|FModifierGenerator.coefficients -> coefficients: float "Coefficients for x (starting from lowest power of x^0)" ++ * FModifier|FModifierGenerator.mode -> mode: enum "Type of generator to use" ++ * FModifier|FModifierGenerator.poly_order -> poly_order: int "The highest power of x for this polynomial. (number of coefficients - 1)" ++ * FModifier|FModifierGenerator.additive -> use_additive: boolean "Values generated by this modifier are applied on top of the existing values instead of overwriting them" ++ * FModifier|FModifierLimits.maximum_x -> max_x: float "Highest X value to allow" ++ * FModifier|FModifierLimits.maximum_y -> max_y: float "Highest Y value to allow" ++ * FModifier|FModifierLimits.minimum_x -> min_x: float "Lowest X value to allow" ++ * FModifier|FModifierLimits.minimum_y -> min_y: float "Lowest Y value to allow" ++ * FModifier|FModifierLimits.use_maximum_x -> use_max_x: boolean "Use the maximum X value" ++ * FModifier|FModifierLimits.use_maximum_y -> use_max_y: boolean "Use the maximum Y value" ++ * FModifier|FModifierLimits.use_minimum_x -> use_min_x: boolean "Use the minimum X value" ++ * FModifier|FModifierLimits.use_minimum_y -> use_min_y: boolean "Use the minimum Y value" ++ * FModifier|FModifierNoise.modification -> blend_type: enum "Method of modifying the existing F-Curve" ++ * FModifier|FModifierNoise.depth -> depth: int "Amount of fine level detail present in the noise" ++ * FModifier|FModifierNoise.phase -> phase: float "A random seed for the noise effect" ++ * FModifier|FModifierNoise.size -> scale: float "Scaling (in time) of the noise" ++ * FModifier|FModifierNoise.strength -> strength: float "Amplitude of the noise - the amount that it modifies the underlying curve" ++ * FModifier|FModifierStepped.frame_end -> frame_end: float "Frame that modifiers influence ends (if applicable)" ++ * FModifier|FModifierStepped.offset -> frame_offset: float "Reference number of frames before frames get held. Use to get hold for 1-3 vs 5-7 holding patterns" ++ * FModifier|FModifierStepped.frame_start -> frame_start: float "Frame that modifiers influence starts (if applicable)" ++ * FModifier|FModifierStepped.step_size -> frame_step: float "Number of frames to hold each value" ++ * FModifier|FModifierStepped.use_frame_end -> use_frame_end: boolean "Restrict modifier to only act before its end frame" ++ * FModifier|FModifierStepped.use_frame_start -> use_frame_start: boolean "Restrict modifier to only act after its start frame" ++ * FieldSettings.do_location -> apply_to_location: boolean "Effect particles location" ++ * FieldSettings.do_rotation -> apply_to_rotation: boolean "Effect particles dynamic rotation" ++ * FieldSettings.maximum_distance -> distance_max: float "Maximum distance for the field to work" ++ * FieldSettings.minimum_distance -> distance_min: float "Minimum distance for the fields fall-off" ++ * FieldSettings.falloff_power -> falloff_power: float "Falloff power (real gravitational falloff = 2)" ++ * FieldSettings.falloff_type -> falloff_type: enum "Fall-off shape" ++ * FieldSettings.flow -> flow: float "Convert effector force into air flow velocity" ++ * FieldSettings.guide_clump_amount -> guide_clump_amount: float "Amount of clumping" ++ * FieldSettings.guide_clump_shape -> guide_clump_shape: float "Shape of clumping" ++ * FieldSettings.guide_free -> guide_free: float "Guide-free time from particle lifes end" ++ * FieldSettings.guide_kink_amplitude -> guide_kink_amplitude: float "The amplitude of the offset" ++ * FieldSettings.guide_kink_axis -> guide_kink_axis: enum "Which axis to use for offset" ++ * FieldSettings.guide_kink_frequency -> guide_kink_frequency: float "The frequency of the offset (1/total length)" ++ * FieldSettings.guide_kink_shape -> guide_kink_shape: float "Adjust the offset to the beginning/end" ++ * FieldSettings.guide_kink_type -> guide_kink_type: enum "Type of periodic offset on the curve" ++ * FieldSettings.guide_minimum -> guide_minimum: float "The distance from which particles are affected fully" ++ * FieldSettings.harmonic_damping -> harmonic_damping: float "Damping of the harmonic force" ++ * FieldSettings.inflow -> inflow: float "Inwards component of the vortex force" ++ * FieldSettings.linear_drag -> linear_drag: float "Drag component proportional to velocity" ++ * FieldSettings.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 fields fall-off" ++ * FieldSettings.rest_length -> rest_length: float "Rest length of the harmonic force" ++ * FieldSettings.seed -> seed: int "Seed of the noise" ++ * FieldSettings.shape -> shape: enum "Which direction is used to calculate the effector force" ++ * FieldSettings.size -> size: float "Size of the noise" ++ * FieldSettings.strength -> strength: float "Strength of force field" ++ * FieldSettings.texture -> texture: pointer "Texture to use as force" ++ * FieldSettings.texture_mode -> texture_mode: enum "How the texture effect is calculated (RGB & Curl need a RGB texture else Gradient will be used instead)" ++ * FieldSettings.texture_nabla -> texture_nabla: float "Defines size of derivative offset used for calculating gradient and curl" ++ * FieldSettings.type -> type: enum "Type of field" ++ * FieldSettings.force_2d -> use_2d_force: boolean "Apply force only in 2d" ++ * FieldSettings.do_absorption -> use_absorption: boolean "Force gets absorbed by collision objects" ++ * FieldSettings.global_coordinates -> use_global_coords: boolean "Use effector/global coordinates for turbulence" ++ * FieldSettings.guide_path_add -> use_guide_path_add: boolean "Based on distance/falloff it adds a portion of the entire path" ++ * FieldSettings.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 fields fall-off" ++ * FieldSettings.multiple_springs -> use_multiple_springs: boolean "Every point is effected by multiple springs" ++ * FieldSettings.use_coordinates -> use_object_coords: boolean "Use object/global coordinates for texture" ++ * 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 fields fall-off" ++ * FieldSettings.root_coordinates -> use_root_coords: boolean "Texture coordinates from root particle locations" ++ * FieldSettings.z_direction -> z_direction: enum "Effect in full or only positive/negative Z direction" ++ * FileSelectParams.directory -> directory: string "Directory displayed in the file browser" ++ * FileSelectParams.display -> display: enum "Display mode for the file list" ++ * FileSelectParams.file -> filename: string "Active file in the file browser" ++NEGATE * FileSelectParams.hide_dot -> show_hidden: boolean "Hide hidden dot files" ++ * FileSelectParams.sort -> sort_method: enum "NO DESCRIPTION" ++ * FileSelectParams.title -> title: string, "(read-only) Title for the file browser" ++ * FileSelectParams.do_filter -> use_filter: boolean "Enable filtering of files" ++ * FileSelectParams.filter_blender -> use_filter_blender: boolean "Show .blend files" ++ * FileSelectParams.filter_folder -> use_filter_folder: boolean "Show folders" ++ * FileSelectParams.filter_font -> use_filter_font: boolean "Show font files" ++ * FileSelectParams.filter_image -> use_filter_image: boolean "Show image files" ++ * FileSelectParams.filter_movie -> use_filter_movie: boolean "Show movie files" ++ * FileSelectParams.filter_script -> use_filter_script: boolean "Show script files" ++ * FileSelectParams.filter_sound -> use_filter_sound: boolean "Show sound files" ++ * FileSelectParams.filter_text -> use_filter_text: boolean "Show text files" ++ * FluidSettings.type -> type: enum "Type of participation in the fluid simulation" ++ * FluidSettings|ControlFluidSettings.attraction_radius -> attraction_radius: float "Specifies the force field radius around the control object" ++ * FluidSettings|ControlFluidSettings.attraction_strength -> attraction_strength: float "Force strength for directional attraction towards the control object" ++ * FluidSettings|ControlFluidSettings.end_time -> end_time: float "Specifies time when the control particles are deactivated" ++ * FluidSettings|ControlFluidSettings.quality -> quality: float "Specifies the quality which is used for object sampling. (higher = better but slower)" ++ * FluidSettings|ControlFluidSettings.start_time -> start_time: float "Specifies time when the control particles are activated" ++ * FluidSettings|ControlFluidSettings.active -> use: boolean "Object contributes to the fluid simulation" ++ * FluidSettings|ControlFluidSettings.reverse_frames -> use_reverse_frames: boolean "Reverse control object movement" ++ * FluidSettings|ControlFluidSettings.velocity_radius -> velocity_radius: float "Specifies the force field radius around the control object" ++ * FluidSettings|ControlFluidSettings.velocity_strength -> velocity_strength: float "Force strength of how much of the control objects velocity is influencing the fluid velocity" ++ * FluidSettings|DomainFluidSettings.compressibility -> compressibility: float "Allowed compressibility due to gravitational force for standing fluid. (directly affects simulation step size)" ++ * FluidSettings|DomainFluidSettings.end_time -> end_time: float "Simulation time of the last blender frame" ++ * FluidSettings|DomainFluidSettings.path -> filepath: string "Directory (and/or filename prefix) to store baked fluid simulation files in" ++ * FluidSettings|DomainFluidSettings.generate_particles -> generate_particles: float "Amount of particles to generate (0=off, 1=normal, >1=more)" ++ * FluidSettings|DomainFluidSettings.gravity -> gravity: float "Gravity in X, Y and Z direction" ++ * FluidSettings|DomainFluidSettings.grid_levels -> grid_levels: int "Number of coarsened grids to use (-1 for automatic)" ++ * FluidSettings|DomainFluidSettings.memory_estimate -> memory_estimate: string, "(read-only) Estimated amount of memory needed for baking the domain" ++ * FluidSettings|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" ++ * FluidSettings|DomainFluidSettings.preview_resolution -> preview_resolution: int "Preview resolution in X,Y and Z direction" ++ * FluidSettings|DomainFluidSettings.render_display_mode -> render_display_mode: enum "How to display the mesh for rendering" ++ * FluidSettings|DomainFluidSettings.resolution -> resolution: int "Domain resolution in X,Y and Z direction" ++ * FluidSettings|DomainFluidSettings.real_world_size -> size_worldspace: float "Size of the simulation domain in metres" ++ * FluidSettings|DomainFluidSettings.slip_type -> slip_type: enum "NO DESCRIPTION" ++ * FluidSettings|DomainFluidSettings.start_time -> start_time: float "Simulation time of the first blender frame" ++ * FluidSettings|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" ++ * FluidSettings|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!" ++ * FluidSettings|DomainFluidSettings.tracer_particles -> tracer_particles: int "Number of tracer particles to generate" ++ * FluidSettings|DomainFluidSettings.reverse_frames -> use_reverse_frames: boolean "Reverse fluid frames" ++ * FluidSettings|DomainFluidSettings.generate_speed_vectors -> use_speed_vectors: boolean "Generate speed vectors for vector blur" ++ * FluidSettings|DomainFluidSettings.override_time -> use_time_override: boolean "Use a custom start and end time (in seconds) instead of the scenes timeline" ++ * FluidSettings|DomainFluidSettings.viewport_display_mode -> viewport_display_mode: enum "How to display the mesh in the viewport" ++ * FluidSettings|DomainFluidSettings.viscosity_base -> viscosity_base: float "Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)" ++ * FluidSettings|DomainFluidSettings.viscosity_exponent -> viscosity_exponent: int "Negative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6.)" ++ * FluidSettings|DomainFluidSettings.viscosity_preset -> viscosity_preset: enum "Set viscosity of the fluid to a preset value, or use manual input" ++ * FluidSettings|FluidFluidSettings.initial_velocity -> initial_velocity: float "Initial velocity of fluid" ++ * FluidSettings|FluidFluidSettings.active -> use: boolean "Object contributes to the fluid simulation" ++ * FluidSettings|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" ++ * FluidSettings|FluidFluidSettings.volume_initialization -> volume_initialization: enum "Volume initialization type" ++ * FluidSettings|InflowFluidSettings.inflow_velocity -> inflow_velocity: float "Initial velocity of fluid" ++ * FluidSettings|InflowFluidSettings.active -> use: boolean "Object contributes to the fluid simulation" ++ * FluidSettings|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" ++ * FluidSettings|InflowFluidSettings.local_coordinates -> use_local_coords: boolean "Use local coordinates for inflow. (e.g. for rotating objects)" ++ * FluidSettings|InflowFluidSettings.volume_initialization -> volume_initialization: enum "Volume initialization type" ++ * FluidSettings|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" ++ * FluidSettings|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" ++ * FluidSettings|ObstacleFluidSettings.slip_type -> slip_type: enum "NO DESCRIPTION" ++ * FluidSettings|ObstacleFluidSettings.active -> use: boolean "Object contributes to the fluid simulation" ++ * FluidSettings|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" ++ * FluidSettings|ObstacleFluidSettings.volume_initialization -> volume_initialization: enum "Volume initialization type" ++ * FluidSettings|OutflowFluidSettings.active -> use: boolean "Object contributes to the fluid simulation" ++ * FluidSettings|OutflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean "Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it" ++ * FluidSettings|OutflowFluidSettings.volume_initialization -> volume_initialization: enum "Volume initialization type" ++ * FluidSettings|ParticleFluidSettings.alpha_influence -> alpha_influence: float "Amount of particle alpha change, inverse of size influence: 0=off (all same alpha), 1=full. (large particles get lower alphas, smaller ones higher values)" ++ * FluidSettings|ParticleFluidSettings.path -> filepath: string "Directory (and/or filename prefix) to store and load particles from" ++ * FluidSettings|ParticleFluidSettings.particle_influence -> particle_influence: float "Amount of particle size scaling: 0=off (all same size), 1=full (range 0.2-2.0), >1=stronger" ++ * FluidSettings|ParticleFluidSettings.tracer -> show_tracer: boolean "Show tracer particles" ++ * FluidSettings|ParticleFluidSettings.drops -> use_drops: boolean "Show drop particles" ++ * FluidSettings|ParticleFluidSettings.floats -> use_floats: boolean "Show floating foam particles" ++ * Function.description -> description: string, "(read-only) Description of the Functions purpose" ++ * Function.identifier -> identifier: string, "(read-only) Unique name used in the code and scripting" ++ * 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" ++ * Function.parameters -> parameters: collection, "(read-only) Parameters for the function" ++ * 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.opacity -> alpha: float "Layer Opacity" ++ * GPencilLayer.color -> color: float "Color for all strokes in this layer" ++ * GPencilLayer.frames -> frames: collection, "(read-only) Sketches for this layer on different frames" ++ * GPencilLayer.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.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.frame_lock -> lock_frame: boolean "Lock current frame displayed by layer" ++ * 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" ++ * GameObjectSettings.actuators -> actuators: collection, "(read-only) Game engine actuators to act on events" ++ * GameObjectSettings.collision_bounds -> collision_bounds_type: enum "Selects the collision type" ++ * GameObjectSettings.collision_margin -> collision_margin: float "Extra margin around object for collision detection, small amount required for stability" ++ * GameObjectSettings.controllers -> controllers: collection, "(read-only) Game engine controllers to process events, connecting sensor to actuators" ++ * GameObjectSettings.damping -> damping: float "General movement damping" ++ * GameObjectSettings.form_factor -> form_factor: float "Form factor scales the inertia tensor" ++ * GameObjectSettings.friction_coefficients -> friction_coefficients: float "Relative friction coefficient in the in the X, Y and Z directions, when anisotropic friction is enabled" ++ * GameObjectSettings.lock_x_axis -> lock_location_x: boolean "Disable simulation of linear motion along the X axis" ++ * GameObjectSettings.lock_y_axis -> lock_location_y: boolean "Disable simulation of linear motion along the Y axis" ++ * GameObjectSettings.lock_z_axis -> lock_location_z: boolean "Disable simulation of linear motion along the Z axis" ++ * GameObjectSettings.lock_x_rot_axis -> lock_rotation_x: boolean "Disable simulation of angular motion along the X axis" ++ * GameObjectSettings.lock_y_rot_axis -> lock_rotation_y: boolean "Disable simulation of angular motion along the Y 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.physics_type -> physics_type: enum "Selects the type of physical representation" ++ * GameObjectSettings.properties -> properties: collection, "(read-only) Game engine properties" ++ * GameObjectSettings.radius -> radius: float "Radius of bounding sphere and material physics" ++ * GameObjectSettings.rotation_damping -> rotation_damping: float "General rotation damping" ++ * GameObjectSettings.sensors -> sensors: collection, "(read-only) Game engine sensor to detect events" ++ * GameObjectSettings.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.debug_state -> show_debug_state: boolean "Print state debug info in the game engine" ++ * 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.initial_state -> states_initial: boolean "Initial state when the game starts" ++ * 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" ++ * GameObjectSettings.use_activity_culling -> use_activity_culling: boolean "Disable simulation of angular motion along the Z axis" ++ * GameObjectSettings.actor -> use_actor: boolean "Object is detected by the Near and Radar sensor" ++ * GameObjectSettings.all_states -> use_all_states: boolean "Set all state bits" ++ * GameObjectSettings.anisotropic_friction -> use_anisotropic_friction: boolean "Enable anisotropic friction" ++ * GameObjectSettings.use_collision_bounds -> use_collision_bounds: boolean "Specify a collision bounds type other than the default" ++ * GameObjectSettings.collision_compound -> use_collision_compound: boolean "Add children to form a compound collision object" ++ * GameObjectSettings.ghost -> use_ghost: boolean "Object does not restitute collisions, like a ghost" ++ * GameObjectSettings.material_physics -> use_material_physics: boolean "Use physics settings in materials" ++ * GameObjectSettings.rotate_from_normal -> use_rotate_from_normal: boolean "Use face normal to rotate object, so that it points away from the surface" ++NEGATE * GameObjectSettings.no_sleeping -> use_sleep: boolean "Disable auto (de)activation in physics simulation" ++ * 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)" ++ * GameProperty.name -> name: string "Available as GameObject attributes in the game engines python API" ++ * GameProperty.debug -> show_debug: boolean "Print debug information for this property" ++ * GameProperty.type -> type: enum "NO DESCRIPTION" ++ * GameProperty|GameBooleanProperty.value -> value: boolean "Property value" ++ * GameProperty|GameFloatProperty.value -> value: float "Property value" ++ * GameProperty|GameIntProperty.value -> value: int "Property value" ++ * GameProperty|GameStringProperty.value -> value: string "Property value" ++ * GameProperty|GameTimerProperty.value -> value: float "Property value" ++ * GameSoftBodySettings.cluster_iterations -> cluster_iterations: int "Specify the number of cluster iterations" ++ * GameSoftBodySettings.margin -> collision_margin: float "Collision margin for soft body. Small value makes the algorithm unstable" ++ * GameSoftBodySettings.dynamic_friction -> dynamic_friction: float "Dynamic Friction" ++ * GameSoftBodySettings.linstiff -> linear_stiffness: float "Linear stiffness of the soft body links" ++ * GameSoftBodySettings.position_iterations -> location_iterations: int "Position solver iterations" ++ * GameSoftBodySettings.threshold -> shape_threshold: float "Shape matching threshold" ++ * GameSoftBodySettings.bending_const -> use_bending_constraints: boolean "Enable bending constraints" ++ * GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean "Enable cluster collision between soft and rigid body" ++ * GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody: boolean "Enable cluster collision between soft and soft body" ++ * GameSoftBodySettings.shape_match -> use_shape_match: boolean "Enable soft body shape matching goal" ++ * 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)" ++ * 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" ++ * 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.fake_user -> use_fake_user: boolean "Saves this datablock even if it has no users" ++ * 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" ++ * IDPropertyGroup|NetRenderJob.name -> name: string "NO DESCRIPTION" ++ * IDPropertyGroup|NetRenderSettings.active_blacklisted_slave_index -> active_blacklisted_slave_index: int "NO DESCRIPTION" ++ * IDPropertyGroup|NetRenderSettings.active_job_index -> active_job_index: int "NO DESCRIPTION" ++ * IDPropertyGroup|NetRenderSettings.active_slave_index -> active_slave_index: int "NO DESCRIPTION" ++ * IDPropertyGroup|NetRenderSettings.chunks -> chunks: int "Number of frame to dispatch to each slave in one chunk" ++ * IDPropertyGroup|NetRenderSettings.job_category -> job_category: string "Category of the job" ++ * IDPropertyGroup|NetRenderSettings.job_id -> job_id: string "id of the last sent render job" ++ * IDPropertyGroup|NetRenderSettings.job_name -> job_name: string "Name of the job" ++ * IDPropertyGroup|NetRenderSettings.jobs -> jobs: collection, "(read-only)" ++ * IDPropertyGroup|NetRenderSettings.mode -> mode: enum "Mode of operation of this instance" ++ * IDPropertyGroup|NetRenderSettings.path -> path: string "Path for temporary files" ++ * IDPropertyGroup|NetRenderSettings.priority -> priority: int "Priority of the job" ++ * IDPropertyGroup|NetRenderSettings.server_address -> server_address: string "IP or name of the master render server" ++ * IDPropertyGroup|NetRenderSettings.server_port -> server_port: int "port of the master render server" ++ * IDPropertyGroup|NetRenderSettings.slaves -> slaves: collection, "(read-only)" ++ * IDPropertyGroup|NetRenderSettings.slaves_blacklist -> slaves_blacklist: collection, "(read-only)" ++ * IDPropertyGroup|NetRenderSettings.master_broadcast -> use_master_broadcast: boolean "broadcast master server address on local network" ++ * IDPropertyGroup|NetRenderSettings.master_clear -> use_master_clear: boolean "delete saved files on exit" ++ * IDPropertyGroup|NetRenderSettings.slave_clear -> use_slave_clear: boolean "delete downloaded files on exit" ++ * IDPropertyGroup|NetRenderSettings.slave_outputlog -> use_slave_output_log: boolean "Output render text log to console as well as sending it to the master" ++ * IDPropertyGroup|NetRenderSettings.slave_thumb -> use_slave_thumb: boolean "Generate thumbnails on slaves instead of master" ++ * IDPropertyGroup|NetRenderSlave.name -> name: string "NO DESCRIPTION" ++ * IDPropertyGroup|OperatorFileListElement.name -> name: string "the name of a file or directory within a file list" ++ * IDPropertyGroup|OperatorMousePath.loc -> loc: float "Mouse location" ++ * IDPropertyGroup|OperatorMousePath.time -> time: float "Time of mouse location" ++ * IDPropertyGroup|OperatorStrokeElement.location -> location: float "NO DESCRIPTION" ++ * IDPropertyGroup|OperatorStrokeElement.mouse -> mouse: float "NO DESCRIPTION" ++ * IDPropertyGroup|OperatorStrokeElement.pen_flip -> pen_flip: boolean "NO DESCRIPTION" ++ * IDPropertyGroup|OperatorStrokeElement.pressure -> pressure: float "Tablet pressure" ++ * IDPropertyGroup|OperatorStrokeElement.time -> time: float "NO DESCRIPTION" ++ * IDPropertyGroup|PoseTemplate.name -> name: string "NO DESCRIPTION" ++ * IDPropertyGroup|PoseTemplateSettings.active_template_index -> active_template_index: int "NO DESCRIPTION" ++ * IDPropertyGroup|PoseTemplateSettings.templates -> templates: collection, "(read-only)" ++ * IDPropertyGroup|PoseTemplateSettings.generate_def_rig -> use_generate_deform_rig: boolean "Create a copy of the metarig, constrainted by the generated rig" ++ * ID|Action.fcurves -> fcurves: collection, "(read-only) The individual F-Curves that make up the Action" ++ * ID|Action.groups -> groups: collection, "(read-only) Convenient groupings of F-Curves" ++ * ID|Action.pose_markers -> pose_markers: collection, "(read-only) Markers specific to this Action, for labeling poses" ++ * ID|Armature.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" ++ * ID|Armature.bones -> bones: collection, "(read-only)" ++ * ID|Armature.drawtype -> draw_type: enum "NO DESCRIPTION" ++ * ID|Armature.edit_bones -> edit_bones: collection, "(read-only)" ++ * ID|Armature.ghost_frame_end -> ghost_frame_end: int "End frame of range of Ghosts to display (not for Around Current Frame Onion-skinning method)" ++ * ID|Armature.ghost_frame_start -> ghost_frame_start: int "Starting frame of range of Ghosts to display (not for Around Current Frame Onion-skinning method)" ++ * ID|Armature.ghost_size -> ghost_size: int "Frame step for Ghosts (not for On Keyframes Onion-skinning method)" ++ * ID|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)" ++ * ID|Armature.ghost_type -> ghost_type: enum "Method of Onion-skinning for active Action" ++ * ID|Armature.layer -> layers: boolean "Armature layer visibility" ++ * ID|Armature.layer_protection -> layers_protected: boolean "Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo" ++ * ID|Armature.pose_position -> pose_position: enum "Show armature in binding pose or final posed state" ++ * ID|Armature.draw_axes -> show_axes: boolean "Draw bone axes" ++ * ID|Armature.draw_custom_bone_shapes -> show_bone_custom_shapes: boolean "Draw bones with their custom shapes" ++ * ID|Armature.draw_group_colors -> show_group_colors: boolean "Draw bone group colors" ++ * ID|Armature.draw_names -> show_names: boolean "Draw bone names" ++ * ID|Armature.ghost_only_selected -> show_only_ghost_selected: boolean "NO DESCRIPTION" ++ * ID|Armature.auto_ik -> use_auto_ik: boolean "Add temporaral IK constraints while grabbing bones in Pose Mode" ++ * ID|Armature.delay_deform -> use_deform_delay: boolean "Dont deform children when manipulating bones in Pose Mode" ++ * ID|Armature.deform_envelope -> use_deform_envelopes: boolean "Enable Bone Envelopes when defining deform" ++ * ID|Armature.deform_quaternion -> use_deform_preserve_volume: boolean "Deform rotation interpolation with quaternions" ++ * ID|Armature.deform_vertexgroups -> use_deform_vertex_groups: boolean "Enable Vertex Groups when defining deform" ++ * ID|Armature.x_axis_mirror -> use_mirror_x: boolean "Apply changes to matching bone on opposite side of X-Axis" ++ * ID|Brush.autosmooth_factor -> autosmooth_factor: float "Amount of smoothing to automatically apply to each stroke" ++ * ID|Brush.blend -> blend: enum "Brush blending mode" ++ * ID|Brush.clone_alpha -> clone_alpha: float "Opacity of clone image display" ++ * ID|Brush.clone_image -> clone_image: pointer "Image for clone tool" ++ * ID|Brush.clone_offset -> clone_offset: float "NO DESCRIPTION" ++ * ID|Brush.color -> color: float "NO DESCRIPTION" ++ * ID|Brush.crease_pinch_factor -> crease_pinch_factor: float "How much the crease brush pinches" ++ * ID|Brush.add_col -> cursor_color_add: float "Color of cursor when adding" ++ * ID|Brush.sub_col -> cursor_color_subtract: float "Color of cursor when subtracting" ++ * ID|Brush.curve -> curve: pointer, "(read-only) Editable falloff curve" ++ * ID|Brush.direction -> direction: enum "Mapping type to use for this image in the game engine" ++ * ID|Brush.icon_filepath -> icon_filepath: string "File path to brush icon" ++ * ID|Brush.imagepaint_tool -> imagepaint_tool: enum "NO DESCRIPTION" ++ * ID|Brush.jitter -> jitter: float "Jitter the position of the brush while painting" ++ * ID|Brush.normal_weight -> normal_weight: float "How much grab will pull vertexes out of surface during a grab" ++ * ID|Brush.plane_offset -> plane_offset: float "Adjusts plane on which the brush acts towards or away from the object surface" ++ * ID|Brush.plane_trim -> plane_trim: float "If a vertex is further from offset plane than this then it is not affected" ++ * ID|Brush.rate -> rate: float "Interval between paints for Airbrush" ++ * ID|Brush.sculpt_plane -> sculpt_plane: enum "NO DESCRIPTION" ++ * ID|Brush.sculpt_tool -> sculpt_tool: enum "NO DESCRIPTION" ++ * ID|Brush.size -> size: int "Diameter of the brush" ++ * ID|Brush.smooth_stroke_factor -> smooth_stroke_factor: float "Higher values give a smoother stroke" ++ * ID|Brush.smooth_stroke_radius -> smooth_stroke_radius: int "Minimum distance from last point before stroke continues" ++ * ID|Brush.spacing -> spacing: float "Spacing between brush stamps" ++ * ID|Brush.strength -> strength: float "The amount of pressure on the brush" ++ * ID|Brush.stroke_method -> stroke_method: enum "NO DESCRIPTION" ++ * ID|Brush.texture -> texture: pointer "NO DESCRIPTION" ++ * ID|Brush.texture_angle_source -> texture_angle_source: enum "NO DESCRIPTION" +ODD NAME CHANGE IT? * ID|Brush.texture_angle_source_no_random -> texture_angle_source_no_random: enum "NO DESCRIPTION" ++ * ID|Brush.texture_overlay_alpha -> texture_overlay_alpha: int "NO DESCRIPTION" ++ * ID|Brush.texture_sample_bias -> texture_sample_bias: float "Value added to texture samples" ++ * ID|Brush.texture_slot -> texture_slot: pointer, "(read-only)" ++ * ID|Brush.unprojected_radius -> unprojected_radius: float "Radius of brush in Blender units" ++ * ID|Brush.use_accumulate -> use_accumulate: boolean "Accumulate stroke dabs on top of each other" ++ * ID|Brush.use_adaptive_space -> use_adaptive_space: boolean "Space daubs according to surface orientation instead of screen space" ++ * ID|Brush.use_airbrush -> use_airbrush: boolean "Keep applying paint effect while holding mouse (spray)" ++ * ID|Brush.use_alpha -> use_alpha: boolean "When this is disabled, lock alpha while painting" ++ * ID|Brush.use_anchor -> use_anchor: boolean "Keep the brush anchored to the initial location" ++ * ID|Brush.use_custom_icon -> use_custom_icon: boolean "Set the brush icon from an image file" ++ * ID|Brush.edge_to_edge -> use_edge_to_edge: boolean "Drag anchor brush from edge-to-edge" ++ * ID|Brush.use_frontface -> use_frontface: boolean "Brush only affects vertexes that face the viewer" ++ * ID|Brush.use_inverse_smooth_pressure -> use_inverse_smooth_pressure: boolean "Lighter pressure causes more smoothing to be applied" ++ * ID|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" ++ * ID|Brush.use_offset_pressure -> use_offset_pressure: boolean "Enable tablet pressure sensitivity for offset" ++ * ID|Brush.use_original_normal -> use_original_normal: boolean "When locked keep using normal of surface where stroke was initiated" ++ * ID|Brush.use_paint_sculpt -> use_paint_sculpt: boolean "Use this brush in sculpt mode" ++ * ID|Brush.use_paint_texture -> use_paint_texture: boolean "Use this brush in texture paint mode" ++ * ID|Brush.use_paint_vertex -> use_paint_vertex: boolean "Use this brush in vertex paint mode" ++ * ID|Brush.use_paint_weight -> use_paint_weight: boolean "Use this brush in weight paint mode" ++ * ID|Brush.use_persistent -> use_persistent: boolean "Sculpts on a persistent layer of the mesh" ++ * ID|Brush.use_plane_trim -> use_plane_trim: boolean "Enable Plane Trim" ++ * ID|Brush.use_jitter_pressure -> use_pressure_jitter: boolean "Enable tablet pressure sensitivity for jitter" ++ * ID|Brush.use_size_pressure -> use_pressure_size: boolean "Enable tablet pressure sensitivity for size" ++ * ID|Brush.use_spacing_pressure -> use_pressure_spacing: boolean "Enable tablet pressure sensitivity for spacing" ++ * ID|Brush.use_strength_pressure -> use_pressure_strength: boolean "Enable tablet pressure sensitivity for strength" ++ * ID|Brush.use_rake -> use_rake: boolean "Rotate the brush texture to match the stroke direction" ++ * ID|Brush.use_random_rotation -> use_random_rotation: boolean "Rotate the brush texture at random" ++ * ID|Brush.restore_mesh -> use_restore_mesh: boolean "Allows a single dot to be carefully positioned" ++ * ID|Brush.use_smooth_stroke -> use_smooth_stroke: boolean "Brush lags behind mouse and follows a smoother path" ++ * ID|Brush.use_space -> use_space: boolean "Limit brush application to the distance specified by spacing" ++ * ID|Brush.use_space_atten -> use_space_atten: boolean "Automatically adjusts strength to give consistent results for different spacings" ++ * ID|Brush.use_texture_overlay -> use_texture_overlay: boolean "Show texture in viewport" ++ * ID|Brush.use_wrap -> use_wrap: boolean "Enable torus wrapping while painting" ++ * ID|Brush.vertexpaint_tool -> vertexpaint_tool: enum "NO DESCRIPTION" ++ * ID|Camera.angle -> angle: float "Perspective Camera lens field of view in degrees" ++ * ID|Camera.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" ++ * ID|Camera.clip_end -> clip_end: float "Camera far clipping distance" ++ * ID|Camera.clip_start -> clip_start: float "Camera near clipping distance" ++ * ID|Camera.dof_distance -> dof_distance: float "Distance to the focus point for depth of field" ++ * ID|Camera.dof_object -> dof_object: pointer "Use this object to define the depth of field focal point" ++ * ID|Camera.draw_size -> draw_size: float "Apparent size of the Camera object in the 3D View" ++ * ID|Camera.lens -> lens: float "Perspective Camera lens value in millimeters" ++ * ID|Camera.lens_unit -> lens_unit: enum "Unit to edit lens in for the user interface" ++ * ID|Camera.ortho_scale -> ortho_scale: float "Orthographic Camera scale (similar to zoom)" ++ * ID|Camera.passepartout_alpha -> passepartout_alpha: float "Opacity (alpha) of the darkened overlay in Camera view" ++ * ID|Camera.shift_x -> shift_x: float "Perspective Camera horizontal shift" ++ * ID|Camera.shift_y -> shift_y: float "Perspective Camera vertical shift" ++ * ID|Camera.show_limits -> show_limits: boolean "Draw the clipping range and focus point on the camera" ++ * ID|Camera.show_mist -> show_mist: boolean "Draw a line from the Camera to indicate the mist area" ++ * ID|Camera.show_name -> show_name: boolean "Show the active Cameras name in Camera view" ++ * ID|Camera.show_passepartout -> show_passepartout: boolean "Show a darkened overlay outside the image area in Camera view" ++ * ID|Camera.show_title_safe -> show_title_safe: boolean "Show indicators for the title safe zone in Camera view" ++ * ID|Camera.type -> type: enum "Camera types" ++ * ID|Camera.panorama -> use_panorama: boolean "Render the scene with a cylindrical camera for pseudo-fisheye lens effects" ++ * ID|Curve.