From 310cc16fd6649c0d8b5d6831fb7eda2afb91e18b Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sun, 15 Aug 2010 12:32:37 +0000 Subject: more rna naming edits --- source/blender/makesrna/rna_cleanup/rna_cleaner.py | 4 +- .../makesrna/rna_cleanup/rna_properties.txt | 9153 ++++++++++---------- 2 files changed, 4578 insertions(+), 4579 deletions(-) (limited to 'source/blender/makesrna/rna_cleanup') diff --git a/source/blender/makesrna/rna_cleanup/rna_cleaner.py b/source/blender/makesrna/rna_cleanup/rna_cleaner.py index f623b1c673d..5eac1d295e8 100755 --- a/source/blender/makesrna/rna_cleanup/rna_cleaner.py +++ b/source/blender/makesrna/rna_cleanup/rna_cleaner.py @@ -195,8 +195,8 @@ def sort(props_list, sort_priority): """ # order based on the i-th element in lists - if sort_priority == "class.from": - props_list = sorted(props_list, key=lambda p: (p[2], p[3])) + if sort_priority == "class.to": + props_list = sorted(props_list, key=lambda p: (p[2], p[4])) else: i = sort_choices.index(sort_priority) if i == 0: diff --git a/source/blender/makesrna/rna_cleanup/rna_properties.txt b/source/blender/makesrna/rna_cleanup/rna_properties.txt index 1d68aa0b669..fffbcae0ba4 100644 --- a/source/blender/makesrna/rna_cleanup/rna_properties.txt +++ b/source/blender/makesrna/rna_cleanup/rna_properties.txt @@ -1,4605 +1,4604 @@ 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.expanded -> show_expanded: boolean "'Action Group is expanded'" -+ * ActionGroup.lock -> lock: boolean "'Action Group is locked'" -+ * ActionGroup.name -> name: string "'NO DESCRIPTION'" -+ * ActionGroup.select -> select: boolean "'Action Group is selected'" -+ * Actuator.expanded -> show_expanded: boolean "'Set actuator expanded in the user interface'" -+ * Actuator.name -> name: string "'NO DESCRIPTION'" -+ * Actuator.pinned -> pinned: boolean "'Display when not linked to a visible states controller'" -+ * Actuator.type -> type: enum "'NO DESCRIPTION'" -+ * Actuator|ActionActuator.action -> action: pointer "'NO DESCRIPTION'" -+ * Actuator|ActionActuator.blendin -> frame_blend_in: int "'Number of frames of motion blending'" -+ * 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|ActionActuator.frame_end -> frame_end: int "'NO DESCRIPTION'" -+ * Actuator|ActionActuator.frame_property -> frame_property: string '"Assign the action\'s 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|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.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.detect_material -> use_material_detect: boolean "'Detect material instead of property'" -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.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.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.local -> use_local: boolean '"Set ray along object\'s axis or global axis"' -Actuator|ConstraintActuator.material -> material: string "'Ray detects only Objects with this material'" -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.mode -> mode: enum "'The type of the constraint'" -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|ConstraintActuator.property -> property: string "'Ray detect only Objects with this property'" -Actuator|ConstraintActuator.range -> range: float "'Set the maximum length of ray'" -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|EditObjectActuator.angular_velocity -> angular_velocity: float "'Angular velocity upon creation'" -Actuator|EditObjectActuator.dynamic_operation -> dynamic_operation: enum "'NO DESCRIPTION'" -Actuator|EditObjectActuator.enable_3d_tracking -> use_3d_tracking: boolean "'Enable 3D tracking'" -Actuator|EditObjectActuator.linear_velocity -> linear_velocity: float "'Velocity upon creation'" -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.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.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|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|FcurveActuator.add -> use_add: 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.frame_end -> frame_end: int "'NO DESCRIPTION'" -Actuator|FcurveActuator.frame_property -> frame_property: string '"Assign the action\'s current frame number to this property"' -Actuator|FcurveActuator.frame_start -> frame_start: int "'NO DESCRIPTION'" -Actuator|FcurveActuator.local -> use_local: boolean "'Let the F-Curve act in local coordinates, used in Force and Add mode'" -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|Filter2DActuator.enable_motion_blur -> use_motion_blur: boolean "'Enable/Disable Motion Blur'" -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|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.add_linear_velocity -> use_add_linear_velocity: boolean "'Toggles between ADD and SET linV'" -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.loc -> loc: float "'Sets the location'" -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.mode -> mode: enum "'Specify the motion system'" -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.rot -> rot: float "'Sets the rotation'" -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|ObjectActuator.torque -> torque: float "'Sets the torque'" -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|ParentActuator.mode -> mode: enum "'NO DESCRIPTION'" -Actuator|ParentActuator.object -> object: pointer "'Set this object as parent'" -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.always_true -> use_always_true: boolean "'Always false or always true'" -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|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 -> blendin: int "'Number of frames of motion blending'" -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|ShapeActionActuator.frame_end -> frame_end: int "'NO DESCRIPTION'" -Actuator|ShapeActionActuator.frame_property -> frame_property: string '"Assign the action\'s 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|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.enable_sound_3d -> use_3d_sound: boolean "'Enable/Disable 3D Sound'" -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.mode -> mode: enum "'NO DESCRIPTION'" -Actuator|SoundActuator.pitch -> pitch: float "'Sets the pitch of the sound'" -Actuator|SoundActuator.reference_distance_3d -> reference_distance_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.sound -> sound: pointer "'NO DESCRIPTION'" -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 Action\'s result with result of NLA stack"' -+ * AnimData.action_extrapolation -> action_extrapolation: enum '"Action to take for gaps past the Active Action\'s range (when evaluating with NLA)"' -+ * AnimData.action_influence -> action_influence: float "'Amount the Active Action contributes to the result of the NLA stack'" -+ * AnimData.drivers -> drivers: collection, "'(read-only) The Drivers/Expressions for this datablock'" -+ * AnimData.nla_enabled -> use_nla: boolean "'NLA stack is evaluated when evaluating this block'" -+ * AnimData.nla_tracks -> nla_tracks: collection, "'(read-only) NLA Tracks (i.e. Animation Layers)'" -+ * AnimViz.motion_paths -> motion_path: pointer, "'(read-only) Motion Path settings for visualisation'" -+ * AnimViz.onion_skinning -> onion_skin_frames: pointer, "'(read-only) Onion Skinning (ghosting) settings for visualisation'" -+ * AnimVizMotionPaths.after_current -> frame_after: int '"Number of frames to show after the current frame (only for \'Around Current Frame\' Onion-skinning method)"' -+ * AnimVizMotionPaths.bake_location -> bake_location: enum "'When calculating Bone Paths, use Head or Tips'" -+ * AnimVizMotionPaths.before_current -> frame_before: int '"Number of frames to show before the current frame (only for \'Around Current Frame\' Onion-skinning method)"' -+ * AnimVizMotionPaths.frame_end -> frame_end: int '"End frame of range of paths to display/calculate (not for \'Around Current Frame\' Onion-skinning method)"' -+ * AnimVizMotionPaths.frame_start -> frame_start: int '"Starting frame of range of paths to display/calculate (not for \'Around Current Frame\' Onion-skinning method)"' -+ * AnimVizMotionPaths.frame_step -> frame_step: int '"Number of frames between paths shown (not for \'On Keyframes\' Onion-skinning method)"' -+ * AnimVizMotionPaths.highlight_keyframes -> show_keyframe_highlight: boolean "'Emphasize position of keyframes on Motion Paths'" -+ * AnimVizMotionPaths.search_all_action_keyframes -> show_keyframe_action_all: boolean "'For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)'" -+ * AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers: boolean "'Show frame numbers on Motion Paths'" -+ * AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers: boolean "'Show frame numbers of Keyframes on Motion Paths'" -+ * AnimVizMotionPaths.type -> type: enum "'Type of range to show for Motion Paths'" -+ * AnimVizOnionSkinning.after_current -> frame_after: int '"Number of frames to show after the current frame (only for \'Around Current Frame\' Onion-skinning method)"' -+ * AnimVizOnionSkinning.before_current -> frame_before: int '"Number of frames to show before the current frame (only for \'Around Current Frame\' Onion-skinning method)"' -+ * AnimVizOnionSkinning.frame_end -> frame_end: int '"End frame of range of Ghosts to display (not for \'Around Current Frame\' Onion-skinning method)"' -+ * AnimVizOnionSkinning.frame_start -> frame_start: int '"Starting frame of range of Ghosts to display (not for \'Around Current Frame\' Onion-skinning method)"' -+ * AnimVizOnionSkinning.frame_step -> frame_step: int '"Number of frames between ghosts shown (not for \'On Keyframes\' Onion-skinning method)"' -+ * AnimVizOnionSkinning.only_selected -> show_only_selected: boolean "'For Pose-Mode drawing, only draw ghosts for selected bones'" -+ * AnimVizOnionSkinning.type -> type: enum "'Method used for determining what ghosts get drawn'" -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.in_air -> use_in_air: boolean "'Use rule when boid is flying'" -+ * BoidRule.name -> name: string "'Boid rule name'" -+ * BoidRule.on_land -> use_on_land: boolean "'Use rule when boid is on land'" -+ * BoidRule.type -> type: enum, "'(read-only)'" -+ * 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|BoidRuleAvoid.object -> object: pointer "'Object to avoid'" -+ * 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|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'" -+ * BoidRule|BoidRuleFollowLeader.line -> use_line: boolean "'Follow leader in a line'" -+ * 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|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_max_speed -> air_speed_max: float "'Maximum speed in air'" -+ * BoidSettings.air_min_speed -> air_speed_min: float "'Minimum speed in air (relative to maximum speed)'" -+ * BoidSettings.air_personal_space -> air_personal_space: float "'Radius of boids personal space in air (% of particle size)'" -+ * BoidSettings.allow_climb -> use_climb: boolean "'Allow boids to climb goal objects'" -+ * BoidSettings.allow_flight -> use_flight: boolean "'Allow boids to move in air'" -+ * BoidSettings.allow_land -> use_land: boolean "'Allow boids to move on land'" -+ * BoidSettings.banking -> bank: float "'Amount of rotation around velocity vector on turns'" -+ * BoidSettings.health -> health: float "'Initial boid health when born'" -+ * BoidSettings.height -> height: float "'Boid height relative to particle size'" -+ * BoidSettings.land_jump_speed -> land_jump_speed: float "'Maximum speed for jumping'" -+ * BoidSettings.land_max_acc -> land_acc_max: float "'Maximum acceleration on land (relative to maximum speed)'" -+ * BoidSettings.land_max_ave -> land_ave_max: float "'Maximum angular velocity on land (relative to 180 degrees)'" -+ * BoidSettings.land_max_speed -> land_speed_max: float "'Maximum speed on land'" -+ * BoidSettings.land_personal_space -> land_personal_space: float "'Radius of boids personal space on land (% of particle size)'" -+ * BoidSettings.land_stick_force -> land_stick_force: float "'How strong a force must be to start effecting a boid on land'" -+ * BoidSettings.landing_smoothness -> land_smooth: float "'How smoothly the boids land'" -+ * BoidSettings.range -> range: float "'The maximum distance from which a boid can attack'" -+ * BoidSettings.states -> states: collection, "'(read-only)'" -+ * BoidSettings.strength -> strength: float "'Maximum caused damage on attack per second'" -+ * BoidState.active_boid_rule -> active_boid_rule: pointer, "'(read-only)'" -+ * BoidState.active_boid_rule_index -> active_boid_rule_index: int "'NO DESCRIPTION'" -+ * BoidState.falloff -> falloff: float "'NO DESCRIPTION'" -+ * BoidState.name -> name: string "'Boid state name'" -+ * BoidState.rule_fuzziness -> rule_fuzzy: float "'NO DESCRIPTION'" -+ * BoidState.rules -> rules: collection, "'(read-only)'" -+ * BoidState.ruleset_type -> ruleset_type: enum "'How the rules in the list are evaluated'" -+ * BoidState.volume -> volume: float "'NO DESCRIPTION'" -+ * Bone.bbone_in -> bbone_in: float "'Length of first Bezier Handle (for B-Bones only)'" -+ * Bone.bbone_out -> bbone_out: float "'Length of second Bezier Handle (for B-Bones only)'" -+ * Bone.bbone_segments -> bbone_segments: int "'Number of subdivisions of bone (for B-Bones only)'" -+ * Bone.children -> children: collection, "'(read-only) Bones which are children of this bone'" -+ * Bone.connected -> use_connect: boolean, '"(read-only) When bone has a parent, bone\'s head is struck to the parent\'s tail"' ++ * 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.envelope_distance -> envelope_distance: float "'Bone deformation distance (for Envelope deform only)'" -+ * Bone.envelope_weight -> envelope_weight: float "'Bone deformation weight (for Envelope deform only)'" -+ * Bone.head -> head: float "'Location of head end of the bone relative to its parent'" -+ * Bone.head_local -> head_local: float "'Location of head end of the bone relative to armature'" -+ * Bone.head_radius -> head_radius: float "'Radius of head of bone (for Envelope deform only)'" -+ * Bone.hide -> hide: boolean "'Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)'" -+ * Bone.hide_select -> hide_select: boolean "'Bone is able to be selected'" -+ * Bone.hinge -> use_hinge: boolean "'Bone inherits rotation or scale from parent bone'" -+ * Bone.inherit_scale -> use_inherit_scale: boolean "'Bone inherits scaling from parent bone'" -+ * Bone.layer -> layers: boolean "'Layers bone exists in'" -+ * Bone.local_location -> use_local_location: boolean "'Bone location is set in local space'" -+ * Bone.matrix -> matrix: float "'3x3 bone matrix'" -+ * Bone.matrix_local -> matrix_local: float "'4x4 bone matrix relative to armature'" -+ * Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean "'When deforming bone, multiply effects of Vertex Group weights with Envelope influence'" -+ * Bone.name -> name: string "'NO DESCRIPTION'" -+ * Bone.parent -> parent: pointer, "'(read-only) Parent bone (in same Armature)'" -+ * Bone.select -> select: boolean "'NO DESCRIPTION'" -+ * Bone.tail -> tail: float "'Location of tail end of the bone'" -+ * Bone.tail_local -> tail_local: float "'Location of tail end of the bone relative to armature'" -+ * Bone.tail_radius -> tail_radius: float "'Radius of tail of bone (for Envelope deform only)'" -+ * BoneGroup.color_set -> color_set: enum "'Custom color set to use'" -+ * BoneGroup.colors -> colors: pointer, '"(read-only) Copy of the colors associated with the group\'s color set"' -+ * BoneGroup.name -> name: string "'NO DESCRIPTION'" -+ * ClothCollisionSettings.collision_quality -> collision_quality: int "'How many collision iterations should be done. (higher is better quality but slower)'" -+ * ClothCollisionSettings.enable_collision -> use_collision: boolean "'Enable collisions with other objects'" -+ * ClothCollisionSettings.enable_self_collision -> use_self_collision: boolean "'Enable self collisions'" -+ * ClothCollisionSettings.friction -> friction: float "'Friction force if a collision happened. (higher = less movement)'" -+ * ClothCollisionSettings.group -> group: pointer "'Limit colliders to this Group'" -+ * ClothCollisionSettings.min_distance -> distance_min: float "'Minimum distance between collision objects before collision response takes in'" -+ * ClothCollisionSettings.self_collision_quality -> self_collision_quality: int "'How many self collision iterations should be done. (higher is better quality but slower)'" -+ * ClothCollisionSettings.self_friction -> self_friction: float "'Friction/damping with self contact'" -+ * ClothCollisionSettings.self_min_distance -> self_distance_min: float "'0.5 means no distance at all, 1.0 is maximum distance'" -+ * ClothSettings.air_damping -> air_damping: float "'Air has normally some thickness which slows falling things down'" -+ * ClothSettings.bending_stiffness -> bending_stiffness: float "'Wrinkle coefficient. (higher = less smaller but more big wrinkles)'" -+ * ClothSettings.bending_stiffness_max -> bending_stiffness_max: float "'Maximum bending stiffness value'" -+ * ClothSettings.bending_vertex_group -> bending_vertex_group: string "'Vertex group for fine control over bending stiffness'" -+ * ClothSettings.collider_friction -> collider_friction: float "'NO DESCRIPTION'" -+ * ClothSettings.effector_weights -> effector_weights: pointer, "'(read-only)'" -+ * ClothSettings.goal_default -> goal_default: float "'Default Goal (vertex target position) value, when no Vertex Group used'" -+ * ClothSettings.goal_friction -> goal_friction: float "'Goal (vertex target position) friction'" -+ * ClothSettings.goal_max -> goal_max: float "'Goal maximum, vertex group weights are scaled to match this range'" -+ * ClothSettings.goal_min -> goal_min: float "'Goal minimum, vertex group weights are scaled to match this range'" -+ * ClothSettings.goal_spring -> goal_spring: float "'Goal (vertex target position) spring stiffness'" -+ * ClothSettings.gravity -> gravity: float "'Gravity or external force vector'" -+ * ClothSettings.internal_friction -> internal_friction: float "'NO DESCRIPTION'" -+ * ClothSettings.mass -> mass: float "'Mass of cloth material'" -+ * ClothSettings.mass_vertex_group -> mass_vertex_group: string "'Vertex Group for pinning of vertices'" -+ * ClothSettings.pin_cloth -> use_pin_cloth: boolean "'Enable pinning of cloth vertices to other objects/positions'" -+ * ClothSettings.pin_stiffness -> pin_stiffness: float "'Pin (vertex target position) spring stiffness'" -+ * ClothSettings.pre_roll -> pre_roll: int "'Simulation starts on this frame'" -+ * ClothSettings.quality -> quality: int "'Quality of the simulation in steps per frame. (higher is better quality but slower)'" -+ * ClothSettings.rest_shape_key -> rest_shape_key: pointer "'Shape key to use the rest spring lengths from'" -+ * ClothSettings.spring_damping -> spring_damping: float "'Damping of cloth velocity. (higher = more smooth, less jiggling)'" -+ * ClothSettings.stiffness_scaling -> use_stiffness_scale: boolean "'If enabled, stiffness can be scaled along a weight painted vertex group'" -+ * ClothSettings.structural_stiffness -> structural_stiffness: float "'Overall stiffness of structure'" -+ * ClothSettings.structural_stiffness_max -> structural_stiffness_max: float "'Maximum structural stiffness value'" -+ * ClothSettings.structural_stiffness_vertex_group -> structural_stiffness_vertex_group: string "'Vertex group for fine control over structural stiffness'" -+ * CollisionSettings.absorption -> absorption: float "'How much of effector force gets lost during collision with this object (in percent)'" -+ * CollisionSettings.damping -> damping: float "'Amount of damping during collision'" -+ * CollisionSettings.damping_factor -> damping_factor: float "'Amount of damping during particle collision'" -+ * CollisionSettings.enabled -> use: boolean "'Enable this objects as a collider for physics systems'" -+ * CollisionSettings.friction_factor -> friction_factor: float "'Amount of friction during particle collision'" -+ * CollisionSettings.inner_thickness -> thickness_inner: float "'Inner face thickness'" -+ * CollisionSettings.kill_particles -> use_particle_kill: boolean "'Kill colliding particles'" -+ * CollisionSettings.outer_thickness -> thickness_outer: float "'Outer face thickness'" -+ * CollisionSettings.permeability -> permeability: float "'Chance that the particle will pass through the mesh'" -+ * CollisionSettings.random_damping -> random_damping: float "'Random variation of damping'" -+ * CollisionSettings.random_friction -> random_friction: float "'Random variation of friction'" -+ * CollisionSettings.stickness -> stickness: float "'Amount of stickness to surface collision'" -+ * ColorRamp.elements -> elements: collection, "'(read-only)'" -+ * ColorRamp.interpolation -> interpolation: enum "'NO DESCRIPTION'" -+ * ColorRamp.total -> count: int, "'(read-only) Total number of elements'" -+ * ColorRampElement.color -> color: float "'NO DESCRIPTION'" -+ * ColorRampElement.position -> position: float "'NO DESCRIPTION'" -ConsoleLine.current_character -> current_character: int "'NO DESCRIPTION'" -ConsoleLine.line -> line: string "'Text in the line'" -Constraint.active -> active: boolean "'Constraint is the one being edited'" -Constraint.disabled -> is_valid: boolean, "'(read-only) Constraint has invalid settings and will not be evaluated'" -Constraint.enabled -> enabled: boolean "'Enable/Disable Constraint'" -Constraint.expanded -> show_expanded: boolean '"Constraint\'s panel is expanded in UI"' -Constraint.influence -> influence: float "'Amount of influence constraint will have on the final solution'" -Constraint.lin_error -> lin_error: float, "'(read-only) Amount of residual error in Blender space unit for constraints that work on position'" -Constraint.name -> name: string "'Constraint name'" -Constraint.owner_space -> owner_space: enum "'Space that owner is evaluated in'" -Constraint.proxy_local -> is_proxy_local: boolean "'Constraint was added in this proxy instance (i.e. did not belong to source Armature)'" -Constraint.rot_error -> rot_error: float, "'(read-only) Amount of residual error in radiant for constraints that work on orientation'" -Constraint.target_space -> target_space: enum "'Space that target is evaluated in'" -Constraint.type -> type: enum, "'(read-only)'" -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.cyclic -> use_cyclic: boolean "'Treat curve as cyclic curve (no clamping to curve bounding box'" -+ * Constraint|ClampToConstraint.main_axis -> main_axis: enum "'Main axis of movement'" -+ * Constraint|ClampToConstraint.target -> target: pointer "'Target Object'" -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 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.