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" ++ * ID|Curve.bevel_depth -> bevel_depth: float "Bevel depth when not using a bevel object" ++ * ID|Curve.bevel_object -> bevel_object: pointer "Curve object name that defines the bevel shape" ++ * ID|Curve.bevel_resolution -> bevel_resolution: int "Bevel resolution when depth is non-zero and no specific bevel object has been defined" ++ * ID|Curve.dimensions -> dimensions: enum "Select 2D or 3D curve type" ++ * ID|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" ++ * ID|Curve.extrude -> extrude: float "Amount of curve extrusion when not using a bevel object" ++ * ID|Curve.materials -> materials: collection, "(read-only)" ++ * ID|Curve.width -> offset: float "Scale the original width (1.0) based on given factor" ++ * ID|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" ++ * ID|Curve.render_resolution_u -> render_resolution_u: int "Surface resolution in U direction used while rendering. Zero skips this property" ++ * ID|Curve.render_resolution_v -> render_resolution_v: int "Surface resolution in V direction used while rendering. Zero skips this property" ++ * ID|Curve.resolution_u -> resolution_u: int "Surface resolution in U direction" ++ * ID|Curve.resolution_v -> resolution_v: int "Surface resolution in V direction" ++ * ID|Curve.shape_keys -> shape_keys: pointer, "(read-only)" ++ * ID|Curve.draw_handles -> show_handles: boolean "Display bezier handles in editmode" ++ * ID|Curve.draw_normals -> show_normals: boolean "Display 3D curve normals in editmode" ++ * ID|Curve.splines -> splines: collection, "(read-only) Collection of splines in this curve data object" ++ * ID|Curve.taper_object -> taper_object: pointer "Curve object name that defines the taper (width)" ++ * ID|Curve.texspace_location -> texspace_location: float "Texture space location" ++ * ID|Curve.texspace_size -> texspace_size: float "Texture space size" ++ * ID|Curve.twist_mode -> twist_mode: enum "The type of tilt calculation for 3D Curves" ++ * ID|Curve.twist_smooth -> twist_smooth: float "Smoothing iteration for tangents" ++ * ID|Curve.auto_texspace -> use_auto_texspace: boolean "Adjusts active objects texture space automatically when transforming object" ++ * ID|Curve.use_deform_bounds -> use_deform_bounds: boolean "Use the mesh bounds to clamp the deformation" ++ * ID|Curve.back -> use_fill_back: boolean "Draw filled back for extruded/beveled curves" ++ * ID|Curve.use_deform_fill -> use_fill_deform: boolean "Fill curve after applying deformation" ++ * ID|Curve.front -> use_fill_front: boolean "Draw filled front for extruded/beveled curves" ++ * ID|Curve.map_along_length -> use_map_along_length: boolean "Generate texture mapping coordinates following the curve direction, rather than the local bounding box" ++ * ID|Curve.use_path -> use_path: boolean "Enable the curve to become a translation path" ++ * ID|Curve.use_path_follow -> use_path_follow: boolean "Make curve path children to rotate along the path" ++ * ID|Curve.use_radius -> use_radius: boolean "Option for paths: apply the curve radius with path following it and deforming" ++ * ID|Curve.use_stretch -> use_stretch: boolean "Option for curve-deform: makes deformed child to stretch along entire path" ++ * ID|Curve.use_time_offset -> use_time_offset: boolean "Children will use Time Offset value as path distance offset" ++ * ID|Curve|SurfaceCurve.map_along_length -> use_map_length: boolean "Generate texture mapping coordinates following the curve direction, rather than the local bounding box" +MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: int "NO DESCRIPTION" ++ * ID|Curve|TextCurve.spacemode -> align: enum "Text align from the object center" ++ * ID|Curve|TextCurve.body -> body: string "contents of this text object" ++ * ID|Curve|TextCurve.body_format -> body_format: collection, "(read-only) Stores the style of each character" ++ * ID|Curve|TextCurve.edit_format -> edit_format: pointer, "(read-only) Editing settings character formatting" ++ * ID|Curve|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" ++ * ID|Curve|TextCurve.text_on_curve -> follow_curve: pointer "Curve deforming text object" ++ * ID|Curve|TextCurve.font -> font: pointer "NO DESCRIPTION" ++ * ID|Curve|TextCurve.offset_x -> offset_x: float "Horizontal offset from the object origin" ++ * ID|Curve|TextCurve.offset_y -> offset_y: float "Vertical offset from the object origin" ++ * ID|Curve|TextCurve.shear -> shear: float "Italic angle of the characters" ++ * ID|Curve|TextCurve.text_size -> size: float "NO DESCRIPTION" ++ * ID|Curve|TextCurve.small_caps_scale -> small_caps_scale: float "Scale of small capitals" ++ * ID|Curve|TextCurve.spacing -> space_character: float "NO DESCRIPTION" ++ * ID|Curve|TextCurve.line_dist -> space_line: float "NO DESCRIPTION" ++ * ID|Curve|TextCurve.word_spacing -> space_word: float "NO DESCRIPTION" ++ * ID|Curve|TextCurve.textboxes -> text_boxes: collection, "(read-only)" ++ * ID|Curve|TextCurve.ul_height -> underline_height: float "NO DESCRIPTION" ++ * ID|Curve|TextCurve.ul_position -> underline_position: float "Vertical position of underline" ++ * ID|Curve|TextCurve.fast -> use_fast_editing: boolean "Dont fill polygons while editing" ++ * ID|Curve|TextCurve.map_along_length -> use_map_length: boolean "Generate texture mapping coordinates following the curve direction, rather than the local bounding box" ++ * ID|GreasePencil.draw_mode -> draw_mode: enum "NO DESCRIPTION" ++ * ID|GreasePencil.layers -> layers: collection, "(read-only)" ++ * ID|GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean "Only use the first and last parts of the stroke for snapping" ++ * ID|Group.dupli_offset -> dupli_offset: float "Offset from the origin to use when instancing as DupliGroup" ++ * ID|Group.layer -> layers: boolean "Layers visible when this groups is instanced as a dupli" ++ * ID|Group.objects -> objects: collection, "(read-only) A collection of this groups objects" ++ * ID|Image.animation_end -> animation_end: int "End frame of an animated texture" ++ * ID|Image.animation_speed -> animation_speed: int "Speed of the animation in frames per second" ++ * ID|Image.animation_start -> animation_start: int "Start frame of an animated texture" ++ * ID|Image.bindcode -> bindcode: int, "(read-only) OpenGL bindcode" ++ * ID|Image.depth -> depth: int, "(read-only) Image bit depth" ++ * ID|Image.display_aspect -> display_aspect: float "Display Aspect for this image, does not affect rendering" ++ * ID|Image.field_order -> field_order: enum "Order of video fields. Select which lines are displayed first" ++ * ID|Image.file_format -> file_format: enum "Format used for re-saving this file" ++ * ID|Image.filepath -> filepath: string "Image/Movie file name" ++ * ID|Image.filepath_raw -> filepath_raw: string "Image/Movie file name (without data refreshing)" ++ * ID|Image.generated_height -> generated_height: int "Generated image height" ++ * ID|Image.generated_type -> generated_type: enum "Generated image type" ++ * ID|Image.generated_width -> generated_width: int "Generated image width" ++ * ID|Image.has_data -> has_data: boolean, "(read-only) True if this image has data" ++ * ID|Image.dirty -> is_dirty: boolean, "(read-only) Image has changed and is not saved" ++ * ID|Image.mapping -> mapping: enum "Mapping type to use for this image in the game engine" ++ * ID|Image.packed_file -> packed_file: pointer, "(read-only)" ++ * ID|Image.size -> size: int, "(read-only) Width and height in pixels, zero when image data cant be loaded" ++ * ID|Image.source -> source: enum "Where the image comes from" ++ * ID|Image.tiles_x -> tiles_x: int "Degree of repetition in the X direction" ++ * ID|Image.tiles_y -> tiles_y: int "Degree of repetition in the Y direction" ++ * ID|Image.type -> type: enum, "(read-only) How to generate the image" ++ * ID|Image.animated -> use_animation: boolean "Use as animated texture in the game engine" ++ * ID|Image.clamp_x -> use_clamp_x: boolean "Disable texture repeating horizontally" ++ * ID|Image.clamp_y -> use_clamp_y: boolean "Disable texture repeating vertically" ++ * ID|Image.fields -> use_fields: boolean "Use fields of the image" ++ * ID|Image.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" ++ * ID|Image.tiles -> use_tiles: boolean "Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)" ++ * ID|Key.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" ++ * ID|Key.keys -> keys: collection, "(read-only) Shape keys" ++ * ID|Key.reference_key -> reference_key: pointer, "(read-only)" ++ * ID|Key.slurph -> slurph: int "Creates a delay in amount of frames in applying keypositions, first vertex goes first" ++ * ID|Key.relative -> use_relative: boolean "Makes shape keys relative" ++ * ID|Key.user -> user: pointer, "(read-only) Datablock using these shape keys" ++ * ID|Lamp.active_texture -> active_texture: pointer "Active texture slot being displayed" ++ * ID|Lamp.active_texture_index -> active_texture_index: int "Index of active texture slot" ++ * ID|Lamp.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" ++ * ID|Lamp.color -> color: float "Light color" ++ * ID|Lamp.distance -> distance: float "Falloff distance - the light is at half the original intensity at this point" ++ * ID|Lamp.energy -> energy: float "Amount of light that the lamp emits" ++ * ID|Lamp.texture_slots -> texture_slots: collection, "(read-only) Texture slots defining the mapping and influence of textures" ++ * ID|Lamp.type -> type: enum "Type of Lamp" ++ * ID|Lamp.diffuse -> use_diffuse: boolean "Lamp does diffuse shading" ++ * ID|Lamp.negative -> use_negative: boolean "Lamp casts negative light" ++ * ID|Lamp.layer -> use_own_layer: boolean "Illuminates objects only on the same layer the lamp is on" ++ * ID|Lamp.specular -> use_specular: boolean "Lamp creates specular highlights" ++ * ID|Lamp|AreaLamp.gamma -> gamma: float "Light gamma correction value" ++ * ID|Lamp|AreaLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)" ++ * ID|Lamp|AreaLamp.shadow_color -> shadow_color: float "Color of shadows cast by the lamp" ++ * ID|Lamp|AreaLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with" ++ * ID|Lamp|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" ++ * ID|Lamp|AreaLamp.shadow_ray_samples_x -> shadow_ray_samples_x: int "Amount of samples taken extra (samples x samples)" ++ * ID|Lamp|AreaLamp.shadow_ray_samples_y -> shadow_ray_samples_y: int "Amount of samples taken extra (samples x samples)" ++ * ID|Lamp|AreaLamp.shadow_soft_size -> shadow_soft_size: float "Light size for ray shadow sampling (Raytraced shadows)" ++ * ID|Lamp|AreaLamp.shape -> shape: enum "Shape of the area lamp" ++ * ID|Lamp|AreaLamp.size -> size: float "Size of the area of the area Lamp, X direction size for Rectangle shapes" ++ * ID|Lamp|AreaLamp.size_y -> size_y: float "Size of the area of the area Lamp in the Y direction for Rectangle shapes" ++ * ID|Lamp|AreaLamp.dither -> use_dither: boolean "Use 2x2 dithering for sampling (Constant Jittered sampling)" ++ * ID|Lamp|AreaLamp.jitter -> use_jitter: boolean "Use noise for sampling (Constant Jittered sampling)" ++ * ID|Lamp|AreaLamp.only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects" ++ * ID|Lamp|AreaLamp.shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows" ++ * ID|Lamp|AreaLamp.umbra -> use_umbra: boolean "Emphasize parts that are fully shadowed (Constant Jittered sampling)" ++ * ID|Lamp|PointLamp.falloff_curve -> falloff_curve: pointer, "(read-only) Custom Lamp Falloff Curve" ++ * ID|Lamp|PointLamp.falloff_type -> falloff_type: enum "Intensity Decay with distance" ++ * ID|Lamp|PointLamp.linear_attenuation -> linear_attenuation: float "Linear distance attenuation" ++ * ID|Lamp|PointLamp.quadratic_attenuation -> quadratic_attenuation: float "Quadratic distance attenuation" ++ * ID|Lamp|PointLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)" ++ * ID|Lamp|PointLamp.shadow_color -> shadow_color: float "Color of shadows cast by the lamp" ++ * ID|Lamp|PointLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with" ++ * ID|Lamp|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" ++ * ID|Lamp|PointLamp.shadow_ray_samples -> shadow_ray_samples: int "Amount of samples taken extra (samples x samples)" ++ * ID|Lamp|PointLamp.shadow_soft_size -> shadow_soft_size: float "Light size for ray shadow sampling (Raytraced shadows)" ++ * ID|Lamp|PointLamp.only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects" ++ * ID|Lamp|PointLamp.shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows" ++ * ID|Lamp|PointLamp.sphere -> use_sphere: boolean "Sets light intensity to zero beyond lamp distance" ++ * ID|Lamp|SpotLamp.compression_threshold -> compression_threshold: float "Deep shadow map compression threshold" ++ * ID|Lamp|SpotLamp.falloff_curve -> falloff_curve: pointer, "(read-only) Custom Lamp Falloff Curve" ++ * ID|Lamp|SpotLamp.falloff_type -> falloff_type: enum "Intensity Decay with distance" ++ * ID|Lamp|SpotLamp.halo_intensity -> halo_intensity: float "Brightness of the spotlights halo cone (Buffer Shadows)" ++ * ID|Lamp|SpotLamp.halo_step -> halo_step: int "Volumetric halo sampling frequency" ++ * ID|Lamp|SpotLamp.linear_attenuation -> linear_attenuation: float "Linear distance attenuation" ++ * ID|Lamp|SpotLamp.quadratic_attenuation -> quadratic_attenuation: float "Quadratic distance attenuation" ++ * ID|Lamp|SpotLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)" ++ * ID|Lamp|SpotLamp.shadow_buffer_bias -> shadow_buffer_bias: float "Shadow buffer sampling bias" ++ * ID|Lamp|SpotLamp.shadow_buffer_clip_end -> shadow_buffer_clip_end: float "Shadow map clip end beyond which objects will not generate shadows" ++ * ID|Lamp|SpotLamp.shadow_buffer_clip_start -> shadow_buffer_clip_start: float "Shadow map clip start: objects closer will not generate shadows" ++ * ID|Lamp|SpotLamp.shadow_buffer_samples -> shadow_buffer_samples: int "Number of shadow buffer samples" ++ * ID|Lamp|SpotLamp.shadow_buffer_size -> shadow_buffer_size: int "Resolution of the shadow buffer, higher values give crisper shadows but use more memory" ++ * ID|Lamp|SpotLamp.shadow_buffer_soft -> shadow_buffer_soft: float "Size of shadow buffer sampling area" ++ * ID|Lamp|SpotLamp.shadow_buffer_type -> shadow_buffer_type: enum "Type of shadow buffer" ++ * ID|Lamp|SpotLamp.shadow_color -> shadow_color: float "Color of shadows cast by the lamp" ++ * ID|Lamp|SpotLamp.shadow_filter_type -> shadow_filter_type: enum "Type of shadow filter (Buffer Shadows)" ++ * ID|Lamp|SpotLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with" ++ * ID|Lamp|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" ++ * ID|Lamp|SpotLamp.shadow_ray_samples -> shadow_ray_samples: int "Amount of samples taken extra (samples x samples)" ++ * ID|Lamp|SpotLamp.shadow_sample_buffers -> shadow_sample_buffers: enum "Number of shadow buffers to render for better AA, this increases memory usage" ++ * ID|Lamp|SpotLamp.shadow_soft_size -> shadow_soft_size: float "Light size for ray shadow sampling (Raytraced shadows)" ++ * ID|Lamp|SpotLamp.show_cone -> show_cone: boolean "Draw transparent cone in 3D view to visualize which objects are contained in it" ++ * ID|Lamp|SpotLamp.spot_blend -> spot_blend: float "The softness of the spotlight edge" ++ * ID|Lamp|SpotLamp.spot_size -> spot_size: float "Angle of the spotlight beam in degrees" ++ * ID|Lamp|SpotLamp.auto_clip_end -> use_auto_clip_end: boolean "Automatic calculation of clipping-end, based on visible vertices" ++ * ID|Lamp|SpotLamp.auto_clip_start -> use_auto_clip_start: boolean "Automatic calculation of clipping-start, based on visible vertices" ++ * ID|Lamp|SpotLamp.halo -> use_halo: boolean "Renders spotlight with a volumetric halo (Buffer Shadows)" ++ * ID|Lamp|SpotLamp.only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects" ++ * ID|Lamp|SpotLamp.shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows" ++ * ID|Lamp|SpotLamp.sphere -> use_sphere: boolean "Sets light intensity to zero beyond lamp distance" ++ * ID|Lamp|SpotLamp.square -> use_square: boolean "Casts a square spot light shape" ++ * ID|Lamp|SunLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)" ++ * ID|Lamp|SunLamp.shadow_color -> shadow_color: float "Color of shadows cast by the lamp" ++ * ID|Lamp|SunLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with" ++ * ID|Lamp|SunLamp.shadow_ray_samples -> shadow_ray_samples: int "Amount of samples taken extra (samples x samples)" ++ * ID|Lamp|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" ++ * ID|Lamp|SunLamp.shadow_soft_size -> shadow_soft_size: float "Light size for ray shadow sampling (Raytraced shadows)" ++ * ID|Lamp|SunLamp.sky -> sky: pointer, "(read-only) Sky related settings for sun lamps" ++ * ID|Lamp|SunLamp.only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects" ++ * ID|Lamp|SunLamp.shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows" ++ * ID|Lattice.interpolation_type_u -> interpolation_type_u: enum "NO DESCRIPTION" ++ * ID|Lattice.interpolation_type_v -> interpolation_type_v: enum "NO DESCRIPTION" ++ * ID|Lattice.interpolation_type_w -> interpolation_type_w: enum "NO DESCRIPTION" ++ * ID|Lattice.points -> points: collection, "(read-only) Points of the lattice" ++ * ID|Lattice.points_u -> points_u: int "Points in U direction" ++ * ID|Lattice.points_v -> points_v: int "Points in V direction" ++ * ID|Lattice.points_w -> points_w: int "Points in W direction" ++ * ID|Lattice.shape_keys -> shape_keys: pointer, "(read-only)" ++ * ID|Lattice.outside -> use_outside: boolean "Only draw, and take into account, the outer vertices" ++ * ID|Lattice.vertex_group -> vertex_group: string "Vertex group to apply the influence of the lattice" ++ * ID|Library.filepath -> filepath: string "Path to the library .blend file" ++ * ID|Library.parent -> parent: pointer, "(read-only)" ++ * ID|Material.active_node_material -> active_node_material: pointer "Active node material" ++ * ID|Material.active_texture -> active_texture: pointer "Active texture slot being displayed" ++ * ID|Material.active_texture_index -> active_texture_index: int "Index of active texture slot" ++ * ID|Material.alpha -> alpha: float "Alpha transparency of the material" ++ * ID|Material.ambient -> ambient: float "Amount of global ambient color the material receives" ++ * ID|Material.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" ++ * ID|Material.darkness -> darkness: float "Minnaert darkness" ++ * ID|Material.diffuse_color -> diffuse_color: float "NO DESCRIPTION" ++ * ID|Material.diffuse_fresnel -> diffuse_fresnel: float "Power of Fresnel" ++ * ID|Material.diffuse_fresnel_factor -> diffuse_fresnel_factor: float "Blending factor of Fresnel" ++ * ID|Material.diffuse_intensity -> diffuse_intensity: float "Amount of diffuse reflection" ++ * ID|Material.diffuse_ramp -> diffuse_ramp: pointer, "(read-only) Color ramp used to affect diffuse shading" ++ * ID|Material.diffuse_ramp_blend -> diffuse_ramp_blend: enum "NO DESCRIPTION" ++ * ID|Material.diffuse_ramp_factor -> diffuse_ramp_factor: float "Blending factor (also uses alpha in Colorband)" ++ * ID|Material.diffuse_ramp_input -> diffuse_ramp_input: enum "NO DESCRIPTION" ++ * ID|Material.diffuse_shader -> diffuse_shader: enum "NO DESCRIPTION" ++ * ID|Material.diffuse_toon_size -> diffuse_toon_size: float "Size of diffuse toon area" ++ * ID|Material.diffuse_toon_smooth -> diffuse_toon_smooth: float "Smoothness of diffuse toon area" ++ * ID|Material.emit -> emit: float "Amount of light to emit" ++ * ID|Material.halo -> halo: pointer, "(read-only) Halo settings for the material" ++ * ID|Material.invert_z -> invert_z: boolean "Renders materials faces with an inverted Z buffer (scanline only)" ++ * ID|Material.light_group -> light_group: pointer "Limit lighting to lamps in this Group" ++ * ID|Material.mirror_color -> mirror_color: float "Mirror color of the material" ++ * ID|Material.node_tree -> node_tree: pointer, "(read-only) Node tree for node based materials" ++ * ID|Material.z_offset -> offset_z: float "Gives faces an artificial offset in the Z buffer for Z transparency" ++ * ID|Material.physics -> physics: pointer, "(read-only) Game physics settings" ++ * ID|Material.preview_render_type -> preview_render_type: enum "Type of preview render" ++ * ID|Material.raytrace_mirror -> raytrace_mirror: pointer, "(read-only) Raytraced reflection settings for the material" ++ * ID|Material.raytrace_transparency -> raytrace_transparency: pointer, "(read-only) Raytraced transparency settings for the material" ++ * ID|Material.roughness -> rough: float "Oren-Nayar Roughness" ++ * ID|Material.shadow_buffer_bias -> shadow_buffer_bias: float "Factor to multiply shadow buffer bias with (0 is ignore.)" ++ * ID|Material.shadow_casting_alpha -> shadow_cast_alpha: float "Shadow casting alpha, in use for Irregular and Deep shadow buffer" ++ * ID|Material.shadow_ray_bias -> shadow_ray_bias: float "Shadow raytracing bias to prevent terminator problems on shadow boundary" ++ * ID|Material.specular_alpha -> specular_alpha: float "Alpha transparency for specular areas" ++ * ID|Material.specular_color -> specular_color: float "Specular color of the material" ++ * ID|Material.specular_hardness -> specular_hard: int "NO DESCRIPTION" ++ * ID|Material.specular_intensity -> specular_intensity: float "NO DESCRIPTION" ++ * ID|Material.specular_ior -> specular_ior: float "NO DESCRIPTION" ++ * ID|Material.specular_ramp -> specular_ramp: pointer, "(read-only) Color ramp used to affect specular shading" ++ * ID|Material.specular_ramp_blend -> specular_ramp_blend: enum "NO DESCRIPTION" ++ * ID|Material.specular_ramp_factor -> specular_ramp_factor: float "Blending factor (also uses alpha in Colorband)" ++ * ID|Material.specular_ramp_input -> specular_ramp_input: enum "NO DESCRIPTION" ++ * ID|Material.specular_shader -> specular_shader: enum "NO DESCRIPTION" ++ * ID|Material.specular_slope -> specular_slope: float "The standard deviation of surface slope" ++ * ID|Material.specular_toon_size -> specular_toon_size: float "Size of specular toon area" ++ * ID|Material.specular_toon_smooth -> specular_toon_smooth: float "Smoothness of specular toon area" ++ * ID|Material.strand -> strand: pointer, "(read-only) Strand settings for the material" ++ * ID|Material.subsurface_scattering -> subsurface_scattering: pointer, "(read-only) Subsurface scattering settings for the material" ++ * ID|Material.texture_slots -> texture_slots: collection, "(read-only) Texture slots defining the mapping and influence of textures" ++ * ID|Material.translucency -> translucency: float "Amount of diffuse shading on the back side" ++ * ID|Material.transparency_method -> transparency_method: enum "Method to use for rendering transparency" ++ * ID|Material.type -> type: enum "Material type defining how the object is rendered" ++ * ID|Material.cast_approximate -> use_cast_approximate: boolean "Allow this material to cast shadows when using approximate ambient occlusion." ++ * ID|Material.cast_buffer_shadows -> use_cast_buffer_shadows: boolean "Allow this material to cast shadows from shadow buffer lamps" ++ * ID|Material.cast_shadows_only -> use_cast_shadows_only: boolean "Makes objects with this material appear invisible, only casting shadows (not rendered)" ++ * ID|Material.cubic -> use_cubic: boolean "Use cubic interpolation for diffuse values, for smoother transitions" ++ * ID|Material.use_diffuse_ramp -> use_diffuse_ramp: boolean "Toggle diffuse ramp operations" ++ * ID|Material.face_texture -> use_face_texture: boolean "Replaces the objects base color with color from face assigned image textures" ++ * ID|Material.face_texture_alpha -> use_face_texture_alpha: boolean "Replaces the objects base alpha value with alpha from face assigned image textures" ++ * ID|Material.full_oversampling -> use_full_oversampling: boolean "Force this material to render full shading/textures for all anti-aliasing samples" ++ * ID|Material.light_group_exclusive -> use_light_group_exclusive: boolean "Material uses the light group exclusively - these lamps are excluded from other scene lighting" +NEGATE * ID|Material.exclude_mist -> use_mist: boolean "Excludes this material from mist effects (in world settings)" ++ * ID|Material.use_nodes -> use_nodes: boolean "Use shader nodes to render the material" ++ * ID|Material.object_color -> use_object_color: boolean "Modulate the result with a per-object color" ++ * ID|Material.only_shadow -> use_only_shadow: boolean "Renders shadows as the materials alpha value, making materials transparent except for shadowed areas" ++ * ID|Material.ray_shadow_bias -> use_ray_shadow_bias: boolean "Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)" ++ * ID|Material.traceable -> use_raytrace: boolean "Include this material and geometry that uses it in ray tracing calculations" ++ * ID|Material.shadeless -> use_shadeless: boolean "Makes this material insensitive to light or shadow" ++ * ID|Material.shadows -> use_shadows: boolean "Allows this material to receive shadows" ++ * ID|Material.use_sky -> use_sky: boolean "Renders this material with zero alpha, with sky background in place (scanline only)" ++ * ID|Material.use_specular_ramp -> use_specular_ramp: boolean "Toggle specular ramp operations" ++ * ID|Material.tangent_shading -> use_tangent_shading: boolean "Use the materials tangent vector instead of the normal for shading - for anisotropic shading effects" ++ * ID|Material.use_textures -> use_textures: boolean "Enable/Disable each texture" ++ * ID|Material.transparency -> use_transparency: boolean "Render material as transparent" ++ * ID|Material.receive_transparent_shadows -> use_transparent_shadows: boolean "Allow this object to receive transparent shadows casted through other objects" ++ * ID|Material.vertex_color_light -> use_vertex_color_light: boolean "Add vertex colors as additional lighting" ++ * ID|Material.vertex_color_paint -> use_vertex_color_paint: boolean "Replaces object base color with vertex colors (multiplies with texture face face assigned textures)" ++ * ID|Material.volume -> volume: pointer, "(read-only) Volume settings for the material" ++ * ID|Mesh.active_uv_texture -> active_uv_texture: pointer "Active UV texture" ++ * ID|Mesh.active_uv_texture_index -> active_uv_texture_index: int "Active UV texture index" ++ * ID|Mesh.active_vertex_color -> active_vertex_color: pointer "Active vertex color layer" ++ * ID|Mesh.active_vertex_color_index -> active_vertex_color_index: int "Active vertex color index" ++ * ID|Mesh.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" ++ * ID|Mesh.autosmooth_angle -> autosmooth_angle: int "Defines maximum angle between face normals that Auto Smooth will operate on" ++ * ID|Mesh.edges -> edges: collection, "(read-only) Edges of the mesh" ++ * ID|Mesh.faces -> faces: collection, "(read-only) Faces of the mesh" ++ * ID|Mesh.float_layers -> layers_float: collection, "(read-only)" ++ * ID|Mesh.int_layers -> layers_int: collection, "(read-only)" ++ * ID|Mesh.string_layers -> layers_string: collection, "(read-only)" ++ * ID|Mesh.materials -> materials: collection, "(read-only)" ++ * ID|Mesh.shape_keys -> shape_keys: pointer, "(read-only)" ++ * ID|Mesh.all_edges -> show_all_edges: boolean "Displays all edges for wireframe in all view modes in the 3D view" ++ * ID|Mesh.double_sided -> show_double_sided: boolean "Render/display the mesh with double or single sided lighting" ++ * ID|Mesh.draw_bevel_weights -> show_edge_bevel_weight: boolean "Displays weights created for the Bevel modifier" ++ * ID|Mesh.draw_creases -> show_edge_crease: boolean "Displays creases created for subsurf weighting" ++ * ID|Mesh.draw_seams -> show_edge_seams: boolean "Displays UV unwrapping seams" ++ * ID|Mesh.draw_sharp -> show_edge_sharp: boolean "Displays sharp edges, used with the EdgeSplit modifier" ++ * ID|Mesh.draw_edges -> show_edges: boolean "Displays selected edges using highlights in the 3D view and UV editor" ++ * ID|Mesh.draw_edge_angle -> show_extra_edge_angle: boolean "Displays the angles in the selected edges in degrees" ++ * ID|Mesh.draw_edge_length -> show_extra_edge_length: boolean "Displays selected edge lengths, Using global values when set in the transform panel" ++ * ID|Mesh.draw_face_area -> show_extra_face_area: boolean "Displays the area of selected faces" ++ * ID|Mesh.draw_faces -> show_faces: boolean "Displays all faces as shades in the 3D view and UV editor" ++ * ID|Mesh.draw_normals -> show_normal_face: boolean "Displays face normals as lines" ++ * ID|Mesh.draw_vertex_normals -> show_normal_vertex: boolean "Displays vertex normals as lines" ++ * ID|Mesh.sticky -> sticky: collection, "(read-only) Sticky texture coordinates" ++ * ID|Mesh.texco_mesh -> texco_mesh: pointer "Derive texture coordinates from another mesh" ++ * ID|Mesh.texspace_loc -> texspace_location: float "Texture space location" ++ * ID|Mesh.texspace_size -> texspace_size: float "Texture space size" ++ * ID|Mesh.texture_mesh -> texture_mesh: pointer "Use another mesh for texture indices (vertex indices must be aligned)" ++ * ID|Mesh.total_edge_sel -> total_edge_sel: int, "(read-only) Selected edge count in editmode" ++ * ID|Mesh.total_face_sel -> total_face_sel: int, "(read-only) Selected face count in editmode" ++ * ID|Mesh.total_vert_sel -> total_vert_sel: int, "(read-only) Selected vertex count in editmode" ++ * ID|Mesh.auto_texspace -> use_auto_texspace: boolean "Adjusts active objects texture space automatically when transforming object" ++ * ID|Mesh.autosmooth -> use_autosmooth: boolean "Treats all set-smoothed faces with angles less than the specified angle as smooth during render" ++ * ID|Mesh.use_mirror_topology -> use_mirror_topology: boolean "Use topology based mirroring" ++ * ID|Mesh.use_mirror_x -> use_mirror_x: boolean "X Axis mirror editing" ++ * ID|Mesh.use_paint_mask -> use_paint_mask: boolean "Face selection masking for painting" ++ * ID|Mesh.uv_texture_clone -> uv_texture_clone: pointer "UV texture to be used as cloning source" ++ * ID|Mesh.uv_texture_clone_index -> uv_texture_clone_index: int "Clone UV texture index" ++ * ID|Mesh.uv_texture_stencil -> uv_texture_stencil: pointer "UV texture to mask the painted area" ++ * ID|Mesh.uv_texture_stencil_index -> uv_texture_stencil_index: int "Mask UV texture index" ++ * ID|Mesh.uv_textures -> uv_textures: collection, "(read-only)" ++ * ID|Mesh.vertex_colors -> vertex_colors: collection, "(read-only)" ++ * ID|Mesh.verts -> verts: collection, "(read-only) Vertices of the mesh" +TODO MOVE TO ELEMENTS * ID|MetaBall.active_element -> active_element: pointer, "(read-only) Last selected element" ++ * ID|MetaBall.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" ++ * ID|MetaBall.elements -> elements: collection, "(read-only) Meta elements" ++ * ID|MetaBall.materials -> materials: collection, "(read-only)" ++ * ID|MetaBall.render_size -> render_detail: float "Polygonization resolution in rendering" ++ * ID|MetaBall.texspace_loc -> texspace_location: float "Texture space location" ++ * ID|MetaBall.texspace_size -> texspace_size: float "Texture space size" ++ * ID|MetaBall.threshold -> threshold: float "Influence of meta elements" ++TODO * ID|MetaBall.flag -> update_method: enum "Metaball edit update behavior" ++ * ID|MetaBall.auto_texspace -> use_auto_texspace: boolean "Adjusts active objects texture space automatically when transforming object" ++ * ID|MetaBall.wire_size -> viewport_detail: float "Polygonization resolution in the 3D viewport" ++ * ID|NodeTree.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" ++ * ID|NodeTree.grease_pencil -> grease_pencil: pointer "Grease Pencil datablock" ++ * ID|NodeTree.nodes -> nodes: collection, "(read-only)" ++ * ID|Object.active_material -> active_material: pointer "Active material being displayed" ++ * ID|Object.active_material_index -> active_material_index: int "Index of active material slot" ++ * ID|Object.active_particle_system -> active_particle_system: pointer, "(read-only) Active particle system being displayed" ++ * ID|Object.active_particle_system_index -> active_particle_system_index: int "Index of active particle system slot" ++ * ID|Object.active_shape_key -> active_shape_key: pointer, "(read-only) Current shape key" ++ * ID|Object.active_shape_key_index -> active_shape_key_index: int "Current shape key index" ++ * ID|Object.active_vertex_group -> active_vertex_group: pointer, "(read-only) Vertex groups of the object" ++ * ID|Object.active_vertex_group_index -> active_vertex_group_index: int "Active index in vertex group array" ++ * ID|Object.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" ++ * ID|Object.animation_visualisation -> animation_visualisation: pointer, "(read-only) Animation data for this datablock" ++ * ID|Object.bound_box -> bound_box: float, "(read-only) Objects bound box in object-space coordinates" ++ * ID|Object.collision -> collision: pointer, "(read-only) Settings for using the objects as a collider in physics simulation" ++ * ID|Object.color -> color: float "Object color and alpha, used when faces have the ObColor mode enabled" ++ * ID|Object.constraints -> constraints: collection, "(read-only) Constraints affecting the transformation of the object" ++ * ID|Object.data -> data: pointer "Object data" ++ * ID|Object.delta_location -> delta_location: float "Extra translation added to the location of the object" ++ * ID|Object.delta_rotation_euler -> delta_rotation_euler: float "Extra rotation added to the rotation of the object (when using Euler rotations)" ++ * ID|Object.delta_rotation_quaternion -> delta_rotation_quaternion: float "Extra rotation added to the rotation of the object (when using Quaternion rotations)" ++ * ID|Object.delta_scale -> delta_scale: float "Extra scaling added to the scale of the object" ++ * ID|Object.dimensions -> dimensions: float "Absolute bounding box dimensions of the object" ++ * ID|Object.draw_bounds_type -> draw_bounds_type: enum "Object boundary display type" ++ * ID|Object.max_draw_type -> draw_type: enum "Maximum draw type to display object with in viewport" ++ * ID|Object.dupli_faces_scale -> dupli_faces_scale: float "Scale the DupliFace objects" ++ * ID|Object.dupli_frames_end -> dupli_frames_end: int "End frame for DupliFrames" ++ * ID|Object.dupli_frames_off -> dupli_frames_off: int "Recurring frames to exclude from the Dupliframes" ++ * ID|Object.dupli_frames_on -> dupli_frames_on: int "Number of frames to use between DupOff frames" ++ * ID|Object.dupli_frames_start -> dupli_frames_start: int "Start frame for DupliFrames" ++ * ID|Object.dupli_group -> dupli_group: pointer "Instance an existing group" ++ * ID|Object.dupli_list -> dupli_list: collection, "(read-only) Object duplis" ++ * ID|Object.dupli_type -> dupli_type: enum "If not None, object duplication method to use" ++ * ID|Object.empty_draw_size -> empty_draw_size: float "Size of display for empties in the viewport" ++ * ID|Object.empty_draw_type -> empty_draw_type: enum "Viewport display style for empties" ++ * ID|Object.field -> field: pointer, "(read-only) Settings for using the objects as a field in physics simulation" ++ * ID|Object.game -> game: pointer, "(read-only) Game engine related settings for the object" ++ * ID|Object.grease_pencil -> grease_pencil: pointer "Grease Pencil datablock" ++ * ID|Object.hide -> hide: boolean "Restrict visibility in the viewport" ++ * ID|Object.hide_render -> hide_render: boolean "Restrict renderability" ++ * ID|Object.hide_select -> hide_select: boolean "Restrict selection in the viewport" ++ * ID|Object.duplis_used -> is_duplicator: boolean, "(read-only)" ++ * ID|Object.layers -> layers: boolean "Layers the object is on" ++ * ID|Object.location -> location: float "Location of the object" ++ * ID|Object.lock_location -> lock_location: boolean "Lock editing of location in the interface" ++ * ID|Object.lock_rotation -> lock_rotation: boolean "Lock editing of rotation in the interface" ++ * ID|Object.lock_rotation_w -> lock_rotation_w: boolean "Lock editing of angle component of four-component rotations in the interface" ++ * ID|Object.lock_rotations_4d -> lock_rotations_4d: boolean "Lock editing of four component rotations by components (instead of as Eulers)" ++ * ID|Object.lock_scale -> lock_scale: boolean "Lock editing of scale in the interface" ++ * ID|Object.material_slots -> material_slots: collection, "(read-only) Material slots in the object" ++ * ID|Object.matrix_local -> matrix_local: float "Parent relative transformation matrix" ++ * ID|Object.matrix_world -> matrix_world: float "Worldspace transformation matrix" ++ * ID|Object.mode -> mode: enum, "(read-only) Object interaction mode" ++ * ID|Object.modifiers -> modifiers: collection, "(read-only) Modifiers affecting the geometric data of the object" ++ * ID|Object.motion_path -> motion_path: pointer, "(read-only) Motion Path for this element" ++ * ID|Object.parent -> parent: pointer "Parent Object" ++ * ID|Object.parent_bone -> parent_bone: string "Name of parent bone in case of a bone parenting relation" ++ * ID|Object.parent_type -> parent_type: enum "Type of parent relation" ++ * ID|Object.parent_vertices -> parent_verts: int, "(read-only) Indices of vertices in cases of a vertex parenting relation" ++ * ID|Object.particle_systems -> particle_systems: collection, "(read-only) Particle systems emitted from the object" ++ * ID|Object.pass_index -> pass_index: int "Index # for the IndexOB render pass" ++ * ID|Object.pose -> pose: pointer, "(read-only) Current pose for armatures" ++ * ID|Object.pose_library -> pose_library: pointer, "(read-only) Action used as a pose library for armatures" ++ * ID|Object.proxy -> proxy: pointer, "(read-only) Library object this proxy object controls" ++ * ID|Object.proxy_group -> proxy_group: pointer, "(read-only) Library group duplicator object this proxy object controls" ++ * ID|Object.rotation_axis_angle -> rotation_axis_angle: float "Angle of Rotation for Axis-Angle rotation representation" ++ * ID|Object.rotation_euler -> rotation_euler: float "Rotation in Eulers" ++ * ID|Object.rotation_mode -> rotation_mode: enum "NO DESCRIPTION" ++ * ID|Object.rotation_quaternion -> rotation_quaternion: float "Rotation in Quaternions" ++ * ID|Object.scale -> scale: float "Scaling of the object" ++ * ID|Object.select -> select: boolean "Object selection state" ++ * ID|Object.draw_axis -> show_axis: boolean "Displays the objects origin and axis" ++ * ID|Object.draw_bounds -> show_bounds: boolean "Displays the objects bounds" ++ * ID|Object.draw_name -> show_name: boolean "Displays the objects name" ++ * ID|Object.shape_key_lock -> show_shape_key: boolean "Always show the current Shape for this Object" ++ * ID|Object.draw_texture_space -> show_texture_space: boolean "Displays the objects texture space" ++ * ID|Object.draw_transparent -> show_transparent: boolean "Enables transparent materials for the object (Mesh only)" ++ * ID|Object.draw_wire -> show_wire: boolean "Adds the objects wireframe over solid drawing" ++ * ID|Object.x_ray -> show_x_ray: boolean "Makes the object draw in front of others" ++ * ID|Object.soft_body -> soft_body: pointer, "(read-only) Settings for soft body simulation" ++ * ID|Object.time_offset -> time_offset: float "Animation offset in frames for F-Curve and dupligroup instances" ++ * ID|Object.track_axis -> track_axis: enum "Axis that points in forward direction" ++ * ID|Object.type -> type: enum, "(read-only) Type of Object" ++ * ID|Object.up_axis -> up_axis: enum "Axis that points in the upward direction" ++ * ID|Object.use_dupli_faces_scale -> use_dupli_faces_scale: boolean "Scale dupli based on face size" ++ * ID|Object.use_dupli_frames_speed -> use_dupli_frames_speed: boolean "Set dupliframes to use the frame" ++ * ID|Object.use_dupli_verts_rotation -> use_dupli_verts_rotation: boolean "Rotate dupli according to vertex normal" ++ * ID|Object.shape_key_edit_mode -> use_shape_key_edit_mode: boolean "Apply shape keys in edit mode (for Meshes only)" ++ * ID|Object.slow_parent -> use_slow_parent: boolean "Create a delay in the parent relationship" ++ * ID|Object.time_offset_add_parent -> use_time_offset_add_parent: boolean "Add the parents time offset value" ++ * ID|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" ++ * ID|Object.time_offset_parent -> use_time_offset_parent: boolean "Apply the time offset to this objects parent relationship" ++ * ID|Object.time_offset_particle -> use_time_offset_particle: boolean "Let the time offset work on the particle effect" ++ * ID|Object.vertex_groups -> vertex_groups: collection, "(read-only) Vertex groups of the object" ++ * ID|ParticleSettings.active_dupliweight -> active_dupliweight: pointer, "(read-only)" ++ * ID|ParticleSettings.active_dupliweight_index -> active_dupliweight_index: int "NO DESCRIPTION" ++ * ID|ParticleSettings.adaptive_angle -> adaptive_angle: int "How many degrees path has to curve to make another render segment" ++ * ID|ParticleSettings.adaptive_pix -> adaptive_pixel: int "How many pixels path has to cover to make another render segment" ++ * ID|ParticleSettings.angular_velocity_factor -> angular_velocity_factor: float "Angular velocity amount" ++ * ID|ParticleSettings.angular_velocity_mode -> angular_velocity_mode: enum "Particle angular velocity mode" ++ * ID|ParticleSettings.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" ++ * ID|ParticleSettings.child_effector -> apply_effector_to_children: boolean "Apply effectors to children" ++ * ID|ParticleSettings.child_guide -> apply_guide_to_children: boolean "NO DESCRIPTION" ++ * ID|ParticleSettings.billboard_align -> billboard_align: enum "In respect to what the billboards are aligned" ++ * ID|ParticleSettings.billboard_animation -> billboard_animation: enum "How to animate billboard textures" ++ * ID|ParticleSettings.billboard_object -> billboard_object: pointer "Billboards face this object (default is active camera)" ++ * ID|ParticleSettings.billboard_offset -> billboard_offset: float "NO DESCRIPTION" ++ * ID|ParticleSettings.billboard_split_offset -> billboard_offset_split: enum "How to offset billboard textures" ++ * ID|ParticleSettings.billboard_tilt -> billboard_tilt: float "Tilt of the billboards" ++ * ID|ParticleSettings.billboard_random_tilt -> billboard_tilt_random: float "Random tilt of the billboards" ++ * ID|ParticleSettings.billboard_uv_split -> billboard_uv_split: int "Amount of rows/columns to split UV coordinates for billboards" ++ * ID|ParticleSettings.boids -> boids: pointer, "(read-only)" ++ * ID|ParticleSettings.branch_threshold -> branch_threshold: float "Threshold of branching" ++ * ID|ParticleSettings.brownian_factor -> brownian_factor: float "Specify the amount of Brownian motion" ++ * ID|ParticleSettings.child_length -> child_length: float "Length of child paths" ++ * ID|ParticleSettings.child_length_thres -> child_length_thres: float "Amount of particles left untouched by child path length" ++ * ID|ParticleSettings.child_nbr -> child_nbr: int "Amount of children/parent" ++ * ID|ParticleSettings.child_radius -> child_radius: float "Radius of children around parent" ++ * ID|ParticleSettings.child_roundness -> child_roundness: float "Roundness of children around parent" ++ * ID|ParticleSettings.child_size -> child_size: float "A multiplier for the child particle size" ++ * ID|ParticleSettings.child_random_size -> child_size_random: float "Random variation to the size of the child particles" ++ * ID|ParticleSettings.child_type -> child_type: enum "Create child particles" ++ * ID|ParticleSettings.clump_factor -> clump_factor: float "Amount of clumping" ++ * ID|ParticleSettings.clumppow -> clump_shape: float "Shape of clumping" ++ * ID|ParticleSettings.amount -> count: int "Total number of particles" ++ * ID|ParticleSettings.damp_factor -> damping: float "Specify the amount of damping" ++ * ID|ParticleSettings.distribution -> distribution: enum "How to distribute particles on selected element" ++ * ID|ParticleSettings.drag_factor -> drag_factor: float "Specify the amount of air-drag" ++ * ID|ParticleSettings.draw_as -> draw_method: enum "How particles are drawn in viewport" ++ * ID|ParticleSettings.display -> draw_percentage: int "Percentage of particles to display in 3D view" ++ * ID|ParticleSettings.draw_size -> draw_size: int "Size of particles on viewport in pixels (0=default)" ++ * ID|ParticleSettings.draw_step -> draw_step: int "How many steps paths are drawn with (power of 2)" ++ * ID|ParticleSettings.dupli_group -> dupli_group: pointer "Show Objects in this Group in place of particles" ++ * ID|ParticleSettings.dupli_object -> dupli_object: pointer "Show this Object in place of particles" ++ * ID|ParticleSettings.dupliweights -> dupli_weights: collection, "(read-only) Weights for all of the objects in the dupli group" ++ * ID|ParticleSettings.effect_hair -> effect_hair: float "Hair stiffness for effectors" ++ * ID|ParticleSettings.effector_weights -> effector_weights: pointer, "(read-only)" ++ * ID|ParticleSettings.emit_from -> emit_from: enum "Where to emit particles from" ++ * ID|ParticleSettings.random_factor -> factor_random: float "Give the starting speed a random variation" ++ * ID|ParticleSettings.fluid -> fluid: pointer, "(read-only)" ++ * ID|ParticleSettings.force_field_1 -> force_field_1: pointer, "(read-only)" ++ * ID|ParticleSettings.force_field_2 -> force_field_2: pointer, "(read-only)" ++ * ID|ParticleSettings.frame_end -> frame_end: float "Frame # to stop emitting particles" ++ * ID|ParticleSettings.frame_start -> frame_start: float "Frame # to start emitting particles" ++ * ID|ParticleSettings.grid_resolution -> grid_resolution: int "The resolution of the particle grid" ++ * ID|ParticleSettings.hair_step -> hair_step: int "Number of hair segments" ++ * ID|ParticleSettings.integrator -> integrator: enum "Select physics integrator type" ++ * ID|ParticleSettings.grid_invert -> invert_grid: boolean "Invert what is considered object and what is not" ++ * ID|ParticleSettings.jitter_factor -> jitter_factor: float "Amount of jitter applied to the sampling" ++ * ID|ParticleSettings.keyed_loops -> keyed_loops: int "Number of times the keys are looped" ++ * ID|ParticleSettings.keys_step -> keys_step: int "NO DESCRIPTION" ++ * ID|ParticleSettings.kink -> kink: enum "Type of periodic offset on the path" ++ * ID|ParticleSettings.kink_amplitude -> kink_amplitude: float "The amplitude of the offset" ++ * ID|ParticleSettings.kink_axis -> kink_axis: enum "Which axis to use for offset" ++ * ID|ParticleSettings.kink_frequency -> kink_frequency: float "The frequency of the offset (1/total length)" ++ * ID|ParticleSettings.kink_shape -> kink_shape: float "Adjust the offset to the beginning/end" ++ * ID|ParticleSettings.random_length -> length_random: float "Give path length a random variation" ++ * ID|ParticleSettings.lifetime -> lifetime: float "Specify the life span of the particles" ++ * ID|ParticleSettings.random_lifetime -> lifetime_random: float "Give the particle life a random variation" ++ * ID|ParticleSettings.line_length_head -> line_length_head: float "Length of the lines head" ++ * ID|ParticleSettings.line_length_tail -> line_length_tail: float "Length of the lines tail" ++ * ID|ParticleSettings.billboard_lock -> lock_billboard: boolean "Lock the billboards align axis" ++ * ID|ParticleSettings.boids_2d -> lock_boids_to_surface: boolean "Constrain boids to a surface" ++ * ID|ParticleSettings.mass -> mass: float "Specify the mass of the particles" ++ * ID|ParticleSettings.material -> material: int "Specify material used for the particles" ++ * ID|ParticleSettings.normal_factor -> normal_factor: float "Let the surface normal give the particle a starting speed" ++ * ID|ParticleSettings.object_aligned_factor -> object_align_factor: float "Let the emitter object orientation give the particle a starting speed" ++ * ID|ParticleSettings.object_factor -> object_factor: float "Let the object give the particle a starting speed" ++ * ID|ParticleSettings.particle_factor -> particle_factor: float "Let the target particle give the particle a starting speed" ++ * ID|ParticleSettings.particle_size -> particle_size: float "The size of the particles" ++ * ID|ParticleSettings.path_end -> path_end: float "End time of drawn path" ++ * ID|ParticleSettings.path_start -> path_start: float "Starting time of drawn path" ++ * ID|ParticleSettings.phase_factor -> phase_factor: float "Initial rotation phase" ++ * ID|ParticleSettings.random_phase_factor -> phase_factor_random: float "Randomize rotation phase" ++ * ID|ParticleSettings.physics_type -> physics_type: enum "Particle physics type" ++ * ID|ParticleSettings.react_event -> react_event: enum "The event of target particles to react on" ++ * ID|ParticleSettings.reaction_shape -> reaction_shape: float "Power of reaction strength dependence on distance to target" ++ * ID|ParticleSettings.reactor_factor -> reactor_factor: float "Let the vector away from the target particles location give the particle a starting speed" ++ * ID|ParticleSettings.ren_as -> render_method: enum "How particles are rendered" ++ * ID|ParticleSettings.render_step -> render_step: int "How many steps paths are rendered with (power of 2)" ++ * ID|ParticleSettings.rendered_child_nbr -> rendered_child_count: int "Amount of children/parent for rendering" ++ * ID|ParticleSettings.random_rotation_factor -> rotation_factor_random: float "Randomize rotation" ++ * ID|ParticleSettings.rotation_mode -> rotation_mode: enum "Particles initial rotation" ++ * ID|ParticleSettings.rough1 -> rough_1: float "Amount of location dependent rough" ++ * ID|ParticleSettings.rough1_size -> rough_1_size: float "Size of location dependent rough" ++ * ID|ParticleSettings.rough2 -> rough_2: float "Amount of random rough" ++ * ID|ParticleSettings.rough2_size -> rough_2_size: float "Size of random rough" ++ * ID|ParticleSettings.rough2_thres -> rough_2_threshold: float "Amount of particles left untouched by random rough" ++ * ID|ParticleSettings.rough_end_shape -> rough_end_shape: float "Shape of end point rough" ++ * ID|ParticleSettings.rough_endpoint -> rough_endpoint: float "Amount of end point rough" ++ * ID|ParticleSettings.draw_health -> show_health: boolean "Draw boid health" ++ * ID|ParticleSettings.material_color -> show_material_color: boolean "Draw particles using materials diffuse color" ++ * ID|ParticleSettings.num -> show_number: boolean "Show particle number" ++ * ID|ParticleSettings.show_size -> show_size: boolean "Show particle size" ++ * ID|ParticleSettings.velocity -> show_velocity: boolean "Show particle velocity" ++ * ID|ParticleSettings.simplify_rate -> simplify_rate: float "Speed of simplification" ++ * ID|ParticleSettings.simplify_refsize -> simplify_refsize: int "Reference size in pixels, after which simplification begins" ++ * ID|ParticleSettings.simplify_transition -> simplify_transition: float "Transition period for fading out strands" ++ * ID|ParticleSettings.simplify_viewport -> simplify_viewport: float "Speed of Simplification" ++ * ID|ParticleSettings.random_size -> size_random: float "Give the particle size a random variation" ++ * ID|ParticleSettings.subframes -> subframes: int "Subframes to simulate for improved stability and finer granularity simulations" ++ * ID|ParticleSettings.tangent_factor -> tangent_factor: float "Let the surface tangent give the particle a starting speed" ++ * ID|ParticleSettings.tangent_phase -> tangent_phase: float "Rotate the surface tangent" ++ * ID|ParticleSettings.time_tweak -> time_tweak: float "A multiplier for physics timestep (1.0 means one frame = 1/25 seconds)" ++ * ID|ParticleSettings.trail_count -> trail_count: int "Number of trail particles" ++ * ID|ParticleSettings.type -> type: enum "NO DESCRIPTION" ++ * ID|ParticleSettings.abs_path_time -> use_absolute_path_time: boolean "Path timing is in absolute frames" ++ * ID|ParticleSettings.animate_branching -> use_animate_branching: boolean "Animate branching" ++ * ID|ParticleSettings.branching -> use_branching: boolean "Branch child paths from each other" ++ * ID|ParticleSettings.died -> use_dead: boolean "Show particles after they have died" ++ * ID|ParticleSettings.die_on_collision -> use_die_on_collision: boolean "Particles die when they collide with a deflector object" ++ * ID|ParticleSettings.rotation_dynamic -> use_dynamic_rotation: boolean "Sets rotation to dynamic/constant" ++ * ID|ParticleSettings.trand -> use_emit_random: boolean "Emit in random order of elements" ++ * ID|ParticleSettings.even_distribution -> use_even_distribution: boolean "Use even distribution from faces based on face areas or edge lengths" ++ * ID|ParticleSettings.use_global_dupli -> use_global_dupli: boolean "Use objects global coordinates for duplication" ++ * ID|ParticleSettings.use_group_count -> use_group_count: boolean "Use object multiple times in the same group" ++ * ID|ParticleSettings.rand_group -> use_group_pick_random: boolean "Pick objects from group randomly" ++ * ID|ParticleSettings.hair_bspline -> use_hair_bspline: boolean "Interpolate hair using B-Splines" ++ * ID|ParticleSettings.sizemass -> use_multiply_size_mass: boolean "Multiply mass by particle size" ++ * ID|ParticleSettings.parent -> use_parent_particles: boolean "Render parent particles" ++ * ID|ParticleSettings.react_multiple -> use_react_multiple: boolean "React multiple times" ++ * ID|ParticleSettings.react_start_end -> use_react_start_end: boolean "Give birth to unreacted particles eventually" ++ * ID|ParticleSettings.render_adaptive -> use_render_adaptive: boolean "Use adapative rendering for paths" ++ * ID|ParticleSettings.emitter -> use_render_emitter: boolean "Render emitter Object also" ++ * ID|ParticleSettings.self_effect -> use_self_effect: boolean "Particle effectors effect themselves" ++ * ID|ParticleSettings.enable_simplify -> use_simplify: boolean "Remove child strands as the object becomes smaller on the screen" ++ * ID|ParticleSettings.viewport -> use_simplify_viewport: boolean "NO DESCRIPTION" ++ * ID|ParticleSettings.size_deflect -> use_size_deflect: boolean "Use particles size in deflection" ++ * ID|ParticleSettings.render_strand -> use_strand_primitive: boolean "Use the strand primitive for rendering" ++ * ID|ParticleSettings.symmetric_branching -> use_symmetric_branching: boolean "Start and end points are the same" ++ * ID|ParticleSettings.unborn -> use_unborn: boolean "Show particles before they are emitted" ++ * ID|ParticleSettings.velocity_length -> use_velocity_length: boolean "Multiply line length by particle speed" ++ * ID|ParticleSettings.whole_group -> use_whole_group: boolean "Use whole group at once" ++ * ID|ParticleSettings.userjit -> userjit: int "Emission locations / face (0 = automatic)" ++ * ID|ParticleSettings.virtual_parents -> virtual_parents: float "Relative amount of virtual parents" ++ * ID|Scene.active_keying_set -> active_keying_set: pointer "Active Keying Set used to insert/delete keyframes" ++ * ID|Scene.active_keying_set_index -> active_keying_set_index: int "Current Keying Set index (negative for builtin and positive for absolute)" ++ * ID|Scene.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" ++ * ID|Scene.speed_of_sound -> audio_doppler_speed: float "Speed of sound for Doppler effect calculation" ++ * ID|Scene.set -> background_set: pointer "Background set scene" ++ * ID|Scene.camera -> camera: pointer "Active camera used for rendering the scene" ++ * ID|Scene.cursor_location -> cursor_location: float "3D cursor location" +TODO * ID|Scene.distance_model -> distance_model: enum "Distance model for distance attenuation calculation" ++ * ID|Scene.doppler_factor -> doppler_factor: float "Pitch factor for Doppler effect calculation" ++ * ID|Scene.frame_current -> frame_current: int "NO DESCRIPTION" ++ * ID|Scene.frame_end -> frame_end: int "Final frame of the playback/rendering range" ++ * ID|Scene.preview_range_frame_end -> frame_preview_end: int "Alternative end frame for UI playback" ++ * ID|Scene.preview_range_frame_start -> frame_preview_start: int "Alternative start frame for UI playback" ++ * ID|Scene.frame_start -> frame_start: int "First frame of the playback/rendering range" ++ * ID|Scene.frame_step -> frame_step: int "Number of frames to skip forward while rendering/playing back each frame" ++ * ID|Scene.game_data -> game_settings: pointer, "(read-only)" ++ * ID|Scene.gravity -> gravity: float "Constant acceleration in a given direction" ++ * ID|Scene.grease_pencil -> grease_pencil: pointer "Grease Pencil datablock" ++ * ID|Scene.nla_tweakmode_on -> is_nla_tweakmode: boolean, "(read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only" ++ * ID|Scene.keying_sets -> keying_sets: collection, "(read-only) Absolute Keying Sets for this Scene" ++ * ID|Scene.all_keying_sets -> keying_sets_all: collection, "(read-only) All Keying Sets available for use (builtins and Absolute Keying Sets for this Scene)" ++ * ID|Scene.layers -> layers: boolean "Layers visible when rendering the scene" ++ * ID|Scene.network_render -> network_render: pointer, "(read-only) Network Render Settings" ++ * ID|Scene.nodetree -> nodetree: pointer, "(read-only) Compositing node tree" ++ * ID|Scene.bases -> object_bases: collection, "(read-only)" ++ * ID|Scene.objects -> objects: collection, "(read-only)" ++ * ID|Scene.orientations -> orientations: collection, "(read-only)" ++ * ID|Scene.pose_templates -> pose_templates: pointer, "(read-only) Pose Template Settings" ++ * ID|Scene.render -> render: pointer, "(read-only)" ++ * ID|Scene.sequence_editor -> sequence_editor: pointer, "(read-only)" ++ * ID|Scene.stamp_note -> stamp_note: string "User define note for the render stamping" ++ * ID|Scene.sync_mode -> sync_mode: enum "How to sync playback" ++ * ID|Scene.timeline_markers -> timeline_markers: collection, "(read-only) Markers used in all timelines for the current scene" ++ * ID|Scene.tool_settings -> tool_settings: pointer, "(read-only)" ++ * ID|Scene.unit_settings -> unit_settings: pointer, "(read-only) Unit editing settings" ++NEGATE * ID|Scene.mute_audio -> use_audio: boolean "Play back of audio from Sequence Editor will be muted" ++ * ID|Scene.scrub_audio -> use_audio_scrub: boolean "Play audio from Sequence Editor while scrubbing" ++ * ID|Scene.sync_audio -> use_audio_sync: boolean "Play back and sync with audio clock, dropping frames if frame display is too slow" ++ * ID|Scene.frame_drop -> use_frame_drop: boolean "Play back dropping frames if frame display is too slow" ++ * ID|Scene.use_gravity -> use_gravity: boolean "Use global gravity for all dynamics" ++ * ID|Scene.use_nodes -> use_nodes: boolean "Enable the compositing node tree" ++ * ID|Scene.use_preview_range -> use_preview_range: boolean "Use an alternative start/end frame for UI playback, rather than the scene start/end frame" ++ * ID|Scene.world -> world: pointer "World used for rendering the scene" ++ * ID|Screen.areas -> areas: collection, "(read-only) Areas the screen is subdivided into" ++ * ID|Screen.animation_playing -> is_animation_playing: boolean, "(read-only) Animation playback is active" ++ * ID|Screen.fullscreen -> is_fullscreen: boolean, "(read-only) An area is maximised, filling this screen" ++ * ID|Screen.scene -> scene: pointer "Active scene to be edited in the screen" ++ * ID|Sound.filepath -> filepath: string "Sound sample file used by this Sound datablock" ++ * ID|Sound.packed_file -> packed_file: pointer, "(read-only)" ++ * ID|Sound.caching -> use_ram_cache: boolean "The sound file is decoded and loaded into RAM" ++ * ID|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" ++ * ID|Text.current_line -> current_line: pointer, "(read-only) Current line, and start line of selection if one exists" ++ * ID|Text.filepath -> filepath: string "Filename of the text file" ++ * ID|Text.dirty -> is_dirty: boolean, "(read-only) Text file has been edited since last save" ++ * ID|Text.memory -> is_in_memory: boolean, "(read-only) Text file is in memory, without a corresponding file on disk" ++ * ID|Text.modified -> is_modified: boolean, "(read-only) Text file on disk is different than the one in memory" ++ * ID|Text.lines -> lines: collection, "(read-only) Lines of text" ++ * ID|Text.markers -> markers: collection, "(read-only) Text markers highlighting part of the text" ++ * ID|Text.selection_end_character -> select_end_character: int, "(read-only) Index of character after end of selection in the selection end line" ++ * ID|Text.selection_end_line -> selectio_end_line: pointer, "(read-only) End line of selection" ++ * ID|Text.use_module -> use_module: boolean "Register this text as a module on loading, Text name must end with .py" ++ * ID|Text.tabs_as_spaces -> use_tabs_as_spaces: boolean "Automatically converts all new tabs into spaces" ++ * ID|Texture.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" ++ * ID|Texture.color_ramp -> color_ramp: pointer, "(read-only)" ++ * ID|Texture.contrast -> contrast: float "NO DESCRIPTION" ++TODO MAKE COLOR * ID|Texture.factor_blue -> factor_blue: float "NO DESCRIPTION" ++TODO MAKE COLOR * ID|Texture.factor_green -> factor_green: float "NO DESCRIPTION" ++TODO MAKE COLOR * ID|Texture.factor_red -> factor_red: float "NO DESCRIPTION" ++ * ID|Texture.brightness -> intensity: float "NO DESCRIPTION" ++ * ID|Texture.node_tree -> node_tree: pointer, "(read-only) Node tree for node-based textures" ++ * ID|Texture.saturation -> saturation: float "NO DESCRIPTION" ++ * ID|Texture.type -> type: enum "NO DESCRIPTION" ++ * ID|Texture.use_color_ramp -> use_color_ramp: boolean "Toggle color ramp operations" ++ * ID|Texture.use_nodes -> use_nodes: boolean "Make this a node-based texture" ++ * ID|Texture.use_preview_alpha -> use_preview_alpha: boolean "Show Alpha in Preview Render" ++ * ID|Texture|BlendTexture.flip_axis -> flip_axis: enum "Flips the textures X and Y axis" ++ * ID|Texture|BlendTexture.progression -> progression: enum "Sets the style of the color blending" ++ * ID|Texture|CloudsTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" ++ * ID|Texture|CloudsTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" ++ * ID|Texture|CloudsTexture.noise_depth -> noise_depth: int "Sets the depth of the cloud calculation" ++ * ID|Texture|CloudsTexture.noise_size -> noise_scale: float "Sets scaling for noise input" ++ * ID|Texture|CloudsTexture.noise_type -> noise_type: enum "NO DESCRIPTION" +TODO * ID|Texture|CloudsTexture.stype -> stype: enum "NO DESCRIPTION" ++ * ID|Texture|DistortedNoiseTexture.distortion -> distortion: float "NO DESCRIPTION" ++ * ID|Texture|DistortedNoiseTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" ++ * ID|Texture|DistortedNoiseTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" ++ * ID|Texture|DistortedNoiseTexture.noise_distortion -> noise_distortion: enum "Sets the noise basis for the distortion" ++ * ID|Texture|DistortedNoiseTexture.noise_size -> noise_scale: float "Sets scaling for noise input" ++ * ID|Texture|EnvironmentMapTexture.environment_map -> environment_map: pointer, "(read-only) Gets the environment map associated with this texture" ++ * ID|Texture|EnvironmentMapTexture.filter_eccentricity -> filter_eccentricity: int "Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower" ++ * ID|Texture|EnvironmentMapTexture.filter_probes -> filter_probes: int "Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower" ++ * ID|Texture|EnvironmentMapTexture.filter_size -> filter_size: float "Multiplies the filter size used by MIP Map and Interpolation" ++ * ID|Texture|EnvironmentMapTexture.filter -> filter_type: enum "Texture filter to use for sampling image" ++ * ID|Texture|EnvironmentMapTexture.image -> image: pointer "Source image file to read the environment map from" ++ * ID|Texture|EnvironmentMapTexture.image_user -> image_user: pointer, "(read-only) Parameters defining which layer, pass and frame of the image is displayed" ++ * ID|Texture|EnvironmentMapTexture.filter_size_minimum -> use_filter_size_min: boolean "Use Filter Size as a minimal filter value in pixels" ++ * ID|Texture|EnvironmentMapTexture.mipmap -> use_mipmap: boolean "Uses auto-generated MIP maps for the image" ++ * ID|Texture|EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss: boolean "Uses Gauss filter to sample down MIP maps" ++ * ID|Texture|ImageTexture.checker_distance -> checker_distance: float "Sets distance between checker tiles" ++ * ID|Texture|ImageTexture.crop_max_x -> crop_max_x: float "Sets maximum X value to crop the image" ++ * ID|Texture|ImageTexture.crop_max_y -> crop_max_y: float "Sets maximum Y value to crop the image" ++ * ID|Texture|ImageTexture.crop_min_x -> crop_min_x: float "Sets minimum X value to crop the image" ++ * ID|Texture|ImageTexture.crop_min_y -> crop_min_y: float "Sets minimum Y value to crop the image" ++ * ID|Texture|ImageTexture.extension -> extension: enum "Sets how the image is extrapolated past its original bounds" ++ * ID|Texture|ImageTexture.filter_eccentricity -> filter_eccentricity: int "Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower" ++ * ID|Texture|ImageTexture.filter_probes -> filter_probes: int "Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower" ++ * ID|Texture|ImageTexture.filter_size -> filter_size: float "Multiplies the filter size used by MIP Map and Interpolation" ++ * ID|Texture|ImageTexture.filter -> filter_type: enum "Texture filter to use for sampling image" ++ * ID|Texture|ImageTexture.image -> image: pointer "NO DESCRIPTION" ++ * ID|Texture|ImageTexture.image_user -> image_user: pointer, "(read-only) Parameters defining which layer, pass and frame of the image is displayed" ++ * ID|Texture|ImageTexture.invert_alpha -> invert_alpha: boolean "Inverts all the alpha values in the image" ++ * ID|Texture|ImageTexture.normal_space -> normal_space: enum "Sets space of normal map image" ++ * ID|Texture|ImageTexture.repeat_x -> repeat_x: int "Sets a repetition multiplier in the X direction" ++ * ID|Texture|ImageTexture.repeat_y -> repeat_y: int "Sets a repetition multiplier in the Y direction" ++ * ID|Texture|ImageTexture.use_alpha -> use_alpha: boolean "Uses the alpha channel information in the image" ++ * ID|Texture|ImageTexture.calculate_alpha -> use_calculate_alpha: boolean "Calculates an alpha channel based on RGB values in the image" ++ * ID|Texture|ImageTexture.checker_even -> use_checker_even: boolean "Sets even checker tiles" ++ * ID|Texture|ImageTexture.checker_odd -> use_checker_odd: boolean "Sets odd checker tiles" ++ * ID|Texture|ImageTexture.filter_size_minimum -> use_filter_size_min: boolean "Use Filter Size as a minimal filter value in pixels" ++ * ID|Texture|ImageTexture.flip_axis -> use_flip_axis: boolean "Flips the textures X and Y axis" ++ * ID|Texture|ImageTexture.interpolation -> use_interpolation: boolean "Interpolates pixels using Area filter" ++ * ID|Texture|ImageTexture.mipmap -> use_mipmap: boolean "Uses auto-generated MIP maps for the image" ++ * ID|Texture|ImageTexture.mipmap_gauss -> use_mipmap_gauss: boolean "Uses Gauss filter to sample down MIP maps" ++ * ID|Texture|ImageTexture.mirror_x -> use_mirror_x: boolean "Mirrors the image repetition on the X direction" ++ * ID|Texture|ImageTexture.mirror_y -> use_mirror_y: boolean "Mirrors the image repetition on the Y direction" ++ * ID|Texture|ImageTexture.normal_map -> use_normal_map: boolean "Uses image RGB values for normal mapping" ++ * ID|Texture|MagicTexture.noise_depth -> noise_depth: int "Sets the depth of the cloud calculation" ++ * ID|Texture|MagicTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types" ++ * ID|Texture|MarbleTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" ++ * ID|Texture|MarbleTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" ++ * ID|Texture|MarbleTexture.noise_depth -> noise_depth: int "Sets the depth of the cloud calculation" ++ * ID|Texture|MarbleTexture.noise_size -> noise_scale: float "Sets scaling for noise input" ++ * ID|Texture|MarbleTexture.noise_type -> noise_type: enum "NO DESCRIPTION" ++ * ID|Texture|MarbleTexture.noisebasis2 -> noisebasis_2: enum "NO DESCRIPTION" +TODO * ID|Texture|MarbleTexture.stype -> stype: enum "NO DESCRIPTION" ++ * ID|Texture|MarbleTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types" ++ * ID|Texture|MusgraveTexture.highest_dimension -> dimension_max: float "Highest fractal dimension" ++ * ID|Texture|MusgraveTexture.gain -> gain: float "The gain multiplier" ++ * ID|Texture|MusgraveTexture.lacunarity -> lacunarity: float "Gap between successive frequencies" ++ * ID|Texture|MusgraveTexture.musgrave_type -> musgrave_type: enum "NO DESCRIPTION" ++ * ID|Texture|MusgraveTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" ++ * ID|Texture|MusgraveTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" ++ * ID|Texture|MusgraveTexture.noise_intensity -> noise_intensity: float "NO DESCRIPTION" ++ * ID|Texture|MusgraveTexture.noise_size -> noise_scale: float "Sets scaling for noise input" ++ * ID|Texture|MusgraveTexture.octaves -> octaves: float "Number of frequencies used" ++ * ID|Texture|MusgraveTexture.offset -> offset: float "The fractal offset" ++ * ID|Texture|PointDensityTexture.pointdensity -> point_density: pointer, "(read-only) The point density settings associated with this texture" ++ * ID|Texture|StucciTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" ++ * ID|Texture|StucciTexture.noise_size -> noise_scale: float "Sets scaling for noise input" ++ * ID|Texture|StucciTexture.noise_type -> noise_type: enum "NO DESCRIPTION" +TODO * ID|Texture|StucciTexture.stype -> stype: enum "NO DESCRIPTION" ++ * ID|Texture|StucciTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types" ++ * ID|Texture|VoronoiTexture.coloring -> color_mode: enum "NO DESCRIPTION" ++ * ID|Texture|VoronoiTexture.distance_metric -> distance_metric: enum "NO DESCRIPTION" ++ * ID|Texture|VoronoiTexture.minkovsky_exponent -> minkovsky_exponent: float "Minkovsky exponent" ++ * ID|Texture|VoronoiTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" ++ * ID|Texture|VoronoiTexture.noise_intensity -> noise_intensity: float "NO DESCRIPTION" ++ * ID|Texture|VoronoiTexture.noise_size -> noise_scale: float "Sets scaling for noise input" ++ * ID|Texture|VoronoiTexture.weight_1 -> weight_1: float "Voronoi feature weight 1" ++ * ID|Texture|VoronoiTexture.weight_2 -> weight_2: float "Voronoi feature weight 2" ++ * ID|Texture|VoronoiTexture.weight_3 -> weight_3: float "Voronoi feature weight 3" ++ * ID|Texture|VoronoiTexture.weight_4 -> weight_4: float "Voronoi feature weight 4" ++ * ID|Texture|VoxelDataTexture.image -> image: pointer "NO DESCRIPTION" ++ * ID|Texture|VoxelDataTexture.image_user -> image_user: pointer, "(read-only) Parameters defining which layer, pass and frame of the image is displayed" ++ * ID|Texture|VoxelDataTexture.voxeldata -> voxel_data: pointer, "(read-only) The voxel data associated with this texture" ++ * ID|Texture|WoodTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" ++ * ID|Texture|WoodTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" ++ * ID|Texture|WoodTexture.noise_size -> noise_scale: float "Sets scaling for noise input" ++ * ID|Texture|WoodTexture.noise_type -> noise_type: enum "NO DESCRIPTION" ++ * ID|Texture|WoodTexture.noisebasis2 -> noisebasis_2: enum "NO DESCRIPTION" +TODO * ID|Texture|WoodTexture.stype -> stype: enum "NO DESCRIPTION" ++ * ID|Texture|WoodTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types" ++ * ID|VectorFont.filepath -> filepath: string, "(read-only)" ++ * ID|VectorFont.packed_file -> packed_file: pointer, "(read-only)" +TODO, move into collectin * ID|WindowManager.active_keyconfig -> active_keyconfig: pointer "NO DESCRIPTION" ++ * ID|WindowManager.default_keyconfig -> default_keyconfig: pointer, "(read-only)" ++ * ID|WindowManager.keyconfigs -> keyconfigs: collection, "(read-only) Registered key configurations" ++ * ID|WindowManager.operators -> operators: collection, "(read-only) Operator registry" ++ * ID|WindowManager.windows -> windows: collection, "(read-only) Open windows" ++ * ID|World.active_texture -> active_texture: pointer "Active texture slot being displayed" ++ * ID|World.active_texture_index -> active_texture_index: int "Index of active texture slot" ++ * ID|World.ambient_color -> ambient_color: float "NO DESCRIPTION" ++ * ID|World.