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 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.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 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|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: 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.sticky -> use_sticky: boolean "'Immobilize object while constrained'" -Constraint|FloorConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'" -Constraint|FloorConstraint.target -> target: pointer "'Target Object'" -Constraint|FloorConstraint.use_rotation -> use_rotation: boolean '"Use the target\'s rotation to determine floor"' -Constraint|FollowPathConstraint.forward -> forward: 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: 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.axis_reference -> axis_reference: enum "'Constraint axis Lock options relative to Bone or Target reference'" -Constraint|KinematicConstraint.chain_length -> chain_length: 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.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.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.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 bone\'s 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.limit_transform -> limit_transform: boolean "'Transforms are affected by this constraint as well'" -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|LimitRotationConstraint.limit_transform -> limit_transform: 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|LimitScaleConstraint.limit_transform -> limit_transform: 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|LockedTrackConstraint.lock -> lock: enum "'Axis that points upward'" -Constraint|LockedTrackConstraint.subtarget -> subtarget: string "'NO DESCRIPTION'" -Constraint|LockedTrackConstraint.target -> target: pointer "'Target Object'" -Constraint|LockedTrackConstraint.track -> track: enum "'Axis that points to the target object'" -Constraint|MaintainVolumeConstraint.axis -> axis: enum "'The free scaling axis of the object'" -Constraint|MaintainVolumeConstraint.volume -> volume: float "'Volume of the bone at rest'" -Constraint|PivotConstraint.enabled_rotation_range -> enabled_rotation_range: enum "'Rotation range on which pivoting should occur'" -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|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.number_of_targets -> number_of_targets: int "'Usually only 1-3 are needed'" -Constraint|PythonConstraint.script_error -> has_script_error: boolean, "'(read-only) The linked Python script has thrown an error'" -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'" -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|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.target -> target: pointer "'Target Object'" -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_length: int "'How many bones are included in the chain'" -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.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.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.xz_scaling_mode -> xz_scale_mode: enum "'Method used for determining the scaling of the X and Z axes of the bones'" -Constraint|SplineIKConstraint.y_stretch -> use_y_stretch: boolean "'Stretch the Y axis of the bones to fit the curve'" -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 -> original_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 object\'s 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.target_z -> use_target_z: boolean '"Target\'s Z axis, not World Z axis, will constraint the Up direction"' -Constraint|TrackToConstraint.track -> track: enum "'Axis that points to the target object'" -Constraint|TrackToConstraint.up -> up: enum "'Axis that points upward'" -Constraint|TransformConstraint.extrapolate_motion -> use_motion_extrapolate: boolean "'Extrapolate ranges'" -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 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"' -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'" -Context.area -> area: pointer, "'(read-only)'" -Context.main -> main: pointer, "'(read-only)'" -Context.manager -> manager: pointer, "'(read-only)'" -Context.mode -> mode: enum, "'(read-only)'" -Context.region -> region: pointer, "'(read-only)'" -Context.region_data -> region_data: pointer, "'(read-only)'" -Context.scene -> scene: pointer, "'(read-only)'" -Context.screen -> screen: pointer, "'(read-only)'" -Context.space_data -> space_data: pointer, "'(read-only)'" -Context.tool_settings -> tool_settings: pointer, "'(read-only)'" -Context.user_preferences -> user_preferences: pointer, "'(read-only)'" -Context.window -> window: pointer, "'(read-only)'" -Controller.expanded -> show_expanded: boolean "'Set controller expanded in the user interface'" -Controller.name -> name: string "'NO DESCRIPTION'" -Controller.priority -> use_priority: boolean "'Mark controller for execution before all non-marked controllers (good for startup scripts)'" -Controller.state -> states: boolean, "'(read-only) Set Controller state index (1 to 30)'" -Controller.type -> type: enum "'NO DESCRIPTION'" -Controller|ExpressionController.expression -> expression: string "'NO DESCRIPTION'" -Controller|PythonController.debug -> use_debug: boolean "'Continuously reload the module from disk for editing external modules without restarting'" -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'" -CurveMap.extend -> extend: enum, "'(read-only) Extrapolate the curve or extend it horizontally'" -CurveMap.points -> points: collection, "'(read-only)'" -CurveMapPoint.handle_type -> handle_type: enum, "'(read-only) Curve interpolation at this point: bezier or vector'" -CurveMapPoint.location -> location: float, "'(read-only) X/Y coordinates of the curve point'" -CurveMapPoint.select -> select: boolean "'Selection state of the curve point'" -CurveMapping.black_level -> black_level: float "'For RGB curves, the color that black is mapped to'" -CurveMapping.clip -> use_clip: boolean "'Force the curve view to fit a defined boundary'" -CurveMapping.clip_max_x -> clip_max_x: float "'NO DESCRIPTION'" -CurveMapping.clip_max_y -> clip_max_y: float "'NO DESCRIPTION'" -CurveMapping.clip_min_x -> clip_min_x: float "'NO DESCRIPTION'" -CurveMapping.clip_min_y -> clip_min_y: float "'NO DESCRIPTION'" -CurveMapping.curves -> curves: collection, "'(read-only)'" -CurveMapping.white_level -> white_level: float "'For RGB curves, the color that white is mapped to'" -CurveSplines.active -> active: pointer "'Active curve spline'" -NEGATE * DopeSheet.collapse_summary -> show_expanded_summary: boolean "'Collapse summary when shown, so all other channels get hidden. (DopeSheet Editors Only)'" -DopeSheet.display_armature -> show_armatures: boolean "'Include visualization of Armature related Animation data'" -DopeSheet.display_camera -> show_cameras: boolean "'Include visualization of Camera related Animation data'" -DopeSheet.display_curve -> show_curves: boolean "'Include visualization of Curve related Animation data'" -DopeSheet.display_hidden -> display_hidden: boolean '"Include channels from objects/bone that aren\'t visible"' -DopeSheet.display_lamp -> show_lamps: boolean "'Include visualization of Lamp related Animation data'" -DopeSheet.display_material -> show_materials: boolean "'Include visualization of Material related Animation data'" -DopeSheet.display_mesh -> show_meshes: boolean "'Include visualization of Mesh related Animation data'" -DopeSheet.display_metaball -> show_metaballs: boolean "'Include visualization of Metaball related Animation data'" -DopeSheet.display_node -> show_nodes: boolean "'Include visualization of Node related Animation data'" -DopeSheet.display_particle -> show_particles: boolean "'Include visualization of Particle related Animation data'" -DopeSheet.display_scene -> show_scenes: boolean "'Include visualization of Scene related Animation data'" -DopeSheet.display_shapekeys -> show_shapekeys: boolean "'Include visualization of ShapeKey related Animation data'" -DopeSheet.display_summary -> show_summary: boolean '"Display an additional \'summary\' line. (DopeSheet Editors only)"' -DopeSheet.display_texture -> show_textures: boolean "'Include visualization of Texture related Animation data'" -DopeSheet.display_transforms -> show_transforms: boolean "'Include visualization of Object-level Animation data (mostly Transforms)'" -DopeSheet.display_world -> show_worlds: boolean "'Include visualization of World related Animation data'" -DopeSheet.filtering_group -> filtering_group: pointer "'Group that included Object should be a member of'" -DopeSheet.include_missing_nla -> show_missing_nla: boolean "'Include Animation Data blocks with no NLA data. (NLA Editor only)'" -DopeSheet.only_group_objects -> show_only_group_objects: boolean "'Only include channels from Objects in the specified Group'" -DopeSheet.only_selected -> show_only_selected: boolean "'Only include channels relating to selected objects and data'" -DopeSheet.source -> source: pointer, "'(read-only) ID-Block representing source data, currently ID_SCE (for Dopesheet), and ID_SC (for Grease Pencil)'" -Driver.expression -> expression: string "'Expression to use for Scripted Expression'" -Driver.invalid -> is_valid: boolean "'Driver could not be evaluated in past, so should be skipped'" -Driver.show_debug_info -> show_debug_info: boolean "'Show intermediate values for the driver calculations to allow debugging of drivers'" -Driver.type -> type: enum "'Driver type'" -Driver.variables -> variables: collection, "'(read-only) Properties acting as inputs for this driver'" -DriverTarget.bone_target -> bone_target: string "'Name of PoseBone to use as target'" -DriverTarget.data_path -> data_path: string "'RNA Path (from ID-block) to property used'" -DriverTarget.id -> id: pointer "'ID-block that the specific property used can be found from (id_type property must be set first)'" -DriverTarget.id_type -> id_type: enum "'Type of ID-block that can be used'" -DriverTarget.transform_type -> transform_type: enum "'Driver variable type'" -DriverTarget.use_local_space_transforms -> use_local_space_transform: boolean "'Use transforms in Local Space (as opposed to the worldspace default)'" -DriverVariable.name -> name: string "'Name to use in scripted expressions/functions. (No spaces or dots are allowed. Also, must not start with a symbol or digit)'" -DriverVariable.targets -> targets: collection, "'(read-only) Sources of input data for evaluating this variable'" -DriverVariable.type -> type: enum "'Driver variable type'" -DupliObject.matrix -> matrix: float "'Object duplicate transformation matrix'" -DupliObject.object -> object: pointer, "'(read-only) Object being duplicated'" -DupliObject.object_matrix -> object_matrix: float "'Duplicated object transformation matrix'" -EditBone.bbone_in -> bbone_in: float "'Length of first Bezier Handle (for B-Bones only)'" -EditBone.bbone_out -> bbone_out: float "'Length of second Bezier Handle (for B-Bones only)'" -EditBone.bbone_segments -> bbone_segments: int "'Number of subdivisions of bone (for B-Bones only)'" -EditBone.connected -> use_connect: boolean '"When bone has a parent, bone\'s head is struck to the parent\'s tail"' -EditBone.cyclic_offset -> use_cyclic_offset: boolean '"When bone doesn\'t have a parent, it receives cyclic offset effects"' -EditBone.deform -> use_deform: boolean "'Bone does not deform any geometry'" -EditBone.draw_wire -> show_wire: boolean "'Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes'" -EditBone.envelope_distance -> envelope_distance: float "'Bone deformation distance (for Envelope deform only)'" -EditBone.envelope_weight -> envelope_weight: float "'Bone deformation weight (for Envelope deform only)'" -EditBone.head -> head: float "'Location of head end of the bone'" -EditBone.head_radius -> head_radius: float "'Radius of head of bone (for Envelope deform only)'" -EditBone.hide -> hide: boolean "'Bone is not visible when in Edit Mode'" -EditBone.hide_select -> hide_select: boolean "'Bone is able to be selected'" -EditBone.hinge -> use_hinge: boolean "'Bone inherits rotation or scale from parent bone'" -EditBone.inherit_scale -> use_inherit_scale: boolean "'Bone inherits scaling from parent bone'" -EditBone.layer -> layers: boolean "'Layers bone exists in'" -EditBone.local_location -> use_local_location: boolean "'Bone location is set in local space'" -EditBone.lock -> lock: boolean "'Bone is not able to be transformed when in Edit Mode'" -EditBone.matrix -> matrix: float, "'(read-only) Read-only matrix calculated from the roll (armature space)'" -EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean "'When deforming bone, multiply effects of Vertex Group weights with Envelope influence'" -EditBone.name -> name: string "'NO DESCRIPTION'" -EditBone.parent -> parent: pointer "'Parent edit bone (in same Armature)'" -EditBone.roll -> roll: float "'Bone rotation around head-tail axis'" -EditBone.select -> select: boolean "'NO DESCRIPTION'" -EditBone.select_head -> select_head: boolean "'NO DESCRIPTION'" -EditBone.select_tail -> select_tail: boolean "'NO DESCRIPTION'" -EditBone.tail -> tail: float "'Location of tail end of the bone'" -EditBone.tail_radius -> tail_radius: float "'Radius of tail of bone (for Envelope deform only)'" -EffectorWeights.all -> all: float '"All effector\'s weight"' -EffectorWeights.boid -> boid: float "'Boid effector weight'" -EffectorWeights.charge -> charge: float "'Charge effector weight'" -EffectorWeights.curveguide -> curveguide: float "'Curve guide effector weight'" -EffectorWeights.do_growing_hair -> apply_to_hair_growing: boolean "'Use force fields when growing hair'" -EffectorWeights.drag -> drag: float "'Drag effector weight'" -EffectorWeights.force -> force: float "'Force effector weight'" -EffectorWeights.gravity -> gravity: float "'Global gravity weight'" -EffectorWeights.group -> group: pointer "'Limit effectors to this Group'" -EffectorWeights.harmonic -> harmonic: float "'Harmonic effector weight'" -EffectorWeights.lennardjones -> lennardjones: float "'Lennard-Jones effector weight'" -EffectorWeights.magnetic -> magnetic: float "'Magnetic effector weight'" -EffectorWeights.texture -> texture: float "'Texture effector weight'" -EffectorWeights.turbulence -> turbulence: float "'Turbulence effector weight'" -EffectorWeights.vortex -> vortex: float "'Vortex effector weight'" -EffectorWeights.wind -> wind: float "'Wind effector weight'" -EnumPropertyItem.description -> description: string, '"(read-only) Description of the item\'s purpose"' -EnumPropertyItem.identifier -> identifier: string, "'(read-only) Unique name used in the code and scripting'" -EnumPropertyItem.name -> name: string, "'(read-only) Human readable name'" -EnumPropertyItem.value -> value: int, "'(read-only) Value of the item'" -EnvironmentMap.clip_end -> clip_end: float "'Objects further than this are not visible to map'" -EnvironmentMap.clip_start -> clip_start: float "'Objects nearer than this are not visible to map'" -EnvironmentMap.depth -> depth: int "'Number of times a map will be rendered recursively (mirror effects.)'" -EnvironmentMap.ignore_layers -> layers_ignore: boolean "'Hide objects on these layers when generating the Environment Map'" -EnvironmentMap.mapping -> mapping: enum "'NO DESCRIPTION'" -EnvironmentMap.resolution -> resolution: int "'Pixel resolution of the rendered environment map'" -EnvironmentMap.source -> source: enum "'NO DESCRIPTION'" -EnvironmentMap.viewpoint_object -> viewpoint_object: pointer '"Object to use as the environment map\'s viewpoint location"' -EnvironmentMap.zoom -> zoom: float "'NO DESCRIPTION'" -Event.alt -> is_pressed_alt: boolean, "'(read-only) True when the Alt/Option key is held'" -Event.ascii -> ascii: string, "'(read-only) Single ASCII character for this event'" -Event.ctrl -> is_pressed_ctrl: boolean, "'(read-only) True when the Ctrl key is held'" -Event.mouse_prev_x -> mouse_prev_x: int, "'(read-only) The window relative vertical location of the mouse'" -Event.mouse_prev_y -> mouse_prev_y: int, "'(read-only) The window relative horizontal location of the mouse'" -Event.mouse_region_x -> mouse_region_x: int, "'(read-only) The region relative vertical location of the mouse'" -Event.mouse_region_y -> mouse_region_y: int, "'(read-only) The region relative horizontal location of the mouse'" -Event.mouse_x -> mouse_x: int, "'(read-only) The window relative vertical location of the mouse'" -Event.mouse_y -> mouse_y: int, "'(read-only) The window relative horizontal location of the mouse'" -Event.oskey -> is_pressed_cmd: boolean, "'(read-only) True when the Cmd key is held'" -Event.shift -> is_pressed_shift: boolean, "'(read-only) True when the Shift key is held'" -Event.type -> type: enum, "'(read-only)'" -Event.value -> value: enum, "'(read-only) The type of event, only applies to some'" -FCurve.array_index -> array_index: int "'Index to the specific property affected by F-Curve if applicable'" -FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean "'All auto-handles for F-Curve are clamped'" -FCurve.color -> color: float "'Color of the F-Curve in the Graph Editor'" -FCurve.color_mode -> color_mode: enum "'Method used to determine color of F-Curve in Graph Editor'" -FCurve.data_path -> data_path: string "'RNA Path to property affected by F-Curve'" -FCurve.driver -> driver: pointer, "'(read-only) Channel Driver (only set for Driver F-Curves)'" -FCurve.enabled -> enabled: boolean "'False when F-Curve could not be evaluated in past, so should be skipped when evaluating'" -FCurve.extrapolation -> extrapolation: enum "'NO DESCRIPTION'" -FCurve.group -> group: pointer "'Action Group that this F-Curve belongs to'" -FCurve.hide -> hide: boolean "'F-Curve and its keyframes are hidden in the Graph Editor graphs'" -FCurve.keyframe_points -> keyframe_points: collection, "'(read-only) User-editable keyframes'" -FCurve.lock -> lock: boolean '"F-Curve\'s settings cannot be edited"' -FCurve.modifiers -> modifiers: collection, "'(read-only) Modifiers affecting the shape of the F-Curve'" -FCurve.mute -> mute: boolean "'F-Curve is not evaluated'" -FCurve.sampled_points -> sampled_points: collection, "'(read-only) Sampled animation data'" -FCurve.select -> select: boolean "'F-Curve is selected for editing'" -FCurveModifiers.active -> active: pointer "'Active F-Curve Modifier'" -FCurveSample.co -> co: float "'Point coordinates'" -FCurveSample.select -> select: boolean "'Selection status'" -FModifier.active -> active: boolean "'F-Curve Modifier is the one being edited'" -NEGATE * FModifier.disabled -> use: boolean, "'(read-only) F-Curve Modifier has invalid settings and will not be evaluated'" -FModifier.expanded -> show_expanded: boolean '"F-Curve Modifier\'s panel is expanded in UI"' -FModifier.mute -> mute: boolean "'F-Curve Modifier will not be evaluated'" -FModifier.type -> type: enum, "'(read-only) F-Curve Modifier Type'" -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 -> after_cycles: float "'Maximum number of cycles to allow after last keyframe. (0 = infinite)'" -FModifier|FModifierCycles.after_mode -> after_mode: enum "'Cycling mode to use after last keyframe'" -FModifier|FModifierCycles.before_cycles -> before_cycles: float "'Maximum number of cycles to allow before first keyframe. (0 = infinite)'" -FModifier|FModifierCycles.before_mode -> before_mode: 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 envelope\'s influence is centered around / based on"' -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.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.value_offset -> value_offset: float "'Constant factor to offset values by'" -FModifier|FModifierGenerator.additive -> use_additive: boolean "'Values generated by this modifier are applied on top of the existing values instead of overwriting them'" -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|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.depth -> depth: int "'Amount of fine level detail present in the noise'" -FModifier|FModifierNoise.modification -> modification: enum "'Method of modifying the existing F-Curve'" -FModifier|FModifierNoise.phase -> phase: float "'A random seed for the noise effect'" -FModifier|FModifierNoise.size -> size: 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 -> 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 -> step_size: 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_absorption -> use_absorption: boolean "'Force gets absorbed by collision objects'" -FieldSettings.do_location -> apply_to_location: boolean '"Effect particles\' location"' -FieldSettings.do_rotation -> apply_to_rotation: boolean '"Effect particles\' dynamic rotation"' -FieldSettings.falloff_power -> falloff_power: float "'Falloff power (real gravitational falloff = 2)'" -FieldSettings.falloff_type -> falloff_type: enum "'Fall-off shape'" -FieldSettings.flow -> flow: float "'Convert effector force into air flow velocity'" -FieldSettings.force_2d -> use_2d_force: boolean "'Apply force only in 2d'" -FieldSettings.global_coordinates -> use_global_coordinates: boolean "'Use effector/global coordinates for turbulence'" -FieldSettings.guide_clump_amount -> guide_clump_amount: float "'Amount of clumping'" -FieldSettings.guide_clump_shape -> guide_clump_shape: float "'Shape of clumping'" -FieldSettings.guide_free -> guide_free: float '"Guide-free time from particle life\'s end"' -FieldSettings.guide_kink_amplitude -> guide_kink_amplitude: float "'The amplitude of the offset'" -FieldSettings.guide_kink_axis -> guide_kink_axis: enum "'Which axis to use for offset'" -FieldSettings.guide_kink_frequency -> guide_kink_frequency: float "'The frequency of the offset (1/total length)'" -FieldSettings.guide_kink_shape -> guide_kink_shape: float "'Adjust the offset to the beginning/end'" -FieldSettings.guide_kink_type -> guide_kink_type: enum "'Type of periodic offset on the curve'" -FieldSettings.guide_minimum -> guide_minimum: float "'The distance from which particles are affected fully'" -FieldSettings.guide_path_add -> use_guide_path_add: boolean "'Based on distance/falloff it adds a portion of the entire path'" -FieldSettings.harmonic_damping -> harmonic_damping: float "'Damping of the harmonic force'" -FieldSettings.inflow -> inflow: float "'Inwards component of the vortex force'" -FieldSettings.linear_drag -> linear_drag: float "'Drag component proportional to velocity'" -FieldSettings.maximum_distance -> distance_max: float "'Maximum distance for the field to work'" -FieldSettings.minimum_distance -> distance_min: float '"Minimum distance for the field\'s fall-off"' -FieldSettings.multiple_springs -> use_multiple_springs: boolean "'Every point is effected by multiple springs'" -FieldSettings.noise -> noise: float "'Noise of the force'" -FieldSettings.quadratic_drag -> quadratic_drag: float "'Drag component proportional to the square of velocity'" -FieldSettings.radial_falloff -> radial_falloff: float "'Radial falloff power (real gravitational falloff = 2)'" -FieldSettings.radial_maximum -> radial_max: float "'Maximum radial distance for the field to work'" -FieldSettings.radial_minimum -> radial_min: float '"Minimum radial distance for the field\'s fall-off"' -FieldSettings.rest_length -> rest_length: float "'Rest length of the harmonic force'" -FieldSettings.root_coordinates -> use_root_coordinates: boolean "'Texture coordinates from root particle locations'" -FieldSettings.seed -> seed: int "'Seed of the noise'" -FieldSettings.shape -> shape: enum "'Which direction is used to calculate the effector force'" -FieldSettings.size -> size: float "'Size of the noise'" -FieldSettings.strength -> strength: float "'Strength of force field'" -FieldSettings.texture -> texture: pointer "'Texture to use as force'" -FieldSettings.texture_mode -> texture_mode: enum "'How the texture effect is calculated (RGB & Curl need a RGB texture else Gradient will be used instead)'" -FieldSettings.texture_nabla -> texture_nabla: float "'Defines size of derivative offset used for calculating gradient and curl'" -FieldSettings.type -> type: enum "'Type of field'" -FieldSettings.use_coordinates -> use_object_coordinates: boolean "'Use object/global coordinates for texture'" -FieldSettings.use_guide_path_weight -> use_guide_path_weight: boolean "'Use curve weights to influence the particle influence along the curve'" -FieldSettings.use_max_distance -> use_max_distance: boolean "'Use a maximum distance for the field to work'" -FieldSettings.use_min_distance -> use_min_distance: boolean '"Use a minimum distance for the field\'s fall-off"' -FieldSettings.use_radial_max -> use_radial_max: boolean "'Use a maximum radial distance for the field to work'" -FieldSettings.use_radial_min -> use_radial_min: boolean '"Use a minimum radial distance for the field\'s fall-off"' -FieldSettings.z_direction -> z_direction: enum "'Effect in full or only positive/negative Z direction'" -FileSelectParams.directory -> directory: string "'Directory displayed in the file browser'" -FileSelectParams.display -> display: enum "'Display mode for the file list'" -FileSelectParams.do_filter -> use_filter: boolean "'Enable filtering of files'" -FileSelectParams.file -> file: string "'Active file in the file browser'" -FileSelectParams.filter_blender -> use_filter_blender: boolean "'Show .blend files'" -FileSelectParams.filter_folder -> use_filter_folder: boolean "'Show folders'" -FileSelectParams.filter_font -> use_filter_font: boolean "'Show font files'" -FileSelectParams.filter_image -> use_filter_image: boolean "'Show image files'" -FileSelectParams.filter_movie -> use_filter_movie: boolean "'Show movie files'" -FileSelectParams.filter_script -> use_filter_script: boolean "'Show script files'" -FileSelectParams.filter_sound -> use_filter_sound: boolean "'Show sound files'" -FileSelectParams.filter_text -> use_filter_text: boolean "'Show text files'" -NEGATE * FileSelectParams.hide_dot -> show_hidden: boolean "'Hide hidden dot files'" -FileSelectParams.sort -> sort: enum "'NO DESCRIPTION'" -FileSelectParams.title -> title: string, "'(read-only) Title for the file browser'" -FluidSettings.type -> type: enum "'Type of participation in the fluid simulation'" -FluidSettings|ControlFluidSettings.active -> use: boolean "'Object contributes to 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.reverse_frames -> use_reverse_frames: boolean "'Reverse control object movement'" -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.generate_speed_vectors -> use_speed_vectors: boolean "'Generate speed vectors for vector blur'" -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.override_time -> use_time_override: boolean '"Use a custom start and end time (in seconds) instead of the scene\'s timeline"' -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.path -> path: string "'Directory (and/or filename prefix) to store baked fluid simulation files in'" -FluidSettings|DomainFluidSettings.preview_resolution -> preview_resolution: int "'Preview resolution in X,Y and Z direction'" -FluidSettings|DomainFluidSettings.real_world_size -> real_world_size: float "'Size of the simulation domain in metres'" -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.reverse_frames -> use_reverse_frames: boolean "'Reverse fluid frames'" -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.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.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.initial_velocity -> initial_velocity: float "'Initial velocity of fluid'" -FluidSettings|FluidFluidSettings.volume_initialization -> volume_initialization: enum "'Volume initialization type'" -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.inflow_velocity -> inflow_velocity: float "'Initial velocity of fluid'" -FluidSettings|InflowFluidSettings.local_coordinates -> use_local_coordinates: boolean "'Use local coordinates for inflow. (e.g. for rotating objects)'" -FluidSettings|InflowFluidSettings.volume_initialization -> volume_initialization: enum "'Volume initialization type'" -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.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.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.drops -> use_drops: boolean "'Show drop particles'" -FluidSettings|ParticleFluidSettings.floats -> use_floats: boolean "'Show floating foam particles'" -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.path -> path: string "'Directory (and/or filename prefix) to store and load particles from'" -FluidSettings|ParticleFluidSettings.tracer -> use_tracer: boolean "'Show tracer particles'" -Function.description -> description: string, '"(read-only) Description of the Function\'s purpose"' -Function.identifier -> identifier: string, "'(read-only) Unique name used in the code and scripting'" -Function.parameters -> parameters: collection, "'(read-only) Parameters for the function'" -Function.registered -> is_registered: boolean, "'(read-only) Function is registered as callback as part of type registration'" -Function.registered_optional -> is_registered_optional: boolean, "'(read-only) Function is optionally registered as callback part of type registration'" -GPencilFrame.frame_number -> frame_number: int "'The frame on which this sketch appears'" -GPencilFrame.paint_lock -> is_edited: boolean "'Frame is being edited (painted on)'" -GPencilFrame.select -> select: boolean "'Frame is selected for editing in the DopeSheet'" -GPencilFrame.strokes -> strokes: collection, "'(read-only) Freehand curves defining the sketch on this frame'" -GPencilLayer.active -> active: boolean "'Set active layer for editing'" -GPencilLayer.active_frame -> active_frame: pointer, "'(read-only) Frame currently being displayed for this layer'" -GPencilLayer.color -> color: float "'Color for all strokes in this layer'" -GPencilLayer.frame_lock -> lock_frame: boolean "'Lock current frame displayed by layer'" -GPencilLayer.frames -> frames: collection, "'(read-only) Sketches for this layer on different frames'" -GPencilLayer.hide -> hide: boolean "'Set layer Visibility'" -GPencilLayer.info -> info: string "'Layer name'" -GPencilLayer.line_thickness -> line_width: int "'Thickness of strokes (in pixels)'" -GPencilLayer.lock -> lock: boolean "'Protect layer from further editing and/or frame changes'" -GPencilLayer.max_ghost_range -> ghost_range_max: int '"Maximum number of frames on either side of the active frame to show (0 = show the \'first\' available sketch on either side)"' -GPencilLayer.opacity -> opacity: float "'Layer Opacity'" -GPencilLayer.select -> select: boolean "'Layer is selected for editing in the DopeSheet'" -GPencilLayer.show_points -> show_points: boolean "'Draw the points which make up the strokes (for debugging purposes)'" -GPencilLayer.use_onion_skinning -> use_onion_skinning: boolean "'Ghost frames on either side of frame'" -GPencilStroke.points -> points: collection, "'(read-only) Stroke data points'" -GPencilStrokePoint.co -> co: float "'NO DESCRIPTION'" -GPencilStrokePoint.pressure -> pressure: float "'Pressure of tablet at point when drawing it'" -GameObjectSettings.actor -> use_actor: boolean "'Object is detected by the Near and Radar sensor'" -GameObjectSettings.actuators -> actuators: collection, "'(read-only) Game engine actuators to act on events'" -GameObjectSettings.all_states -> use_all_states: boolean "'Set all state bits'" -GameObjectSettings.anisotropic_friction -> use_anisotropic_friction: boolean "'Enable anisotropic friction'" -GameObjectSettings.collision_bounds -> collision_bounds: enum "'Selects the collision type'" -GameObjectSettings.collision_compound -> use_collision_compound: boolean "'Add children to form a compound collision object'" -GameObjectSettings.collision_margin -> collision_margin: float "'Extra margin around object for collision detection, small amount required for stability'" -GameObjectSettings.controllers -> controllers: collection, "'(read-only) Game engine controllers to process events, connecting sensor to actuators'" -GameObjectSettings.damping -> damping: float "'General movement damping'" -GameObjectSettings.debug_state -> show_debug_state: boolean "'Print state debug info in the game engine'" -GameObjectSettings.form_factor -> form_factor: float "'Form factor scales the inertia tensor'" -GameObjectSettings.friction_coefficients -> friction_coefficients: float "'Relative friction coefficient in the in the X, Y and Z directions, when anisotropic friction is enabled'" -GameObjectSettings.ghost -> use_ghost: boolean "'Object does not restitute collisions, like a ghost'" -GameObjectSettings.initial_state -> states_initial: boolean "'Initial state when the game starts'" -GameObjectSettings.lock_x_axis -> lock_location_x: boolean "'Disable simulation of linear motion along the X axis'" -GameObjectSettings.lock_x_rot_axis -> lock_rotation_x: boolean "'Disable simulation of angular motion along the X axis'" -GameObjectSettings.lock_y_axis -> lock_location_y: boolean "'Disable simulation of linear motion along the Y axis'" -GameObjectSettings.lock_y_rot_axis -> lock_rotation_y: boolean "'Disable simulation of angular motion along the Y axis'" -GameObjectSettings.lock_z_axis -> lock_location_z: boolean "'Disable simulation of linear motion along the Z axis'" -GameObjectSettings.lock_z_rot_axis -> lock_rotation_z: boolean "'Disable simulation of angular motion along the Z axis'" -GameObjectSettings.mass -> mass: float "'Mass of the object'" -GameObjectSettings.material_physics -> use_material_physics: boolean "'Use physics settings in materials'" -GameObjectSettings.maximum_velocity -> velocity_max: float "'Clamp velocity to this maximum speed'" -GameObjectSettings.minimum_velocity -> velocity_min: float "'Clamp velocity to this minimum speed (except when totally still)'" -NEGATE * GameObjectSettings.no_sleeping -> use_sleep: boolean "'Disable auto (de)activation in physics simulation'" -GameObjectSettings.physics_type -> physics_type: enum "'Selects the type of physical representation'" -GameObjectSettings.properties -> properties: collection, "'(read-only) Game engine properties'" -GameObjectSettings.radius -> radius: float "'Radius of bounding sphere and material physics'" -GameObjectSettings.rotate_from_normal -> use_rotate_from_normal: boolean "'Use face normal to rotate object, so that it points away from the surface'" -GameObjectSettings.rotation_damping -> rotation_damping: float "'General rotation damping'" -GameObjectSettings.sensors -> sensors: collection, "'(read-only) Game engine sensor to detect events'" -GameObjectSettings.show_actuators -> show_actuators: boolean "'Shows actuators for this object in the user interface'" -GameObjectSettings.show_controllers -> show_controllers: boolean "'Shows controllers for this object in the user interface'" -GameObjectSettings.show_sensors -> show_sensors: boolean "'Shows sensors for this object in the user interface'" -GameObjectSettings.show_state_panel -> show_state_panel: boolean "'Show state panel'" -GameObjectSettings.soft_body -> soft_body: pointer, "'(read-only) Settings for Bullet soft body simulation'" -GameObjectSettings.use_activity_culling -> use_activity_culling: boolean "'Disable simulation of angular motion along the Z axis'" -GameObjectSettings.use_collision_bounds -> use_collision_bounds: boolean "'Specify a collision bounds type other than the default'" -GameObjectSettings.used_state -> states_used: boolean, "'(read-only) States which are being used by controllers'" -GameObjectSettings.visible_state -> states_visible: boolean "'State determining which controllers are displayed'" -GameProperty.debug -> show_debug: boolean "'Print debug information for this property'" -GameProperty.name -> name: string '"Available as GameObject attributes in the game engine\'s python API"' -GameProperty.type -> type: enum "'NO DESCRIPTION'" -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.bending_const -> use_bending_constraints: boolean "'Enable bending constraints'" -GameSoftBodySettings.cluster_iterations -> cluster_iterations: int "'Specify the number of cluster iterations'" -GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean "'Enable cluster collision between soft and rigid body'" -GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody: boolean "'Enable cluster collision between soft and soft body'" -GameSoftBodySettings.dynamic_friction -> dynamic_friction: float "'Dynamic Friction'" -GameSoftBodySettings.linstiff -> linear_stiffness: float "'Linear stiffness of the soft body links'" -GameSoftBodySettings.margin -> margin: float "'Collision margin for soft body. Small value makes the algorithm unstable'" -GameSoftBodySettings.position_iterations -> position_iterations: int "'Position solver iterations'" -GameSoftBodySettings.shape_match -> use_shape_match: boolean "'Enable soft body shape matching goal'" -GameSoftBodySettings.threshold -> threshold: float "'Shape matching threshold'" -GameSoftBodySettings.welding -> weld_threshold: float "'Welding threshold: distance between nearby vertices to be considered equal => set to 0.0 to disable welding test and speed up scene loading (ok if the mesh has no duplicates)'" -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.fake_user -> use_fake_user: boolean "'Saves this datablock even if it has no users'" -ID.library -> library: pointer, "'(read-only) Library file the datablock is linked from'" -ID.name -> name: string "'Unique datablock ID name'" -ID.tag -> tag: boolean "'Tools can use this to tag data, (initial state is undefined)'" -ID.users -> users: int, "'(read-only) Number of times this datablock is referenced'" -IDProperty.collection -> collection: collection, "'(read-only)'" -IDProperty.double -> double: float "'NO DESCRIPTION'" -IDProperty.double_array -> double_array: float "'NO DESCRIPTION'" -IDProperty.float -> float: float "'NO DESCRIPTION'" -IDProperty.float_array -> float_array: float "'NO DESCRIPTION'" -IDProperty.group -> group: pointer, "'(read-only)'" -IDProperty.int -> int: int "'NO DESCRIPTION'" -IDProperty.int_array -> int_array: int "'NO DESCRIPTION'" -IDProperty.string -> string: string "'NO DESCRIPTION'" -IDPropertyGroup.name -> name: string "'Unique name used in the code and scripting'" -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.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.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.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|NetRenderSettings.slaves -> slaves: collection, "'(read-only)'" -IDPropertyGroup|NetRenderSettings.slaves_blacklist -> slaves_blacklist: collection, "'(read-only)'" -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.generate_def_rig -> use_generate_deform_rig: boolean "'Create a copy of the metarig, constrainted by the generated rig'" -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.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'" -+ * ID|Armature.auto_ik -> use_auto_ik: boolean "'Add temporaral IK constraints while grabbing bones in Pose Mode'" -+ * ID|Armature.bones -> bones: collection, "'(read-only)'" -+ * 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'" ++ * 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.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_only_selected -> show_only_ghost_selected: boolean "'NO DESCRIPTION'" -+ * 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.x_axis_mirror -> use_mirror_x: boolean "'Apply changes to matching bone on opposite side of X-Axis'" -+ * 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.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.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.edge_to_edge -> use_edge_to_edge: boolean "'Drag anchor brush from edge-to-edge'" -+ * 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.restore_mesh -> use_restore_mesh: boolean "'Allows a single dot to be carefully positioned'" -+ * 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.sub_col -> cursor_color_subtract: float "'Color of cursor when subtracting'" -+ * 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.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|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.panorama -> use_panorama: boolean "'Render the scene with a cylindrical camera for pseudo-fisheye lens effects'" -+ * 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|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|Camera.type -> type: enum "'Camera types'" -ID|Curve.