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" ++ * ID|World.range -> color_range: float "The color range that will be mapped to 0-1" ++ * ID|World.exposure -> exposure: float "Amount of exponential color correction for light" ++ * ID|World.horizon_color -> horizon_color: float "Color at the horizon" ++ * ID|World.lighting -> light_settings: pointer, "(read-only) World lighting settings" ++ * ID|World.mist -> mist_settings: pointer, "(read-only) World mist settings" ++ * ID|World.stars -> star_settings: pointer, "(read-only) World stars settings" ++ * ID|World.texture_slots -> texture_slots: collection, "(read-only) Texture slots defining the mapping and influence of textures" ++ * ID|World.blend_sky -> use_sky_blend: boolean "Render background with natural progression from horizon to zenith" ++ * ID|World.paper_sky -> use_sky_paper: boolean "Flatten blend or texture coordinates" ++ * ID|World.real_sky -> use_sky_real: boolean "Render background with a real horizon, relative to the camera angle" ++ * ID|World.zenith_color -> zenith_color: float "Color at the zenith" ++ * IKParam.ik_solver -> ik_solver: enum, "(read-only) IK solver for which these parameters are defined, 0 for Legacy, 1 for iTaSC" ++ * IKParam|Itasc.dampmax -> dampimg_max: float "Maximum damping coefficient when singular value is nearly 0. Higher values=more stability, less reactivity. Default=0.5" ++ * IKParam|Itasc.dampeps -> damping_epsilon: float "Singular value under which damping is progressively applied. Higher values=more stability, less reactivity. Default=0.1" ++ * IKParam|Itasc.feedback -> feedback: float "Feedback coefficient for error correction. Average response time=1/feedback. Default=20" ++ * IKParam|Itasc.num_iter -> iterations: int "Maximum number of iterations for convergence in case of reiteration" ++ * IKParam|Itasc.mode -> mode: enum "NO DESCRIPTION" ++ * IKParam|Itasc.precision -> precision: float "Precision of convergence in case of reiteration" ++ * IKParam|Itasc.reiteration -> reiteration_method: enum "Defines if the solver is allowed to reiterate (converges until precision is met) on none, first or all frames" ++ * IKParam|Itasc.solver -> solver: enum "Solving method selection: Automatic damping or manual damping" ++ * IKParam|Itasc.num_step -> step_count: int "Divides the frame interval into this many steps" ++ * IKParam|Itasc.max_step -> step_max: float "Higher bound for timestep in second in case of automatic substeps" ++ * IKParam|Itasc.min_step -> step_min: float "Lower bound for timestep in second in case of automatic substeps" ++ * IKParam|Itasc.auto_step -> use_auto_step: boolean "Automatically determine the optimal number of steps for best performance/accuracy trade off" ++ * IKParam|Itasc.max_velocity -> velocity_max: float "Maximum joint velocity in rad/s. Default=50" ++ * 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" ++ * ImageUser.auto_refresh -> use_auto_refresh: boolean "Always refresh image on frame changes" ++ * ImageUser.cyclic -> use_cyclic: boolean "Cycle the images in the movie" ++ * KeyConfig.user_defined -> is_user_defined: boolean, "(read-only) Indicates that a keyconfig was defined by the user" ++ * KeyConfig.keymaps -> keymaps: collection, "(read-only) Key maps configured as part of this configuration" ++ * KeyConfig.name -> name: string "Name of the key configuration" ++ * KeyMap.modal -> is_modal: boolean, "(read-only) Indicates that a keymap is used for translate modal events for an operator" ++ * KeyMap.user_defined -> is_user_defined: boolean "Keymap is defined by the user" ++ * KeyMap.items -> items: collection, "(read-only) Items in the keymap, linking an operator to an input event" ++ * KeyMap.name -> name: string, "(read-only) Name of the key map" ++ * KeyMap.region_type -> region_type: enum, "(read-only) Optional region type keymap is associated with" ++ * KeyMap.children_expanded -> show_expanded_children: boolean "Children expanded in the user interface" ++ * KeyMap.items_expanded -> show_expanded_items: boolean "Expanded in the user interface" ++ * KeyMap.space_type -> space_type: enum, "(read-only) Optional space type keymap is associated with" +TODO MOVE TO COLLECTION * KeyMapItem.active -> active: boolean "Activate or deactivate item" ++ * 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.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.oskey -> pressed_oskey: boolean "Operating system key pressed" ++ * KeyMapItem.shift -> pressed_shift: boolean "Shift key pressed" ++ * KeyMapItem.properties -> properties: pointer, "(read-only) Properties to set when the operator is called" +TODO * KeyMapItem.propvalue -> propvalue: enum "The value this event translates to in a modal keymap" ++ * KeyMapItem.expanded -> show_expanded: boolean "Show key map event and property details in the user interface" ++ * KeyMapItem.type -> type: enum "Type of event" ++ * KeyMapItem.value -> value: enum "NO DESCRIPTION" ++ * 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" +TODO MOVE TO COLLECTION * KeyingSet.active_path -> active_path: pointer "Active Keying Set used to insert/delete keyframes" ++ * KeyingSet.active_path_index -> active_path_index: int "Current Keying Set index" ++ * KeyingSet.name -> name: string "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" ++ * KeyingSet.insertkey_needed -> use_insertkey_needed: boolean "Only insert keyframes where theyre 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.absolute -> use_path_absolute: boolean "Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)" ++ * 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 theyre 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.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.entire_array -> use_entire_array: boolean "When an array/vector type is chosen (Location, Rotation, Color, etc.), entire array is to be used" ++ * KeyingSetPath.insertkey_needed -> use_insertkey_needed: boolean "Only insert keyframes where theyre 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" ++ * LampSkySettings.atmosphere_distance_factor -> atmosphere_distance_factor: float "Multiplier to convert blender units to physical distance" +TODO * 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" ++ * LatticePoint.co -> co: float, "(read-only)" ++ * LatticePoint.deformed_co -> co_deform: float "NO DESCRIPTION" ++ * LatticePoint.groups -> groups: collection, "(read-only) Weights for the vertex groups this point is member of" +MAKE_curves.active * CurveSplines.active -> active: pointer "Active curve spline" ++ * 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)" ++ * Main.actions -> actions: collection, "(read-only) Action datablocks." ++ * Main.armatures -> armatures: collection, "(read-only) Armature datablocks." ++ * Main.brushes -> brushes: collection, "(read-only) Brush datablocks." ++ * Main.cameras -> cameras: collection, "(read-only) Camera datablocks." ++ * Main.curves -> curves: collection, "(read-only) Curve datablocks." ++ * Main.filepath -> filepath: string, "(read-only) Path to the .blend file" ++ * Main.fonts -> fonts: collection, "(read-only) Vector font datablocks." ++ * Main.gpencil -> grease_pencils: collection, "(read-only) Grease Pencil datablocks." ++ * Main.groups -> groups: collection, "(read-only) Group datablocks." ++ * Main.images -> images: collection, "(read-only) Image datablocks." ++NEGATE * Main.file_is_saved -> is_dirty: boolean, "(read-only) Has the current session been saved to disk as a .blend file" ++ * 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.debug -> show_debug: boolean "Print debugging information in console" ++ * 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." ++ * MaterialHalo.add -> add: float "Sets the strength of the add effect" ++ * MaterialHalo.flare_boost -> flare_boost: float "Gives the flare extra strength" ++ * MaterialHalo.flare_seed -> flare_seed: int "Specifies an offset in the flare seed table" ++ * MaterialHalo.flare_size -> flare_size: float "Sets the factor by which the flare is larger than the halo" ++ * MaterialHalo.flares_sub -> flare_subflare_count: int "Sets the number of subflares" ++ * MaterialHalo.flare_subsize -> flare_subflare_size: float "Sets the dimension of the subflares, dots and circles" ++ * MaterialHalo.hardness -> hard: int "Sets the hardness of the halo" ++ * MaterialHalo.line_number -> line_count: int "Sets the number of star shaped lines rendered over the halo" ++ * MaterialHalo.rings -> ring_count: int "Sets the number of rings rendered over the halo" ++ * MaterialHalo.seed -> seed: int "Randomizes ring dimension and line location" ++ * MaterialHalo.size -> size: float "Sets the dimension of the halo" ++ * MaterialHalo.star_tips -> star_tip_count: int "Sets the number of points on the star shaped halo" ++ * MaterialHalo.xalpha -> use_extreme_alpha: boolean "Uses extreme alpha" ++ * MaterialHalo.flare_mode -> use_flare_mode: boolean "Renders halo as a lensflare" ++ * MaterialHalo.lines -> use_lines: boolean "Renders star shaped lines over halo" ++ * MaterialHalo.ring -> use_ring: boolean "Renders rings over halo" ++ * MaterialHalo.shaded -> use_shading: boolean "Lets halo receive light and shadows from external objects" ++ * MaterialHalo.soft -> use_soft: boolean "Softens the edges of halos at intersections with other geometry" ++ * MaterialHalo.star -> use_star: boolean "Renders halo as a star" ++ * MaterialHalo.texture -> use_texture: boolean "Gives halo a texture" ++ * MaterialHalo.vertex_normal -> use_vertex_normal: boolean "Uses the vertex normal to specify the dimension of the halo" ++ * MaterialPhysics.damp -> damping: 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" ++ * MaterialPhysics.align_to_normal -> use_normal_align: boolean "Align dynamic game objects along the surface normal, when inside the physics distance area" ++ * MaterialRaytraceMirror.depth -> depth: int "Maximum allowed number of light inter-reflections" ++ * MaterialRaytraceMirror.distance -> distance: float "Maximum distance of reflected rays. Reflections further than this range fade to sky color or material color" ++ * MaterialRaytraceMirror.fade_to -> fade_to: enum "The color that rays with no intersection within the Max Distance take. Material color can be best for indoor scenes, sky color for outdoor" ++ * MaterialRaytraceMirror.fresnel -> fresnel: float "Power of Fresnel for mirror reflection" ++ * MaterialRaytraceMirror.fresnel_factor -> fresnel_factor: float "Blending factor for Fresnel" ++ * MaterialRaytraceMirror.gloss_anisotropic -> gloss_anisotropic: float "The shape of the reflection, from 0.0 (circular) to 1.0 (fully stretched along the tangent" ++ * MaterialRaytraceMirror.gloss_factor -> gloss_factor: float "The shininess of the reflection. Values < 1.0 give diffuse, blurry reflections" ++ * MaterialRaytraceMirror.gloss_samples -> gloss_samples: int "Number of cone samples averaged for blurry reflections" ++ * MaterialRaytraceMirror.gloss_threshold -> gloss_threshold: float "Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped" ++ * MaterialRaytraceMirror.reflect_factor -> reflect_factor: float "Sets the amount mirror reflection for raytrace" ++ * MaterialRaytraceMirror.enabled -> use: boolean "Enable raytraced reflections" ++ * MaterialRaytraceTransparency.depth -> depth: int "Maximum allowed number of light inter-refractions" ++ * MaterialRaytraceTransparency.limit -> depth_max: float "Maximum depth for light to travel through the transparent material before becoming fully filtered (0.0 is disabled)" ++ * MaterialRaytraceTransparency.falloff -> falloff: float "Falloff power for transmissivity filter effect (1.0 is linear)" ++ * MaterialRaytraceTransparency.filter -> filter: float "Amount to blend in the materials 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" ++ * MaterialSlot.link -> link: enum "Link material to object or the objects 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.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.min_size -> size_min: float "Minimum size of strands in pixels" ++ * MaterialStrand.tip_size -> tip_size: float "End size of strands in pixels or Blender units" ++ * MaterialStrand.blender_units -> use_blender_units: boolean "Use Blender units for widths instead of pixels" ++ * MaterialStrand.surface_diffuse -> use_surface_diffuse: boolean "Make diffuse shading more similar to shading the surface" ++ * MaterialStrand.tangent_shading -> use_tangent_shading: boolean "Uses direction of strands as normal for tangent-shading" ++ * MaterialStrand.uv_layer -> uv_layer: string "Name of UV layer to override" ++ * MaterialStrand.width_fade -> width_fade: float "Transparency along the width of the strand" ++ * MaterialSubsurfaceScattering.back -> back: float "Back scattering weight" ++ * MaterialSubsurfaceScattering.color -> color: float "Scattering color" ++ * MaterialSubsurfaceScattering.color_factor -> color_factor: float "Blend factor for SSS colors" ++ * MaterialSubsurfaceScattering.error_tolerance -> error_tolerance: float "Error tolerance (low values are slower and higher quality)" ++ * MaterialSubsurfaceScattering.front -> front: float "Front scattering weight" ++ * MaterialSubsurfaceScattering.ior -> ior: float "Index of refraction (higher values are denser)" ++ * MaterialSubsurfaceScattering.radius -> radius: float "Mean red/green/blue scattering path length" ++ * MaterialSubsurfaceScattering.scale -> scale: float "Object scale factor" ++ * MaterialSubsurfaceScattering.texture_factor -> texture_factor: float "Texture scatting blend factor" ++ * MaterialSubsurfaceScattering.enabled -> use: boolean "Enable diffuse subsurface scatting effects in a material" ++ * 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 materials density" ++ * MaterialVolume.depth_cutoff -> depth_threshold: 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.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_method: 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" ++ * 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" ++ * Menu.bl_idname -> bl_idname: string "NO DESCRIPTION" ++ * Menu.bl_label -> bl_label: string "NO DESCRIPTION" ++ * Menu.layout -> layout: pointer, "(read-only)" ++ * 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" ++ * 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.hide -> hide: boolean "NO DESCRIPTION" ++ * MeshEdge.index -> index: int, "(read-only) Index number of the vertex" ++ * MeshEdge.fgon -> is_fgon: boolean, "(read-only) Fgon edge" ++ * MeshEdge.loose -> is_loose: boolean, "(read-only) Loose edge" ++ * MeshEdge.select -> select: boolean "NO DESCRIPTION" ++ * MeshEdge.seam -> use_seam: boolean "Seam edge for UV unwrapping" ++ * 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.transp -> alpha_mode: enum "Transparency blending mode" ++ * MeshTextureFace.invisible -> hide: boolean "Make face invisible" ++ * MeshTextureFace.image -> image: pointer "NO DESCRIPTION" ++ * MeshTextureFace.uv_pinned -> pin_uv: boolean "NO DESCRIPTION" ++ * MeshTextureFace.select_uv -> select_uv: boolean "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.text -> use_bitmap_text: boolean "Enable bitmap text on face" ++ * MeshTextureFace.shared -> use_blend_shared: boolean "Blend vertex colors across face when vertices are shared" ++ * MeshTextureFace.collision -> use_collision: boolean "Use face for collision and ray-sensor detection" ++ * MeshTextureFace.halo -> use_halo: boolean "Screen aligned billboard" ++ * MeshTextureFace.light -> use_light: boolean "Use light for face" ++ * MeshTextureFace.object_color -> use_object_color: boolean "Use ObColor instead of vertex colors" ++ * MeshTextureFace.shadow -> use_shadow_face: boolean "Face is used for shadow" ++ * MeshTextureFace.tex -> use_texture: boolean "Render face with texture" ++ * 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_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" ++ * MetaElement.location -> co: float "NO DESCRIPTION" ++ * MetaElement.hide -> hide: boolean "Hide element" ++ * 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" ++ * MetaElement.negative -> use_negative: boolean "Set metaball as negative one" ++ * Modifier.name -> name: string "Modifier name" ++ * Modifier.expanded -> show_expanded: boolean "Set modifier expanded in the user interface" ++ * Modifier.editmode -> show_in_editmode: boolean "Use modifier while in the edit mode" ++ * Modifier.on_cage -> show_on_cage: boolean "Enable direct editing of modifier control cage" ++ * Modifier.realtime -> show_viewport: boolean "Realtime display of a modifier" ++ * Modifier.type -> type: enum, "(read-only)" ++ * Modifier.render -> use_render: boolean "Use modifier during rendering" ++ * Modifier|ArmatureModifier.invert -> invert_vertex_group: boolean "Invert vertex group influence" ++ * Modifier|ArmatureModifier.object -> object: pointer "Armature object to deform with" ++ * Modifier|ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean "NO DESCRIPTION" ++ * Modifier|ArmatureModifier.quaternion -> use_deform_preserve_volume: boolean "Deform rotation interpolation with quaternions" ++ * Modifier|ArmatureModifier.multi_modifier -> use_multi_modifier: boolean "Use same input as previous modifier, and mix results using overall vgroup" ++ * Modifier|ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean "NO DESCRIPTION" ++ * Modifier|ArmatureModifier.vertex_group -> vertex_group: string "Vertex group name" ++ * Modifier|ArrayModifier.constant_offset_displacement -> constant_offset_displace: float "NO DESCRIPTION" +CHECK WITH SIMILAR * Modifier|ArrayModifier.count -> count: int "Number of duplicates to make" ++ * Modifier|ArrayModifier.curve -> curve: pointer "Curve object to fit array length to" ++ * Modifier|ArrayModifier.end_cap -> end_cap: pointer "Mesh object to use as an end cap" ++ * Modifier|ArrayModifier.length -> fit_length: float "Length to fit array within" ++ * Modifier|ArrayModifier.fit_type -> fit_type: enum "Array length calculation method" ++ * Modifier|ArrayModifier.merge_distance -> merge_threshold: float "Limit below which to merge vertices" ++ * Modifier|ArrayModifier.offset_object -> offset_object: pointer "NO DESCRIPTION" ++ * Modifier|ArrayModifier.relative_offset_displacement -> relative_offset_displace: float "NO DESCRIPTION" ++ * Modifier|ArrayModifier.start_cap -> start_cap: pointer "Mesh object to use as a start cap" ++ * Modifier|ArrayModifier.constant_offset -> use_constant_offset: boolean "Add a constant offset" ++ * Modifier|ArrayModifier.merge_end_vertices -> use_merge_vertices_cap: boolean "Merge vertices in first and last duplicates" ++ * Modifier|ArrayModifier.merge_adjacent_vertices -> use_merge_verts: boolean "Merge vertices in adjacent duplicates" ++ * Modifier|ArrayModifier.add_offset_object -> use_object_offset: boolean "Add another objects transformation to the total offset" ++ * Modifier|ArrayModifier.relative_offset -> use_relative_offset: boolean "Add an offset relative to the objects bounding box" ++ * Modifier|BevelModifier.angle -> angle_limit: float "Angle above which to bevel edges" ++ * Modifier|BevelModifier.edge_weight_method -> edge_weight_method: enum "What edge weight to use for weighting a vertex" ++ * Modifier|BevelModifier.limit_method -> limit_method: enum "NO DESCRIPTION" ++ * Modifier|BevelModifier.only_vertices -> use_only_verts: boolean "Bevel verts/corners, not edges" ++ * Modifier|BevelModifier.width -> width: float "Bevel value/amount" ++ * Modifier|BooleanModifier.object -> object: pointer "Mesh object to use for Boolean operation" ++ * Modifier|BooleanModifier.operation -> operation: enum "NO DESCRIPTION" ++ * Modifier|BuildModifier.length -> frame_length: float "Specify the total time the build effect requires" ++ * Modifier|BuildModifier.frame_start -> frame_start: float "Specify the start frame of the effect" ++ * Modifier|BuildModifier.seed -> seed: int "Specify the seed for random if used" ++ * Modifier|BuildModifier.randomize -> use_random_order: boolean "Randomize the faces or edges during build" ++ * Modifier|CastModifier.cast_type -> cast_type: enum "NO DESCRIPTION" ++ * Modifier|CastModifier.factor -> factor: float "NO DESCRIPTION" ++ * Modifier|CastModifier.object -> object: pointer "Control object: if available, its location determines the center of the effect" ++ * Modifier|CastModifier.radius -> radius: float "Only deform vertices within this distance from the center of the effect (leave as 0 for infinite.)" ++ * Modifier|CastModifier.size -> size: float "Size of projection shape (leave as 0 for auto.)" ++ * Modifier|CastModifier.from_radius -> use_radius_as_size: boolean "Use radius as size of projection shape (0 = auto)" ++ * Modifier|CastModifier.use_transform -> use_transform: boolean "Use object transform to control projection shape" ++ * Modifier|CastModifier.x -> use_x: boolean "NO DESCRIPTION" ++ * Modifier|CastModifier.y -> use_y: boolean "NO DESCRIPTION" ++ * Modifier|CastModifier.z -> use_z: boolean "NO DESCRIPTION" ++ * Modifier|CastModifier.vertex_group -> vertex_group: string "Vertex group name" ++ * Modifier|ClothModifier.collision_settings -> collision_settings: pointer, "(read-only)" ++ * Modifier|ClothModifier.point_cache -> point_cache: pointer, "(read-only)" ++ * Modifier|ClothModifier.settings -> settings: pointer, "(read-only)" ++ * Modifier|CollisionModifier.settings -> settings: pointer, "(read-only)" ++ * Modifier|CurveModifier.deform_axis -> deform_axis: enum "The axis that the curve deforms along" ++ * Modifier|CurveModifier.object -> object: pointer "Curve object to deform with" ++ * Modifier|CurveModifier.vertex_group -> vertex_group: string "Vertex group name" ++ * Modifier|DecimateModifier.face_count -> face_count: int, "(read-only) The current number of faces in the decimated mesh" ++ * Modifier|DecimateModifier.ratio -> ratio: float "Defines the ratio of triangles to reduce to" +TODO AXIS * Modifier|DisplaceModifier.direction -> direction: enum "NO DESCRIPTION" ++ * Modifier|DisplaceModifier.midlevel -> mid_level: float "Material value that gives no displacement" ++ * Modifier|DisplaceModifier.strength -> strength: float "NO DESCRIPTION" ++ * Modifier|DisplaceModifier.texture -> texture: pointer "NO DESCRIPTION" ++ * Modifier|DisplaceModifier.texture_coordinate_object -> texture_coordinate_object: pointer "NO DESCRIPTION" ++ * Modifier|DisplaceModifier.texture_coordinates -> texture_coords: enum "NO DESCRIPTION" ++ * Modifier|DisplaceModifier.uv_layer -> uv_layer: string "UV layer name" ++ * Modifier|DisplaceModifier.vertex_group -> vertex_group: string "Vertex group name" ++ * Modifier|EdgeSplitModifier.split_angle -> split_angle: float "Angle above which to split edges" ++ * Modifier|EdgeSplitModifier.use_edge_angle -> use_edge_angle: boolean "Split edges with high angle between faces" ++ * Modifier|EdgeSplitModifier.use_sharp -> use_edge_sharp: boolean "Split edges that are marked as sharp" ++ * Modifier|ExplodeModifier.protect -> protect: float "Clean vertex group edges" ++ * Modifier|ExplodeModifier.alive -> show_alive: boolean "Show mesh when particles are alive" ++ * Modifier|ExplodeModifier.dead -> show_dead: boolean "Show mesh when particles are dead" ++ * Modifier|ExplodeModifier.unborn -> show_unborn: boolean "Show mesh when particles are unborn" ++ * Modifier|ExplodeModifier.split_edges -> use_edge_split: boolean "Split face edges for nicer shrapnel" ++ * Modifier|ExplodeModifier.size -> use_size: boolean "Use particle size for the shrapnel" ++ * Modifier|ExplodeModifier.vertex_group -> vertex_group: string "NO DESCRIPTION" ++ * Modifier|FluidSimulationModifier.settings -> settings: pointer, "(read-only) Settings for how this object is used in the fluid simulation" ++ * Modifier|HookModifier.falloff -> falloff: float "If not zero, the distance from the hook where influence ends" ++ * Modifier|HookModifier.force -> force: float "Relative force of the hook" ++ * Modifier|HookModifier.object -> object: pointer "Parent Object for hook, also recalculates and clears offset" ++ * Modifier|HookModifier.subtarget -> subtarget: string "Name of Parent Bone for hook (if applicable), also recalculates and clears offset" ++ * Modifier|HookModifier.vertex_group -> vertex_group: string "Vertex group name" ++ * Modifier|LatticeModifier.object -> object: pointer "Lattice object to deform with" ++ * Modifier|LatticeModifier.vertex_group -> vertex_group: string "Vertex group name" ++ * Modifier|MaskModifier.armature -> armature: pointer "Armature to use as source of bones to mask" ++ * Modifier|MaskModifier.invert -> invert_vertex_group: boolean "Use vertices that are not part of region defined" ++ * Modifier|MaskModifier.mode -> mode: enum "NO DESCRIPTION" ++ * Modifier|MaskModifier.vertex_group -> vertex_group: string "Vertex group name" ++ * Modifier|MeshDeformModifier.invert -> invert_vertex_group: boolean "Invert vertex group influence" ++ * Modifier|MeshDeformModifier.is_bound -> is_bound: boolean, "(read-only) Whether geometry has been bound to control cage" ++ * Modifier|MeshDeformModifier.object -> object: pointer "Mesh object to deform with" ++ * Modifier|MeshDeformModifier.precision -> precision: int "The grid size for binding" ++ * Modifier|MeshDeformModifier.dynamic -> use_dynamic_bind: boolean "Recompute binding dynamically on top of other deformers (slower and more memory consuming.)" ++ * Modifier|MeshDeformModifier.vertex_group -> vertex_group: string "Vertex group name" ++ * Modifier|MirrorModifier.merge_limit -> merge_threshold: float "Distance from axis within which mirrored vertices are merged" ++ * Modifier|MirrorModifier.mirror_object -> mirror_object: pointer "Object to use as mirror" ++ * Modifier|MirrorModifier.clip -> use_clip: boolean "Prevents vertices from going through the mirror during transform" ++ * Modifier|MirrorModifier.mirror_u -> use_mirror_u: boolean "Mirror the U texture coordinate around the 0.5 point" ++ * Modifier|MirrorModifier.mirror_v -> use_mirror_v: boolean "Mirror the V texture coordinate around the 0.5 point" ++ * Modifier|MirrorModifier.mirror_vertex_groups -> use_mirror_vertex_groups: boolean "Mirror vertex groups (e.g. .R->.L)" ++ * Modifier|MirrorModifier.x -> use_x: boolean "Enable X axis mirror" ++ * Modifier|MirrorModifier.y -> use_y: boolean "Enable Y axis mirror" ++ * Modifier|MirrorModifier.z -> use_z: boolean "Enable Z axis mirror" ++ * Modifier|MultiresModifier.filepath -> filepath: string "Path to external displacements file" ++ * Modifier|MultiresModifier.external -> is_external: boolean, "(read-only) Store multires displacements outside the .blend file, to save memory" ++ * Modifier|MultiresModifier.levels -> levels: int "Number of subdivisions to use in the viewport" ++ * Modifier|MultiresModifier.render_levels -> render_levels: int "NO DESCRIPTION" ++ * Modifier|MultiresModifier.sculpt_levels -> sculpt_levels: int "Number of subdivisions to use in sculpt mode" ++ * Modifier|MultiresModifier.optimal_display -> show_only_control_edges: boolean "Skip drawing/rendering of interior subdivided edges" ++ * Modifier|MultiresModifier.subdivision_type -> subdivision_type: enum "Selects type of subdivision algorithm" ++ * Modifier|MultiresModifier.total_levels -> total_levels: int, "(read-only) Number of subdivisions for which displacements are stored" ++ * Modifier|ParticleInstanceModifier.axis -> axis: enum "Pole axis for rotation" ++ * Modifier|ParticleInstanceModifier.object -> object: pointer "Object that has the particle system" +TODO * Modifier|ParticleInstanceModifier.particle_system_number -> particle_system_number: int "NO DESCRIPTION" ++ * Modifier|ParticleInstanceModifier.position -> position: float "Position along path" ++ * Modifier|ParticleInstanceModifier.random_position -> random_position: float "Randomize position along path" ++ * Modifier|ParticleInstanceModifier.alive -> use_alive: boolean "Show instances when particles are alive" ++ * Modifier|ParticleInstanceModifier.children -> use_children: boolean "Create instances from child particles" ++ * Modifier|ParticleInstanceModifier.dead -> use_dead: boolean "Show instances when particles are dead" ++ * Modifier|ParticleInstanceModifier.normal -> use_normal: boolean "Create instances from normal particles" ++ * Modifier|ParticleInstanceModifier.use_path -> use_path: boolean "Create instances along particle paths" ++ * Modifier|ParticleInstanceModifier.keep_shape -> use_preserve_shape: boolean "Dont stretch the object" ++ * Modifier|ParticleInstanceModifier.size -> use_size: boolean "Use particle size to scale the instances" ++ * Modifier|ParticleInstanceModifier.unborn -> use_unborn: boolean "Show instances when particles are unborn" ++ * Modifier|ParticleSystemModifier.particle_system -> particle_system: pointer, "(read-only) Particle System that this modifier controls" ++ * Modifier|ScrewModifier.angle -> angle: float "Angle of revolution" ++ * Modifier|ScrewModifier.axis -> axis: enum "Screw axis" ++ * Modifier|ScrewModifier.iterations -> iterations: int "Number of times to apply the screw operation" ++ * Modifier|ScrewModifier.object -> object: pointer "Object to define the screw axis" ++ * Modifier|ScrewModifier.render_steps -> render_steps: int "Number of steps in the revolution" ++ * Modifier|ScrewModifier.screw_offset -> screw_offset: float "Offset the revolution along its axis" ++ * Modifier|ScrewModifier.steps -> steps: int "Number of steps in the revolution" ++ * Modifier|ScrewModifier.use_normal_calculate -> use_normal_calculate: boolean "Calculate the order of edges (needed for meshes, but not curves)" ++ * Modifier|ScrewModifier.use_normal_flip -> use_normal_flip: boolean "Flip normals of lathed faces" ++ * Modifier|ScrewModifier.use_object_screw_offset -> use_object_screw_offset: boolean "Use the distance between the objects to make a screw" ++ * Modifier|ShrinkwrapModifier.auxiliary_target -> auxiliary_target: pointer "Additional mesh target to shrink to" +TODO * Modifier|ShrinkwrapModifier.mode -> mode: enum "NO DESCRIPTION" ++ * Modifier|ShrinkwrapModifier.offset -> offset: float "Distance to keep from the target" ++ * Modifier|ShrinkwrapModifier.subsurf_levels -> subsurf_levels: int "Number of subdivisions that must be performed before extracting vertices positions and normals" ++ * Modifier|ShrinkwrapModifier.target -> target: pointer "Mesh target to shrink to" ++ * Modifier|ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces: boolean "Stop vertices from projecting to a back face on the target" ++ * Modifier|ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces: boolean "Stop vertices from projecting to a front face on the target" ++ * Modifier|ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface: boolean "NO DESCRIPTION" ++ * Modifier|ShrinkwrapModifier.negative -> use_negative_direction: boolean "Allow vertices to move in the negative direction of axis" ++ * Modifier|ShrinkwrapModifier.positive -> use_positive_direction: boolean "Allow vertices to move in the positive direction of axis" ++ * Modifier|ShrinkwrapModifier.x -> use_project_x: boolean "NO DESCRIPTION" ++ * Modifier|ShrinkwrapModifier.y -> use_project_y: boolean "NO DESCRIPTION" ++ * Modifier|ShrinkwrapModifier.z -> use_project_z: boolean "NO DESCRIPTION" ++ * Modifier|ShrinkwrapModifier.vertex_group -> vertex_group: string "Vertex group name" ++ * Modifier|SimpleDeformModifier.factor -> factor: float "NO DESCRIPTION" +TODO * Modifier|SimpleDeformModifier.limits -> limits: float "Lower/Upper limits for deform" ++ * Modifier|SimpleDeformModifier.lock_x_axis -> lock_x: boolean "NO DESCRIPTION" ++ * Modifier|SimpleDeformModifier.lock_y_axis -> lock_y: boolean "NO DESCRIPTION" +TODO * Modifier|SimpleDeformModifier.mode -> mode: enum "NO DESCRIPTION" ++ * Modifier|SimpleDeformModifier.origin -> origin: pointer "Origin of modifier space coordinates" ++ * Modifier|SimpleDeformModifier.relative -> use_relative: boolean "Sets the origin of deform space to be relative to the object" ++ * Modifier|SimpleDeformModifier.vertex_group -> vertex_group: string "Vertex group name" ++ * Modifier|SmokeModifier.coll_settings -> coll_settings: pointer, "(read-only)" ++ * Modifier|SmokeModifier.domain_settings -> domain_settings: pointer, "(read-only)" ++ * Modifier|SmokeModifier.flow_settings -> flow_settings: pointer, "(read-only)" ++ * Modifier|SmokeModifier.smoke_type -> type: enum "NO DESCRIPTION" ++ * Modifier|SmoothModifier.factor -> factor: float "NO DESCRIPTION" ++ * Modifier|SmoothModifier.repeat -> iterations: int "NO DESCRIPTION" ++ * Modifier|SmoothModifier.x -> use_x: boolean "NO DESCRIPTION" ++ * Modifier|SmoothModifier.y -> use_y: boolean "NO DESCRIPTION" ++ * Modifier|SmoothModifier.z -> use_z: boolean "NO DESCRIPTION" ++ * Modifier|SmoothModifier.vertex_group -> vertex_group: string "Vertex group name" ++ * Modifier|SoftBodyModifier.point_cache -> point_cache: pointer, "(read-only)" ++ * Modifier|SoftBodyModifier.settings -> settings: pointer, "(read-only)" ++ * Modifier|SolidifyModifier.edge_crease_inner -> edge_crease_inner: float "Assign a crease to inner edges" ++ * Modifier|SolidifyModifier.edge_crease_outer -> edge_crease_outer: float "Assign a crease to outer edges" ++ * Modifier|SolidifyModifier.edge_crease_rim -> edge_crease_rim: float "Assign a crease to the edges making up the rim" ++ * Modifier|SolidifyModifier.invert -> invert_vertex_group: boolean "Invert the vertex group influence" ++ * Modifier|SolidifyModifier.offset -> offset: float "NO DESCRIPTION" ++ * Modifier|SolidifyModifier.thickness -> thickness: float "Thickness of the shell" ++ * Modifier|SolidifyModifier.use_even_offset -> use_even_offset: boolean "Maintain thickness by adjusting for sharp corners (slow, disable when not needed)" ++ * Modifier|SolidifyModifier.use_quality_normals -> use_quality_normals: boolean "Calculate normals which result in more even thickness (slow, disable when not needed)" ++ * Modifier|SolidifyModifier.use_rim -> use_rim: boolean "Create edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)" ++ * Modifier|SolidifyModifier.use_rim_material -> use_rim_material: boolean "Use in the next material for rim faces" ++ * Modifier|SolidifyModifier.vertex_group -> vertex_group: string "Vertex group name" ++ * Modifier|SubsurfModifier.levels -> levels: int "Number of subdivisions to perform" ++ * Modifier|SubsurfModifier.render_levels -> render_levels: int "Number of subdivisions to perform when rendering" ++ * Modifier|SubsurfModifier.optimal_display -> show_only_control_edges: boolean "Skip drawing/rendering of interior subdivided edges" ++ * Modifier|SubsurfModifier.subdivision_type -> subdivision_type: enum "Selects type of subdivision algorithm" ++ * Modifier|SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean "Use subsurf to subdivide UVs" ++ * Modifier|UVProjectModifier.aspect_x -> aspect_x: float "NO DESCRIPTION" ++ * Modifier|UVProjectModifier.aspect_y -> aspect_y: float "NO DESCRIPTION" ++ * Modifier|UVProjectModifier.image -> image: pointer "NO DESCRIPTION" ++ * Modifier|UVProjectModifier.num_projectors -> projector_count: int "Number of projectors to use" ++ * Modifier|UVProjectModifier.projectors -> projectors: collection, "(read-only)" ++ * Modifier|UVProjectModifier.scale_x -> scale_x: float "NO DESCRIPTION" ++ * Modifier|UVProjectModifier.scale_y -> scale_y: float "NO DESCRIPTION" ++ * Modifier|UVProjectModifier.override_image -> use_image_override: boolean "Override faces current images with the given image" ++ * Modifier|UVProjectModifier.uv_layer -> uv_layer: string "UV layer name" ++ * Modifier|WaveModifier.damping_time -> damping_time: float "NO DESCRIPTION" ++ * Modifier|WaveModifier.falloff_radius -> falloff_radius: float "NO DESCRIPTION" ++ * Modifier|WaveModifier.height -> height: float "NO DESCRIPTION" ++ * Modifier|WaveModifier.lifetime -> lifetime: float "NO DESCRIPTION" ++ * Modifier|WaveModifier.narrowness -> narrowness: float "NO DESCRIPTION" ++ * Modifier|WaveModifier.speed -> speed: float "NO DESCRIPTION" ++ * Modifier|WaveModifier.start_position_object -> start_position_object: pointer "NO DESCRIPTION" ++ * Modifier|WaveModifier.start_position_x -> start_position_x: float "NO DESCRIPTION" ++ * Modifier|WaveModifier.start_position_y -> start_position_y: float "NO DESCRIPTION" ++ * Modifier|WaveModifier.texture -> texture: pointer "Texture for modulating the wave" ++ * Modifier|WaveModifier.texture_coordinates -> texture_coords: enum "Texture coordinates used for modulating input" ++ * Modifier|WaveModifier.texture_coordinates_object -> texture_coords_object: pointer "NO DESCRIPTION" ++ * Modifier|WaveModifier.time_offset -> time_offset: float "Either the starting frame (for positive speed) or ending frame (for negative speed.)" ++ * Modifier|WaveModifier.cyclic -> use_cyclic: boolean "Cyclic wave effect" ++ * Modifier|WaveModifier.normals -> use_normal: boolean "Displace along normal" ++ * Modifier|WaveModifier.x_normal -> use_normal_x: boolean "Enable displacement along the X normal" ++ * Modifier|WaveModifier.y_normal -> use_normal_y: boolean "Enable displacement along the Y normal" ++ * Modifier|WaveModifier.z_normal -> use_normal_z: boolean "Enable displacement along the Z normal" ++ * Modifier|WaveModifier.x -> use_x: boolean "X axis motion" ++ * Modifier|WaveModifier.y -> use_y: boolean "Y axis motion" ++ * Modifier|WaveModifier.uv_layer -> uv_layer: string "UV layer name" ++ * Modifier|WaveModifier.vertex_group -> vertex_group: string "Vertex group name for modulating the wave" ++ * Modifier|WaveModifier.width -> width: float "NO DESCRIPTION" ++ * 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.editing -> is_edited: boolean "Path is being edited" ++ * 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" ++ * NlaStrip.action -> action: pointer "Action referenced by this strip" ++ * NlaStrip.frame_end -> action_frame_end: float "NO DESCRIPTION" ++ * NlaStrip.frame_start -> action_frame_start: float "NO DESCRIPTION" ++ * NlaStrip.active -> active: boolean, "(read-only) NLA Strip is active" ++ * 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 strips 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 strips 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.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" ++ * 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.reversed -> use_reverse: boolean "NLA Strip is played back in reverse order (only when timing is automatically determined)" +NlaTrack.active -> active: boolean, "(read-only) NLA Track is active" +NlaTrack.solo -> is_solo: boolean, "(read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)" ++ * 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.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)" ++ * Node|CompositorNode.type -> type: enum, "(read-only)" ++ * Node|CompositorNode|CompositorNodeAlphaOver.premul -> premul: float "Mix Factor" ++ * Node|CompositorNode|CompositorNodeAlphaOver.convert_premul -> use_premultiply: boolean "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeBilateralblur.iterations -> iterations: int "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeBilateralblur.sigma_color -> sigma_color: float "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeBilateralblur.sigma_space -> sigma_space: float "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeBlur.factor -> factor: float "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeBlur.factor_x -> factor_x: float "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeBlur.factor_y -> factor_y: float "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeBlur.filter_type -> filter_type: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeBlur.sizex -> size_x: int "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeBlur.sizey -> size_y: int "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeBlur.bokeh -> use_bokeh: boolean "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeBlur.gamma -> use_gamma_correction: boolean "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeBlur.relative -> use_relative: boolean "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeChannelMatte.color_space -> color_space: enum "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeChannelMatte.limit_channel -> limit_channel: enum "Limit by this channels value" ++ * Node|CompositorNode|CompositorNodeChannelMatte.high -> limit_max: float "Values higher than this setting are 100% opaque" ++ * Node|CompositorNode|CompositorNodeChannelMatte.algorithm -> limit_method: enum "Algorithm to use to limit channel" ++ * Node|CompositorNode|CompositorNodeChannelMatte.low -> limit_min: float "Values lower than this setting are 100% keyed" ++ * Node|CompositorNode|CompositorNodeChannelMatte.channel -> matte_channel: enum "Channel used to determine matte" +TODO * Node|CompositorNode|CompositorNodeChromaMatte.acceptance -> acceptance: float "Tolerance for a color to be considered a keying color" +TODO * Node|CompositorNode|CompositorNodeChromaMatte.cutoff -> cutoff: float "Tolerance below which colors will be considered as exact matches" +Node|CompositorNode|CompositorNodeChromaMatte.gain -> gain: float "Alpha gain" +Node|CompositorNode|CompositorNodeChromaMatte.lift -> lift: float "Alpha lift" +Node|CompositorNode|CompositorNodeChromaMatte.shadow_adjust -> shadow_adjust: float "Adjusts the brightness of any shadows captured" +Node|CompositorNode|CompositorNodeColorBalance.correction_formula -> correction_formula: enum "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeColorBalance.gain -> gain: float "Correction for Highlights" +Node|CompositorNode|CompositorNodeColorBalance.gamma -> gamma: float "Correction for Midtones" +Node|CompositorNode|CompositorNodeColorBalance.lift -> lift: float "Correction for Shadows" +Node|CompositorNode|CompositorNodeColorBalance.offset -> offset: float "Correction for Shadows" +Node|CompositorNode|CompositorNodeColorBalance.power -> power: float "Correction for Midtones" +Node|CompositorNode|CompositorNodeColorBalance.slope -> slope: float "Correction for Highlights" +Node|CompositorNode|CompositorNodeColorMatte.h -> h: float "Hue tolerance for colors to be considered a keying color" +Node|CompositorNode|CompositorNodeColorMatte.s -> s: float "Saturation Tolerance for the color" +Node|CompositorNode|CompositorNodeColorMatte.v -> v: float "Value Tolerance for the color" +Node|CompositorNode|CompositorNodeColorSpill.algorithm -> algorithm: enum "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeColorSpill.channel -> channel: enum "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeColorSpill.limit_channel -> limit_channel: enum "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeColorSpill.ratio -> ratio: float "Scale limit by value" +Node|CompositorNode|CompositorNodeColorSpill.unspill_blue -> unspill_blue: float "Blue spillmap scale" +Node|CompositorNode|CompositorNodeColorSpill.unspill_green -> unspill_green: float "Green spillmap scale" +Node|CompositorNode|CompositorNodeColorSpill.unspill_red -> unspill_red: float "Red spillmap scale" +Node|CompositorNode|CompositorNodeColorSpill.unspill -> use_unspill: boolean "Compensate all channels (diffenrently) by hand" ++ * Node|CompositorNode|CompositorNodeCrop.x2 -> max_x: int "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeCrop.y2 -> max_y: int "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeCrop.x1 -> min_x: int "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeCrop.y1 -> min_y: int "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeCrop.crop_size -> use_crop_size: boolean "Whether to crop the size of the input image" +Node|CompositorNode|CompositorNodeCurveRGB.mapping -> mapping: pointer, "(read-only)" +Node|CompositorNode|CompositorNodeCurveVec.mapping -> mapping: pointer, "(read-only)" +Node|CompositorNode|CompositorNodeDBlur.angle -> angle: float "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeDBlur.center_x -> center_x: float "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeDBlur.center_y -> center_y: float "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeDBlur.distance -> distance: float "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeDBlur.iterations -> iterations: int "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeDBlur.spin -> spin: float "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeDBlur.wrap -> use_wrap: boolean "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeDBlur.zoom -> zoom: float "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeDefocus.angle -> angle: int "Bokeh shape rotation offset in degrees" +Node|CompositorNode|CompositorNodeDefocus.max_blur -> blur_max: float "blur limit, maximum CoC radius, 0=no limit" +Node|CompositorNode|CompositorNodeDefocus.bokeh -> bokeh: enum "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeDefocus.f_stop -> f_stop: float "Amount of focal blur, 128=infinity=perfect focus, half the value doubles the blur radius" +Node|CompositorNode|CompositorNodeDefocus.samples -> samples: int "Number of samples (16=grainy, higher=less noise)" +Node|CompositorNode|CompositorNodeDefocus.threshold -> threshold: float "CoC radius threshold, prevents background bleed on in-focus midground, 0=off" +Node|CompositorNode|CompositorNodeDefocus.gamma_correction -> use_gamma_correction: boolean "Enable gamma correction before and after main process" +Node|CompositorNode|CompositorNodeDefocus.preview -> use_preview: boolean "Enable sampling mode, useful for preview when using low samplecounts" +Node|CompositorNode|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)" +Node|CompositorNode|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" +Node|CompositorNode|CompositorNodeDiffMatte.falloff -> falloff: float "Color distances below this additional threshold are partially keyed" +Node|CompositorNode|CompositorNodeDiffMatte.tolerance -> tolerance: float "Color distances below this threshold are keyed" +Node|CompositorNode|CompositorNodeDilateErode.distance -> distance: int "Distance to grow/shrink (number of iterations)" +Node|CompositorNode|CompositorNodeDistanceMatte.falloff -> falloff: float "Color distances below this additional threshold are partially keyed" +Node|CompositorNode|CompositorNodeDistanceMatte.tolerance -> tolerance: float "Color distances below this threshold are keyed" +Node|CompositorNode|CompositorNodeFilter.filter_type -> filter_type: enum "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeFlip.axis -> axis: enum "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeGlare.angle_offset -> angle_offset: float "Streak angle offset in degrees" +Node|CompositorNode|CompositorNodeGlare.color_modulation -> color_modulation: float "Amount of Color Modulation, modulates colors of streaks and ghosts for a spectral dispersion effect" +Node|CompositorNode|CompositorNodeGlare.fade -> fade: float "Streak fade-out factor" +Node|CompositorNode|CompositorNodeGlare.glare_type -> glare_type: enum "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeGlare.iterations -> iterations: int "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeGlare.mix -> mix: float "-1 is original image only, 0 is exact 50/50 mix, 1 is processed image only" +Node|CompositorNode|CompositorNodeGlare.quality -> quality: enum "If not set to high quality, the effect will be applied to a low-res copy of the source image" +Node|CompositorNode|CompositorNodeGlare.size -> size: int "Glow/glare size (not actual size; relative to initial size of bright area of pixels)" +Node|CompositorNode|CompositorNodeGlare.streaks -> streaks: int "Total number of streaks" +Node|CompositorNode|CompositorNodeGlare.threshold -> threshold: float "The glare filter will only be applied to pixels brighter than this value" +Node|CompositorNode|CompositorNodeGlare.rotate_45 -> use_rotate_45: boolean "Simple star filter: add 45 degree rotation offset" +Node|CompositorNode|CompositorNodeHueCorrect.mapping -> mapping: pointer, "(read-only)" +Node|CompositorNode|CompositorNodeHueSat.hue -> hue: float "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeHueSat.sat -> sat: float "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeHueSat.val -> val: float "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeIDMask.index -> index: int "Pass index number to convert to alpha" +Node|CompositorNode|CompositorNodeImage.frames -> frames: int "Number of images used in animation" +Node|CompositorNode|CompositorNodeImage.image -> image: pointer "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeImage.layer -> layer: enum "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeImage.offset -> offset: int "Offsets the number of the frame to use in the animation" +Node|CompositorNode|CompositorNodeImage.start -> start: int "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeImage.cyclic -> use_cyclic: boolean "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeInvert.alpha -> invert_alpha: boolean "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeInvert.rgb -> invert_rgb: boolean "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeLensdist.fit -> use_fit: boolean "For positive distortion factor only: scale image such that black areas are not visible" +Node|CompositorNode|CompositorNodeLensdist.jitter -> use_jitter: boolean "Enable/disable jittering; faster, but also noisier" +Node|CompositorNode|CompositorNodeLensdist.projector -> use_projector: boolean "Enable/disable projector mode. Effect is applied in horizontal direction only" +Node|CompositorNode|CompositorNodeLevels.channel -> channel: enum "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeLumaMatte.high -> high: float "Values higher than this setting are 100% opaque" +Node|CompositorNode|CompositorNodeLumaMatte.low -> low: float "Values lower than this setting are 100% keyed" +Node|CompositorNode|CompositorNodeMapUV.alpha -> alpha: int "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeMapValue.max -> max: float "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeMapValue.min -> min: float "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeMapValue.offset -> offset: float "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeMapValue.size -> size: float "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeMapValue.use_max -> use_max: boolean "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeMapValue.use_min -> use_min: boolean "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeMath.operation -> operation: enum "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeMixRGB.blend_type -> blend_type: enum "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeMixRGB.alpha -> use_alpha: boolean "Include alpha of second input in this operation" +Node|CompositorNode|CompositorNodeOutputFile.exr_codec -> exr_codec: enum "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeOutputFile.filepath -> filepath: string "Output path for the image, same functionality as render output." +Node|CompositorNode|CompositorNodeOutputFile.frame_end -> frame_end: int "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeOutputFile.frame_start -> frame_start: int "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeOutputFile.image_type -> image_type: enum "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeOutputFile.quality -> quality: int "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeOutputFile.exr_half -> use_exr_half: boolean "NO DESCRIPTION" +Node|CompositorNode|CompositorNodePremulKey.mapping -> mapping: enum "Conversion between premultiplied alpha and key alpha" +Node|CompositorNode|CompositorNodeRLayers.layer -> layer: enum "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeRLayers.scene -> scene: pointer "NO DESCRIPTION" ++ * Node|CompositorNode|CompositorNodeRotate.filter -> filter_type: enum "Method to use to filter rotation" +Node|CompositorNode|CompositorNodeScale.space -> space: enum "Coordinate space to scale relative to" +Node|CompositorNode|CompositorNodeSplitViewer.axis -> axis: enum "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeSplitViewer.factor -> factor: int "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeTexture.node_output -> node_output: int "For node-based textures, which output node to use" +Node|CompositorNode|CompositorNodeTexture.texture -> texture: pointer "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeTime.curve -> curve: pointer, "(read-only)" +Node|CompositorNode|CompositorNodeTime.end -> end: int "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeTime.start -> start: int "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeTonemap.adaptation -> adaptation: float "If 0, global; if 1, based on pixel intensity" +Node|CompositorNode|CompositorNodeTonemap.contrast -> contrast: float "Set to 0 to use estimate from input image" +Node|CompositorNode|CompositorNodeTonemap.correction -> correction: float "If 0, same for all channels; if 1, each independent" +Node|CompositorNode|CompositorNodeTonemap.gamma -> gamma: float "If not used, set to 1" +Node|CompositorNode|CompositorNodeTonemap.intensity -> intensity: float "If less than zero, darkens image; otherwise, makes it brighter" +Node|CompositorNode|CompositorNodeTonemap.key -> key: float "The value the average luminance is mapped to" +Node|CompositorNode|CompositorNodeTonemap.offset -> offset: float "Normally always 1, but can be used as an extra control to alter the brightness curve" +Node|CompositorNode|CompositorNodeTonemap.tonemap_type -> tonemap_type: enum "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeValToRGB.color_ramp -> color_ramp: pointer, "(read-only)" +Node|CompositorNode|CompositorNodeVecBlur.factor -> factor: float "Scaling factor for motion vectors; actually shutter speed in frames" +Node|CompositorNode|CompositorNodeVecBlur.samples -> samples: int "NO DESCRIPTION" +Node|CompositorNode|CompositorNodeVecBlur.max_speed -> speed_max: int "Maximum speed, or zero for none" +Node|CompositorNode|CompositorNodeVecBlur.min_speed -> speed_min: int "Minimum speed for a pixel to be blurred; used to separate background from foreground" +Node|CompositorNode|CompositorNodeVecBlur.curved -> use_curved: boolean "Interpolate between frames in a bezier curve, rather than linearly" +Node|NodeGroup.nodetree -> nodetree: pointer "NO DESCRIPTION" +Node|ShaderNode.type -> type: enum, "(read-only)" +Node|ShaderNode|ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean "Material Node uses inverted normal" +Node|ShaderNode|ShaderNodeExtendedMaterial.material -> material: pointer "NO DESCRIPTION" +Node|ShaderNode|ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean "Material Node outputs Diffuse" +Node|ShaderNode|ShaderNodeExtendedMaterial.specular -> use_specular: boolean "Material Node outputs Specular" +Node|ShaderNode|ShaderNodeGeometry.color_layer -> color_layer: string "NO DESCRIPTION" +Node|ShaderNode|ShaderNodeGeometry.uv_layer -> uv_layer: string "NO DESCRIPTION" +Node|ShaderNode|ShaderNodeMapping.location -> location: float "Location offset for the input coordinate" +Node|ShaderNode|ShaderNodeMapping.maximum -> max: float "Maximum value to clamp coordinate to" +Node|ShaderNode|ShaderNodeMapping.minimum -> min: float "Minimum value to clamp coordinate to" +Node|ShaderNode|ShaderNodeMapping.rotation -> rotation: float "Rotation offset for the input coordinate" +Node|ShaderNode|ShaderNodeMapping.scale -> scale: float "Scale adjustment for the input coordinate" +Node|ShaderNode|ShaderNodeMapping.clamp_maximum -> use_max: boolean "Clamp the output coordinate to a maximum value" +Node|ShaderNode|ShaderNodeMapping.clamp_minimum -> use_min: boolean "Clamp the output coordinate to a minimum value" +Node|ShaderNode|ShaderNodeMaterial.invert_normal -> invert_normal: boolean "Material Node uses inverted normal" +Node|ShaderNode|ShaderNodeMaterial.material -> material: pointer "NO DESCRIPTION" +Node|ShaderNode|ShaderNodeMaterial.diffuse -> use_diffuse: boolean "Material Node outputs Diffuse" +Node|ShaderNode|ShaderNodeMaterial.specular -> use_specular: boolean "Material Node outputs Specular" +Node|ShaderNode|ShaderNodeMath.operation -> operation: enum "NO DESCRIPTION" +Node|ShaderNode|ShaderNodeMixRGB.blend_type -> blend_type: enum "NO DESCRIPTION" +Node|ShaderNode|ShaderNodeMixRGB.alpha -> use_alpha: boolean "Include alpha of second input in this operation" +Node|ShaderNode|ShaderNodeRGBCurve.mapping -> mapping: pointer, "(read-only)" +Node|ShaderNode|ShaderNodeTexture.node_output -> node_output: int "For node-based textures, which output node to use" +Node|ShaderNode|ShaderNodeTexture.texture -> texture: pointer "NO DESCRIPTION" +Node|ShaderNode|ShaderNodeValToRGB.color_ramp -> color_ramp: pointer, "(read-only)" +Node|ShaderNode|ShaderNodeVectorCurve.mapping -> mapping: pointer, "(read-only)" +Node|ShaderNode|ShaderNodeVectorMath.operation -> operation: enum "NO DESCRIPTION" +Node|TextureNode.type -> type: enum, "(read-only)" +Node|TextureNode|TextureNodeBricks.offset -> offset: float "NO DESCRIPTION" +Node|TextureNode|TextureNodeBricks.offset_frequency -> offset_frequency: int "Offset every N rows" +Node|TextureNode|TextureNodeBricks.squash -> squash: float "NO DESCRIPTION" +Node|TextureNode|TextureNodeBricks.squash_frequency -> squash_frequency: int "Squash every N rows" +Node|TextureNode|TextureNodeCurveRGB.mapping -> mapping: pointer, "(read-only)" +Node|TextureNode|TextureNodeCurveTime.curve -> curve: pointer, "(read-only)" +Node|TextureNode|TextureNodeCurveTime.end -> end: int "NO DESCRIPTION" +Node|TextureNode|TextureNodeCurveTime.start -> start: int "NO DESCRIPTION" +Node|TextureNode|TextureNodeImage.image -> image: pointer "NO DESCRIPTION" +Node|TextureNode|TextureNodeMath.operation -> operation: enum "NO DESCRIPTION" +Node|TextureNode|TextureNodeMixRGB.blend_type -> blend_type: enum "NO DESCRIPTION" +Node|TextureNode|TextureNodeMixRGB.alpha -> use_alpha: boolean "Include alpha of second input in this operation" +Node|TextureNode|TextureNodeOutput.output_name -> output_name: string "NO DESCRIPTION" +Node|TextureNode|TextureNodeTexture.node_output -> node_output: int "For node-based textures, which output node to use" +Node|TextureNode|TextureNodeTexture.texture -> texture: pointer "NO DESCRIPTION" +Node|TextureNode|TextureNodeValToRGB.color_ramp -> color_ramp: pointer, "(read-only)" +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" +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)" +OperatorTypeMacro.properties -> properties: pointer, "(read-only)" +PackedFile.size -> size: int, "(read-only) Size of packed file in bytes" +Paint.brush -> brush: pointer "Active paint brush" +Paint.show_brush -> show_brush: boolean "NO DESCRIPTION" +Paint.show_brush_on_surface -> show_brush_on_surface: boolean "NO DESCRIPTION" +Paint.fast_navigate -> show_low_resolution: boolean "For multires, show low resolution while navigating the view" +Paint|ImagePaint.invert_stencil -> invert_stencil: boolean "Invert the stencil layer" +Paint|ImagePaint.normal_angle -> normal_angle: int "Paint most on faces pointing towards the view according to this angle" +Paint|ImagePaint.screen_grab_size -> screen_grab_size: int "Size to capture the image for re-projecting" +Paint|ImagePaint.seam_bleed -> seam_bleed: int "Extend paint beyond the faces UVs to reduce seams (in pixels, slower)" +Paint|ImagePaint.show_brush -> show_brush: boolean "Enables brush shape while not drawing" +Paint|ImagePaint.show_brush_draw -> show_brush_draw: boolean "Enables brush shape while drawing" +Paint|ImagePaint.use_backface_cull -> use_backface_culling: boolean "Ignore faces pointing away from the view (faster)" +Paint|ImagePaint.use_clone_layer -> use_clone_layer: boolean "Use another UV layer as clone source, otherwise use 3D the cursor as the source" +Paint|ImagePaint.use_normal_falloff -> use_normal_falloff: boolean "Paint most on faces pointing towards the view" +Paint|ImagePaint.use_occlude -> use_occlude: boolean "Only paint onto the faces directly under the brush (slower)" +Paint|ImagePaint.use_projection -> use_projection: boolean "Use projection painting for improved consistency in the brush strokes" +Paint|ImagePaint.use_stencil_layer -> use_stencil_layer: boolean "Set the mask layer from the UV layer buttons" +Paint|Sculpt.lock_x -> lock_x: boolean "Disallow changes to the X axis of vertices" +Paint|Sculpt.lock_y -> lock_y: boolean "Disallow changes to the Y axis of vertices" +Paint|Sculpt.lock_z -> lock_z: boolean "Disallow changes to the Z axis of vertices" +Paint|Sculpt.radial_symm -> radial_symm: int "Number of times to copy strokes across the surface" +Paint|Sculpt.use_openmp -> use_openmp: boolean "Take advantage of multiple CPU cores to improve sculpting performance" +Paint|Sculpt.use_symmetry_feather -> use_symmetry_feather: boolean "Reduce the strength of the brush where it overlaps symmetrical daubs" +Paint|Sculpt.symmetry_x -> use_symmetry_x: boolean "Mirror brush across the X axis" +Paint|Sculpt.symmetry_y -> use_symmetry_y: boolean "Mirror brush across the Y axis" +Paint|Sculpt.symmetry_z -> use_symmetry_z: boolean "Mirror brush across the Z axis" +Paint|VertexPaint.all_faces -> use_all_faces: boolean "Paint on all faces inside brush" +Paint|VertexPaint.normals -> use_normal: boolean "Applies the vertex normal before painting" +Paint|VertexPaint.spray -> use_spray: boolean "Keep applying paint effect while holding mouse" +Panel.bl_context -> bl_context: string "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.bl_default_closed -> bl_use_closed: boolean "NO DESCRIPTION" +Panel.layout -> layout: pointer, "(read-only)" +Panel.text -> text: string "NO DESCRIPTION" +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_keys -> add_keys: int "How many keys to make new particles with" +ParticleEdit.brush -> brush: pointer, "(read-only)" +ParticleEdit.draw_step -> draw_step: int "How many steps to draw the path with" +ParticleEdit.emitter_distance -> emitter_distance: float "Distance to keep particles away from the emitter" +ParticleEdit.fade_frames -> fade_frames: int "How many frames to fade" +ParticleEdit.editable -> is_editable: boolean, "(read-only) A valid edit mode exists" +ParticleEdit.hair -> is_hair: boolean, "(read-only) Editing hair" +ParticleEdit.object -> object: pointer, "(read-only) The edited object" +ParticleEdit.selection_mode -> selection_mode: enum "Particle select and display mode" +ParticleEdit.draw_particles -> show_particles: boolean "Draw actual particles" +ParticleEdit.tool -> tool: enum "NO DESCRIPTION" +ParticleEdit.type -> type: enum "NO DESCRIPTION" +ParticleEdit.add_interpolate -> use_add_interpolate: boolean "Interpolate new particles from the existing ones" +ParticleEdit.auto_velocity -> use_auto_velocity: boolean "Calculate point velocities automatically" +ParticleEdit.emitter_deflect -> use_emitter_deflect: boolean "Keep paths from intersecting the emitter" +ParticleEdit.fade_time -> use_fade_time: boolean "Fade paths and keys further away from current frame" +ParticleEdit.keep_lengths -> use_preserve_lengths: boolean "Keep path lengths constant" +ParticleEdit.keep_root -> use_preserve_root: boolean "Keep root keys unmodified" +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" +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" +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.multiple_caches -> has_multiple_caches: boolean, "(read-only) Particle system has multiple point caches" +ParticleSystem.vertex_group_clump_negate -> invert_vertex_group_clump: boolean "Negate the effect of the clump vertex group" +ParticleSystem.vertex_group_density_negate -> invert_vertex_group_density: boolean "Negate the effect of the density vertex group" +ParticleSystem.vertex_group_field_negate -> invert_vertex_group_field: boolean "Negate the effect of the field vertex group" +ParticleSystem.vertex_group_kink_negate -> invert_vertex_group_kink: boolean "Negate the effect of the kink vertex group" +ParticleSystem.vertex_group_length_negate -> invert_vertex_group_length: boolean "Negate the effect of the length vertex group" +ParticleSystem.vertex_group_rotation_negate -> invert_vertex_group_rotation: boolean "Negate the effect of the rotation vertex group" +ParticleSystem.vertex_group_roughness1_negate -> invert_vertex_group_roughness1: boolean "Negate the effect of the roughness 1 vertex group" +ParticleSystem.vertex_group_roughness2_negate -> invert_vertex_group_roughness_2: boolean "Negate the effect of the roughness 2 vertex group" +ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughness_end: boolean "Negate the effect of the roughness end vertex group" +ParticleSystem.vertex_group_size_negate -> invert_vertex_group_size: boolean "Negate the effect of the size vertex group" +ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent: boolean "Negate the effect of the tangent vertex