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'" -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.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.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.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.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.materials -> materials: collection, "'(read-only)'" -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.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_loc -> texspace_loc: 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.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.width -> width: float "'Scale the original width (1.0) based on given factor'" -ID|Curve|SurfaceCurve.map_along_length -> use_map_along_length: boolean "'Generate texture mapping coordinates following the curve direction, rather than the local bounding box'" -ID|Curve|TextCurve.active_textbox -> active_textbox: int "'NO DESCRIPTION'" -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.fast -> use_fast_editing: boolean '"Don\'t fill polygons while editing"' -ID|Curve|TextCurve.font -> font: pointer "'NO DESCRIPTION'" -ID|Curve|TextCurve.line_dist -> line_distance: float "'NO DESCRIPTION'" -ID|Curve|TextCurve.map_along_length -> use_map_along_length: boolean "'Generate texture mapping coordinates following the curve direction, rather than the local bounding box'" -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.spacemode -> spacemode: enum "'Text align from the object center'" -ID|Curve|TextCurve.spacing -> spacing: float "'NO DESCRIPTION'" -ID|Curve|TextCurve.text_on_curve -> text_on_curve: pointer "'Curve deforming text object'" -ID|Curve|TextCurve.text_size -> text_size: float "'NO DESCRIPTION'" -ID|Curve|TextCurve.textboxes -> textboxes: collection, "'(read-only)'" -ID|Curve|TextCurve.ul_height -> ul_height: float "'NO DESCRIPTION'" -ID|Curve|TextCurve.ul_position -> ul_position: float "'Vertical position of underline'" -ID|Curve|TextCurve.word_spacing -> word_spacing: float "'NO DESCRIPTION'" -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.animated -> use_animation: boolean "'Use as animated texture in the game engine'" -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.clamp_x -> use_clamp_x: boolean "'Disable texture repeating horizontally'" -ID|Image.clamp_y -> use_clamp_y: boolean "'Disable texture repeating vertically'" -ID|Image.depth -> depth: int, "'(read-only) Image bit depth'" -ID|Image.dirty -> is_dirty: boolean, "'(read-only) Image has changed and is not saved'" -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.fields -> use_fields: boolean "'Use fields of the image'" -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.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.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'" -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 -> use_tiles: boolean "'Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)'" -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|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.relative -> use_relative: boolean "'Makes shape keys relative'" -ID|Key.slurph -> slurph: int "'Creates a delay in amount of frames in applying keypositions, first vertex goes first'" -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.diffuse -> use_diffuse: boolean "'Lamp does diffuse shading'" -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.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.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|AreaLamp.dither -> use_dither: boolean "'Use 2x2 dithering for sampling (Constant Jittered sampling)'" -+ * ID|Lamp|AreaLamp.gamma -> gamma: float "'Light gamma correction value'" -+ * 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_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_layer -> use_shadow_layer: boolean "'Causes only objects on the same layer to cast shadows'" -+ * ID|Lamp|AreaLamp.shadow_method -> shadow_method: enum "'Method to compute lamp shadow with'" -+ * 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_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_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.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.only_shadow -> use_only_shadow: boolean "'Causes light to cast shadows only without illuminating objects'" -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_layer -> use_shadow_layer: boolean "'Causes only objects on the same layer to cast shadows'" -ID|Lamp|PointLamp.shadow_method -> shadow_method: enum "'Method to compute lamp shadow with'" -ID|Lamp|PointLamp.shadow_ray_samples -> shadow_ray_samples: int "'Amount of samples taken extra (samples x samples)'" -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_soft_size -> shadow_soft_size: float "'Light size for ray shadow sampling (Raytraced 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.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 -> use_halo: boolean "'Renders spotlight with a volumetric halo (Buffer Shadows)'" -ID|Lamp|SpotLamp.halo_intensity -> halo_intensity: float '"Brightness of the spotlight\'s 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.only_shadow -> use_only_shadow: boolean "'Causes light to cast shadows only without illuminating objects'" -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_layer -> use_shadow_layer: boolean "'Causes only objects on the same layer to cast shadows'" -ID|Lamp|SpotLamp.shadow_method -> shadow_method: enum "'Method to compute lamp shadow with'" -ID|Lamp|SpotLamp.shadow_ray_samples -> shadow_ray_samples: int "'Amount of samples taken extra (samples x samples)'" -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|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.sphere -> use_sphere: boolean "'Sets light intensity to zero beyond lamp distance'" -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.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_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_layer -> use_shadow_layer: boolean "'Causes only objects on the same layer to cast shadows'" -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|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.outside -> use_outside: boolean "'Only draw, and take into account, the outer vertices'" -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.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.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.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'" -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.halo -> halo: pointer, "'(read-only) Halo settings for the material'" -ID|Material.invert_z -> invert_z: boolean '"Renders material\'s faces with an inverted Z buffer (scanline only)"' -ID|Material.light_group -> light_group: pointer "'Limit lighting to lamps in this Group'" -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.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.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.physics -> physics: pointer, "'(read-only) Game physics settings'" -ID|Material.preview_render_type -> preview_render_type: enum "'Type of preview render'" -ID|Material.ray_shadow_bias -> use_ray_shadow_bias: boolean "'Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)'" -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.receive_transparent_shadows -> use_transparent_shadows: boolean "'Allow this object to receive transparent shadows casted through other objects'" -ID|Material.roughness -> rough: float "'Oren-Nayar Roughness'" -ID|Material.shadeless -> use_shadeless: boolean "'Makes this material insensitive to light or shadow'" -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.shadows -> use_shadows: boolean "'Allows this material to receive shadows'" -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.tangent_shading -> use_tangent_shading: boolean '"Use the material\'s tangent vector instead of the normal for shading - for anisotropic shading effects"' -ID|Material.texture_slots -> texture_slots: collection, "'(read-only) Texture slots defining the mapping and influence of textures'" -ID|Material.traceable -> use_traceable: boolean "'Include this material and geometry that uses it in ray tracing calculations'" -ID|Material.translucency -> translucency: float "'Amount of diffuse shading on the back side'" -ID|Material.transparency -> use_transparency: boolean "'Render material as transparent'" -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.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|Material.volume -> volume: pointer, "'(read-only) Volume settings for the material'" -ID|Material.z_offset -> z_offset: float "'Gives faces an artificial offset in the Z buffer for Z transparency'" -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.all_edges -> show_all_edges: boolean "'Displays all edges for wireframe in all view modes in the 3D view'" -ID|Mesh.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'" -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.autosmooth_angle -> autosmooth_angle: int '"Defines maximum angle between face normals that \'Auto Smooth\' will operate on"' -ID|Mesh.double_sided -> show_double_sided: boolean "'Render/display the mesh with double or single sided lighting'" -ID|Mesh.draw_bevel_weights -> show_bevel_weights: boolean "'Displays weights created for the Bevel modifier'" -ID|Mesh.draw_creases -> show_creases: boolean "'Displays creases created for subsurf weighting'" -ID|Mesh.draw_edge_angle -> show_edge_angle: boolean "'Displays the angles in the selected edges in degrees'" -ID|Mesh.draw_edge_length -> show_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_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_normals: boolean "'Displays face normals as lines'" -ID|Mesh.draw_seams -> show_seams: boolean "'Displays UV unwrapping seams'" -ID|Mesh.draw_sharp -> show_sharp: boolean "'Displays sharp edges, used with the EdgeSplit modifier'" -ID|Mesh.draw_vertex_normals -> show_vertex_normals: boolean "'Displays vertex normals as lines'" -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 -> float_layers: collection, "'(read-only)'" -ID|Mesh.int_layers -> int_layers: collection, "'(read-only)'" -ID|Mesh.materials -> materials: collection, "'(read-only)'" -ID|Mesh.shape_keys -> shape_keys: pointer, "'(read-only)'" -ID|Mesh.sticky -> sticky: collection, "'(read-only) Sticky texture coordinates'" -ID|Mesh.string_layers -> string_layers: collection, "'(read-only)'" -ID|Mesh.texco_mesh -> texco_mesh: pointer "'Derive texture coordinates from another mesh'" -ID|Mesh.texspace_loc -> texspace_loc: 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.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'" -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.auto_texspace -> use_auto_texspace: boolean '"Adjusts active object\'s texture space automatically when transforming object"' -ID|MetaBall.elements -> elements: collection, "'(read-only) Meta elements'" -ID|MetaBall.flag -> flag: enum "'Metaball edit update behavior'" -ID|MetaBall.materials -> materials: collection, "'(read-only)'" -ID|MetaBall.render_size -> render_size: float "'Polygonization resolution in rendering'" -ID|MetaBall.texspace_loc -> texspace_loc: 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 -> wire_size: 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_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_bounds_type -> draw_bounds_type: enum "'Object boundary display type'" -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.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.duplis_used -> is_duplicator: boolean, "'(read-only)'" -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.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.max_draw_type -> draw_type: enum "'Maximum draw type to display object with in viewport'" -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_vertices: 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.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.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.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.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.vertex_groups -> vertex_groups: collection, "'(read-only) Vertex groups of the object'" -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.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_pix: int "'How many pixels path has to cover to make another render segment'" -ID|ParticleSettings.amount -> amount: int "'Total number of particles'" -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.animate_branching -> use_animate_branching: boolean "'Animate branching'" -ID|ParticleSettings.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'" -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_lock -> lock_billboard: boolean "'Lock the billboards align axis'" -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_random_tilt -> billboard_random_tilt: float "'Random tilt of the billboards'" -ID|ParticleSettings.billboard_split_offset -> billboard_split_offset: enum "'How to offset billboard textures'" -ID|ParticleSettings.billboard_tilt -> billboard_tilt: float "'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.boids_2d -> lock_boids_to_surface: boolean "'Constrain boids to a surface'" -ID|ParticleSettings.branch_threshold -> branch_threshold: float "'Threshold of branching'" -ID|ParticleSettings.branching -> use_branching: boolean "'Branch child paths from each other'" -ID|ParticleSettings.brownian_factor -> brownian_factor: float "'Specify the amount of Brownian motion'" -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.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_random_size -> child_random_size: 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.child_type -> child_type: enum "'Create child particles'" -ID|ParticleSettings.clump_factor -> clump_factor: float "'Amount of clumping'" -ID|ParticleSettings.clumppow -> clumppow: float "'Shape of clumping'" -ID|ParticleSettings.damp_factor -> damp_factor: float "'Specify the amount of damping'" -ID|ParticleSettings.die_on_collision -> use_die_on_collision: boolean "'Particles die when they collide with a deflector object'" -ID|ParticleSettings.died -> use_died: boolean "'Show particles after they have died'" -ID|ParticleSettings.display -> display: int "'Percentage of particles to display in 3D view'" -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_as: enum "'How particles are drawn in viewport'" -ID|ParticleSettings.draw_health -> show_health: boolean "'Draw boid health'" -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 -> dupliweights: 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.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.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_invert -> invert_grid: boolean "'Invert what is considered object and what is not'" -ID|ParticleSettings.grid_resolution -> grid_resolution: int "'The resolution of the particle grid'" -ID|ParticleSettings.hair_bspline -> use_hair_bspline: boolean "'Interpolate hair using B-Splines'" -ID|ParticleSettings.hair_step -> hair_step: int "'Number of hair segments'" -ID|ParticleSettings.integrator -> integrator: enum "'Select physics integrator type'" -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.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.material -> material: int "'Specify material used for the particles'" -ID|ParticleSettings.material_color -> show_material_color: boolean '"Draw particles using material\'s diffuse color"' -ID|ParticleSettings.normal_factor -> normal_factor: float "'Let the surface normal give the particle a starting speed'" -ID|ParticleSettings.num -> show_number: boolean "'Show particle number'" -ID|ParticleSettings.object_aligned_factor -> object_aligned_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.parent -> use_parents: boolean "'Render parent particles'" -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.physics_type -> physics_type: enum "'Particle physics type'" -ID|ParticleSettings.rand_group -> use_group_pick_random: boolean "'Pick objects from group randomly'" -ID|ParticleSettings.random_factor -> random_factor: float "'Give the starting speed a random variation'" -ID|ParticleSettings.random_length -> random_length: float "'Give path length a random variation'" -ID|ParticleSettings.random_lifetime -> random_lifetime: float "'Give the particle life a random variation'" -ID|ParticleSettings.random_phase_factor -> random_phase_factor: float "'Randomize rotation phase'" -ID|ParticleSettings.random_rotation_factor -> random_rotation_factor: float "'Randomize rotation'" -ID|ParticleSettings.random_size -> random_size: float "'Give the particle size a random variation'" -ID|ParticleSettings.react_event -> react_event: enum "'The event of target particles to react on'" -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.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 -> ren_as: enum "'How particles are rendered'" -ID|ParticleSettings.render_adaptive -> use_render_adaptive: boolean "'Use adapative rendering for paths'" -ID|ParticleSettings.render_step -> render_step: int "'How many steps paths are rendered with (power of 2)'" -ID|ParticleSettings.render_strand -> use_strand_primitive: boolean "'Use the strand primitive for rendering'" -ID|ParticleSettings.rendered_child_nbr -> rendered_child_nbr: int "'Amount of children/parent for rendering'" -ID|ParticleSettings.rotate_from -> rotate_from: enum "'NO DESCRIPTION'" -ID|ParticleSettings.rotation_dynamic -> use_dynamic_rotation: boolean "'Sets rotation to dynamic/constant'" -ID|ParticleSettings.rotation_mode -> rotation_mode: enum "'Particles initial rotation'" -ID|ParticleSettings.rough1 -> rough1: float "'Amount of location dependent rough'" -ID|ParticleSettings.rough1_size -> rough1_size: float "'Size of location dependent rough'" -ID|ParticleSettings.rough2 -> rough2: float "'Amount of random rough'" -ID|ParticleSettings.rough2_size -> rough2_size: float "'Size of random rough'" -ID|ParticleSettings.rough2_thres -> rough2_thres: 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.self_effect -> use_self_effect: boolean "'Particle effectors effect themselves'" -ID|ParticleSettings.show_size -> show_size: boolean "'Show particle size'" -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.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.subframes -> subframes: int "'Subframes to simulate for improved stability and finer granularity simulations'" -ID|ParticleSettings.symmetric_branching -> use_symmetric_branching: boolean "'Start and end points are the same'" -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.trand -> use_emit_random: boolean "'Emit in random order of elements'" -ID|ParticleSettings.type -> type: enum "'NO DESCRIPTION'" -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.userjit -> userjit: int "'Emission locations / face (0 = automatic)'" -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.virtual_parents -> virtual_parents: float "'Relative amount of virtual parents'" -ID|ParticleSettings.whole_group -> use_whole_group: boolean "'Use whole group at once'" -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.all_keying_sets -> all_keying_sets: collection, "'(read-only) All Keying Sets available for use (builtins and Absolute Keying Sets for this Scene)'" -ID|Scene.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'" -ID|Scene.bases -> bases: collection, "'(read-only)'" -ID|Scene.camera -> camera: pointer "'Active camera used for rendering the scene'" -ID|Scene.cursor_location -> cursor_location: float "'3D cursor location'" -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_drop -> use_frame_drop: boolean "'Play back dropping frames if frame display is too slow'" -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.game_data -> game_data: 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.keying_sets -> keying_sets: collection, "'(read-only) Absolute Keying Sets for this Scene'" -ID|Scene.layers -> layers: boolean "'Layers visible when rendering the scene'" -ID|Scene.mute_audio -> mute_audio: boolean "'Play back of audio from Sequence Editor will be muted'" -ID|Scene.network_render -> network_render: pointer, "'(read-only) Network Render Settings'" -ID|Scene.nla_tweakmode_on -> use_nla_tweakmode: boolean, "'(read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only'" -ID|Scene.nodetree -> nodetree: pointer, "'(read-only) Compositing node tree'" -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.preview_range_frame_end -> preview_range_frame_end: int "'Alternative end frame for UI playback'" -ID|Scene.preview_range_frame_start -> preview_range_frame_start: int "'Alternative start frame for UI playback'" -ID|Scene.render -> render: pointer, "'(read-only)'" -ID|Scene.scrub_audio -> use_audio_scrub: boolean "'Play audio from Sequence Editor while scrubbing'" -ID|Scene.sequence_editor -> sequence_editor: pointer, "'(read-only)'" -ID|Scene.set -> set: pointer "'Background set scene'" -ID|Scene.speed_of_sound -> speed_of_sound: float "'Speed of sound for Doppler effect calculation'" -ID|Scene.stamp_note -> stamp_note: string "'User define note for the render stamping'" -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.