group" +ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity: boolean "Negate the effect of the velocity vertex group" +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.name -> name: string "Particle system name" +ParticleSystem.parent -> parent: pointer "Use this objects 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.hair_dynamics -> use_hair_dynamics: boolean "Enable hair dynamics using cloth simulation" +ParticleSystem.keyed_timing -> use_keyed_timing: boolean "Use key times" +ParticleSystem.vertex_group_clump -> vertex_group_clump: string "Vertex group to control clump" +ParticleSystem.vertex_group_density -> vertex_group_density: string "Vertex group to control density" +ParticleSystem.vertex_group_field -> vertex_group_field: string "Vertex group to control field" +ParticleSystem.vertex_group_kink -> vertex_group_kink: string "Vertex group to control kink" +ParticleSystem.vertex_group_length -> vertex_group_length: string "Vertex group to control length" +ParticleSystem.vertex_group_rotation -> vertex_group_rotation: string "Vertex group to control rotation" +ParticleSystem.vertex_group_roughness1 -> vertex_group_rough1: string "Vertex group to control roughness 1" +ParticleSystem.vertex_group_roughness2 -> vertex_group_rough_2: string "Vertex group to control roughness 2" +ParticleSystem.vertex_group_roughness_end -> vertex_group_rough_end: string "Vertex group to control roughness end" +ParticleSystem.vertex_group_size -> vertex_group_size: string "Vertex group to control size" +ParticleSystem.vertex_group_tangent -> vertex_group_tangent: string "Vertex group to control tangent" +ParticleSystem.vertex_group_velocity -> vertex_group_velocity: string "Vertex group to control velocity" +ParticleTarget.duration -> duration: float "NO DESCRIPTION" +ParticleTarget.valid -> is_valid: boolean "Keyed particles target is valid" +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" +PointCache.active_point_cache_index -> active_point_cache_index: int "NO DESCRIPTION" +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.baked -> is_baked: boolean, "(read-only)" +PointCache.baking -> is_baking: boolean, "(read-only)" +PointCache.outdated -> is_outdated: boolean, "(read-only)" +PointCache.name -> name: string "Cache name" +PointCache.point_cache_list -> point_cache_list: collection, "(read-only) Point cache list" +PointCache.step -> step: int "Number of frames between cached frames" +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.use_library_path -> use_library_path: boolean "Use this files path when library linked into another file." +PointCache.quick_cache -> use_quick_cache: boolean "Update simulation with cache steps" +PointDensity.color_ramp -> color_ramp: pointer, "(read-only)" +PointDensity.color_source -> color_source: enum "Data to derive color results from" +PointDensity.falloff -> falloff: enum "Method of attenuating density by distance from the point" +PointDensity.falloff_softness -> falloff_soft: float "Softness of the soft falloff option" +PointDensity.noise_basis -> noise_basis: enum "Noise formula used for turbulence" +PointDensity.object -> object: pointer "Object to take point data from" +PointDensity.particle_cache -> particle_cache: enum "Co-ordinate system to cache particles in" +PointDensity.particle_system -> particle_system: pointer "Particle System to render as points" +PointDensity.point_source -> point_source: enum "Point data to use as renderable point density" +PointDensity.radius -> radius: float "Radius from the shaded sample to look for points within" +PointDensity.speed_scale -> speed_scale: float "Multiplier to bring particle speed within an acceptable range" +PointDensity.turbulence_depth -> turbulence_depth: int "Level of detail in the added turbulent noise" +PointDensity.turbulence_influence -> turbulence_influence: enum "Method for driving added turbulent noise" +PointDensity.turbulence_size -> turbulence_size: float "Scale of the added turbulent noise" +PointDensity.turbulence_strength -> turbulence_strength: float "NO DESCRIPTION" +PointDensity.turbulence -> use_turbulence: boolean "Add directed noise to the density at render-time" +PointDensity.vertices_cache -> vertices_cache: enum "Co-ordinate system to cache vertices in" +Pose.active_bone_group -> active_bone_group: pointer "Active bone group for this pose" +Pose.active_bone_group_index -> active_bone_group_index: int "Active index in bone groups array" +Pose.animation_visualisation -> animation_visualisation: pointer, "(read-only) Animation data for this datablock" +Pose.bone_groups -> bone_groups: collection, "(read-only) Groups of the bones" +Pose.bones -> bones: collection, "(read-only) Individual pose bones for the armature" +Pose.ik_param -> ik_param: pointer, "(read-only) Parameters for IK solver" +Pose.ik_solver -> ik_solver: enum "Selection of IK solver for IK chain, current choice is 0 for Legacy, 1 for iTaSC" +PoseBone.bone -> bone: pointer, "(read-only) Bone associated with this PoseBone" +PoseBone.bone_group -> bone_group: pointer "Bone Group this pose channel belongs to" +PoseBone.bone_group_index -> bone_group_index: int "Bone Group this pose channel belongs to (0=no group)" +PoseBone.child -> child: pointer, "(read-only) Child of this pose bone" +PoseBone.constraints -> constraints: collection, "(read-only) Constraints that act on this PoseChannel" +PoseBone.custom_shape -> custom_shape: pointer "Object that defines custom draw type for this bone" +PoseBone.custom_shape_transform -> custom_shape_transform: pointer "Bone that defines the display transform of this custom shape" +PoseBone.head -> head: float, "(read-only) Location of head of the channels bone" +PoseBone.ik_lin_weight -> ik_lin_weight: float "Weight of scale constraint for IK" +PoseBone.ik_max_x -> ik_max_x: float "Maximum angles for IK Limit" +PoseBone.ik_max_y -> ik_max_y: float "Maximum angles for IK Limit" +PoseBone.ik_max_z -> ik_max_z: float "Maximum angles for IK Limit" +PoseBone.ik_min_x -> ik_min_x: float "Minimum angles for IK Limit" +PoseBone.ik_min_y -> ik_min_y: float "Minimum angles for IK Limit" +PoseBone.ik_min_z -> ik_min_z: float "Minimum angles for IK Limit" +PoseBone.ik_rot_weight -> ik_rot_weight: float "Weight of rotation constraint for IK" +PoseBone.ik_stiffness_x -> ik_stiffness_x: float "IK stiffness around the X axis" +PoseBone.ik_stiffness_y -> ik_stiffness_y: float "IK stiffness around the Y axis" +PoseBone.ik_stiffness_z -> ik_stiffness_z: float "IK stiffness around the Z axis" +PoseBone.ik_stretch -> ik_stretch: float "Allow scaling of the bone for IK" +PoseBone.has_ik -> is_in_ik_chain: boolean, "(read-only) Is part of an IK chain" +PoseBone.location -> location: float "NO DESCRIPTION" +NEGATE * PoseBone.ik_dof_x -> lock_ik_x: boolean "Allow movement around the X axis" +PoseBone.ik_limit_x -> lock_ik_x: boolean "Limit movement around the X axis" +NEGATE * PoseBone.ik_dof_y -> lock_ik_y: boolean "Allow movement around the Y axis" +PoseBone.ik_limit_y -> lock_ik_y: boolean "Limit movement around the Y axis" +NEGATE * PoseBone.ik_dof_z -> lock_ik_z: boolean "Allow movement around the Z axis" +PoseBone.ik_limit_z -> lock_ik_z: boolean "Limit movement around the Z axis" +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 channels bone" +PoseBone.ik_lin_control -> use_ik_lin_control: boolean "Apply channel size as IK constraint if stretching is enabled" +PoseBone.ik_rot_control -> use_ik_rot_control: boolean "Apply channel rotation as IK constraint" +PoseBoneConstraints.active -> active: pointer "Active PoseChannel constraint" +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 cant be set to None" +Property.use_output -> is_output: boolean, "(read-only) True when this property is an output value from an RNA function" +Property.is_readonly -> is_readonly: boolean, "(read-only) Property is editable through RNA" +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.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.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|BooleanProperty.array_length -> array_length: int, "(read-only) Maximum length of the array, 0 means unlimited" ++ * Property|BooleanProperty.default -> default: boolean, "(read-only) Default value for this number" ++ * Property|BooleanProperty.default_array -> default_array: boolean, "(read-only) Default value for this array" ++ * Property|CollectionProperty.fixed_type -> fixed_type: pointer, "(read-only) Fixed pointer type, empty if variable type" +Property|EnumProperty.default -> default: enum, "(read-only) Default value for this enum" +Property|EnumProperty.items -> items: collection, "(read-only) Possible values for the property" +Property|FloatProperty.array_length -> array_length: int, "(read-only) Maximum length of the array, 0 means unlimited" +Property|FloatProperty.default -> default: float, "(read-only) Default value for this number" +Property|FloatProperty.default_array -> default_array: float, "(read-only) Default value for this array" +Property|FloatProperty.hard_max -> hard_max: float, "(read-only) Maximum value used by buttons" +Property|FloatProperty.hard_min -> hard_min: float, "(read-only) Minimum value used by buttons" +Property|FloatProperty.precision -> precision: int, "(read-only) Number of digits after the dot used by buttons" +Property|FloatProperty.soft_max -> soft_max: float, "(read-only) Maximum value used by buttons" +Property|FloatProperty.soft_min -> soft_min: float, "(read-only) Minimum value used by buttons" +Property|FloatProperty.step -> step: float, "(read-only) Step size used by number buttons, for floats 1/100th of the step size" +Property|IntProperty.array_length -> array_length: int, "(read-only) Maximum length of the array, 0 means unlimited" +Property|IntProperty.default -> default: int, "(read-only) Default value for this number" +Property|IntProperty.default_array -> default_array: int, "(read-only) Default value for this array" +Property|IntProperty.hard_max -> hard_max: int, "(read-only) Maximum value used by buttons" +Property|IntProperty.hard_min -> hard_min: int, "(read-only) Minimum value used by buttons" +Property|IntProperty.soft_max -> soft_max: int, "(read-only) Maximum value used by buttons" +Property|IntProperty.soft_min -> soft_min: int, "(read-only) Minimum value used by buttons" +Property|IntProperty.step -> step: int, "(read-only) Step size used by number buttons, for floats 1/100th of the step size" +Property|PointerProperty.fixed_type -> fixed_type: pointer, "(read-only) Fixed pointer type, empty if variable type" +Property|StringProperty.default -> default: string, "(read-only) string default value" +Property|StringProperty.max_length -> length_max: int, "(read-only) Maximum length of the string, 0 means unlimited" +RGBANodeSocket.default_value -> default_value: float "Default value of the socket when no link is attached" +RGBANodeSocket.name -> name: string, "(read-only) Socket name" +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.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.box_preview -> show_synced_view: boolean "Sync view position between side views" +RegionView3D.box_clip -> use_box_clip: boolean "Clip objects based on whats visible in other side views" +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.pass_ao_exclude -> exclude_ambient_occlusion: boolean, "(read-only) Exclude AO pass from combined" +RenderLayer.pass_emit_exclude -> exclude_emit: boolean, "(read-only) Exclude emission pass from combined" +RenderLayer.pass_environment_exclude -> exclude_environment: boolean, "(read-only) Exclude environment pass from combined" +RenderLayer.pass_indirect_exclude -> exclude_indirect: boolean, "(read-only) Exclude indirect pass from combined" +RenderLayer.pass_reflection_exclude -> exclude_reflection: boolean, "(read-only) Exclude raytraced reflection pass from combined" +RenderLayer.pass_refraction_exclude -> exclude_refraction: boolean, "(read-only) Exclude raytraced refraction pass from combined" +RenderLayer.pass_shadow_exclude -> exclude_shadow: boolean, "(read-only) Exclude shadow pass from combined" +RenderLayer.pass_specular_exclude -> exclude_specular: boolean, "(read-only) Exclude specular pass from combined" +RenderLayer.zmask_negate -> invert_zmask: boolean, "(read-only) For Zmask, only render what is behind solid z values instead of in front" +RenderLayer.visible_layers -> layers: boolean, "(read-only) Scene layers included in this render layer" +RenderLayer.zmask_layers -> layers_zmask: boolean, "(read-only) Zmask scene layers" +RenderLayer.light_override -> light_override: pointer, "(read-only) Group to override all other lights in this render layer" +RenderLayer.material_override -> material_override: pointer, "(read-only) Material to override all other materials in this render layer" +RenderLayer.name -> name: string, "(read-only) Render layer name" +RenderLayer.passes -> passes: collection, "(read-only)" +RenderLayer.rect -> rect: float "NO DESCRIPTION" ++ * RenderLayer.enabled -> use: boolean, "(read-only) Disable or enable the render layer" +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.halo -> use_halo: boolean, "(read-only) Render Halos in this Layer (on top of Solid)" +RenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean, "(read-only) Deliver AO pass" +RenderLayer.pass_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_environment -> use_pass_environment: boolean, "(read-only) Deliver environment lighting pass" +RenderLayer.pass_indirect -> use_pass_indirect: boolean, "(read-only) Deliver indirect lighting pass" +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_refraction -> use_pass_refraction: boolean, "(read-only) Deliver raytraced refraction pass" +RenderLayer.pass_shadow -> use_pass_shadow: boolean, "(read-only) Deliver shadow pass" +RenderLayer.pass_specular -> use_pass_specular: boolean, "(read-only) Deliver specular pass" +RenderLayer.pass_uv -> use_pass_uv: boolean, "(read-only) Deliver texture UV pass" +RenderLayer.pass_vector -> use_pass_vector: boolean, "(read-only) Deliver speed vector pass" +RenderLayer.pass_z -> use_pass_z: boolean, "(read-only) Deliver Z values pass" +RenderLayer.sky -> use_sky: boolean, "(read-only) Render Sky in this Layer" +RenderLayer.solid -> use_solid: boolean, "(read-only) Render Solid faces in this Layer" +RenderLayer.strand -> use_strand: boolean, "(read-only) Render Strands in this Layer" +RenderLayer.zmask -> use_zmask: boolean, "(read-only) Only render whats in front of the solid z values" +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.bake_aa_mode -> bake_aa_mode: enum "NO DESCRIPTION" +RenderSettings.bake_bias -> bake_bias: float "Bias towards faces further away from the object (in blender units)" +RenderSettings.bake_distance -> bake_distance: float "Maximum distance from active object to other object (in blender units" +RenderSettings.bake_margin -> bake_margin: int "Amount of pixels to extend the baked result with, as post process filter" +RenderSettings.bake_normal_space -> bake_normal_space: enum "Choose normal space for baking" +RenderSettings.bake_quad_split -> bake_quad_split: enum "Choose the method used to split a quad into 2 triangles for baking" +RenderSettings.bake_type -> bake_type: enum "Choose shading information to bake into the image" +RenderSettings.border_max_x -> border_max_x: float "Sets maximum X value for the render border" +RenderSettings.border_max_y -> border_max_y: float "Sets maximum Y value for the render border" +RenderSettings.border_min_x -> border_min_x: float "Sets minimum X value to for the render border" +RenderSettings.border_min_y -> border_min_y: float "Sets minimum Y value for the render border" +RenderSettings.cineon_black -> cineon_black: int "Log conversion reference blackpoint" +RenderSettings.cineon_gamma -> cineon_gamma: float "Log conversion gamma" +RenderSettings.cineon_white -> cineon_white: int "Log conversion reference whitepoint" +RenderSettings.color_mode -> color_mode: enum "Choose BW for saving greyscale images, RGB for saving red, green and blue channels, AND RGBA for saving red, green, blue + alpha channels" +RenderSettings.display_mode -> display_mode: enum "Select where rendered images will be displayed" +RenderSettings.dither_intensity -> dither_intensity: float "Amount of dithering noise added to the rendered image to break up banding" +RenderSettings.edge_color -> edge_color: float "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.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.multiple_engines -> has_multiple_engines: boolean, "(read-only) More than one rendering engine is available" +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_samples -> motion_blur_samples: int "Number of scene samples to take with motion blur" +RenderSettings.motion_blur_shutter -> motion_blur_shutter: float "Time taken in frames between shutter open and close" +RenderSettings.octree_resolution -> octree_resolution: enum "Resolution of raytrace accelerator. Use higher resolutions for larger scenes" +RenderSettings.output_path -> output_path: string "Directory/name to save animations, # characters defines the position and length of frame numbers" +RenderSettings.parts_x -> parts_x: int "Number of horizontal tiles to use while rendering" +RenderSettings.parts_y -> parts_y: int "Number of vertical tiles to use while rendering" +RenderSettings.pixel_aspect_x -> pixel_aspect_x: float "Horizontal aspect ratio - for anamorphic or non-square pixel output" +RenderSettings.pixel_aspect_y -> pixel_aspect_y: float "Vertical aspect ratio - for anamorphic or non-square pixel output" +RenderSettings.pixel_filter -> pixel_filter: enum "Reconstruction filter used for combining anti-aliasing samples" +RenderSettings.raytrace_structure -> raytrace_structure: enum "Type of raytrace accelerator structure" +RenderSettings.resolution_percentage -> resolution_percentage: int "Percentage scale for render resolution" +RenderSettings.resolution_x -> resolution_x: int "Number of horizontal pixels in the rendered image" +RenderSettings.resolution_y -> resolution_y: int "Number of vertical pixels in the rendered image" +RenderSettings.sequencer_gl_preview -> sequencer_gl_preview: enum "Method to draw in the sequencer view" +RenderSettings.sequencer_gl_render -> sequencer_gl_render: enum "Method to draw in the sequencer view" +RenderSettings.simplify_ao_sss -> simplify_ao_sss: float "Global approximate AA and SSS quality factor" +RenderSettings.simplify_child_particles -> simplify_child_particles: float "Global child particles percentage" +RenderSettings.simplify_shadow_samples -> simplify_shadow_samples: int "Global maximum shadow samples" +RenderSettings.simplify_subdivision -> simplify_subdivision: int "Global maximum subdivision level" +RenderSettings.stamp_background -> stamp_background: float "Color to use behind stamp text" +RenderSettings.stamp_font_size -> stamp_font_size: int "Size of the font used when rendering stamp text" +RenderSettings.stamp_foreground -> stamp_foreground: float "Color to use for stamp text" +RenderSettings.stamp_note_text -> stamp_note_text: string "Custom text to appear in the stamp note" +RenderSettings.threads -> threads: int "Number of CPU threads to use simultaneously while rendering (for multi-core/CPU systems)" +RenderSettings.threads_mode -> threads_mode: enum "Determine the amount of render threads used" +RenderSettings.render_antialiasing -> use_antialiasing: boolean "Render and combine multiple samples per pixel to prevent jagged edges" +RenderSettings.backbuf -> use_backbuf: boolean "Render backbuffer image" +RenderSettings.bake_active -> use_bake_active_to_selected: boolean "Bake shading on the surface of selected objects to the active object" +RenderSettings.bake_enable_aa -> use_bake_antialiasing: boolean "Enables Anti-aliasing" +RenderSettings.bake_clear -> use_bake_clear: boolean "Clear Images before baking" +RenderSettings.bake_normalized -> use_bake_normalized: boolean "With displacement normalize to the distance, with ambient occlusion normalize without using material settings" +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.cineon_log -> use_cineon_log: boolean "Convert to logarithmic color space" +RenderSettings.color_management -> use_color_management: boolean "Use color profiles and gamma corrected imaging pipeline" +RenderSettings.use_compositing -> use_compositing: boolean "Process the render result through the compositing pipeline, if compositing nodes are enabled" +RenderSettings.crop_to_border -> use_crop_to_border: boolean "Crop the rendered frame to the defined border size" +RenderSettings.edge -> use_edge_enhance: boolean "use_Create a toon outline around the edges of geometry" +RenderSettings.use_envmaps -> use_envmaps: boolean "Calculate environment maps while rendering" +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.use_file_extension -> use_file_extension: boolean "Add the file format extensions to the rendered file name (eg: filename + .jpg)" +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.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.motion_blur -> use_motion_blur: boolean "Use multi-sampled 3D scene motion blur" +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.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.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.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.use_sss -> use_sss: boolean "Calculate sub-surface scattering in materials rendering" +RenderSettings.render_stamp -> use_stamp: boolean "Render the stamp info text in the rendered image" +RenderSettings.stamp_camera -> use_stamp_camera: boolean "Include the name of the active camera in image metadata" +RenderSettings.stamp_date -> use_stamp_date: boolean "Include the current date in image metadata" +RenderSettings.stamp_filename -> use_stamp_filename: boolean "Include the filename of the .blend file in image metadata" +RenderSettings.stamp_frame -> use_stamp_frame: boolean "Include the frame number in image metadata" +RenderSettings.stamp_marker -> use_stamp_marker: boolean "Include the name of the last marker in image metadata" +RenderSettings.stamp_note -> use_stamp_note: boolean "Include a custom note in image metadata" +RenderSettings.stamp_render_time -> use_stamp_render_time: boolean "Include the render time in the stamp image" +RenderSettings.stamp_scene -> use_stamp_scene: boolean "Include the name of the active scene in image metadata" +RenderSettings.stamp_sequencer_strip -> use_stamp_sequencer_strip: boolean "Include the name of the foreground sequence strip in image metadata" +RenderSettings.stamp_time -> use_stamp_time: boolean "Include the render frame as HH:MM:SS.FF in image metadata" +RenderSettings.use_textures -> use_textures: boolean "Use textures to affect material properties" +RenderSettings.tiff_bit -> use_tiff_16bit: boolean "Save TIFF with 16 bits per channel" +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" +SceneBases.active -> active: pointer "Active object base in the scene" +SceneGameData.activity_culling_box_radius -> activity_culling_box_radius: float "Radius of the activity bubble, in Manhattan length. Objects outside the box are activity-culled" +SceneGameData.depth -> depth: int "Displays bit depth of full screen display" +SceneGameData.dome_angle -> dome_angle: int "Field of View of the Dome - it only works in mode Fisheye and Truncated" +SceneGameData.dome_buffer_resolution -> dome_buffer_resolution: float "Buffer Resolution - decrease it to increase speed" +SceneGameData.dome_mode -> dome_mode: enum "Dome physical configurations" +SceneGameData.dome_tesselation -> dome_tesselation: int "Tessellation level - check the generated mesh in wireframe mode" +SceneGameData.dome_text -> dome_text: pointer "Custom Warp Mesh data file" +SceneGameData.dome_tilt -> dome_tilt: int "Camera rotation in horizontal axis" +SceneGameData.eye_separation -> eye_separation: float "Set the distance between the eyes - the camera focal length/30 should be fine" +SceneGameData.fps -> fps: int "The nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate" +SceneGameData.framing_color -> frame_color: float "Set colour of the bars" +SceneGameData.framing_type -> frame_type: enum "Select the type of Framing you want" +SceneGameData.frequency -> frequency: int "Displays clock frequency of fullscreen display" +SceneGameData.logic_step_max -> logic_step_max: int "Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics" +SceneGameData.material_mode -> material_mode: enum "Material mode to use for rendering" +SceneGameData.occlusion_culling_resolution -> occlusion_culling_resolution: float "The size of the occlusion buffer in pixel, use higher value for better precision (slower)" +SceneGameData.physics_engine -> physics_engine: enum "Physics engine used for physics simulation in the game engine" +SceneGameData.physics_gravity -> physics_gravity: float "Gravitational constant used for physics simulation in the game engine" +SceneGameData.physics_step_max -> physics_step_max: int "Sets the maximum number of physics step per game frame if graphics slows down the game, higher value allows physics to keep up with realtime" +SceneGameData.physics_step_sub -> physics_step_sub: int "Sets the number of simulation substep per physic timestep, higher value give better physics precision" +SceneGameData.resolution_x -> resolution_x: int "Number of horizontal pixels in the screen" +SceneGameData.resolution_y -> resolution_y: int "Number of vertical pixels in the screen" +SceneGameData.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.fullscreen -> show_fullscreen: boolean "Starts player in a new fullscreen display" +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.activity_culling -> use_activity_culling: boolean "Activity culling is enabled" +SceneGameData.use_animation_record -> use_animation_record: boolean "Record animation to fcurves" +SceneGameData.auto_start -> use_auto_start: boolean "Automatically start game at load time" +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.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.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.pass_ao_exclude -> exclude_ambient_occlusion: boolean "Exclude AO pass from combined" +SceneRenderLayer.pass_emit_exclude -> exclude_emit: boolean "Exclude emission pass from combined" +SceneRenderLayer.pass_environment_exclude -> exclude_environment: boolean "Exclude environment pass from combined" +SceneRenderLayer.pass_indirect_exclude -> exclude_indirect: boolean "Exclude indirect pass from combined" +SceneRenderLayer.pass_reflection_exclude -> exclude_reflection: boolean "Exclude raytraced reflection pass from combined" +SceneRenderLayer.pass_refraction_exclude -> exclude_refraction: boolean "Exclude raytraced refraction pass from combined" +SceneRenderLayer.pass_shadow_exclude -> exclude_shadow: boolean "Exclude shadow pass from combined" +SceneRenderLayer.pass_specular_exclude -> exclude_specular: boolean "Exclude specular pass from combined" +SceneRenderLayer.zmask_negate -> invert_zmask: boolean "For Zmask, only render what is behind solid z values instead of in front" +SceneRenderLayer.visible_layers -> layers: boolean "Scene layers included in this render layer" +SceneRenderLayer.zmask_layers -> layers_zmask: boolean "Zmask scene layers" +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.enabled -> use: boolean "Disable or enable the render layer" +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.halo -> use_halo: boolean "Render Halos in this Layer (on top of Solid)" +SceneRenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean "Deliver AO pass" +SceneRenderLayer.pass_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_environment -> use_pass_environment: boolean "Deliver environment lighting pass" +SceneRenderLayer.pass_indirect -> use_pass_indirect: boolean "Deliver indirect lighting pass" +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_refraction -> use_pass_refraction: boolean "Deliver raytraced refraction pass" +SceneRenderLayer.pass_shadow -> use_pass_shadow: boolean "Deliver shadow pass" +SceneRenderLayer.pass_specular -> use_pass_specular: boolean "Deliver specular pass" +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.zmask -> use_zmask: boolean "Only render whats in front of the solid z values" +SceneRenderLayer.ztransp -> use_ztransp: boolean "Render Z-Transparent faces in this Layer (On top of Solid and Halos)" +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" +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.name -> name: string "Sensor name" +Sensor.pinned -> pinned: boolean "Display when not linked to a visible states controller" +Sensor.expanded -> show_expanded: boolean "Set sensor expanded in the user interface" +Sensor.type -> type: enum "NO DESCRIPTION" +Sensor.level -> use_level: boolean "Level detector, trigger controllers of new states (only applicable upon logic state transition)" +Sensor.pulse_false_level -> use_pulse_false_level: boolean "Activate FALSE level triggering (pulse mode)" +Sensor.pulse_true_level -> use_pulse_true_level: boolean "Activate TRUE level triggering (pulse mode)" +Sensor.tap -> use_tap: boolean "Trigger controllers only for an instant, even while the sensor remains true" ++ * Sensor|ActuatorSensor.actuator -> actuator: string "Actuator name, actuator active state modifications will be detected" ++ * Sensor|ArmatureSensor.bone -> bone: string "Identify the bone to check value from" ++ * Sensor|ArmatureSensor.constraint -> constraint: string "Identify the bone constraint to check value from" ++ * Sensor|ArmatureSensor.test_type -> test_type: enum "Type of value and test" ++ * Sensor|ArmatureSensor.value -> value: float "Specify value to be used in comparison" ++ * Sensor|CollisionSensor.material -> material: string "Only look for Objects with this material" ++ * Sensor|CollisionSensor.property -> property: string "Only look for Objects with this property" ++ * Sensor|CollisionSensor.collision_type -> use_material: boolean "Use material instead of property" ++ * Sensor|CollisionSensor.pulse -> use_pulse: boolean "Changes to the set of colliding objects generates pulse" +Sensor|DelaySensor.delay -> delay: int "Delay in number of logic tics before the positive trigger (default 60 per second)" +Sensor|DelaySensor.duration -> duration: int "If >0, delay in number of logic tics before the negative trigger following the positive trigger" +Sensor|DelaySensor.repeat -> use_repeat: boolean "Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics" +Sensor|JoystickSensor.axis_direction -> axis_direction: enum "The direction of the axis" +Sensor|JoystickSensor.axis_number -> axis_number: int "Specify which axis pair to use, 1 is usually the main direction input" +Sensor|JoystickSensor.axis_threshold -> axis_threshold: int "Specify the precision of the axis" +Sensor|JoystickSensor.button_number -> button_number: int "Specify which button to use" +Sensor|JoystickSensor.event_type -> event_type: enum "The type of event this joystick sensor is triggered on" +Sensor|JoystickSensor.hat_direction -> hat_direction: enum "Specify hat direction" +Sensor|JoystickSensor.hat_number -> hat_number: int "Specify which hat to use" +Sensor|JoystickSensor.joystick_index -> joystick_index: int "Specify which joystick to use" +Sensor|JoystickSensor.single_axis_number -> single_axis_number: int "Specify a single axis (verticle/horizontal/other) to detect" +Sensor|JoystickSensor.all_events -> use_all_events: boolean "Triggered by all events on this joysticks current type (axis/button/hat)" +Sensor|KeyboardSensor.key -> key: enum "NO DESCRIPTION" +Sensor|KeyboardSensor.log -> log: string "Property that receive the keystrokes in case a string is logged" +Sensor|KeyboardSensor.modifier_key -> modifier_key: enum "Modifier key code" +Sensor|KeyboardSensor.second_modifier_key -> second_modifier_key: enum "Modifier key code" +Sensor|KeyboardSensor.target -> target: string "Property that indicates whether to log keystrokes as a string" +Sensor|KeyboardSensor.all_keys -> use_all_keys: boolean "Trigger this sensor on any keystroke" +Sensor|MessageSensor.subject -> subject: string "Optional subject filter: only accept messages with this subject, or empty for all" +Sensor|MouseSensor.mouse_event -> mouse_event: enum "Specify the type of event this mouse sensor should trigger on" +Sensor|NearSensor.distance -> distance: float "Trigger distance" +Sensor|NearSensor.property -> property: string "Only look for objects with this property" +Sensor|NearSensor.reset_distance -> reset_distance: float "NO DESCRIPTION" +Sensor|PropertySensor.evaluation_type -> evaluation_type: enum "Type of property evaluation" +Sensor|PropertySensor.property -> property: string "NO DESCRIPTION" +Sensor|PropertySensor.value -> value: string "Check for this value in types in Equal or Not Equal types" +Sensor|PropertySensor.max_value -> value_max: string "Specify maximum value in Interval type" +Sensor|PropertySensor.min_value -> value_min: string "Specify minimum value in Interval type" +Sensor|RadarSensor.angle -> angle: float "Opening angle of the radar cone" +Sensor|RadarSensor.axis -> axis: enum "Specify along which axis the radar cone is cast" +Sensor|RadarSensor.distance -> distance: float "Depth of the radar cone" +Sensor|RadarSensor.property -> property: string "Only look for Objects with this property" +Sensor|RandomSensor.seed -> seed: int "Initial seed of the generator. (Choose 0 for not random)" +Sensor|RaySensor.axis -> axis: enum "Specify along which axis the ray is cast" +Sensor|RaySensor.material -> material: string "Only look for Objects with this material" +Sensor|RaySensor.property -> property: string "Only look for Objects with this property" +Sensor|RaySensor.range -> range: float "Sense objects no farther than this distance" +Sensor|RaySensor.ray_type -> ray_type: enum "Toggle collision on material or property" +Sensor|RaySensor.x_ray_mode -> use_x_ray: boolean "See through objects that dont have the property" +Sensor|TouchSensor.material -> material: pointer "Only look for objects with this material" +Sequence.blend_opacity -> blend_alpha: float "NO DESCRIPTION" +Sequence.blend_mode -> blend_type: enum "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 cant 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" +Sequence|EffectSequence.color_balance -> color_balance: pointer, "(read-only)" +Sequence|EffectSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION" +Sequence|EffectSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" +Sequence|EffectSequence.crop -> crop: pointer, "(read-only)" +Sequence|EffectSequence.proxy -> proxy: pointer, "(read-only)" +Sequence|EffectSequence.strobe -> strobe: float "Only display every nth frame" +Sequence|EffectSequence.transform -> transform: pointer, "(read-only)" +Sequence|EffectSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" +Sequence|EffectSequence.use_crop -> use_crop: boolean "Crop image before processing" +Sequence|EffectSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" +Sequence|EffectSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" +Sequence|EffectSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" +Sequence|EffectSequence.convert_float -> use_float: boolean "Convert input to float data" +Sequence|EffectSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" +Sequence|EffectSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" +Sequence|EffectSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" +Sequence|EffectSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" +Sequence|EffectSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" +Sequence|EffectSequence.use_translation -> use_translation: boolean "Translate image before processing" ++ * Sequence|EffectSequence|ColorSequence.color -> color: float "NO DESCRIPTION" +Sequence|EffectSequence|GlowSequence.blur_distance -> blur_distance: float "Radius of glow effect" +Sequence|EffectSequence|GlowSequence.boost_factor -> boost_factor: float "Brightness multiplier" +Sequence|EffectSequence|GlowSequence.clamp -> clamp: float "rightness limit of intensity" +Sequence|EffectSequence|GlowSequence.quality -> quality: int "Accuracy of the blur effect" +Sequence|EffectSequence|GlowSequence.threshold -> threshold: float "Minimum intensity to trigger a glow" +Sequence|EffectSequence|GlowSequence.only_boost -> use_only_boost: boolean "Show the glow buffer only" +Sequence|EffectSequence|PluginSequence.filename -> filename: string, "(read-only)" +Sequence|EffectSequence|SpeedControlSequence.global_speed -> global_speed: float "NO DESCRIPTION" +Sequence|EffectSequence|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" +Sequence|EffectSequence|SpeedControlSequence.curve_velocity -> use_curve_velocity: boolean "Interpret the F-Curve value as a velocity instead of a frame number" +Sequence|EffectSequence|SpeedControlSequence.frame_blending -> use_frame_blend: boolean "Blend two frames into the target for a smoother result" +Sequence|EffectSequence|TransformSequence.interpolation -> interpolation: enum "NO DESCRIPTION" +Sequence|EffectSequence|TransformSequence.rotation_start -> rotation_start: float "NO DESCRIPTION" +Sequence|EffectSequence|TransformSequence.scale_start_x -> scale_start_x: float "NO DESCRIPTION" +Sequence|EffectSequence|TransformSequence.scale_start_y -> scale_start_y: float "NO DESCRIPTION" +Sequence|EffectSequence|TransformSequence.translate_start_x -> translate_start_x: float "NO DESCRIPTION" +Sequence|EffectSequence|TransformSequence.translate_start_y -> translate_start_y: float "NO DESCRIPTION" +Sequence|EffectSequence|TransformSequence.translation_unit -> translation_unit: enum "NO DESCRIPTION" +Sequence|EffectSequence|TransformSequence.uniform_scale -> use_uniform_scale: boolean "Scale uniformly, preserving aspect ratio" +Sequence|EffectSequence|WipeSequence.angle -> angle: float "Edge angle" +Sequence|EffectSequence|WipeSequence.blur_width -> blur_width: float "Width of the blur edge, in percentage relative to the image size" +Sequence|EffectSequence|WipeSequence.direction -> direction: enum "Wipe direction" +Sequence|EffectSequence|WipeSequence.transition_type -> transition_type: enum "NO DESCRIPTION" +Sequence|ImageSequence.animation_end_offset -> animation_end_offset: int "Animation end offset (trim end)" +Sequence|ImageSequence.animation_start_offset -> animation_start_offset: int "Animation start offset (trim start)" +Sequence|ImageSequence.color_balance -> color_balance: pointer, "(read-only)" +Sequence|ImageSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" +Sequence|ImageSequence.crop -> crop: pointer, "(read-only)" +Sequence|ImageSequence.directory -> directory: string "NO DESCRIPTION" +Sequence|ImageSequence.elements -> elements: collection, "(read-only)" +Sequence|ImageSequence.multiply_colors -> multiply_colors: float "NO DESCRIPTION" +Sequence|ImageSequence.proxy -> proxy: pointer, "(read-only)" +Sequence|ImageSequence.strobe -> strobe: float "Only display every nth frame" +Sequence|ImageSequence.transform -> transform: pointer, "(read-only)" +Sequence|ImageSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" +Sequence|ImageSequence.use_crop -> use_crop: boolean "Crop image before processing" +Sequence|ImageSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" +Sequence|ImageSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" +Sequence|ImageSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" +Sequence|ImageSequence.convert_float -> use_float: boolean "Convert input to float data" +Sequence|ImageSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" +Sequence|ImageSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" +Sequence|ImageSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" +Sequence|ImageSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" +Sequence|ImageSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" +Sequence|ImageSequence.use_translation -> use_translation: boolean "Translate image before processing" +Sequence|MetaSequence.animation_end_offset -> animation_end_offset: int "Animation end offset (trim end)" +Sequence|MetaSequence.animation_start_offset -> animation_start_offset: int "Animation start offset (trim start)" +Sequence|MetaSequence.color_balance -> color_balance: pointer, "(read-only)" +Sequence|MetaSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" +Sequence|MetaSequence.crop -> crop: pointer, "(read-only)" +Sequence|MetaSequence.multiply_colors -> multiply_colors: float "NO DESCRIPTION" +Sequence|MetaSequence.proxy -> proxy: pointer, "(read-only)" +Sequence|MetaSequence.sequences -> sequences: collection, "(read-only)" +Sequence|MetaSequence.strobe -> strobe: float "Only display every nth frame" +Sequence|MetaSequence.transform -> transform: pointer, "(read-only)" +Sequence|MetaSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" +Sequence|MetaSequence.use_crop -> use_crop: boolean "Crop image before processing" +Sequence|MetaSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" +Sequence|MetaSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" +Sequence|MetaSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" +Sequence|MetaSequence.convert_float -> use_float: boolean "Convert input to float data" +Sequence|MetaSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" +Sequence|MetaSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" +Sequence|MetaSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" +Sequence|MetaSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" +Sequence|MetaSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" +Sequence|MetaSequence.use_translation -> use_translation: boolean "Translate image before processing" +Sequence|MovieSequence.animation_end_offset -> animation_end_offset: int "Animation end offset (trim end)" +Sequence|MovieSequence.animation_start_offset -> animation_start_offset: int "Animation start offset (trim start)" +Sequence|MovieSequence.color_balance -> color_balance: pointer, "(read-only)" +Sequence|MovieSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" +Sequence|MovieSequence.crop -> crop: pointer, "(read-only)" +Sequence|MovieSequence.filepath -> filepath: string "NO DESCRIPTION" +Sequence|MovieSequence.mpeg_preseek -> mpeg_preseek: int "For MPEG movies, preseek this many frames" +Sequence|MovieSequence.multiply_colors -> multiply_colors: float "NO DESCRIPTION" +Sequence|MovieSequence.proxy -> proxy: pointer, "(read-only)" +Sequence|MovieSequence.strobe -> strobe: float "Only display every nth frame" +Sequence|MovieSequence.transform -> transform: pointer, "(read-only)" +Sequence|MovieSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" +Sequence|MovieSequence.use_crop -> use_crop: boolean "Crop image before processing" +Sequence|MovieSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" +Sequence|MovieSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" +Sequence|MovieSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" +Sequence|MovieSequence.convert_float -> use_float: boolean "Convert input to float data" +Sequence|MovieSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" +Sequence|MovieSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" +Sequence|MovieSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" +Sequence|MovieSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" +Sequence|MovieSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" +Sequence|MovieSequence.use_translation -> use_translation: boolean "Translate image before processing" +Sequence|MulticamSequence.animation_end_offset -> animation_end_offset: int "Animation end offset (trim end)" +Sequence|MulticamSequence.animation_start_offset -> animation_start_offset: int "Animation start offset (trim start)" +Sequence|MulticamSequence.color_balance -> color_balance: pointer, "(read-only)" +Sequence|MulticamSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" +Sequence|MulticamSequence.crop -> crop: pointer, "(read-only)" +Sequence|MulticamSequence.multicam_source -> multicam_source: int "NO DESCRIPTION" +Sequence|MulticamSequence.multiply_colors -> multiply_colors: float "NO DESCRIPTION" +Sequence|MulticamSequence.proxy -> proxy: pointer, "(read-only)" +Sequence|MulticamSequence.strobe -> strobe: float "Only display every nth frame" +Sequence|MulticamSequence.transform -> transform: pointer, "(read-only)" +Sequence|MulticamSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" +Sequence|MulticamSequence.use_crop -> use_crop: boolean "Crop image before processing" +Sequence|MulticamSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" +Sequence|MulticamSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" +Sequence|MulticamSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" +Sequence|MulticamSequence.convert_float -> use_float: boolean "Convert input to float data" +Sequence|MulticamSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" +Sequence|MulticamSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" +Sequence|MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" +Sequence|MulticamSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" +Sequence|MulticamSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" +Sequence|MulticamSequence.use_translation -> use_translation: boolean "Translate image before processing" +Sequence|SceneSequence.animation_end_offset -> animation_end_offset: int "Animation end offset (trim end)" +Sequence|SceneSequence.animation_start_offset -> animation_start_offset: int "Animation start offset (trim start)" +Sequence|SceneSequence.color_balance -> color_balance: pointer, "(read-only)" +Sequence|SceneSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" +Sequence|SceneSequence.crop -> crop: pointer, "(read-only)" +Sequence|SceneSequence.multiply_colors -> multiply_colors: float "NO DESCRIPTION" +Sequence|SceneSequence.proxy -> proxy: pointer, "(read-only)" +Sequence|SceneSequence.scene -> scene: pointer "Scene that this sequence uses" +Sequence|SceneSequence.scene_camera -> scene_camera: pointer "Override the scenes active camera" +Sequence|SceneSequence.strobe -> strobe: float "Only display every nth frame" +Sequence|SceneSequence.transform -> transform: pointer, "(read-only)" +Sequence|SceneSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" +Sequence|SceneSequence.use_crop -> use_crop: boolean "Crop image before processing" +Sequence|SceneSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" +Sequence|SceneSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" +Sequence|SceneSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" +Sequence|SceneSequence.convert_float -> use_float: boolean "Convert input to float data" +Sequence|SceneSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" +Sequence|SceneSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" +Sequence|SceneSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" +Sequence|SceneSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" +Sequence|SceneSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" +Sequence|SceneSequence.use_translation -> use_translation: boolean "Translate image before processing" +Sequence|SoundSequence.animation_end_offset -> animation_end_offset: int "Animation end offset (trim end)" +Sequence|SoundSequence.animation_start_offset -> animation_start_offset: int "Animation start offset (trim start)" +Sequence|SoundSequence.attenuation -> attenuation: float "Attenuation in dezibel" +Sequence|SoundSequence.filepath -> filepath: string "NO DESCRIPTION" +Sequence|SoundSequence.sound -> sound: pointer, "(read-only) Sound datablock used by this sequence" +Sequence|SoundSequence.volume -> volume: float "Playback volume of the sound" +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" +SmokeDomainSettings.alpha -> alpha: float "Higher value results in sinking smoke" +SmokeDomainSettings.amplify -> amplify: int "Enhance the resolution of smoke by this factor using noise" +SmokeDomainSettings.beta -> beta: float "Higher value results in faster rising smoke" +SmokeDomainSettings.coll_group -> coll_group: pointer "Limit collisions to this group" +SmokeDomainSettings.dissolve_speed -> dissolve_speed: int "Dissolve Speed" +SmokeDomainSettings.eff_group -> eff_group: pointer "Limit effectors to this group" +SmokeDomainSettings.effector_weights -> effector_weights: pointer, "(read-only)" +SmokeDomainSettings.fluid_group -> fluid_group: pointer "Limit fluid objects to this group" +SmokeDomainSettings.maxres -> maxres: int "Maximal resolution used in the fluid domain" +SmokeDomainSettings.noise_type -> noise_type: enum "Noise method which is used for creating the high resolution" +SmokeDomainSettings.point_cache_high -> point_cache_high: pointer, "(read-only)" +SmokeDomainSettings.point_cache_low -> point_cache_low: pointer, "(read-only)" +SmokeDomainSettings.viewhighres -> show_high_resolution: boolean "Show high resolution (using amplification)" +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.dissolve_smoke -> use_dissolve_smoke: boolean "Enable smoke to disappear over time" +SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log: boolean "Using 1/x" +SmokeDomainSettings.highres -> use_high_resolution: boolean "Enable high resolution (using amplification)" +SmokeDomainSettings.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 its velocity from the emitter particle" +SmokeFlowSettings.psys -> psys: pointer "Particle systems emitted from the object" +SmokeFlowSettings.temperature -> temperature: float "Temperature difference to ambient temperature" +NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean "Deletes smoke from simulation" +SmokeFlowSettings.velocity_multiplier -> velocity_multiplier: float "Multiplier to adjust velocity passed to smoke" +SoftBodySettings.aero -> aero: float "Make edges sail" +SoftBodySettings.aerodynamics_type -> aerodynamics_type: enum "Method of calculating aerodynamic interaction" +SoftBodySettings.ball_damp -> ball_damp: float "Blending to inelastic collision" +SoftBodySettings.ball_size -> ball_size: float "Absolute ball size or factor if not manual adjusted" +SoftBodySettings.ball_stiff -> ball_stiff: float "Ball inflating pressure" +SoftBodySettings.bending -> bend: float "Bending Stiffness" +SoftBodySettings.choke -> choke: int "Viscosity inside collision target" +SoftBodySettings.collision_type -> collision_type: enum "Choose Collision Type" +SoftBodySettings.damp -> damping: float "Edge spring friction" +SoftBodySettings.effector_weights -> effector_weights: pointer, "(read-only)" +SoftBodySettings.error_limit -> error_limit: float "The Runge-Kutta ODE solver error limit, low value gives more precision, high values speed" +SoftBodySettings.friction -> friction: float "General media friction for point movements" +SoftBodySettings.fuzzy -> fuzzy: int "Fuzziness while on collision, high values make collsion handling faster but less stable" +SoftBodySettings.goal_default -> goal_default: float "Default Goal (vertex target position) value, when no Vertex Group used" +SoftBodySettings.goal_friction -> goal_friction: float "Goal (vertex target position) friction" +SoftBodySettings.goal_max -> goal_max: float "Goal maximum, vertex weights are scaled to match this range" +SoftBodySettings.goal_min -> goal_min: float "Goal minimum, vertex weights are scaled to match this range" +SoftBodySettings.goal_spring -> goal_spring: float "Goal (vertex target position) spring stiffness" +SoftBodySettings.goal_vertex_group -> goal_vertex_group: string "Control point weight values" +SoftBodySettings.gravity -> gravity: float "Apply gravitation to point movement" +SoftBodySettings.lcom -> lcom: float "Location of Center of mass" +SoftBodySettings.lrot -> lrot: float "Estimated rotation matrix" +SoftBodySettings.lscale -> lscale: float "Estimated scale matrix" +SoftBodySettings.mass -> mass: float "General Mass value" +SoftBodySettings.mass_vertex_group -> mass_vertex_group: string "Control point mass values" +SoftBodySettings.plastic -> plastic: float "Permanent deform" +SoftBodySettings.pull -> pull: float "Edge spring stiffness when longer than rest length" +SoftBodySettings.push -> push: float "Edge spring stiffness when shorter than rest length" +SoftBodySettings.shear -> shear: float "Shear Stiffness" +SoftBodySettings.speed -> speed: float "Tweak timing for physics to control frequency and speed" +SoftBodySettings.spring_length -> spring_length: float "Alter spring length to shrink/blow up (unit %) 0 to disable" +SoftBodySettings.spring_vertex_group -> spring_vertex_group: string "Control point spring strength values" +SoftBodySettings.maxstep -> step_max: int "Maximal # solver steps/frame" +SoftBodySettings.minstep -> step_min: int "Minimal # solver steps/frame" +SoftBodySettings.auto_step -> use_auto_step: boolean "Use velocities for automagic step sizes" +SoftBodySettings.diagnose -> use_diagnose: boolean "Turn on SB diagnose console prints" +SoftBodySettings.edge_collision -> use_edge_collision: boolean "Edges collide too" +SoftBodySettings.use_edges -> use_edges: boolean "Use Edges as springs" +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.use_goal -> use_goal: boolean "Define forces for vertices to stick to animated position" +SoftBodySettings.self_collision -> use_self_collision: boolean "Enable naive vertex ball self collision" +SoftBodySettings.stiff_quads -> use_stiff_quads: boolean "Adds diagonal springs on 4-gons" +Space.type -> type: enum, "(read-only) Space data type" +SpaceUVEditor.cursor_location -> cursor_location: float "2D cursor location for this view" +SpaceUVEditor.draw_stretch_type -> draw_stretch_type: enum "Type of stretch to draw" +SpaceUVEditor.edge_draw_type -> edge_draw_type: enum "Draw type for drawing UV edges" +SpaceUVEditor.pivot -> pivot: enum "Rotation/Scaling Pivot" +SpaceUVEditor.draw_modified_edges -> show_modified_edges: boolean "Draw edges after modifiers are applied" +SpaceUVEditor.normalized_coordinates -> show_normalized_coords: boolean "Display UV coordinates from 0.0 to 1.0 rather than in pixels" +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.sticky_selection_mode -> sticky_selection_mode: enum "Automatically select also UVs sharing the same vertex as the ones being selected" +SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds: boolean "Constraint to stay within the image bounds while editing" +SpaceUVEditor.live_unwrap -> use_live_unwrap: boolean "Continuously unwrap the selected UV island while transforming pinned vertices" +SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels: boolean "Snap UVs to pixel locations while editing" +Space|SpaceConsole.console_type -> console_type: enum "Console type" +Space|SpaceConsole.font_size -> font_size: int "Font size to use for displaying the text" +Space|SpaceConsole.history -> history: collection, "(read-only) Command history" +Space|SpaceConsole.language -> language: string "Command line prompt language" +Space|SpaceConsole.prompt -> prompt: string "Command line prompt" +Space|SpaceConsole.scrollback -> scrollback: collection, "(read-only) Command output" +Space|SpaceConsole.selection_end -> selection_end: int "NO DESCRIPTION" +Space|SpaceConsole.selection_start -> selection_start: int "NO DESCRIPTION" +Space|SpaceConsole.show_report_debug -> show_report_debug: boolean "Display debug reporting info" +Space|SpaceConsole.show_report_error -> show_report_error: boolean "Display error text" +Space|SpaceConsole.show_report_info -> show_report_info: boolean "Display general information" +Space|SpaceConsole.show_report_operator -> show_report_operator: boolean "Display the operator log" +Space|SpaceConsole.show_report_warn -> show_report_warning: boolean "Display warnings" +Space|SpaceDopeSheetEditor.action -> action: pointer "Action displayed and edited in this space" +Space|SpaceDopeSheetEditor.autosnap -> autosnap: enum "Automatic time snapping settings for transformations" +Space|SpaceDopeSheetEditor.dopesheet -> dopesheet: pointer, "(read-only) Settings for filtering animation data" +Space|SpaceDopeSheetEditor.mode -> mode: enum "Editing context being displayed" +Space|SpaceDopeSheetEditor.show_cframe_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" +Space|SpaceDopeSheetEditor.show_seconds -> show_seconds: boolean, "(read-only) Show timing in seconds not frames" +Space|SpaceDopeSheetEditor.show_sliders -> show_sliders: boolean "Show sliders beside F-Curve channels" +Space|SpaceDopeSheetEditor.automerge_keyframes -> use_automerge_keyframes: boolean "Automatically merge nearby keyframes" +Space|SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync: boolean "Sync Markers with keyframe edits" +Space|SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates: boolean "When transforming keyframes, changes to the animation data are flushed to other views" +Space|SpaceFileBrowser.params -> params: pointer, "(read-only) Parameters and Settings for the Filebrowser" +Space|SpaceGraphEditor.autosnap -> autosnap: enum "Automatic time snapping settings for transformations" +Space|SpaceGraphEditor.cursor_value -> cursor_value: float "Graph Editor 2D-Value cursor - Y-Value component" +Space|SpaceGraphEditor.dopesheet -> dopesheet: pointer, "(read-only) Settings for filtering animation data" +Space|SpaceGraphEditor.has_ghost_curves -> has_ghost_curves: boolean "Graph Editor instance has some ghost curves stored" +Space|SpaceGraphEditor.mode -> mode: enum "Editing context being displayed" +Space|SpaceGraphEditor.pivot_point -> pivot_point: enum "Pivot center for rotation/scaling" +Space|SpaceGraphEditor.show_cursor -> show_cursor: boolean "Show 2D cursor" +Space|SpaceGraphEditor.show_cframe_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" +Space|SpaceGraphEditor.show_handles -> show_handles: boolean "Show handles of Bezier control points" +Space|SpaceGraphEditor.show_seconds -> show_seconds: boolean, "(read-only) Show timing in seconds not frames" +Space|SpaceGraphEditor.show_sliders -> show_sliders: boolean "Show sliders beside F-Curve channels" +Space|SpaceGraphEditor.automerge_keyframes -> use_automerge_keyframes: boolean "Automatically merge nearby keyframes" +Space|SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles: boolean "Only keyframes of selected F-Curves are visible and editable" +Space|SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles: boolean "Only show and edit handles of selected keyframes" +Space|SpaceGraphEditor.realtime_updates -> use_realtime_updates: boolean "When transforming keyframes, changes to the animation data are flushed to other views" +Space|SpaceImageEditor.curves -> curves: pointer, "(read-only) Color curve mapping to use for displaying the image" +Space|SpaceImageEditor.draw_channels -> draw_channels: enum "Channels of the image to draw" +Space|SpaceImageEditor.grease_pencil -> grease_pencil: pointer "Grease pencil data for this space" +Space|SpaceImageEditor.image -> image: pointer "Image displayed and edited in this space" +Space|SpaceImageEditor.image_user -> image_user: pointer, "(read-only) Parameters defining which layer, pass and frame of the image is displayed" +Space|SpaceImageEditor.sample_histogram -> sample_histogram: pointer, "(read-only) Sampled colors along line" +Space|SpaceImageEditor.scopes -> scopes: pointer, "(read-only) Scopes to visualize image statistics." +Space|SpaceImageEditor.show_paint -> show_paint: boolean, "(read-only) Show paint related properties" +Space|SpaceImageEditor.show_render -> show_render: boolean, "(read-only) Show render related properties" +Space|SpaceImageEditor.draw_repeated -> show_repeated: boolean "Draw the image repeated outside of the main view" +Space|SpaceImageEditor.show_uvedit -> show_uvedit: boolean, "(read-only) Show UV editing related properties" +Space|SpaceImageEditor.use_grease_pencil -> use_grease_pencil: boolean "Display and edit the grease pencil freehand annotations overlay" +Space|SpaceImageEditor.image_painting -> use_image_paint: boolean "Enable image painting mode" +Space|SpaceImageEditor.image_pin -> use_image_pin: boolean "Display current image regardless of object selection" +Space|SpaceImageEditor.update_automatically -> use_realtime_updates: boolean "Update other affected window spaces automatically to reflect changes during interactive operations such as transform" +Space|SpaceImageEditor.uv_editor -> uv_editor: pointer, "(read-only) UV editor settings" +Space|SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_objects: boolean "Show actuators of active object" +Space|SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states: boolean "Show only actuators connected to active states" +Space|SpaceLogicEditor.actuators_show_linked_controller -> show_actuators_linked_controller: boolean "Show linked objects to the actuator" +Space|SpaceLogicEditor.actuators_show_selected_objects -> show_actuators_selected_objects: boolean "Show actuators of all selected objects" +Space|SpaceLogicEditor.controllers_show_active_objects -> show_controllers_active_objects: boolean "Show controllers of active object" +Space|SpaceLogicEditor.controllers_show_linked_controller -> show_controllers_linked_controller: boolean "Show linked objects to sensor/actuator" +Space|SpaceLogicEditor.controllers_show_selected_objects -> show_controllers_selected_objects: boolean "Show controllers of all selected objects" +Space|SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_objects: boolean "Show sensors of active object" +Space|SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states: boolean "Show only sensors connected to active states" +Space|SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller: boolean "Show linked objects to the controller" +Space|SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects: boolean "Show sensors of all selected objects" +Space|SpaceNLA.autosnap -> autosnap: enum "Automatic time snapping settings for transformations" +Space|SpaceNLA.dopesheet -> dopesheet: pointer, "(read-only) Settings for filtering animation data" +Space|SpaceNLA.show_cframe_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" +Space|SpaceNLA.show_seconds -> show_seconds: boolean, "(read-only) Show timing in seconds not frames" +Space|SpaceNLA.show_strip_curves -> show_strip_curves: boolean "Show influence curves on strips" +Space|SpaceNLA.realtime_updates -> use_realtime_updates: boolean "When transforming strips, changes to the animation data are flushed to other views" +Space|SpaceNodeEditor.id -> id: pointer, "(read-only) Datablock whose nodes are being edited" +Space|SpaceNodeEditor.id_from -> id_from: pointer, "(read-only) Datablock from which the edited datablock is linked" +Space|SpaceNodeEditor.nodetree -> nodetree: pointer, "(read-only) Node tree being displayed and edited" +Space|SpaceNodeEditor.backdrop -> show_backdrop: boolean "Use active Viewer Node output as backdrop for compositing nodes" +Space|SpaceNodeEditor.texture_type -> texture_type: enum "Type of data to take texture from" +Space|SpaceNodeEditor.tree_type -> tree_type: enum "Node tree type to display and edit" +Space|SpaceOutliner.display_filter -> display_filter: string "Live search filtering string" +Space|SpaceOutliner.display_mode -> display_mode: enum "Type of information to display" +Space|SpaceOutliner.show_restriction_columns -> show_restriction_columns: boolean "Show column" +Space|SpaceOutliner.match_case_sensitive -> use_match_case_sensitive: boolean "Only use case sensitive matches of search string" +Space|SpaceOutliner.match_complete -> use_match_complete: boolean "Only use complete matches of search string" +Space|SpaceProperties.align -> align: enum "Arrangement of the panels" +Space|SpaceProperties.context -> context: enum "Type of active data to display and edit" +Space|SpaceProperties.pin_id -> pin_id: pointer "NO DESCRIPTION" +Space|SpaceProperties.brush_texture -> show_brush_texture: boolean "Show brush textures" +Space|SpaceProperties.use_pin_id -> use_pin_id: boolean "Use the pinned context" +Space|SpaceSequenceEditor.display_channel -> display_channel: int "The channel number shown in the image preview. 0 is the result of all strips combined" +Space|SpaceSequenceEditor.display_mode -> display_mode: enum "The view mode to use for displaying sequencer output" +Space|SpaceSequenceEditor.draw_overexposed -> draw_overexposed: int "Show overexposed areas with zebra stripes" +Space|SpaceSequenceEditor.grease_pencil -> grease_pencil: pointer, "(read-only) Grease pencil data for this space" +Space|SpaceSequenceEditor.offset_x -> offset_x: float "Offsets image horizontally from the view center" +Space|SpaceSequenceEditor.offset_y -> offset_y: float "Offsets image horizontally from the view center" +Space|SpaceSequenceEditor.proxy_render_size -> proxy_render_size: enum "Draw preview using full resolution or different proxy resolutions" +Space|SpaceSequenceEditor.show_cframe_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" +Space|SpaceSequenceEditor.draw_frames -> show_frames: boolean "Draw frames rather than seconds" +Space|SpaceSequenceEditor.draw_safe_margin -> show_safe_margin: boolean "Draw title safe margins in preview" +Space|SpaceSequenceEditor.separate_color_preview -> show_separate_color: boolean "Separate color channels in preview" +Space|SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil: boolean "Display and edit the grease pencil freehand annotations overlay" +Space|SpaceSequenceEditor.use_marker_sync -> use_marker_sync: boolean "Transform markers as well as strips" +Space|SpaceSequenceEditor.view_type -> view_type: enum "The type of the Sequencer view (sequencer, preview or both)" +Space|SpaceSequenceEditor.zoom -> zoom: float "Display zoom level" +Space|SpaceTextEditor.find_text -> find_text: string "Text to search for with the find tool" +Space|SpaceTextEditor.font_size -> font_size: int "Font size to use for displaying the text" +Space|SpaceTextEditor.replace_text -> replace_text: string "Text to replace selected text with using the replace tool" +Space|SpaceTextEditor.show_line_numbers -> show_line_numbers: boolean "Show line numbers next to the text" +Space|SpaceTextEditor.show_syntax_highlight -> show_syntax_highlight: boolean "Syntax highlight for scripting" +Space|SpaceTextEditor.show_word_wrap -> show_word_wrap: boolean "Wrap words if there is not enough horizontal space" +Space|SpaceTextEditor.tab_width -> tab_width: int "Number of spaces to display tabs with" +Space|SpaceTextEditor.text -> text: pointer "Text displayed and edited in this space" +Space|SpaceTextEditor.find_all -> use_find_all: boolean "Search in all text datablocks, instead of only the active one" +Space|SpaceTextEditor.find_wrap -> use_find_wrap: boolean "Search again from the start of the file when reaching the end" +Space|SpaceTextEditor.live_edit -> use_live_edit: boolean "Run python while editing" +Space|SpaceTextEditor.overwrite -> use_overwrite: boolean "Overwrite characters when typing rather than inserting them" +Space|SpaceTimeline.cache_cloth -> cache_cloth: boolean "Show the active objects cloth point cache" +Space|SpaceTimeline.cache_particles -> cache_particles: boolean "Show the active objects particle point cache" +Space|SpaceTimeline.cache_smoke -> cache_smoke: boolean "Show the active objects smoke cache" +Space|SpaceTimeline.cache_softbody -> cache_softbody: boolean "Show the active objects softbody point cache" +Space|SpaceTimeline.show_cache -> show_cache: boolean "Show the status of cached frames in the timeline" +Space|SpaceTimeline.show_cframe_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" +Space|SpaceTimeline.only_selected -> show_only_selected: boolean "Show keyframes for active Object and/or its selected channels only" +Space|SpaceTimeline.play_all_3d -> use_play_3d_editors: boolean "NO DESCRIPTION" +Space|SpaceTimeline.play_anim -> use_play_animation_editors: boolean "NO DESCRIPTION" +Space|SpaceTimeline.play_image -> use_play_image_editors: boolean "NO DESCRIPTION" +Space|SpaceTimeline.play_nodes -> use_play_node_editors: boolean "NO DESCRIPTION" +Space|SpaceTimeline.play_buttons -> use_play_properties_editors: boolean "NO DESCRIPTION" +Space|SpaceTimeline.play_sequencer -> use_play_sequence_editors: boolean "NO DESCRIPTION" +Space|SpaceTimeline.play_top_left -> use_play_top_left_3d_editor: boolean "NO DESCRIPTION" +Space|SpaceUserPreferences.filter -> filter: string "Search term for filtering in the UI" +Space|SpaceView3D.background_images -> background_images: collection, "(read-only) List of background images" +Space|SpaceView3D.camera -> camera: pointer "Active camera used in this view (when unlocked from the scenes active camera)" +Space|SpaceView3D.clip_end -> clip_end: float "3D View far clipping distance" +Space|SpaceView3D.clip_start -> clip_start: float "3D View near clipping distance" +Space|SpaceView3D.current_orientation -> current_orientation: pointer, "(read-only) Current Transformation orientation" +Space|SpaceView3D.cursor_location -> cursor_location: float "3D cursor location for this view (dependent on local view setting)" +Space|SpaceView3D.grid_lines -> grid_lines: int "The number of grid lines to display in perspective view" +Space|SpaceView3D.grid_spacing -> grid_spacing: float "The distance between 3D View grid lines" +Space|SpaceView3D.grid_subdivisions -> grid_subdivisions: int "The number of subdivisions between grid lines" +Space|SpaceView3D.layers -> layers: boolean "Layers visible in this 3D View" +Space|SpaceView3D.used_layers -> layers_used: boolean, "(read-only) Layers that contain something" +Space|SpaceView3D.lens -> lens: float "Lens angle (mm) in perspective view" +Space|SpaceView3D.local_view -> local_view: pointer, "(read-only) Display an isolated sub-set of objects, apart from the scene visibility" +Space|SpaceView3D.lock_bone -> lock_bone: string "3D View center is locked to this bones position" +Space|SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers: boolean "Use the scenes active camera and layers in this view, rather than local layers" +Space|SpaceView3D.lock_object -> lock_object: pointer "3D View center is locked to this objects position" +Space|SpaceView3D.pivot_point -> pivot_point: enum "Pivot center for rotation/scaling" +Space|SpaceView3D.region_3d -> region_3d: pointer, "(read-only) 3D region in this space, in case of quad view the camera region" +Space|SpaceView3D.region_quadview -> region_quadview: pointer, "(read-only) 3D region that defines the quad view settings" +Space|SpaceView3D.all_object_origins -> show_all_objects_origin: boolean "Show the object origin center dot for all (selected and unselected) objects" +Space|SpaceView3D.display_x_axis -> show_axis_x: boolean "Show the X axis line in perspective view" +Space|SpaceView3D.display_y_axis -> show_axis_y: boolean "Show the Y axis line in perspective view" +Space|SpaceView3D.display_z_axis -> show_axis_z: boolean "Show the Z axis line in perspective view" +Space|SpaceView3D.display_background_images -> show_background_images: boolean "Display reference images behind objects in the 3D View" +Space|SpaceView3D.display_floor -> show_floor: boolean "Show the ground plane grid in perspective view" +Space|SpaceView3D.display_render_override -> show_only_render: boolean "Display only objects which will be rendered" +Space|SpaceView3D.outline_selected -> show_outline_selected: boolean "Show an outline highlight around selected objects in non-wireframe views" +Space|SpaceView3D.relationship_lines -> show_relationship_lines: boolean "Show dashed lines indicating parent or constraint relationships" +Space|SpaceView3D.textured_solid -> show_textured_solid: boolean "Display face-assigned textures in solid view" +Space|SpaceView3D.transform_orientation -> transform_orientation: enum "Transformation orientation" +Space|SpaceView3D.manipulator -> use_manipulator: boolean "Use a 3D manipulator widget for controlling transforms" +Space|SpaceView3D.manipulator_rotate -> use_manipulator_rotate: boolean "Use the manipulator for rotation transformations" +Space|SpaceView3D.manipulator_scale -> use_manipulator_scale: boolean "Use the manipulator for scale transformations" +Space|SpaceView3D.manipulator_translate -> use_manipulator_translate: boolean "Use the manipulator for movement transformations" +Space|SpaceView3D.occlude_geometry -> use_occlude_geometry: boolean "Limit selection to visible (clipped with depth buffer)" +Space|SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean "Manipulate object centers only" +Space|SpaceView3D.viewport_shading -> viewport_shade: enum "Method to display/shade objects in the 3D View" +Spline.bezier_points -> bezier_points: collection, "(read-only) Collection of points for bezier curves only" +Spline.character_index -> character_index: int, "(read-only) Location of this character in the text data (only for text curves)" +Spline.