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'" -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.animation_playing -> is_animation_playing: boolean, "'(read-only) Animation playback is active'" -ID|Screen.areas -> areas: collection, "'(read-only) Areas the screen is subdivided into'" -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.caching -> use_ram_cache: boolean "'The sound file is decoded and loaded into RAM'" -ID|Sound.filepath -> filepath: string "'Sound sample file used by this Sound datablock'" -ID|Sound.packed_file -> packed_file: pointer, "'(read-only)'" -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.dirty -> is_dirty: boolean, "'(read-only) Text file has been edited since last save'" -ID|Text.filepath -> filepath: string "'Filename of the text file'" -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.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.selection_end_character -> selection_end_character: int, "'(read-only) Index of character after end of selection in the selection end line'" -ID|Text.selection_end_line -> selection_end_line: pointer, "'(read-only) End line of selection'" -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.animation_data -> animation_data: pointer, "'(read-only) Animation data for this datablock'" -ID|Texture.brightness -> intensity: float "'NO DESCRIPTION'" -ID|Texture.color_ramp -> color_ramp: pointer, "'(read-only)'" -ID|Texture.contrast -> contrast: float "'NO DESCRIPTION'" -ID|Texture.factor_blue -> factor_blue: float "'NO DESCRIPTION'" -ID|Texture.factor_green -> factor_green: float "'NO DESCRIPTION'" -ID|Texture.factor_red -> factor_red: 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 texture\'s 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_size: float "'Sets scaling for noise input'" -+ * ID|Texture|CloudsTexture.noise_type -> noise_type: enum "'NO DESCRIPTION'" -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_size: 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 -> filter: enum "'Texture filter to use for sampling image'" -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_size_minimum -> use_filter_size_min: boolean "'Use Filter Size as a minimal filter value in pixels'" -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.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_distance -> checker_distance: float "'Sets distance between checker tiles'" -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.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 -> filter: enum "'Texture filter to use for sampling image'" -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_size_minimum -> use_minimum_filter_size: 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.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.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.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|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_size: float "'Sets scaling for noise input'" -ID|Texture|MarbleTexture.noise_type -> noise_type: enum "'NO DESCRIPTION'" -ID|Texture|MarbleTexture.noisebasis2 -> noisebasis2: enum "'NO DESCRIPTION'" -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.gain -> gain: float "'The gain multiplier'" -ID|Texture|MusgraveTexture.highest_dimension -> highest_dimension: float "'Highest fractal dimension'" -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_size: 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 -> pointdensity: 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_size: float "'Sets scaling for noise input'" -ID|Texture|StucciTexture.noise_type -> noise_type: enum "'NO DESCRIPTION'" -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_size: 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 -> voxeldata: 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_size: float "'Sets scaling for noise input'" -ID|Texture|WoodTexture.noise_type -> noise_type: enum "'NO DESCRIPTION'" -ID|Texture|WoodTexture.noisebasis2 -> noisebasis2: enum "'NO DESCRIPTION'" -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)'" -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.blend_sky -> use_sky_blend: boolean "'Render background with natural progression from horizon to zenith'" -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 -> lighting: pointer, "'(read-only) World lighting settings'" -ID|World.mist -> mist: pointer, "'(read-only) World mist settings'" -ID|World.paper_sky -> use_sky_paper: boolean "'Flatten blend or texture coordinates'" -ID|World.range -> range: float "'The color range that will be mapped to 0-1'" -ID|World.real_sky -> use_sky_real: boolean "'Render background with a real horizon, relative to the camera angle'" -ID|World.stars -> stars: 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.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.auto_step -> use_auto_step: boolean "'Automatically determine the optimal number of steps for best performance/accuracy trade off'" -IKParam|Itasc.dampeps -> dampeps: float "'Singular value under which damping is progressively applied. Higher values=more stability, less reactivity. Default=0.1'" -IKParam|Itasc.dampmax -> dampmax: 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.mode -> mode: enum "'NO DESCRIPTION'" -IKParam|Itasc.num_iter -> num_iter: int "'Maximum number of iterations for convergence in case of reiteration'" -IKParam|Itasc.num_step -> num_step: int "'Divides the frame interval into this many steps'" -IKParam|Itasc.precision -> precision: float "'Precision of convergence in case of reiteration'" -IKParam|Itasc.reiteration -> reiteration: 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'" -ImageUser.auto_refresh -> use_auto_refresh: boolean "'Always refresh image on frame changes'" -ImageUser.cyclic -> use_cyclic: boolean "'Cycle the images in the movie'" -ImageUser.fields_per_frame -> fields_per_frame: int "'The number of fields per rendered frame (2 fields is 1 image)'" -ImageUser.frame_start -> frame_start: int "'Sets the global starting frame of the movie'" -ImageUser.frames -> frames: int "'Sets the number of images of a movie to use'" -ImageUser.multilayer_layer -> multilayer_layer: int, "'(read-only) Layer in multilayer image'" -ImageUser.multilayer_pass -> multilayer_pass: int, "'(read-only) Pass in multilayer image'" -ImageUser.offset -> offset: int "'Offsets the number of the frame to use in the animation'" -KeyConfig.keymaps -> keymaps: collection, "'(read-only) Key maps configured as part of this configuration'" -KeyConfig.name -> name: string "'Name of the key configuration'" -KeyConfig.user_defined -> is_user_defined: boolean, "'(read-only) Indicates that a keyconfig was defined by the user'" -KeyMap.children_expanded -> show_expanded_children: boolean "'Children expanded in the user interface'" -KeyMap.items -> items: collection, "'(read-only) Items in the keymap, linking an operator to an input event'" -KeyMap.items_expanded -> show_expanded_items: boolean "'Expanded in the user interface'" -KeyMap.modal -> is_modal: boolean, "'(read-only) Indicates that a keymap is used for translate modal events for an operator'" -KeyMap.name -> name: string, "'(read-only) Name of the key map'" -KeyMap.region_type -> region_type: enum, "'(read-only) Optional region type keymap is associated with'" -KeyMap.space_type -> space_type: enum, "'(read-only) Optional space type keymap is associated with'" -KeyMap.user_defined -> is_user_defined: boolean "'Keymap is defined by the user'" -KeyMapItem.active -> active: boolean "'Activate or deactivate item'" -KeyMapItem.alt -> pressed_alt: boolean "'Alt key pressed'" -KeyMapItem.any -> pressed_any: boolean "'Any modifier keys pressed'" -KeyMapItem.ctrl -> pressed_ctrl: boolean "'Control key pressed'" -KeyMapItem.expanded -> show_expanded: boolean "'Show key map event and property details in the user interface'" -KeyMapItem.id -> id: int, "'(read-only) ID of the item'" -KeyMapItem.idname -> idname: string "'Identifier of operator to call on input event'" -KeyMapItem.key_modifier -> key_modifier: enum "'Regular key pressed as a modifier'" -KeyMapItem.map_type -> map_type: enum "'Type of event mapping'" -KeyMapItem.name -> name: string, "'(read-only) Name of operator to call on input event'" -KeyMapItem.oskey -> pressed_cmd: boolean "'Operating system key pressed'" -KeyMapItem.properties -> properties: pointer, "'(read-only) Properties to set when the operator is called'" -KeyMapItem.propvalue -> propvalue: enum "'The value this event translates to in a modal keymap'" -KeyMapItem.shift -> pressed_shift: boolean "'Shift key pressed'" -KeyMapItem.type -> type: enum "'Type of event'" -KeyMapItem.value -> value: enum "'NO DESCRIPTION'" -Keyframe.co -> co: float "'Coordinates of the control point'" -Keyframe.handle1 -> handle_left: float "'Coordinates of the first handle'" -Keyframe.handle1_type -> handle_left_type: enum "'Handle types'" -Keyframe.handle2 -> handle_right: float "'Coordinates of the second handle'" -Keyframe.handle2_type -> handle_right_type: enum "'Handle types'" -Keyframe.interpolation -> interpolation: enum "'Interpolation method to use for segment of the curve from this Keyframe until the next Keyframe'" -Keyframe.select_control_point -> select_control_point: boolean "'Control point selection status'" -Keyframe.select_left_handle -> select_left_handle: boolean "'Handle 1 selection status'" -Keyframe.select_right_handle -> select_right_handle: boolean "'Handle 2 selection status'" -Keyframe.type -> type: enum "'The type of keyframe'" -KeyingSet.absolute -> use_absolute: boolean "'Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)'" -KeyingSet.active_path -> active_path: pointer "'Active Keying Set used to insert/delete keyframes'" -KeyingSet.active_path_index -> active_path_index: int "'Current Keying Set index'" -KeyingSet.insertkey_needed -> use_insertkey_needed: boolean '"Only insert keyframes where they\'re needed in the relevant F-Curves"' -KeyingSet.insertkey_visual -> use_insertkey_visual: boolean '"Insert keyframes based on \'visual transforms\'"' -KeyingSet.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean "'Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis'" -KeyingSet.name -> name: string "'NO DESCRIPTION'" -KeyingSet.paths -> paths: collection, "'(read-only) Keying Set Paths to define settings that get keyframed together'" -KeyingSet.type_info -> type_info: pointer, "'(read-only) Callback function defines for built-in Keying Sets'" -KeyingSetInfo.bl_idname -> bl_idname: string "'NO DESCRIPTION'" -KeyingSetInfo.bl_label -> bl_label: string "'NO DESCRIPTION'" -KeyingSetInfo.insertkey_needed -> use_insertkey_needed: boolean '"Only insert keyframes where they\'re needed in the relevant F-Curves"' -KeyingSetInfo.insertkey_visual -> use_insertkey_visual: boolean '"Insert keyframes based on \'visual transforms\'"' -KeyingSetInfo.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean "'Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis'" -KeyingSetPath.array_index -> array_index: int "'Index to the specific setting if applicable'" -KeyingSetPath.data_path -> data_path: string "'Path to property setting'" -KeyingSetPath.entire_array -> use_entire_array: boolean '"When an \'array/vector\' type is chosen (Location, Rotation, Color, etc.), entire array is to be used"' -KeyingSetPath.group -> group: string "'Name of Action Group to assign setting(s) for this path to'" -KeyingSetPath.grouping -> group_method: enum "'Method used to define which Group-name to use'" -KeyingSetPath.id -> id: pointer "'ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only)'" -KeyingSetPath.id_type -> id_type: enum "'Type of ID-block that can be used'" -KeyingSetPath.insertkey_needed -> use_insertkey_needed: boolean '"Only insert keyframes where they\'re needed in the relevant F-Curves"' -KeyingSetPath.insertkey_visual -> use_insertkey_visual: boolean '"Insert keyframes based on \'visual transforms\'"' -KeyingSetPath.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean "'Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis'" -LampSkySettings.atmosphere_distance_factor -> atmosphere_distance_factor: float "'Multiplier to convert blender units to physical distance'" -LampSkySettings.atmosphere_extinction -> atmosphere_extinction: float "'Extinction scattering contribution factor'" -LampSkySettings.atmosphere_inscattering -> atmosphere_inscattering: float "'Scatter contribution factor'" -LampSkySettings.atmosphere_turbidity -> atmosphere_turbidity: float "'Sky turbidity'" -LampSkySettings.backscattered_light -> backscattered_light: float "'Backscattered light'" -LampSkySettings.horizon_brightness -> horizon_intensity: float "'Horizon brightness'" -LampSkySettings.sky_blend -> sky_blend: float "'Blend factor with sky'" -LampSkySettings.sky_blend_type -> sky_blend_type: enum "'Blend mode for combining sun sky with world sky'" -LampSkySettings.sky_color_space -> sky_color_space: enum "'Color space to use for internal XYZ->RGB color conversion'" -LampSkySettings.sky_exposure -> sky_exposure: float "'Strength of sky shading exponential exposure correction'" -LampSkySettings.spread -> spread: float "'Horizon Spread'" -LampSkySettings.sun_brightness -> sun_intensity: float "'Sun brightness'" -LampSkySettings.sun_intensity -> sun_intensity: float "'Sun intensity'" -LampSkySettings.sun_size -> sun_size: float "'Sun size'" -LampSkySettings.use_atmosphere -> use_atmosphere: boolean "'Apply sun effect on atmosphere'" -LampSkySettings.use_sky -> use_sky: boolean "'Apply sun effect on sky'" -LatticePoint.co -> co: float, "'(read-only)'" -LatticePoint.deformed_co -> deformed_co: float "'NO DESCRIPTION'" -LatticePoint.groups -> groups: collection, "'(read-only) Weights for the vertex groups this point is member of'" -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.debug -> show_debug: boolean "'Print debugging information in console'" -Main.file_is_saved -> is_saved: boolean, "'(read-only) Has the current session been saved to disk as a .blend file'" -Main.filepath -> filepath: string, "'(read-only) Path to the .blend file'" -Main.fonts -> fonts: collection, "'(read-only) Vector font datablocks.'" -Main.gpencil -> gpencil: collection, "'(read-only) Grease Pencil datablocks.'" -Main.groups -> groups: collection, "'(read-only) Group datablocks.'" -Main.images -> images: collection, "'(read-only) Image datablocks.'" -Main.lamps -> lamps: collection, "'(read-only) Lamp datablocks.'" -Main.lattices -> lattices: collection, "'(read-only) Lattice datablocks.'" -Main.libraries -> libraries: collection, "'(read-only) Library datablocks.'" -Main.materials -> materials: collection, "'(read-only) Material datablocks.'" -Main.meshes -> meshes: collection, "'(read-only) Mesh datablocks.'" -Main.metaballs -> metaballs: collection, "'(read-only) Metaball datablocks.'" -Main.node_groups -> node_groups: collection, "'(read-only) Node group datablocks.'" -Main.objects -> objects: collection, "'(read-only) Object datablocks.'" -Main.particles -> particles: collection, "'(read-only) Particle datablocks.'" -Main.scenes -> scenes: collection, "'(read-only) Scene datablocks.'" -Main.screens -> screens: collection, "'(read-only) Screen datablocks.'" -Main.scripts -> scripts: collection, "'(read-only) Script datablocks (DEPRECATED).'" -Main.sounds -> sounds: collection, "'(read-only) Sound datablocks.'" -Main.texts -> texts: collection, "'(read-only) Text datablocks.'" -Main.textures -> textures: collection, "'(read-only) Texture datablocks.'" -Main.window_managers -> window_managers: collection, "'(read-only) Window manager datablocks.'" -Main.worlds -> worlds: collection, "'(read-only) World datablocks.'" -MaterialHalo.add -> add: float "'Sets the strength of the add effect'" -MaterialHalo.flare_boost -> flare_boost: float "'Gives the flare extra strength'" -MaterialHalo.flare_mode -> use_flare_mode: boolean "'Renders halo as a lensflare'" -MaterialHalo.flare_seed -> flare_seed: int "'Specifies an offset in the flare seed table'" -MaterialHalo.flare_size -> flare_size: float "'Sets the factor by which the flare is larger than the halo'" -MaterialHalo.flare_subsize -> flare_subsize: float "'Sets the dimension of the subflares, dots and circles'" -MaterialHalo.flares_sub -> flares_sub: int "'Sets the number of subflares'" -MaterialHalo.hardness -> hard: int "'Sets the hardness of the halo'" -MaterialHalo.line_number -> line_number: int "'Sets the number of star shaped lines rendered over the halo'" -MaterialHalo.lines -> use_lines: boolean "'Renders star shaped lines over halo'" -MaterialHalo.ring -> use_ring: boolean "'Renders rings over halo'" -MaterialHalo.rings -> rings: int "'Sets the number of rings rendered over the halo'" -MaterialHalo.seed -> seed: int "'Randomizes ring dimension and line location'" -MaterialHalo.shaded -> use_shading: boolean "'Lets halo receive light and shadows from external objects'" -MaterialHalo.size -> size: float "'Sets the dimension of the halo'" -MaterialHalo.soft -> use_soft: boolean "'Softens the edges of halos at intersections with other geometry'" -MaterialHalo.star -> use_star: boolean "'Renders halo as a star'" -MaterialHalo.star_tips -> star_tips: int "'Sets the number of points on the star shaped halo'" -MaterialHalo.texture -> use_texture: boolean "'Gives halo a texture'" -MaterialHalo.vertex_normal -> use_vertex_normal: boolean "'Uses the vertex normal to specify the dimension of the halo'" -MaterialHalo.xalpha -> use_extreme_alpha: boolean "'Uses extreme alpha'" -MaterialPhysics.align_to_normal -> use_align_to_normal: boolean "'Align dynamic game objects along the surface normal, when inside the physics distance area'" -MaterialPhysics.damp -> damp: float "'Damping of the spring force, when inside the physics distance area'" -MaterialPhysics.distance -> distance: float "'Distance of the physics area'" -MaterialPhysics.elasticity -> elasticity: float "'Elasticity of collisions'" -MaterialPhysics.force -> force: float "'Upward spring force, when inside the physics distance area'" -MaterialPhysics.friction -> friction: float "'Coulomb friction coefficient, when inside the physics distance area'" -MaterialRaytraceMirror.depth -> depth: int "'Maximum allowed number of light inter-reflections'" -MaterialRaytraceMirror.distance -> distance: float "'Maximum distance of reflected rays. Reflections further than this range fade to sky color or material color'" -MaterialRaytraceMirror.enabled -> use: boolean "'Enable raytraced reflections'" -MaterialRaytraceMirror.fade_to -> fade_to: enum "'The color that rays with no intersection within the Max Distance take. Material color can be best for indoor scenes, sky color for outdoor'" -MaterialRaytraceMirror.fresnel -> fresnel: float "'Power of Fresnel for mirror reflection'" -MaterialRaytraceMirror.fresnel_factor -> fresnel_factor: float "'Blending factor for Fresnel'" -MaterialRaytraceMirror.gloss_anisotropic -> gloss_anisotropic: float "'The shape of the reflection, from 0.0 (circular) to 1.0 (fully stretched along the tangent'" -MaterialRaytraceMirror.gloss_factor -> gloss_factor: float "'The shininess of the reflection. Values < 1.0 give diffuse, blurry reflections'" -MaterialRaytraceMirror.gloss_samples -> gloss_samples: int "'Number of cone samples averaged for blurry reflections'" -MaterialRaytraceMirror.gloss_threshold -> gloss_threshold: float "'Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped'" -MaterialRaytraceMirror.reflect_factor -> reflect_factor: float "'Sets the amount mirror reflection for raytrace'" -MaterialRaytraceTransparency.depth -> depth: int "'Maximum allowed number of light inter-refractions'" -MaterialRaytraceTransparency.falloff -> falloff: float "'Falloff power for transmissivity filter effect (1.0 is linear)'" -MaterialRaytraceTransparency.filter -> filter: float '"Amount to blend in the material\'s diffuse color in raytraced transparency (simulating absorption)"' -MaterialRaytraceTransparency.fresnel -> fresnel: float "'Power of Fresnel for transparency (Ray or ZTransp)'" -MaterialRaytraceTransparency.fresnel_factor -> fresnel_factor: float "'Blending factor for Fresnel'" -MaterialRaytraceTransparency.gloss_factor -> gloss_factor: float "'The clarity of the refraction. Values < 1.0 give diffuse, blurry refractions'" -MaterialRaytraceTransparency.gloss_samples -> gloss_samples: int "'Number of cone samples averaged for blurry refractions'" -MaterialRaytraceTransparency.gloss_threshold -> gloss_threshold: float "'Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped'" -MaterialRaytraceTransparency.ior -> ior: float "'Sets angular index of refraction for raytraced refraction'" -MaterialRaytraceTransparency.limit -> limit: float "'Maximum depth for light to travel through the transparent material before becoming