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.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" +Spline.bezier_u -> use_bezier_u: boolean "Make this nurbs curve or surface act like a bezier spline in the U direction (Order U must be 3 or 4, Cyclic U must be disabled)" +Spline.bezier_v -> use_bezier_v: boolean "Make this nurbs surface act like a bezier spline in the V direction (Order V must be 3 or 4, Cyclic V must be disabled)" +Spline.cyclic_u -> use_cyclic_u: boolean "Make this curve or surface a closed loop in the U direction" +Spline.cyclic_v -> use_cyclic_v: boolean "Make this surface a closed loop in the V direction" +Spline.endpoint_u -> use_endpoint_u: boolean "Make this nurbs curve or surface meet the endpoints in the U direction (Cyclic U must be disabled)" +Spline.endpoint_v -> use_endpoint_v: boolean "Make this nurbs surface meet the endpoints in the V direction (Cyclic V must be disabled)" +Spline.smooth -> use_smooth: boolean "Smooth the normals of the surface or beveled 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" +Struct.base -> base: pointer, "(read-only) Struct definition this is derived from" +Struct.description -> description: string, "(read-only) Description of the Structs 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" +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" +TexMapping.has_maximum -> use_max: boolean "Whether to use maximum clipping value" +TexMapping.has_minimum -> use_min: boolean "Whether to use minimum clipping value" +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.use_small_caps -> use_small_caps: boolean "NO DESCRIPTION" +TextCharacterFormat.underline -> use_underline: boolean "NO DESCRIPTION" +TextLine.line -> line: string "Text in the line" +TextMarker.color -> color: float "Color to display the marker with" +TextMarker.end -> end: int, "(read-only) Start position of the marker in the line" +TextMarker.group -> group: int, "(read-only)" +TextMarker.temporary -> is_temporary: boolean, "(read-only) Marker is temporary" +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.edit_all -> use_edit_all: boolean, "(read-only) Edit all markers of the same group as one" +TextureSlot.blend_type -> blend_type: enum "NO DESCRIPTION" +TextureSlot.color -> color: float "The default color for textures that dont return RGB" +TextureSlot.default_value -> default_value: float "Value to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and Hard" +TextureSlot.negate -> invert: boolean "Inverts the values of the texture to reverse its effect" +TextureSlot.name -> name: string, "(read-only) Texture slot name" +TextureSlot.offset -> offset: float "Fine tunes texture mapping X, Y and Z locations" +TextureSlot.output_node -> output_node: enum "Which output node to use, for node-based textures" +TextureSlot.size -> size: float "Sets scaling for the textures X, Y and Z sizes" +TextureSlot.texture -> texture: pointer "Texture datablock used by this texture slot" +TextureSlot.rgb_to_intensity -> use_rgb_to_intensity: boolean "Converts texture RGB values to intensity (gray) values" +TextureSlot.stencil -> use_stencil: boolean "Use this texture as a blending value on the next texture" ++ * TextureSlot|BrushTextureSlot.angle -> angle: float "Defines brush texture rotation" ++ * TextureSlot|BrushTextureSlot.map_mode -> map_mode: enum "NO DESCRIPTION" +TextureSlot|LampTextureSlot.color_factor -> color_factor: float "Amount texture affects color values" +TextureSlot|LampTextureSlot.object -> object: pointer "Object to use for mapping with Object texture coordinates" +TextureSlot|LampTextureSlot.shadow_factor -> shadow_factor: float "Amount texture affects shadow" +TextureSlot|LampTextureSlot.texture_coordinates -> texture_coords: enum "NO DESCRIPTION" +TextureSlot|LampTextureSlot.map_color -> use_map_color: boolean "Lets the texture affect the basic color of the lamp" +TextureSlot|LampTextureSlot.map_shadow -> use_map_shadow: boolean "Lets the texture affect the shadow color of the lamp" +TextureSlot|MaterialTextureSlot.alpha_factor -> alpha_factor: float "Amount texture affects alpha" +TextureSlot|MaterialTextureSlot.ambient_factor -> ambient_factor: float "Amount texture affects ambient" +TextureSlot|MaterialTextureSlot.colordiff_factor -> colordiff_factor: float "Amount texture affects diffuse color" +TextureSlot|MaterialTextureSlot.coloremission_factor -> coloremission_factor: float "Amount texture affects emission color" +TextureSlot|MaterialTextureSlot.colorreflection_factor -> colorreflection_factor: float "Amount texture affects color of out-scattered light" +TextureSlot|MaterialTextureSlot.colorspec_factor -> colorspec_factor: float "Amount texture affects specular color" +TextureSlot|MaterialTextureSlot.colortransmission_factor -> colortransmission_factor: float "Amount texture affects result color after light has been scattered/absorbed" +TextureSlot|MaterialTextureSlot.density_factor -> density_factor: float "Amount texture affects density" +TextureSlot|MaterialTextureSlot.diffuse_factor -> diffuse_factor: float "Amount texture affects diffuse reflectivity" +TextureSlot|MaterialTextureSlot.displacement_factor -> displacement_factor: float "Amount texture displaces the surface" +TextureSlot|MaterialTextureSlot.emission_factor -> emission_factor: float "Amount texture affects emission" +TextureSlot|MaterialTextureSlot.emit_factor -> emit_factor: float "Amount texture affects emission" +TextureSlot|MaterialTextureSlot.hardness_factor -> hard_factor: float "Amount texture affects hardness" +TextureSlot|MaterialTextureSlot.mapping -> mapping: enum "NO DESCRIPTION" +TextureSlot|MaterialTextureSlot.mirror_factor -> mirror_factor: float "Amount texture affects mirror color" +TextureSlot|MaterialTextureSlot.normal_factor -> normal_factor: float "Amount texture affects normal values" +TextureSlot|MaterialTextureSlot.normal_map_space -> normal_map_space: enum "NO DESCRIPTION" +TextureSlot|MaterialTextureSlot.object -> object: pointer "Object to use for mapping with Object texture coordinates" +TextureSlot|MaterialTextureSlot.raymir_factor -> raymir_factor: float "Amount texture affects ray mirror" +TextureSlot|MaterialTextureSlot.reflection_factor -> reflection_factor: float "Amount texture affects brightness of out-scattered light" +TextureSlot|MaterialTextureSlot.scattering_factor -> scattering_factor: float "Amount texture affects scattering" +TextureSlot|MaterialTextureSlot.specular_factor -> specular_factor: float "Amount texture affects specular reflectivity" +TextureSlot|MaterialTextureSlot.texture_coordinates -> texture_coords: enum "NO DESCRIPTION" +TextureSlot|MaterialTextureSlot.translucency_factor -> translucency_factor: float "Amount texture affects translucency" +TextureSlot|MaterialTextureSlot.enabled -> use: boolean "Enable this material texture slot" +TextureSlot|MaterialTextureSlot.from_dupli -> use_from_dupli: boolean "Duplis instanced from verts, faces or particles, inherit texture coordinate from their parent" +TextureSlot|MaterialTextureSlot.from_original -> use_from_original: boolean "Duplis derive their object coordinates from the original objects transformation" +TextureSlot|MaterialTextureSlot.map_alpha -> use_map_alpha: boolean "Causes the texture to affect the alpha value" +TextureSlot|MaterialTextureSlot.map_ambient -> use_map_ambient: boolean "Causes the texture to affect the value of ambient" +TextureSlot|MaterialTextureSlot.map_colordiff -> use_map_colordiff: boolean "Causes the texture to affect basic color of the material" +TextureSlot|MaterialTextureSlot.map_coloremission -> use_map_coloremission: boolean "Causes the texture to affect the color of emission" +TextureSlot|MaterialTextureSlot.map_colorreflection -> use_map_colorreflection: boolean "Causes the texture to affect the color of scattered light" +TextureSlot|MaterialTextureSlot.map_colorspec -> use_map_colorspec: boolean "Causes the texture to affect the specularity color" +TextureSlot|MaterialTextureSlot.map_colortransmission -> use_map_colortransmission: boolean "Causes the texture to affect the result color after other light has been scattered/absorbed" +TextureSlot|MaterialTextureSlot.map_density -> use_map_density: boolean "Causes the texture to affect the volumes density" +TextureSlot|MaterialTextureSlot.map_diffuse -> use_map_diffuse: boolean "Causes the texture to affect the value of the materials diffuse reflectivity" +TextureSlot|MaterialTextureSlot.map_displacement -> use_map_displacement: boolean "Let the texture displace the surface" +TextureSlot|MaterialTextureSlot.map_emission -> use_map_emission: boolean "Causes the texture to affect the volumes emission" +TextureSlot|MaterialTextureSlot.map_emit -> use_map_emit: boolean "Causes the texture to affect the emit value" +TextureSlot|MaterialTextureSlot.map_hardness -> use_map_hardness: boolean "Causes the texture to affect the hardness value" +TextureSlot|MaterialTextureSlot.map_mirror -> use_map_mirror: boolean "Causes the texture to affect the mirror color" +TextureSlot|MaterialTextureSlot.map_normal -> use_map_normal: boolean "Causes the texture to affect the rendered normal" +TextureSlot|MaterialTextureSlot.map_raymir -> use_map_raymir: boolean "Causes the texture to affect the ray-mirror value" +TextureSlot|MaterialTextureSlot.map_reflection -> use_map_reflect: boolean "Causes the texture to affect the reflected lights brightness" +TextureSlot|MaterialTextureSlot.map_scattering -> use_map_scatter: boolean "Causes the texture to affect the volumes scattering" +TextureSlot|MaterialTextureSlot.map_specular -> use_map_specular: boolean "Causes the texture to affect the value of specular reflectivity" +TextureSlot|MaterialTextureSlot.map_translucency -> use_map_translucency: boolean "Causes the texture to affect the translucency value" +TextureSlot|MaterialTextureSlot.map_warp -> use_map_warp: boolean "Let the texture warp texture coordinates of next channels" +TextureSlot|MaterialTextureSlot.new_bump -> use_new_bump: boolean "Use new, corrected bump mapping code (backwards compatibility option)" +TextureSlot|MaterialTextureSlot.uv_layer -> uv_layer: string "UV layer to use for mapping with UV texture coordinates" +TextureSlot|MaterialTextureSlot.warp_factor -> warp_factor: float "Amount texture affects texture coordinates of next channels" +TextureSlot|MaterialTextureSlot.x_mapping -> x_mapping: enum "NO DESCRIPTION" +TextureSlot|MaterialTextureSlot.y_mapping -> y_mapping: enum "NO DESCRIPTION" +TextureSlot|MaterialTextureSlot.z_mapping -> z_mapping: enum "NO DESCRIPTION" +TextureSlot|WorldTextureSlot.blend_factor -> blend_factor: float "Amount texture affects color progression of the background" +TextureSlot|WorldTextureSlot.horizon_factor -> horizon_factor: float "Amount texture affects color of the horizon" +TextureSlot|WorldTextureSlot.object -> object: pointer "Object to use for mapping with Object texture coordinates" +TextureSlot|WorldTextureSlot.texture_coordinates -> texture_coords: enum "Texture coordinates used to map the texture onto the background" +TextureSlot|WorldTextureSlot.map_blend -> use_map_blend: boolean "Affect the color progression of the background" +TextureSlot|WorldTextureSlot.map_horizon -> use_map_horizon: boolean "Affect the color of the horizon" +TextureSlot|WorldTextureSlot.map_zenith_down -> use_map_zenith_down: boolean "Affect the color of the zenith below" +TextureSlot|WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean "Affect the color of the zenith above" +TextureSlot|WorldTextureSlot.zenith_down_factor -> zenith_down_factor: float "Amount texture affects color of the zenith below" +TextureSlot|WorldTextureSlot.zenith_up_factor -> zenith_up_factor: float "Amount texture affects color of the zenith above" +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.normal -> normal: float "Color used for the surface of bones" +ThemeBoneColorSet.select -> select: float "Color used for selected bones" +ThemeBoneColorSet.colored_constraints -> show_colored_constraints: boolean "Allow the use of colors indicating constraints/keyed status" +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.shadx -> shadow_offset_x: int "Shadow offset in pixels" +ThemeFontStyle.shady -> shadow_offset_y: int "Shadow offset in pixels" +ThemeFontStyle.shadowalpha -> shadowalpha: float "NO DESCRIPTION" +ThemeFontStyle.shadowcolor -> shadowcolor: float "Shadow color in grey value" +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 -> group_label: pointer, "(read-only)" ++ * ThemeStyle.paneltitle -> panel_title: pointer, "(read-only)" +ThemeStyle.panelzoom -> panelzoom: float "Default zoom level for panel areas" ++ * ThemeStyle.widget -> widget: pointer, "(read-only)" ++ * ThemeStyle.widgetlabel -> widget_label: 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.shadedown -> shadedown: int "NO DESCRIPTION" +ThemeWidgetColors.shadetop -> shadetop: int "NO DESCRIPTION" +ThemeWidgetColors.shaded -> show_shaded: boolean "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.autokey_mode -> autokey_mode: enum "Mode of automatic keyframe insertion for Objects and Bones" +ToolSettings.edge_path_mode -> edge_path_mode: enum "The edge flag to tag when selecting the shortest path" +ToolSettings.etch_adaptive_limit -> etch_adaptive_limit: float "Number of bones in the subdivided stroke" +ToolSettings.etch_convert_mode -> etch_convert_mode: enum "Method used to convert stroke to bones" +ToolSettings.etch_length_limit -> etch_length_limit: float "Number of bones in the subdivided stroke" +ToolSettings.etch_number -> etch_number: string "DOC BROKEN" +ToolSettings.etch_roll_mode -> etch_roll_mode: enum "Method used to adjust the roll of bones when retargeting" +ToolSettings.etch_side -> etch_side: string "DOC BROKEN" +ToolSettings.etch_subdivision_number -> etch_subdivision_number: int "Number of bones in the subdivided stroke" +ToolSettings.etch_template -> etch_template: pointer "Template armature that will be retargeted to the stroke" ++ * ToolSettings.image_paint -> image_paint: pointer, "(read-only)" +ToolSettings.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.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.uv_local_view -> show_local_view: boolean "Draw only faces with the currently displayed image assigned" +ToolSettings.snap_element -> snap_element: enum "Type of element to snap to" +ToolSettings.snap_target -> snap_target: enum "Which part to snap onto the target" +ToolSettings.auto_normalize -> use_auto_normalize: boolean "Ensure all bone-deforming vertex groups add up to 1.0 while weight painting" +ToolSettings.automerge_editing -> use_automerge_editing: boolean "Automatically merge vertices moved to the same location" +ToolSettings.bone_sketching -> use_bone_sketching: boolean "DOC BROKEN" +ToolSettings.etch_autoname -> use_etch_autoname: boolean "DOC BROKEN" +ToolSettings.etch_overdraw -> use_etch_overdraw: boolean "DOC BROKEN" +ToolSettings.etch_quick -> use_etch_quick: boolean "DOC BROKEN" +ToolSettings.use_auto_keying -> use_keyframe_insert_auto: boolean "Automatic keyframe insertion for Objects and Bones" +ToolSettings.record_with_nla -> use_record_with_nla: boolean "Add a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweaking" +ToolSettings.snap -> use_snap: boolean "Snap during transform" +ToolSettings.snap_align_rotation -> use_snap_align_rotation: boolean "Align rotation with the snapping target" +ToolSettings.snap_peel_object -> use_snap_peel_object: boolean "Consider objects as whole when finding volume center" +ToolSettings.snap_project -> use_snap_project: boolean "Project vertices on the surface of other objects" +ToolSettings.uv_sync_selection -> use_uv_sync_selection: boolean "Keep UV and edit mode mesh selection in sync" +ToolSettings.uv_selection_mode -> uv_selection_mode: enum "UV selection and display mode" +ToolSettings.vertex_group_weight -> vertex_group_weight: float "Weight to assign in vertex groups" ++ * ToolSettings.vertex_paint -> vertex_paint: pointer, "(read-only)" ++ * ToolSettings.weight_paint -> weight_paint: pointer, "(read-only)" +TransformOrientation.matrix -> matrix: float "NO DESCRIPTION" +TransformOrientation.name -> name: string "NO DESCRIPTION" +UILayout.alignment -> alignment: enum "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" +UILayout.active -> show_active: boolean "NO DESCRIPTION" +UILayout.enabled -> show_enabled: boolean "NO DESCRIPTION" +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_keying_mode -> auto_keying_mode: enum "Mode of automatic keyframe insertion for Objects and Bones" +UserPreferencesEdit.grease_pencil_eraser_radius -> grease_pencil_eraser_radius: int "Radius of eraser brush" +UserPreferencesEdit.grease_pencil_euclidean_distance -> grease_pencil_euclidean_distance: int "Distance moved by mouse when drawing stroke (in pixels) to include" +UserPreferencesEdit.grease_pencil_manhattan_distance -> grease_pencil_manhattan_distance: int "Pixels moved by mouse per axis when drawing stroke" +UserPreferencesEdit.keyframe_new_handle_type -> keyframe_new_handle_type: enum "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 views 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.drag_immediately -> use_drag_immediately: boolean "Moving things with a mouse drag confirms when releasing the button" +UserPreferencesEdit.duplicate_action -> use_duplicate_action: boolean "Causes actions to be duplicated with the object" +UserPreferencesEdit.duplicate_armature -> use_duplicate_armature: boolean "Causes armature data to be duplicated with the object" +UserPreferencesEdit.duplicate_curve -> use_duplicate_curve: boolean "Causes curve data to be duplicated with the object" +UserPreferencesEdit.duplicate_fcurve -> use_duplicate_fcurve: boolean "Causes F-curve data to be duplicated with the object" +UserPreferencesEdit.duplicate_lamp -> use_duplicate_lamp: boolean "Causes lamp data to be duplicated with the object" +UserPreferencesEdit.duplicate_material -> use_duplicate_material: boolean "Causes material data to be duplicated with the object" +UserPreferencesEdit.duplicate_mesh -> use_duplicate_mesh: boolean "Causes mesh data to be duplicated with the object" +UserPreferencesEdit.duplicate_metaball -> use_duplicate_metaball: boolean "Causes metaball data to be duplicated with the object" +UserPreferencesEdit.duplicate_particle -> use_duplicate_particle: boolean "Causes particle systems to be duplicated with the object" +UserPreferencesEdit.duplicate_surface -> use_duplicate_surface: boolean "Causes surface data to be duplicated with the object" +UserPreferencesEdit.duplicate_text -> use_duplicate_text: boolean "Causes text data to be duplicated with the object" +UserPreferencesEdit.duplicate_texture -> use_duplicate_texture: boolean "Causes texture data to be duplicated with the object" +UserPreferencesEdit.enter_edit_mode -> use_enter_edit_mode: boolean "Enter Edit Mode automatically after adding a new object" +UserPreferencesEdit.global_undo -> use_global_undo: boolean "Global undo works by keeping a full copy of the file itself in memory, so takes extra memory" +UserPreferencesEdit.grease_pencil_simplify_stroke -> use_grease_pencil_simplify_stroke: boolean "Simplify the final stroke" +UserPreferencesEdit.grease_pencil_smooth_stroke -> use_grease_pencil_smooth_stroke: boolean "Smooth the final stroke" +UserPreferencesEdit.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean "Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis" +UserPreferencesEdit.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.keyframe_insert_needed -> use_keyframe_insert_needed: boolean "Keyframe insertion only when keyframe needed" +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_time -> auto_save_time: int "The time (in minutes) to wait between automatic temporary saves" +UserPreferencesFilePaths.fonts_directory -> fonts_directory: string "The default directory to search for loading fonts" +UserPreferencesFilePaths.image_editor -> image_editor: string "Path to an image editor" +UserPreferencesFilePaths.python_scripts_directory -> python_scripts_directory: string "The default directory to search for Python scripts (resets python module search path: sys.path)" +UserPreferencesFilePaths.recent_files -> recent_files: int "Maximum number of recently opened files to remember" +UserPreferencesFilePaths.render_output_directory -> render_output_directory: string "The default directory for rendering output" +UserPreferencesFilePaths.save_version -> save_version: int "The number of old versions to maintain in the current directory, when manually saving" +UserPreferencesFilePaths.sequence_plugin_directory -> sequence_plugin_directory: string "The default directory to search for sequence plugins" +UserPreferencesFilePaths.hide_dot_files_datablocks -> show_hidden_files_datablocks: boolean "Hide files/datablocks that start with a dot(.*)" +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.auto_save_temporary_files -> use_auto_save_temporary_files: boolean "Automatic saving of temporary files" +UserPreferencesFilePaths.compress_file -> use_file_compression: boolean "Enable file compression when saving .blend files" +UserPreferencesFilePaths.filter_file_extensions -> use_filter_files: boolean "Display only files with extensions in the image select window" +UserPreferencesFilePaths.load_ui -> use_load_ui: boolean "Load user interface setup when loading .blend files" +UserPreferencesFilePaths.use_relative_paths -> use_relative_paths: boolean "Default relative path option for the file selector" +UserPreferencesFilePaths.save_preview_images -> use_save_preview_images: boolean "Enables automatic saving of preview images in the .blend file" +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.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.continuous_mouse -> use_continuous_mouse: boolean "Allow moving the mouse outside the view on some manipulations (transform, ui control drag)" +UserPreferencesInput.emulate_3_button_mouse -> use_emulate_3_button_mouse: boolean "Emulates Middle Mouse with Alt+LeftMouse (doesnt 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.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.clip_alpha -> clip_alpha: float "Clip alpha below this threshold in the 3D textured view" +UserPreferencesSystem.color_picker_type -> color_picker_type: enum "Different styles of displaying the color picker widget" +UserPreferencesSystem.dpi -> dpi: int "Font size and resolution for display" +UserPreferencesSystem.frame_server_port -> frame_server_port: int "Frameserver Port for Frameserver Rendering" +UserPreferencesSystem.gl_texture_limit -> gl_texture_limit: enum "Limit the texture size to save graphics memory" +UserPreferencesSystem.language -> language: enum "Language use for translation" +UserPreferencesSystem.memory_cache_limit -> memory_cache_limit: int "Memory cache limit in sequencer (megabytes)" +UserPreferencesSystem.prefetch_frames -> prefetch_frames: int "Number of frames to render ahead during playback" +UserPreferencesSystem.screencast_fps -> screencast_fps: int "Frame rate for the screencast to be played back" +UserPreferencesSystem.screencast_wait_time -> screencast_wait_time: int "Time in milliseconds between each frame recorded for screencast" +UserPreferencesSystem.scrollback -> scrollback: int "Maximum number of lines to store for the console buffer" +UserPreferencesSystem.solid_lights -> solid_lights: collection, "(read-only) Lights user to display objects in solid draw mode" +UserPreferencesSystem.texture_collection_rate -> texture_collection_rate: int "Number of seconds between each run of the GL texture garbage collector" +UserPreferencesSystem.texture_time_out -> texture_time_out: int "Time since last access of a GL texture in seconds after which it is freed. (Set to 0 to keep textures allocated.)" +UserPreferencesSystem.use_antialiasing -> use_antialiasing: boolean "Use anti-aliasing for the 3D view (may impact redraw performance)" +UserPreferencesSystem.international_fonts -> use_international_fonts: boolean "Use international fonts" +UserPreferencesSystem.use_mipmaps -> use_mipmaps: boolean "Scale textures for the 3D View (looks nicer but uses more memory and slows image reloading)" +UserPreferencesSystem.enable_all_codecs -> use_preview_images: boolean "Enables automatic saving of preview images in the .blend file (Windows only)" +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.tabs_as_spaces -> use_tabs_as_spaces: boolean "Automatically converts all new tabs into spaces for new and loaded text files" +UserPreferencesSystem.use_textured_fonts -> use_textured_fonts: boolean "Use textures for drawing international fonts" +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_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.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 icons size" +UserPreferencesView.object_origin_size -> object_origin_size: int "Diameter in Pixels for Object/Lamp origin display" +UserPreferencesView.open_left_mouse_delay -> open_left_mouse_delay: int "Time in 1/10 seconds to hold the Left Mouse Button before opening the toolbox" +UserPreferencesView.open_right_mouse_delay -> open_right_mouse_delay: int "Time in 1/10 seconds to hold the Right Mouse Button before opening the toolbox" +UserPreferencesView.open_sublevel_delay -> open_sublevel_delay: int "Time delay in 1/10 seconds before automatically opening sub level menus" +UserPreferencesView.open_toplevel_delay -> open_toplevel_delay: int "Time delay in 1/10 seconds before automatically opening top level menus" +UserPreferencesView.rotation_angle -> rotation_angle: int "The rotation step for numerical pad keys (2 4 6 8)" +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.show_mini_axis -> show_mini_axis: boolean "Show a small rotating 3D axis in the bottom left corner of the 3D View" +UserPreferencesView.display_object_info -> show_object_info: boolean "Display objects name and frame number in 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.tooltips -> show_tooltips: boolean "Display tooltips" +UserPreferencesView.show_view_name -> show_view_name: boolean "Show the name of the views 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.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.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.auto_depth -> use_mouse_auto_depth: boolean "Use the depth under the mouse to improve view pan/rotate/zoom functionality" +UserPreferencesView.open_mouse_over -> use_mouse_over_open: boolean "Open menu buttons and pulldowns automatically when the mouse is hovering" +UserPreferencesView.rotate_around_selection -> use_rotate_around_selection: boolean "Use selection as the pivot point" +UserPreferencesView.zoom_to_mouse -> use_zoom_to_mouse: boolean "Zoom in towards the mouse pointers position in the 3D view, rather than the 2D window center" +UserPreferencesView.view2d_grid_minimum_spacing -> view2d_grid_spacing_min: int "Minimum number of pixels between each gridline in 2D Viewports" +UserSolidLight.diffuse_color -> diffuse_color: float "The diffuse color of the OpenGL light" +UserSolidLight.direction -> direction: float "The direction that the OpenGL light is shining" +UserSolidLight.specular_color -> specular_color: float "The color of the lights specular highlight" +UserSolidLight.enabled -> use: boolean "Enable this OpenGL light in solid draw mode" +ValueNodeSocket.default_value -> default_value: float "Default value of the socket when no link is attached" +ValueNodeSocket.name -> name: string, "(read-only) Socket name" +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" +VoxelData.domain_object -> domain_object: pointer "Object used as the smoke simulation domain" +VoxelData.extension -> extension: enum "Sets how the texture is extrapolated past its original bounds" +VoxelData.file_format -> file_format: enum "Format of the source data set to render" +VoxelData.intensity -> intensity: float "Multiplier for intensity values" +VoxelData.interpolation -> interpolation: enum "Method to interpolate/smooth values between voxel cells" +VoxelData.resolution -> resolution: int "Resolution of the voxel grid" +VoxelData.smoke_data_type -> smoke_data_type: enum "Simulation value to be used as a texture" +VoxelData.source_path -> source_path: string "The external source data file to use" +VoxelData.still_frame_number -> still_frame: int "The frame number to always use" +VoxelData.still -> use_still_frame: boolean "Always render a still frame from the voxel data sequence" +Window.screen -> screen: pointer "Active screen showing in the window" +WorldLighting.adapt_to_speed -> adapt_to_speed: float "Use the speed vector pass to reduce AO samples in fast moving pixels. Higher values result in more aggressive sample reduction. Requires Vec pass enabled (for Raytrace Adaptive QMC)" +WorldLighting.ao_blend_mode -> ao_blend_type: enum "Defines how AO mixes with material shading" +WorldLighting.ao_factor -> ao_factor: float "Factor for ambient occlusion blending" +WorldLighting.bias -> bias: float "Bias (in radians) to prevent smoothed faces from showing banding (for Raytrace Constant Jittered)" +WorldLighting.correction -> correction: float "Ad-hoc correction for over-occlusion due to the approximation (for Approximate)" +WorldLighting.distance -> distance: float "Length of rays, defines how far away other faces give occlusion effect" +WorldLighting.environment_color -> environment_color: enum "Defines where the color of the environment light comes from" +WorldLighting.environment_energy -> environment_energy: float "Defines the strength of environment light" +WorldLighting.error_tolerance -> error_tolerance: float "Low values are slower and higher quality (for Approximate)" +WorldLighting.falloff_strength -> falloff_strength: float "Distance attenuation factor, the higher, the shorter the shadows" +WorldLighting.gather_method -> gather_method: enum "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.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.pixel_cache -> use_cache: boolean "Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)" +WorldLighting.use_environment_lighting -> use_environment_lighting: boolean "Add light coming from the environment" +WorldLighting.falloff -> use_falloff: boolean "NO DESCRIPTION" +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" -- cgit v1.2.3