fully filtered (0.0 is disabled)'" -MaterialSlot.link -> link: enum '"Link material to object or the object\'s data"' -MaterialSlot.material -> material: pointer "'Material datablock used by this material slot'" -MaterialSlot.name -> name: string, "'(read-only) Material slot name'" -MaterialStrand.blend_distance -> blend_distance: float "'Worldspace distance over which to blend in the surface normal'" -MaterialStrand.blender_units -> use_blender_units: boolean "'Use Blender units for widths instead of pixels'" -MaterialStrand.min_size -> size_min: float "'Minimum size of strands in pixels'" -MaterialStrand.root_size -> root_size: float "'Start size of strands in pixels or Blender units'" -MaterialStrand.shape -> shape: float "'Positive values make strands rounder, negative makes strands spiky'" -MaterialStrand.surface_diffuse -> use_surface_diffuse: boolean "'Make diffuse shading more similar to shading the surface'" -MaterialStrand.tangent_shading -> use_tangent_shading: boolean "'Uses direction of strands as normal for tangent-shading'" -MaterialStrand.tip_size -> tip_size: float "'End size of strands in pixels or Blender units'" -MaterialStrand.uv_layer -> uv_layer: string "'Name of UV layer to override'" -MaterialStrand.width_fade -> width_fade: float "'Transparency along the width of the strand'" -MaterialSubsurfaceScattering.back -> back: float "'Back scattering weight'" -MaterialSubsurfaceScattering.color -> color: float "'Scattering color'" -MaterialSubsurfaceScattering.color_factor -> color_factor: float "'Blend factor for SSS colors'" -MaterialSubsurfaceScattering.enabled -> use: boolean "'Enable diffuse subsurface scatting effects in a material'" -MaterialSubsurfaceScattering.error_tolerance -> error_tolerance: float "'Error tolerance (low values are slower and higher quality)'" -MaterialSubsurfaceScattering.front -> front: float "'Front scattering weight'" -MaterialSubsurfaceScattering.ior -> ior: float "'Index of refraction (higher values are denser)'" -MaterialSubsurfaceScattering.radius -> radius: float "'Mean red/green/blue scattering path length'" -MaterialSubsurfaceScattering.scale -> scale: float "'Object scale factor'" -MaterialSubsurfaceScattering.texture_factor -> texture_factor: float "'Texture scatting blend factor'" -MaterialVolume.asymmetry -> asymmetry: float "'Back scattering (-1.0) to Forward scattering (1.0) and the range in between'" -MaterialVolume.cache_resolution -> cache_resolution: int "'Resolution of the voxel grid, low resolutions are faster, high resolutions use more memory'" -MaterialVolume.density -> density: float "'The base density of the volume'" -MaterialVolume.density_scale -> density_scale: float '"Multiplier for the material\'s density"' -MaterialVolume.depth_cutoff -> depth_cutoff: float "'Stop ray marching early if transmission drops below this luminance - higher values give speedups in dense volumes at the expense of accuracy'" -MaterialVolume.emission -> emission: float "'Amount of light that gets emitted by the volume'" -MaterialVolume.emission_color -> emission_color: float "'NO DESCRIPTION'" -MaterialVolume.external_shadows -> use_external_shadows: boolean "'Receive shadows from sources outside the volume (temporary)'" -MaterialVolume.light_cache -> use_light_cache: boolean "'Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy'" -MaterialVolume.lighting_mode -> light_mode: enum "'Method of shading, attenuating, and scattering light through the volume'" -MaterialVolume.ms_diffusion -> ms_diffusion: float "'Diffusion factor, the strength of the blurring effect'" -MaterialVolume.ms_intensity -> ms_intensity: float "'Multiplier for multiple scattered light energy'" -MaterialVolume.ms_spread -> ms_spread: float "'Proportional distance over which the light is diffused'" -MaterialVolume.reflection -> reflection: float "'Multiplier to make out-scattered light brighter or darker (non-physically correct)'" -MaterialVolume.reflection_color -> reflection_color: float "'Colour of light scattered out of the volume (does not affect transmission)'" -MaterialVolume.scattering -> scattering: float "'Amount of light that gets scattered out by the volume - the more out-scattering, the shallower the light will penetrate'" -MaterialVolume.step_calculation -> step_calculation: enum "'Method of calculating the steps through the volume'" -MaterialVolume.step_size -> step_size: float "'Distance between subsequent volume depth samples'" -MaterialVolume.transmission_color -> transmission_color: float "'Result color of the volume, after other light has been scattered/absorbed'" -Menu.bl_idname -> bl_idname: string "'NO DESCRIPTION'" -Menu.bl_label -> bl_label: string "'NO DESCRIPTION'" -Menu.layout -> layout: pointer, "'(read-only)'" -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.fgon -> is_fgon: boolean, "'(read-only) Fgon edge'" -MeshEdge.hide -> hide: boolean "'NO DESCRIPTION'" -MeshEdge.index -> index: int, "'(read-only) Index number of the vertex'" -MeshEdge.loose -> is_loose: boolean, "'(read-only) Loose edge'" -MeshEdge.seam -> use_seam: boolean "'Seam edge for UV unwrapping'" -MeshEdge.select -> select: boolean "'NO DESCRIPTION'" -MeshEdge.sharp -> use_sharp: boolean "'Sharp edge for the EdgeSplit modifier'" -MeshEdge.verts -> verts: int "'Vertex indices'" -MeshFace.area -> area: float, "'(read-only) read only area of the face'" -MeshFace.hide -> hide: boolean "'NO DESCRIPTION'" -MeshFace.index -> index: int, "'(read-only) Index number of the vertex'" -MeshFace.material_index -> material_index: int "'NO DESCRIPTION'" -MeshFace.normal -> normal: float, "'(read-only) local space unit length normal vector for this face'" -MeshFace.select -> select: boolean "'NO DESCRIPTION'" -MeshFace.smooth -> use_smooth: boolean "'NO DESCRIPTION'" -MeshFace.verts -> verts: int "'Vertex indices'" -MeshFace.verts_raw -> verts_raw: int "'Fixed size vertex indices array'" -MeshFaces.active -> active: int "'The active face for this mesh'" -MeshFaces.active_tface -> active_tface: pointer, "'(read-only) Active Texture Face'" -MeshFloatProperty.value -> value: float "'NO DESCRIPTION'" -MeshFloatPropertyLayer.data -> data: collection, "'(read-only)'" -MeshFloatPropertyLayer.name -> name: string "'NO DESCRIPTION'" -MeshIntProperty.value -> value: int "'NO DESCRIPTION'" -MeshIntPropertyLayer.data -> data: collection, "'(read-only)'" -MeshIntPropertyLayer.name -> name: string "'NO DESCRIPTION'" -MeshSticky.co -> co: float "'Sticky texture coordinate location'" -MeshStringProperty.value -> value: string "'NO DESCRIPTION'" -MeshStringPropertyLayer.data -> data: collection, "'(read-only)'" -MeshStringPropertyLayer.name -> name: string "'NO DESCRIPTION'" -MeshTextureFace.alpha_sort -> use_alpha_sort: boolean "'Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)'" -MeshTextureFace.billboard -> use_billboard: boolean "'Billboard with Z-axis constraint'" -MeshTextureFace.collision -> use_collision: boolean "'Use face for collision and ray-sensor detection'" -MeshTextureFace.halo -> use_halo: boolean "'Screen aligned billboard'" -MeshTextureFace.image -> image: pointer "'NO DESCRIPTION'" -MeshTextureFace.invisible -> hide: boolean "'Make face invisible'" -MeshTextureFace.light -> use_light: boolean "'Use light for face'" -MeshTextureFace.object_color -> use_object_color: boolean "'Use ObColor instead of vertex colors'" -MeshTextureFace.select_uv -> select_uv: boolean "'NO DESCRIPTION'" -MeshTextureFace.shadow -> use_shadow_face: boolean "'Face is used for shadow'" -MeshTextureFace.shared -> use_blend_shared: boolean "'Blend vertex colors across face when vertices are shared'" -MeshTextureFace.tex -> use_texture: boolean "'Render face with texture'" -MeshTextureFace.text -> use_bitmap_text: boolean "'Enable bitmap text on face'" -MeshTextureFace.transp -> transp: enum "'Transparency blending mode'" -MeshTextureFace.twoside -> use_twoside: boolean "'Render face two-sided'" -MeshTextureFace.uv -> uv: float "'NO DESCRIPTION'" -MeshTextureFace.uv1 -> uv1: float "'NO DESCRIPTION'" -MeshTextureFace.uv2 -> uv2: float "'NO DESCRIPTION'" -MeshTextureFace.uv3 -> uv3: float "'NO DESCRIPTION'" -MeshTextureFace.uv4 -> uv4: float "'NO DESCRIPTION'" -MeshTextureFace.uv_pinned -> pin_uv: boolean "'NO DESCRIPTION'" -MeshTextureFace.uv_raw -> uv_raw: float "'Fixed size UV coordinates array'" -MeshTextureFaceLayer.active -> active: boolean "'Sets the layer as active for display and editing'" -MeshTextureFaceLayer.active_clone -> active_clone: boolean "'Sets the layer as active for cloning'" -MeshTextureFaceLayer.active_render -> active_render: boolean "'Sets the layer as active for rendering'" -MeshTextureFaceLayer.data -> data: collection, "'(read-only)'" -MeshTextureFaceLayer.name -> name: string "'NO DESCRIPTION'" -MeshVertex.bevel_weight -> bevel_weight: float '"Weight used by the Bevel modifier \'Only Vertices\' option"' -MeshVertex.co -> co: float "'NO DESCRIPTION'" -MeshVertex.groups -> groups: collection, "'(read-only) Weights for the vertex groups this vertex is member of'" -MeshVertex.hide -> hide: boolean "'NO DESCRIPTION'" -MeshVertex.index -> index: int, "'(read-only) Index number of the vertex'" -MeshVertex.normal -> normal: float "'Vertex Normal'" -MeshVertex.select -> select: boolean "'NO DESCRIPTION'" -MetaElement.hide -> hide: boolean "'Hide element'" -MetaElement.location -> location: float "'NO DESCRIPTION'" -MetaElement.negative -> use_negative: boolean "'Set metaball as negative one'" -MetaElement.radius -> radius: float "'NO DESCRIPTION'" -MetaElement.rotation -> rotation: float "'NO DESCRIPTION'" -MetaElement.size_x -> size_x: float "'Size of element, use of components depends on element type'" -MetaElement.size_y -> size_y: float "'Size of element, use of components depends on element type'" -MetaElement.size_z -> size_z: float "'Size of element, use of components depends on element type'" -MetaElement.stiffness -> stiffness: float "'Stiffness defines how much of the element to fill'" -MetaElement.type -> type: enum "'Metaball types'" -Modifier.editmode -> show_in_editmode: boolean "'Use modifier while in the edit mode'" -Modifier.expanded -> show_expanded: boolean "'Set modifier expanded in the user interface'" -Modifier.name -> name: string "'Modifier name'" -Modifier.on_cage -> show_on_cage: boolean "'Enable direct editing of modifier control cage'" -Modifier.realtime -> show_realtime: boolean "'Realtime display of a modifier'" -Modifier.render -> use_render: boolean "'Use modifier during rendering'" -Modifier.type -> type: enum, "'(read-only)'" -+ * 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.object -> object: pointer "'Armature object to deform with'" -+ * 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|ArmatureModifier.vertex_group -> vertex_group: string "'Vertex group name'" ++ * 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.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.fit_type -> fit_type: enum "'Array length calculation method'" -+ * Modifier|ArrayModifier.length -> fit_length: float "'Length to fit array within'" -+ * Modifier|ArrayModifier.merge_adjacent_vertices -> use_merge_vertices: boolean "'Merge vertices in adjacent duplicates'" -+ * Modifier|ArrayModifier.merge_distance -> merge_threshold: float "'Limit below which to merge vertices'" -+ * Modifier|ArrayModifier.merge_end_vertices -> use_merge_vertices_cap: boolean "'Merge vertices in first and last duplicates'" -+ * Modifier|ArrayModifier.offset_object -> offset_object: pointer "'NO DESCRIPTION'" ++ * 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|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|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_vertices: 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.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|BuildModifier.randomize -> use_random_order: boolean "'Randomize the faces or edges during build'" -+ * Modifier|BuildModifier.seed -> seed: int "'Specify the seed for random if used'" -+ * Modifier|CastModifier.cast_type -> cast_type: enum "'NO DESCRIPTION'" -+ * Modifier|CastModifier.factor -> factor: float "'NO DESCRIPTION'" -+ * Modifier|CastModifier.from_radius -> use_radius_as_size: boolean "'Use radius as size of projection shape (0 = auto)'" -+ * 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.use_transform -> use_transform: boolean "'Use object transform to control projection shape'" -+ * Modifier|CastModifier.vertex_group -> vertex_group: string "'Vertex group name'" -+ * 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|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'" -Modifier|DisplaceModifier.direction -> direction: enum "'NO DESCRIPTION'" -Modifier|DisplaceModifier.midlevel -> midlevel: 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_coordinates: 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.alive -> show_alive: boolean "'Show mesh when particles are alive'" -Modifier|ExplodeModifier.dead -> show_dead: boolean "'Show mesh when particles are dead'" -Modifier|ExplodeModifier.protect -> protect: float "'Clean vertex group edges'" -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|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.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|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.vertex_group -> vertex_group: string "'Vertex group name'" -Modifier|MirrorModifier.clip -> use_clip: boolean "'Prevents vertices from going through the mirror during transform'" -Modifier|MirrorModifier.merge_limit -> merge_limit: float "'Distance from axis within which mirrored vertices are merged'" -Modifier|MirrorModifier.mirror_object -> mirror_object: pointer "'Object to use as mirror'" -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.external -> is_external: boolean, "'(read-only) Store multires displacements outside the .blend file, to save memory'" -Modifier|MultiresModifier.filepath -> filepath: string "'Path to external displacements file'" -Modifier|MultiresModifier.levels -> levels: int "'Number of subdivisions to use in the viewport'" -Modifier|MultiresModifier.optimal_display -> show_only_control_edges: boolean "'Skip drawing/rendering of interior subdivided edges'" -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.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.alive -> use_alive: boolean "'Show instances when particles are alive'" -Modifier|ParticleInstanceModifier.axis -> axis: enum "'Pole axis for rotation'" -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.object -> object: pointer "'Object that has the particle system'" -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.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|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'" -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.mode -> mode: enum "'NO DESCRIPTION'" -Modifier|ShrinkwrapModifier.negative -> use_negative_direction: boolean "'Allow vertices to move in the negative direction of axis'" -Modifier|ShrinkwrapModifier.offset -> offset: float "'Distance to keep from the target'" -Modifier|ShrinkwrapModifier.positive -> use_positive_direction: boolean "'Allow vertices to move in the positive direction of axis'" -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.vertex_group -> vertex_group: string "'Vertex group name'" -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.factor -> factor: float "'NO DESCRIPTION'" -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'" -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 -> smoke_type: enum "'NO DESCRIPTION'" -Modifier|SmoothModifier.factor -> factor: float "'NO DESCRIPTION'" -Modifier|SmoothModifier.repeat -> repeat: int "'NO DESCRIPTION'" -Modifier|SmoothModifier.vertex_group -> vertex_group: string "'Vertex group name'" -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|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.optimal_display -> show_only_control_edges: boolean "'Skip drawing/rendering of interior subdivided edges'" -Modifier|SubsurfModifier.render_levels -> render_levels: int "'Number of subdivisions to perform when rendering'" -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 -> num_projectors: int "'Number of projectors to use'" -Modifier|UVProjectModifier.override_image -> use_image_override: boolean '"Override faces\' current images with the given image"' -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.uv_layer -> uv_layer: string "'UV layer name'" -Modifier|WaveModifier.cyclic -> use_cyclic: boolean "'Cyclic wave effect'" -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.normals -> use_normal: boolean "'Displace along normal'" -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_coordinates: enum "'Texture coordinates used for modulating input'" -Modifier|WaveModifier.texture_coordinates_object -> texture_coordinates_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.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'" -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'" -MotionPath.frame_end -> frame_end: int, "'(read-only) End frame of the stored range'" -MotionPath.frame_start -> frame_start: int, "'(read-only) Starting frame of the stored range'" -MotionPath.length -> length: int, "'(read-only) Number of frames cached'" -MotionPath.points -> points: collection, "'(read-only) Cached positions per frame'" -MotionPath.use_bone_head -> use_bone_head: boolean, "'(read-only) For PoseBone paths, use the bone head location when calculating this path'" -MotionPathVert.co -> co: float "'NO DESCRIPTION'" -MotionPathVert.select -> select: boolean "'Path point is selected for editing'" -NlaStrip.action -> action: pointer "'Action referenced by this strip'" -NlaStrip.action_frame_end -> action_frame_end: float "'NO DESCRIPTION'" -NlaStrip.action_frame_start -> action_frame_start: float "'NO DESCRIPTION'" -NlaStrip.active -> active: boolean, "'(read-only) NLA Strip is active'" -NlaStrip.animated_influence -> use_animated_influence: boolean "'Influence setting is controlled by an F-Curve rather than automatically determined'" -NlaStrip.animated_time -> use_animated_time: boolean "'Strip time is controlled by an F-Curve rather than automatically determined'" -NlaStrip.animated_time_cyclic -> use_animated_time_cyclic: boolean "'Cycle the animated time within the action start & end'" -NlaStrip.auto_blending -> use_auto_blend: boolean "'Number of frames for Blending In/Out is automatically determined from overlapping strips'" -NlaStrip.blend_in -> blend_in: float "'Number of frames at start of strip to fade in influence'" -NlaStrip.blend_out -> blend_out: float "'NO DESCRIPTION'" -NlaStrip.blending -> blend_type: enum '"Method used for combining strip\'s result with accumulated result"' -NlaStrip.extrapolation -> extrapolation: enum "'Action to take for gaps past the strip extents'" -NlaStrip.fcurves -> fcurves: collection, '"(read-only) F-Curves for controlling the strip\'s influence and timing"' -NlaStrip.frame_end -> frame_end: float "'NO DESCRIPTION'" -NlaStrip.frame_start -> frame_start: float "'NO DESCRIPTION'" -NlaStrip.influence -> influence: float "'Amount the strip contributes to the current result'" -NlaStrip.modifiers -> modifiers: collection, "'(read-only) Modifiers affecting all the F-Curves in the referenced Action'" -NlaStrip.mute -> mute: boolean "'NLA Strip is not evaluated'" -NlaStrip.name -> name: string "'NO DESCRIPTION'" -NlaStrip.repeat -> repeat: float "'Number of times to repeat the action range'" -NlaStrip.reversed -> use_reverse: boolean "'NLA Strip is played back in reverse order (only when timing is automatically determined)'" -NlaStrip.scale -> scale: float "'Scaling factor for action'" -NlaStrip.select -> select: boolean "'NLA Strip is selected'" -NlaStrip.strip_time -> strip_time: float "'Frame of referenced Action to evaluate'" -NlaStrip.strips -> strips: collection, "'(read-only) NLA Strips that this strip acts as a container for (if it is of type Meta)'" -NlaStrip.type -> type: enum, "'(read-only) Type of NLA Strip'" -NlaTrack.active -> active: boolean, "'(read-only) NLA Track is active'" -NlaTrack.lock -> lock: boolean "'NLA Track is locked'" -NlaTrack.mute -> mute: boolean "'NLA Track is not evaluated'" -NlaTrack.name -> name: string "'NO DESCRIPTION'" -NlaTrack.select -> select: boolean "'NLA Track is selected'" -NlaTrack.solo -> is_solo: boolean, "'(read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)'" -NlaTrack.strips -> strips: collection, "'(read-only) NLA Strips on this NLA-track'" -Node.inputs -> inputs: collection, "'(read-only)'" -Node.location -> location: float "'NO DESCRIPTION'" -Node.name -> name: string "'Node name'" -Node.outputs -> outputs: collection, "'(read-only)'" -+ * Node|CompositorNode.type -> type: enum, "'(read-only)'" -+ * Node|CompositorNode|CompositorNodeAlphaOver.convert_premul -> use_premultiply: boolean "'NO DESCRIPTION'" -+ * Node|CompositorNode|CompositorNodeAlphaOver.premul -> premul: float "'Mix Factor'" -+ * 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.bokeh -> use_bokeh: boolean "'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.gamma -> use_gamma_correction: boolean "'NO DESCRIPTION'" -+ * Node|CompositorNode|CompositorNodeBlur.relative -> use_relative: boolean "'NO DESCRIPTION'" -+ * Node|CompositorNode|CompositorNodeBlur.sizex -> size_x: int "'NO DESCRIPTION'" -+ * Node|CompositorNode|CompositorNodeBlur.sizey -> size_y: int "'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.high -> limit_max: float "'Values higher than this setting are 100% opaque'" -+ * Node|CompositorNode|CompositorNodeChannelMatte.limit_channel -> limit_channel: enum "'Limit by this channels value'" -+ * 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.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 -> use_unspill: boolean "'Compensate all channels (diffenrently) by hand'" -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|CompositorNodeCrop.crop_size -> use_crop_size: boolean "'Whether to crop the size of the input image'" -Node|CompositorNode|CompositorNodeCrop.x1 -> x1: int "'NO DESCRIPTION'" -Node|CompositorNode|CompositorNodeCrop.x2 -> x2: int "'NO DESCRIPTION'" -Node|CompositorNode|CompositorNodeCrop.y1 -> y1: int "'NO DESCRIPTION'" -Node|CompositorNode|CompositorNodeCrop.y2 -> y2: int "'NO DESCRIPTION'" -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.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.gamma_correction -> use_gamma_correction: boolean "'Enable gamma correction before and after main process'" -Node|CompositorNode|CompositorNodeDefocus.max_blur -> blur_max: float "'blur limit, maximum CoC radius, 0=no limit'" -Node|CompositorNode|CompositorNodeDefocus.preview -> use_preview: boolean "'Enable sampling mode, useful for preview when using low samplecounts'" -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.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.rotate_45 -> use_rotate_45: boolean "'Simple star filter: add 45 degree rotation offset'" -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|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.auto_refresh -> use_auto_refresh: boolean "'NO DESCRIPTION'" -Node|CompositorNode|CompositorNodeImage.cyclic -> use_cyclic: boolean "'NO DESCRIPTION'" -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|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.alpha -> use_alpha: boolean "'Include alpha of second input in this operation'" -Node|CompositorNode|CompositorNodeMixRGB.blend_type -> blend_type: enum "'NO DESCRIPTION'" -Node|CompositorNode|CompositorNodeOutputFile.exr_codec -> exr_codec: enum "'NO DESCRIPTION'" -Node|CompositorNode|CompositorNodeOutputFile.exr_half -> use_exr_half: boolean "'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|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: 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.curved -> use_curved: boolean "'Interpolate between frames in a bezier curve, rather than linearly'" -Node|CompositorNode|CompositorNodeVecBlur.factor -> factor: float '"Scaling factor for motion vectors; actually \'shutter speed\' in frames"' -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|NodeGroup.nodetree -> nodetree: pointer "'NO DESCRIPTION'" -Node|ShaderNode.type -> type: enum, "'(read-only)'" -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.material -> material: pointer "'NO DESCRIPTION'" -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.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|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|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.material -> material: pointer "'NO DESCRIPTION'" -Node|ShaderNode|ShaderNodeMaterial.specular -> use_specular: boolean "'Material Node outputs Specular'" -Node|ShaderNode|ShaderNodeMath.operation -> operation: enum "'NO DESCRIPTION'" -Node|ShaderNode|ShaderNodeMixRGB.alpha -> use_alpha: boolean "'Include alpha of second input in this operation'" -Node|ShaderNode|ShaderNodeMixRGB.blend_type -> blend_type: enum "'NO DESCRIPTION'" -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.alpha -> use_alpha: boolean "'Include alpha of second input in this operation'" -Node|TextureNode|TextureNodeMixRGB.blend_type -> blend_type: enum "'NO DESCRIPTION'" -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.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.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.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_context -> bl_context: string "'NO DESCRIPTION'" -Panel.bl_default_closed -> bl_use_closed: boolean "'NO DESCRIPTION'" -Panel.bl_idname -> bl_idname: string "'NO DESCRIPTION'" -Panel.bl_label -> bl_label: string "'NO DESCRIPTION'" -Panel.bl_region_type -> bl_region_type: enum "'NO DESCRIPTION'" -Panel.bl_show_header -> bl_show_header: boolean "'NO DESCRIPTION'" -Panel.bl_space_type -> bl_space_type: enum "'NO DESCRIPTION'" -Panel.layout -> layout: pointer, "'(read-only)'" -Panel.text -> text: string "'NO DESCRIPTION'" -Particle.alive_state -> alive_state: enum "'NO DESCRIPTION'" -Particle.angular_velocity -> angular_velocity: float "'NO DESCRIPTION'" -Particle.birthtime -> birthtime: float "'NO DESCRIPTION'" -Particle.die_time -> die_time: float "'NO DESCRIPTION'" -Particle.hair -> hair: collection, "'(read-only)'" -Particle.is_existing -> is_existing: boolean, "'(read-only)'" -Particle.is_visible -> is_visible: boolean, "'(read-only)'" -Particle.keys -> keys: collection, "'(read-only)'" -Particle.lifetime -> lifetime: float "'NO DESCRIPTION'" -Particle.location -> location: float "'NO DESCRIPTION'" -Particle.prev_angular_velocity -> prev_angular_velocity: float "'NO DESCRIPTION'" -Particle.prev_location -> prev_location: float "'NO DESCRIPTION'" -Particle.prev_rotation -> prev_rotation: float "'NO DESCRIPTION'" -Particle.prev_velocity -> prev_velocity: float "'NO DESCRIPTION'" -Particle.rotation -> rotation: float "'NO DESCRIPTION'" -Particle.size -> size: float "'NO DESCRIPTION'" -Particle.velocity -> velocity: float "'NO DESCRIPTION'" -ParticleBrush.count -> count: int "'Particle count'" -ParticleBrush.curve -> curve: pointer, "'(read-only)'" -ParticleBrush.length_mode -> length_mode: enum "'NO DESCRIPTION'" -ParticleBrush.puff_mode -> puff_mode: enum "'NO DESCRIPTION'" -ParticleBrush.size -> size: int "'Brush size'" -ParticleBrush.steps -> steps: int "'Brush steps'" -ParticleBrush.strength -> strength: float "'Brush strength'" -ParticleBrush.use_puff_volume -> use_puff_volume: boolean "'Apply puff to unselected end-points, (helps maintain hair volume when puffing root)'" -ParticleDupliWeight.count -> count: int "'The number of times this object is repeated with respect to other objects'" -ParticleDupliWeight.name -> name: string, "'(read-only) Particle dupliobject name'" -ParticleEdit.add_interpolate -> use_add_interpolate: boolean "'Interpolate new particles from the existing ones'" -ParticleEdit.add_keys -> add_keys: int "'How many keys to make new particles with'" -ParticleEdit.auto_velocity -> use_auto_velocity: boolean "'Calculate point velocities automatically'" -ParticleEdit.brush -> brush: pointer, "'(read-only)'" -ParticleEdit.draw_particles -> show_particles: boolean "'Draw actual particles'" -ParticleEdit.draw_step -> draw_step: int "'How many steps to draw the path with'" -ParticleEdit.editable -> is_editable: boolean, "'(read-only) A valid edit mode exists'" -ParticleEdit.emitter_deflect -> use_emitter_deflect: boolean "'Keep paths from intersecting the emitter'" -ParticleEdit.emitter_distance -> emitter_distance: float "'Distance to keep particles away from the emitter'" -ParticleEdit.fade_frames -> fade_frames: int "'How many frames to fade'" -ParticleEdit.fade_time -> use_fade_time: boolean "'Fade paths and keys further away from current frame'" -ParticleEdit.hair -> is_hair: boolean, "'(read-only) Editing hair'" -ParticleEdit.keep_lengths -> use_preserve_lengths: boolean "'Keep path lengths constant'" -ParticleEdit.keep_root -> use_preserve_root: boolean "'Keep root keys unmodified'" -ParticleEdit.object -> object: pointer, "'(read-only) The edited object'" -ParticleEdit.selection_mode -> selection_mode: enum "'Particle select and display mode'" -ParticleEdit.tool -> tool: enum "'NO DESCRIPTION'" -ParticleEdit.type -> type: enum "'NO DESCRIPTION'" -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.editable -> is_editable: boolean, "'(read-only) Particle system can be edited in particle mode'" -ParticleSystem.edited -> is_edited: boolean, "'(read-only) Particle system has been edited in particle mode'" -ParticleSystem.global_hair -> is_global_hair: boolean, "'(read-only) Hair keys are in global coordinate space'" -ParticleSystem.hair_dynamics -> use_hair_dynamics: boolean "'Enable hair dynamics using cloth simulation'" -ParticleSystem.keyed_timing -> use_keyed_timing: boolean "'Use key times'" -ParticleSystem.multiple_caches -> has_multiple_caches: boolean, "'(read-only) Particle system has multiple point caches'" -ParticleSystem.name -> name: string "'Particle system name'" -ParticleSystem.parent -> parent: pointer '"Use this object\'s coordinate system instead of global coordinate system"' -ParticleSystem.particles -> particles: collection, "'(read-only) Particles generated by the particle system'" -ParticleSystem.point_cache -> point_cache: pointer, "'(read-only)'" -ParticleSystem.reactor_target_object -> reactor_target_object: pointer "'For reactor systems, the object that has the target particle system (empty if same object)'" -ParticleSystem.reactor_target_particle_system -> reactor_target_particle_system: int "'For reactor systems, index of particle system on the target object'" -ParticleSystem.seed -> seed: int "'Offset in the random number table, to get a different randomized result'" -ParticleSystem.settings -> settings: pointer "'Particle system settings'" -ParticleSystem.targets -> targets: collection, "'(read-only) Target particle systems'" -ParticleSystem.vertex_group_clump -> vertex_group_clump: string "'Vertex group to control clump'" -ParticleSystem.vertex_group_clump_negate -> invert_vertex_group_clump: boolean "'Negate the effect of the clump vertex group'" -ParticleSystem.vertex_group_density -> vertex_group_density: string "'Vertex group to control density'" -ParticleSystem.vertex_group_density_negate -> invert_vertex_group_density: boolean "'Negate the effect of the density vertex group'" -ParticleSystem.vertex_group_field -> vertex_group_field: string "'Vertex group to control field'" -ParticleSystem.vertex_group_field_negate -> invert_vertex_group_field: boolean "'Negate the effect of the field vertex group'" -ParticleSystem.vertex_group_kink -> vertex_group_kink: string "'Vertex group to control kink'" -ParticleSystem.vertex_group_kink_negate -> invert_vertex_group_kink: boolean "'Negate the effect of the kink vertex group'" -ParticleSystem.vertex_group_length -> vertex_group_length: string "'Vertex group to control length'" -ParticleSystem.vertex_group_length_negate -> invert_vertex_group_length: boolean "'Negate the effect of the length vertex group'" -ParticleSystem.vertex_group_rotation -> vertex_group_rotation: string "'Vertex group to control rotation'" -ParticleSystem.vertex_group_rotation_negate -> invert_vertex_group_rotation: boolean "'Negate the effect of the rotation vertex group'" -ParticleSystem.vertex_group_roughness1 -> vertex_group_rough1: string "'Vertex group to control roughness 1'" -ParticleSystem.vertex_group_roughness1_negate -> invert_vertex_group_roughness1: boolean "'Negate the effect of the roughness 1 vertex group'" -ParticleSystem.vertex_group_roughness2 -> vertex_group_rough2: string "'Vertex group to control roughness 2'" -ParticleSystem.vertex_group_roughness2_negate -> invert_vertex_group_roughness2: boolean "'Negate the effect of the roughness 2 vertex group'" -ParticleSystem.vertex_group_roughness_end -> vertex_group_rough_end: string "'Vertex group to control roughness end'" -ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughness_end: boolean "'Negate the effect of the roughness end vertex group'" -ParticleSystem.vertex_group_size -> vertex_group_size: string "'Vertex group to control size'" -ParticleSystem.vertex_group_size_negate -> invert_vertex_group_size: boolean "'Negate the effect of the size vertex group'" -ParticleSystem.vertex_group_tangent -> vertex_group_tangent: string "'Vertex group to control tangent'" -ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent: boolean "'Negate the effect of the tangent vertex group'" -ParticleSystem.vertex_group_velocity -> vertex_group_velocity: string "'Vertex group to control velocity'" -ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity: boolean "'Negate the effect of the velocity vertex group'" -ParticleTarget.duration -> duration: float "'NO DESCRIPTION'" -ParticleTarget.mode -> mode: enum "'NO DESCRIPTION'" -ParticleTarget.name -> name: string, "'(read-only) Particle target name'" -ParticleTarget.object -> object: pointer "'The object that has the target particle system (empty if same object)'" -ParticleTarget.system -> system: int "'The index of particle system on the target object'" -ParticleTarget.time -> time: float "'NO DESCRIPTION'" -ParticleTarget.valid -> is_valid: boolean "'Keyed particles target is valid'" -PointCache.active_point_cache_index -> active_point_cache_index: int "'NO DESCRIPTION'" -PointCache.baked -> is_baked: boolean, "'(read-only)'" -PointCache.baking -> is_baking: boolean, "'(read-only)'" -PointCache.disk_cache -> use_disk_cache: boolean "'Save cache files to disk (.blend file must be saved first)'" -PointCache.external -> use_external: boolean "'Read cache from an external location'" -PointCache.filepath -> filepath: string "'Cache file path'" -PointCache.frame_end -> frame_end: int "'Frame on which the simulation stops'" -PointCache.frame_start -> frame_start: int "'Frame on which the simulation starts'" -PointCache.frames_skipped -> frames_skipped: boolean, "'(read-only)'" -PointCache.index -> index: int "'Index number of cache files'" -PointCache.info -> info: string, "'(read-only) Info on current cache status'" -PointCache.name -> name: string "'Cache name'" -PointCache.outdated -> is_outdated: boolean, "'(read-only)'" -PointCache.point_cache_list -> point_cache_list: collection, "'(read-only) Point cache list'" -PointCache.quick_cache -> use_quick_cache: boolean "'Update simulation with cache steps'" -PointCache.step -> step: int "'Number of frames between cached frames'" -PointCache.use_library_path -> use_library_path: boolean "'Use this files path when library linked into another file.'" -PointDensity.color_ramp -> color_ramp: pointer, "'(read-only)'" -PointDensity.color_source -> color_source: enum "'Data to derive color results from'" -PointDensity.falloff -> falloff: enum "'Method of attenuating density by distance from the point'" -PointDensity.falloff_softness -> falloff_soft: float '"Softness of the \'soft\' falloff option"' -PointDensity.noise_basis -> noise_basis: enum "'Noise formula used for turbulence'" -PointDensity.object -> object: pointer "'Object to take point data from'" -PointDensity.particle_cache -> particle_cache: enum "'Co-ordinate system to cache particles in'" -PointDensity.particle_system -> particle_system: pointer "'Particle System to render as points'" -PointDensity.point_source -> point_source: enum "'Point data to use as renderable point density'" -PointDensity.radius -> radius: float "'Radius from the shaded sample to look for points within'" -PointDensity.speed_scale -> speed_scale: float "'Multiplier to bring particle speed within an acceptable range'" -PointDensity.turbulence -> use_turbulence: boolean "'Add directed noise to the density at render-time'" -PointDensity.turbulence_depth -> turbulence_depth: int "'Level of detail in the added turbulent noise'" -PointDensity.turbulence_influence -> turbulence_influence: enum "'Method for driving added turbulent noise'" -PointDensity.turbulence_size -> turbulence_size: float "'Scale of the added turbulent noise'" -PointDensity.turbulence_strength -> turbulence_strength: float "'NO DESCRIPTION'" -PointDensity.vertices_cache -> vertices_cache: enum "'Co-ordinate system to cache vertices in'" -Pose.active_bone_group -> active_bone_group: pointer "'Active bone group for this pose'" -Pose.active_bone_group_index -> active_bone_group_index: int "'Active index in bone groups array'" -Pose.animation_visualisation -> animation_visualisation: pointer, "'(read-only) Animation data for this datablock'" -Pose.bone_groups -> bone_groups: collection, "'(read-only) Groups of the bones'" -Pose.bones -> bones: collection, "'(read-only) Individual pose bones for the armature'" -Pose.ik_param -> ik_param: pointer, "'(read-only) Parameters for IK solver'" -Pose.ik_solver -> ik_solver: enum "'Selection of IK solver for IK chain, current choice is 0 for Legacy, 1 for iTaSC'" -PoseBone.bone -> bone: pointer, "'(read-only) Bone associated with this PoseBone'" -PoseBone.bone_group -> bone_group: pointer "'Bone Group this pose channel belongs to'" -PoseBone.bone_group_index -> bone_group_index: int "'Bone Group this pose channel belongs to (0=no group)'" -PoseBone.child -> child: pointer, "'(read-only) Child of this pose bone'" -PoseBone.constraints -> constraints: collection, "'(read-only) Constraints that act on this PoseChannel'" -PoseBone.custom_shape -> custom_shape: pointer "'Object that defines custom draw type for this bone'" -PoseBone.custom_shape_transform -> custom_shape_transform: pointer "'Bone that defines the display transform of this custom shape'" -PoseBone.has_ik -> is_in_ik_chain: boolean, "'(read-only) Is part of an IK chain'" -PoseBone.head -> head: float, '"(read-only) Location of head of the channel\'s bone"' -NEGATE * PoseBone.ik_dof_x -> lock_ik_x: boolean "'Allow movement around the X axis'" -NEGATE * PoseBone.ik_dof_y -> lock_ik_y: boolean "'Allow movement around the Y axis'" -NEGATE * PoseBone.ik_dof_z -> lock_ik_z: boolean "'Allow movement around the Z axis'" -PoseBone.ik_limit_x -> lock_ik_x: boolean "'Limit movement around the X axis'" -PoseBone.ik_limit_y -> lock_ik_y: boolean "'Limit movement around the Y axis'" -PoseBone.ik_limit_z -> lock_ik_z: boolean "'Limit movement around the Z axis'" -PoseBone.ik_lin_control -> use_ik_lin_control: boolean "'Apply channel size as IK constraint if stretching is enabled'" -PoseBone.ik_lin_weight -> ik_lin_weight: float "'Weight of scale constraint for IK'" -PoseBone.ik_max_x -> ik_max_x: float "'Maximum angles for IK Limit'" -PoseBone.ik_max_y -> ik_max_y: float "'Maximum angles for IK Limit'" -PoseBone.ik_max_z -> ik_max_z: float "'Maximum angles for IK Limit'" -PoseBone.ik_min_x -> ik_min_x: float "'Minimum angles for IK Limit'" -PoseBone.ik_min_y -> ik_min_y: float "'Minimum angles for IK Limit'" -PoseBone.ik_min_z -> ik_min_z: float "'Minimum angles for IK Limit'" -PoseBone.ik_rot_control -> use_ik_rot_control: boolean "'Apply channel rotation as IK constraint'" -PoseBone.ik_rot_weight -> ik_rot_weight: float "'Weight of rotation constraint for IK'" -PoseBone.ik_stiffness_x -> ik_stiffness_x: float "'IK stiffness around the X axis'" -PoseBone.ik_stiffness_y -> ik_stiffness_y: float "'IK stiffness around the Y axis'" -PoseBone.ik_stiffness_z -> ik_stiffness_z: float "'IK stiffness around the Z axis'" -PoseBone.ik_stretch -> ik_stretch: float "'Allow scaling of the bone for IK'" -PoseBone.location -> location: float "'NO DESCRIPTION'" -PoseBone.lock_location -> lock_location: boolean "'Lock editing of location in the interface'" -PoseBone.lock_rotation -> lock_rotation: boolean "'Lock editing of rotation in the interface'" ++ * 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.matrix -> matrix: float, "'(read-only) Final 4x4 matrix for this channel'" -PoseBone.matrix_channel -> matrix_channel: float, "'(read-only) 4x4 matrix, before constraints'" -PoseBone.matrix_local -> matrix_local: float "'Matrix representing the parent relative location, scale and rotation. Provides an alternative access to these properties.'" -PoseBone.motion_path -> motion_path: pointer, "'(read-only) Motion Path for this element'" -PoseBone.name -> name: string "'NO DESCRIPTION'" -PoseBone.parent -> parent: pointer, "'(read-only) Parent of this pose bone'" -PoseBone.rotation_axis_angle -> rotation_axis_angle: float "'Angle of Rotation for Axis-Angle rotation representation'" -PoseBone.rotation_euler -> rotation_euler: float "'Rotation in Eulers'" -PoseBone.rotation_mode -> rotation_mode: enum "'NO DESCRIPTION'" -PoseBone.rotation_quaternion -> rotation_quaternion: float "'Rotation in Quaternions'" -PoseBone.scale -> scale: float "'NO DESCRIPTION'" -PoseBone.select -> select: boolean "'NO DESCRIPTION'" -PoseBone.tail -> tail: float, '"(read-only) Location of tail of the channel\'s bone"' -PoseBoneConstraints.active -> active: pointer "'Active PoseChannel constraint'" -Property.description -> description: string, "'(read-only) Description of the property for tooltips'" -Property.identifier -> identifier: string, "'(read-only) Unique name used in the code and scripting'" -Property.is_never_none -> is_never_none: boolean, '"(read-only) True when this value can\'t be set to None"' -Property.is_readonly -> is_readonly: boolean, "'(read-only) Property is editable through RNA'" -Property.is_required -> is_required: boolean, "'(read-only) False when this property is an optional argument in an RNA function'" -Property.name -> name: string, "'(read-only) Human readable name'" -Property.registered -> is_registered: boolean, "'(read-only) Property is registered as part of type registration'" -Property.registered_optional -> is_registered_optional: boolean, "'(read-only) Property is optionally registered as part of type registration'" -Property.srna -> srna: pointer, "'(read-only) Struct definition used for properties assigned to this item'" -Property.subtype -> subtype: enum, "'(read-only) Semantic interpretation of the property'" -Property.type -> type: enum, "'(read-only) Data type of the property'" -Property.unit -> unit: enum, "'(read-only) Type of units for this property'" -Property.use_output -> is_output: boolean, "'(read-only) True when this property is an output value from an RNA function'" -+ * 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'" +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'" -RegionView3D.perspective_matrix -> perspective_matrix: float, "'(read-only) Current perspective matrix of the 3D region'" -RegionView3D.view_distance -> view_distance: float "'Distance to the view location'" -RegionView3D.view_location -> view_location: float "'View pivot location'" -RegionView3D.view_matrix -> view_matrix: float, "'(read-only) Current view matrix of the 3D region'" -RegionView3D.view_perspective -> view_perspective: enum "'View Perspective'" -RegionView3D.view_rotation -> view_rotation: float "'Rotation in quaternions (keep normalized)'" -RenderEngine.bl_idname -> bl_idname: string "'NO DESCRIPTION'" -RenderEngine.bl_label -> bl_label: string "'NO DESCRIPTION'" -RenderEngine.bl_postprocess -> bl_use_postprocess: boolean "'NO DESCRIPTION'" -RenderEngine.bl_preview -> bl_use_preview: boolean "'NO DESCRIPTION'" -RenderLayer.all_z -> use_all_z: boolean, "'(read-only) Fill in Z values for solid faces in invisible layers, for masking'" -RenderLayer.edge -> use_edge_enhance: boolean, "'(read-only) Render Edge-enhance in this Layer (only works for Solid faces)'" -RenderLayer.enabled -> use: boolean, "'(read-only) Disable or enable the render layer'" -RenderLayer.halo -> use_halo: boolean, "'(read-only) Render Halos in this Layer (on top of Solid)'" -RenderLayer.light_override -> light_override: pointer, "'(read-only) Group to override all other lights in this render layer'" -RenderLayer.material_override -> material_override: pointer, "'(read-only) Material to override all other materials in this render layer'" -RenderLayer.name -> name: string, "'(read-only) Render layer name'" -RenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean, "'(read-only) Deliver AO pass'" -RenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean, "'(read-only) Exclude AO pass from combined'" -RenderLayer.pass_color -> use_pass_color: boolean, "'(read-only) Deliver shade-less color pass'" -RenderLayer.pass_combined -> use_pass_combined: boolean, "'(read-only) Deliver full combined RGBA buffer'" -RenderLayer.pass_diffuse -> use_pass_diffuse: boolean, "'(read-only) Deliver diffuse pass'" -RenderLayer.pass_emit -> use_pass_emit: boolean, "'(read-only) Deliver emission pass'" -RenderLayer.pass_emit_exclude -> exclude_emit: boolean, "'(read-only) Exclude emission pass from combined'" -RenderLayer.pass_environment -> use_pass_environment: boolean, "'(read-only) Deliver environment lighting pass'" -RenderLayer.pass_environment_exclude -> exclude_environment: boolean, "'(read-only) Exclude environment pass from combined'" -RenderLayer.pass_indirect -> use_pass_indirect: boolean, "'(read-only) Deliver indirect lighting pass'" -RenderLayer.pass_indirect_exclude -> exclude_indirect: boolean, "'(read-only) Exclude indirect pass from combined'" -RenderLayer.pass_mist -> use_pass_mist: boolean, "'(read-only) Deliver mist factor pass (0.0-1.0)'" -RenderLayer.pass_normal -> use_pass_normal: boolean, "'(read-only) Deliver normal pass'" -RenderLayer.pass_object_index -> use_pass_object_index: boolean, "'(read-only) Deliver object index pass'" -RenderLayer.pass_reflection -> use_pass_reflection: boolean, "'(read-only) Deliver raytraced reflection pass'" -RenderLayer.pass_reflection_exclude -> exclude_reflection: boolean, "'(read-only) Exclude raytraced reflection pass from combined'" -RenderLayer.pass_refraction -> use_pass_refraction: boolean, "'(read-only) Deliver raytraced refraction pass'" -RenderLayer.pass_refraction_exclude -> exclude_refraction: boolean, "'(read-only) Exclude raytraced refraction pass from combined'" -RenderLayer.pass_shadow -> use_pass_shadow: boolean, "'(read-only) Deliver shadow pass'" -RenderLayer.pass_shadow_exclude -> exclude_shadow: boolean, "'(read-only) Exclude shadow pass from combined'" -RenderLayer.pass_specular -> use_pass_specular: boolean, "'(read-only) Deliver specular pass'" -RenderLayer.pass_specular_exclude -> exclude_specular: boolean, "'(read-only) Exclude specular pass from combined'" -RenderLayer.pass_uv -> use_pass_uv: boolean, "'(read-only) Deliver texture UV pass'" -RenderLayer.pass_vector -> use_pass_vector: boolean, "'(read-only) Deliver speed vector pass'" -RenderLayer.pass_z -> use_pass_z: boolean, "'(read-only) Deliver Z values pass'" -RenderLayer.passes -> passes: collection, "'(read-only)'" -RenderLayer.rect -> rect: float "'NO DESCRIPTION'" -RenderLayer.sky -> use_sky: boolean, "'(read-only) Render Sky in this Layer'" -RenderLayer.solid -> use_solid: boolean, "'(read-only) Render Solid faces in this Layer'" -RenderLayer.strand -> use_strand: boolean, "'(read-only) Render Strands in this Layer'" -RenderLayer.visible_layers -> layers: boolean, "'(read-only) Scene layers included in this render layer'" -RenderLayer.zmask -> use_zmask: boolean, '"(read-only) Only render what\'s in front of the solid z values"' -RenderLayer.zmask_layers -> layers_zmask: boolean, "'(read-only) Zmask scene layers'" -RenderLayer.zmask_negate -> invert_zmask: boolean, "'(read-only) For Zmask, only render what is behind solid z values instead of in front'" -RenderLayer.ztransp -> use_ztransp: boolean, "'(read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos)'" -RenderPass.channel_id -> channel_id: string, "'(read-only)'" -RenderPass.channels -> channels: int, "'(read-only)'" -RenderPass.name -> name: string, "'(read-only)'" -RenderPass.rect -> rect: float "'NO DESCRIPTION'" -RenderPass.type -> type: enum, "'(read-only)'" -RenderResult.layers -> layers: collection, "'(read-only)'" -RenderResult.resolution_x -> resolution_x: int, "'(read-only)'" -RenderResult.resolution_y -> resolution_y: int, "'(read-only)'" -RenderSettings.active_layer_index -> active_layer_index: int "'Active index in render layer array'" -RenderSettings.alpha_mode -> alpha_mode: enum "'Representation of alpha information in the RGBA pixels'" -RenderSettings.antialiasing_samples -> antialiasing_samples: enum "'Amount of anti-aliasing samples per pixel'" -RenderSettings.backbuf -> use_backbuf: boolean "'Render backbuffer image'" -RenderSettings.bake_aa_mode -> bake_aa_mode: enum "'NO DESCRIPTION'" -RenderSettings.bake_active -> use_bake_active_to_selected: boolean "'Bake shading on the surface of selected objects to the active object'" -RenderSettings.bake_bias -> bake_bias: float "'Bias towards faces further away from the object (in blender units)'" -RenderSettings.bake_clear -> use_bake_clear: boolean "'Clear Images before baking'" -RenderSettings.bake_distance -> bake_distance: float "'Maximum distance from active object to other object (in blender units'" -RenderSettings.bake_enable_aa -> use_bake_antialiasing: boolean "'Enables Anti-aliasing'" -RenderSettings.bake_margin -> bake_margin: int "'Amount of pixels to extend the baked result with, as post process filter'" -RenderSettings.bake_normal_space -> bake_normal_space: enum "'Choose normal space for baking'" -RenderSettings.bake_normalized -> use_bake_normalized: boolean "'With displacement normalize to the distance, with ambient occlusion normalize without using material settings'" -RenderSettings.bake_quad_split -> bake_quad_split: enum "'Choose the method used to split a quad into 2 triangles for baking'" -RenderSettings.bake_type -> bake_type: enum "'Choose shading information to bake into the image'" -RenderSettings.border_max_x -> border_max_x: float "'Sets maximum X value for the render border'" -RenderSettings.border_max_y -> border_max_y: float "'Sets maximum Y value for the render border'" -RenderSettings.border_min_x -> border_min_x: float "'Sets minimum X value to for the render border'" -RenderSettings.border_min_y -> border_min_y: float "'Sets minimum Y value for the render border'" -RenderSettings.cineon_black -> cineon_black: int "'Log conversion reference blackpoint'" -RenderSettings.cineon_gamma -> cineon_gamma: float "'Log conversion gamma'" -RenderSettings.cineon_log -> use_cineon_log: boolean "'Convert to logarithmic color space'" -RenderSettings.cineon_white -> cineon_white: int "'Log conversion reference whitepoint'" -RenderSettings.color_management -> use_color_management: boolean "'Use color profiles and gamma corrected imaging pipeline'" -RenderSettings.color_mode -> color_mode: enum "'Choose BW for saving greyscale images, RGB for saving red, green and blue channels, AND RGBA for saving red, green, blue + alpha channels'" -RenderSettings.crop_to_border -> use_crop_to_border: boolean "'Crop the rendered frame to the defined border size'" -RenderSettings.display_mode -> display_mode: enum "'Select where rendered images will be displayed'" -RenderSettings.dither_intensity -> dither_intensity: float "'Amount of dithering noise added to the rendered image to break up banding'" -RenderSettings.edge -> use_edge_enhance: boolean "'use_Create a toon outline around the edges of geometry'" -RenderSettings.edge_color -> edge_color: float "'NO DESCRIPTION'" -RenderSettings.edge_threshold -> edge_threshold: int "'Threshold for drawing outlines on geometry edges'" -RenderSettings.engine -> engine: enum "'Engine to use for rendering'" -RenderSettings.field_order -> field_order: enum "'Order of video fields. Select which lines get rendered first, to create smooth motion for TV output'" -RenderSettings.fields -> use_fields: boolean "'Render image to two fields per frame, for interlaced TV output'" -RenderSettings.fields_still -> use_fields_still: boolean "'Disable the time difference between fields'" -RenderSettings.file_extension -> file_extension: string, "'(read-only) The file extension used for saving renders'" -RenderSettings.file_format -> file_format: enum "'File format to save the rendered images as'" -RenderSettings.file_quality -> file_quality: int "'Quality of JPEG images, AVI Jpeg and SGI movies'" -RenderSettings.filter_size -> filter_size: float "'Pixel width over which the reconstruction filter combines samples'" -RenderSettings.fps -> fps: int "'Framerate, expressed in frames per second'" -RenderSettings.fps_base -> fps_base: float "'Framerate base'" -RenderSettings.free_image_textures -> use_free_image_textures: boolean "'Free all image texture from memory after render, to save memory before compositing'" -RenderSettings.free_unused_nodes -> use_free_unused_nodes: boolean "'Free Nodes that are not used while compositing, to save memory'" -RenderSettings.full_sample -> use_full_sample: boolean "'Save for every anti-aliasing sample the entire RenderLayer results. This solves anti-aliasing issues with compositing'" -RenderSettings.is_movie_format -> is_movie_format: boolean, "'(read-only) When true the format is a movie'" -RenderSettings.layers -> layers: collection, "'(read-only)'" -RenderSettings.motion_blur -> use_motion_blur: boolean "'Use multi-sampled 3D scene motion blur'" -RenderSettings.motion_blur_samples -> motion_blur_samples: int "'Number of scene samples to take with motion blur'" -RenderSettings.motion_blur_shutter -> motion_blur_shutter: float "'Time taken in frames between shutter open and close'" -RenderSettings.multiple_engines -> has_multiple_engines: boolean, "'(read-only) More than one rendering engine is available'" -RenderSettings.octree_resolution -> octree_resolution: enum "'Resolution of raytrace accelerator. Use higher resolutions for larger scenes'" -RenderSettings.output_path -> output_path: string "'Directory/name to save animations, # characters defines the position and length of frame numbers'" -RenderSettings.parts_x -> parts_x: int "'Number of horizontal tiles to use while rendering'" -RenderSettings.parts_y -> parts_y: int "'Number of vertical tiles to use while rendering'" -RenderSettings.pixel_aspect_x -> pixel_aspect_x: float "'Horizontal aspect ratio - for anamorphic or non-square pixel output'" -RenderSettings.pixel_aspect_y -> pixel_aspect_y: float "'Vertical aspect ratio - for anamorphic or non-square pixel output'" -RenderSettings.pixel_filter -> pixel_filter: enum "'Reconstruction filter used for combining anti-aliasing samples'" -RenderSettings.raytrace_structure -> raytrace_structure: enum "'Type of raytrace accelerator structure'" -RenderSettings.render_antialiasing -> use_antialiasing: boolean "'Render and combine multiple samples per pixel to prevent jagged edges'" -RenderSettings.render_stamp -> use_stamp: boolean "'Render the stamp info text in the rendered image'" -RenderSettings.resolution_percentage -> resolution_percentage: int "'Percentage scale for render resolution'" -RenderSettings.resolution_x -> resolution_x: int "'Number of horizontal pixels in the rendered image'" -RenderSettings.resolution_y -> resolution_y: int "'Number of vertical pixels in the rendered image'" -RenderSettings.save_buffers -> use_save_buffers: boolean "'Save tiles for all RenderLayers and SceneNodes to files in the temp directory (saves memory, required for Full Sample)'" -RenderSettings.sequencer_gl_preview -> sequencer_gl_preview: enum "'Method to draw in the sequencer view'" -RenderSettings.sequencer_gl_render -> sequencer_gl_render: enum "'Method to draw in the sequencer view'" -RenderSettings.simplify_ao_sss -> simplify_ao_sss: float "'Global approximate AA and SSS quality factor'" -RenderSettings.simplify_child_particles -> simplify_child_particles: float "'Global child particles percentage'" -RenderSettings.simplify_shadow_samples -> simplify_shadow_samples: int "'Global maximum shadow samples'" -RenderSettings.simplify_subdivision -> simplify_subdivision: int "'Global maximum subdivision level'" -RenderSettings.simplify_triangulate -> use_simplify_triangulate: boolean "'Disables non-planer quads being triangulated'" -RenderSettings.single_layer -> use_single_layer: boolean "'Only render the active layer'" -RenderSettings.stamp_background -> stamp_background: float "'Color to use behind stamp text'" -RenderSettings.stamp_camera -> use_stamp_camera: boolean "'Include the name of the active camera in image metadata'" -RenderSettings.stamp_date -> use_stamp_date: boolean "'Include the current date in image metadata'" -RenderSettings.stamp_filename -> use_stamp_filename: boolean "'Include the filename of the .blend file in image metadata'" -RenderSettings.stamp_font_size -> stamp_font_size: int "'Size of the font used when rendering stamp text'" -RenderSettings.stamp_foreground -> stamp_foreground: float "'Color to use for stamp text'" -RenderSettings.stamp_frame -> use_stamp_frame: boolean "'Include the frame number in image metadata'" -RenderSettings.stamp_marker -> use_stamp_marker: boolean "'Include the name of the last marker in image metadata'" -RenderSettings.stamp_note -> use_stamp_note: boolean "'Include a custom note in image metadata'" -RenderSettings.stamp_note_text -> stamp_note_text: string "'Custom text to appear in the stamp note'" -RenderSettings.stamp_render_time -> use_stamp_render_time: boolean "'Include the render time in the stamp image'" -RenderSettings.stamp_scene -> use_stamp_scene: boolean "'Include the name of the active scene in image metadata'" -RenderSettings.stamp_sequencer_strip -> use_stamp_sequencer_strip: boolean "'Include the name of the foreground sequence strip in image metadata'" -RenderSettings.stamp_time -> use_stamp_time: boolean "'Include the render frame as HH:MM:SS.FF in image metadata'" -RenderSettings.threads -> threads: int "'Number of CPU threads to use simultaneously while rendering (for multi-core/CPU systems)'" -RenderSettings.threads_mode -> threads_mode: enum "'Determine the amount of render threads used'" -RenderSettings.tiff_bit -> use_tiff_16bit: boolean "'Save TIFF with 16 bits per channel'" -RenderSettings.use_border -> use_border: boolean "'Render a user-defined border region, within the frame size. Note, this disables save_buffers and full_sample'" -RenderSettings.use_compositing -> use_compositing: boolean "'Process the render result through the compositing pipeline, if compositing nodes are enabled'" -RenderSettings.use_envmaps -> use_envmaps: boolean "'Calculate environment maps while rendering'" -RenderSettings.use_file_extension -> use_file_extension: boolean "'Add the file format extensions to the rendered file name (eg: filename + .jpg)'" -RenderSettings.use_game_engine -> use_game_engine: boolean, "'(read-only) Current rendering engine is a game engine'" -RenderSettings.use_instances -> use_instances: boolean "'Instance support leads to effective memory reduction when using duplicates'" -RenderSettings.use_local_coords -> use_local_coords: boolean "'Vertex coordinates are stored localy on each primitive. Increases memory usage, but may have impact on speed'" -RenderSettings.use_overwrite -> use_overwrite: boolean "'Overwrite existing files while rendering'" +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'" -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 -> use_activity_culling: boolean "'Activity culling is enabled'" -SceneGameData.activity_culling_box_radius -> activity_culling_box_radius: float "'Radius of the activity bubble, in Manhattan length. Objects outside the box are activity-culled'" -SceneGameData.auto_start -> use_auto_start: boolean "'Automatically start game at load time'" -SceneGameData.depth -> depth: int "'Displays bit depth of full screen display'" -SceneGameData.dome_angle -> dome_angle: int "'Field of View of the Dome - it only works in mode Fisheye and Truncated'" -SceneGameData.dome_buffer_resolution -> dome_buffer_resolution: float "'Buffer Resolution - decrease it to increase speed'" -SceneGameData.dome_mode -> dome_mode: enum "'Dome physical configurations'" -SceneGameData.dome_tesselation -> dome_tesselation: int "'Tessellation level - check the generated mesh in wireframe mode'" -SceneGameData.dome_text -> dome_text: pointer "'Custom Warp Mesh data file'" -SceneGameData.dome_tilt -> dome_tilt: int "'Camera rotation in horizontal axis'" -SceneGameData.eye_separation -> eye_separation: float "'Set the distance between the eyes - the camera focal length/30 should be fine'" -SceneGameData.fps -> fps: int "'The nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate'" -SceneGameData.framing_color -> frame_color: float "'Set colour of the bars'" -SceneGameData.framing_type -> frame_type: enum "'Select the type of Framing you want'" -SceneGameData.frequency -> frequency: int "'Displays clock frequency of fullscreen display'" -SceneGameData.fullscreen -> show_fullscreen: boolean "'Starts player in a new fullscreen display'" -SceneGameData.glsl_extra_textures -> use_glsl_extra_textures: boolean "'Use extra textures like normal or specular maps for GLSL rendering'" -SceneGameData.glsl_lights -> use_glsl_lights: boolean "'Use lights for GLSL rendering'" -SceneGameData.glsl_nodes -> use_glsl_nodes: boolean "'Use nodes for GLSL rendering'" -SceneGameData.glsl_ramps -> use_glsl_ramps: boolean "'Use ramps for GLSL rendering'" -SceneGameData.glsl_shaders -> use_glsl_shaders: boolean "'Use shaders for GLSL rendering'" -SceneGameData.glsl_shadows -> use_glsl_shadows: boolean "'Use shadows for GLSL rendering'" -SceneGameData.logic_step_max -> logic_step_max: int "'Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics'" -SceneGameData.material_mode -> material_mode: enum "'Material mode to use for rendering'" -SceneGameData.occlusion_culling_resolution -> occlusion_culling_resolution: float "'The size of the occlusion buffer in pixel, use higher value for better precision (slower)'" -SceneGameData.physics_engine -> physics_engine: enum "'Physics engine used for physics simulation in the game engine'" -SceneGameData.physics_gravity -> physics_gravity: float "'Gravitational constant used for physics simulation in the game engine'" -SceneGameData.physics_step_max -> physics_step_max: int "'Sets the maximum number of physics step per game frame if graphics slows down the game, higher value allows physics to keep up with realtime'" -SceneGameData.physics_step_sub -> physics_step_sub: int "'Sets the number of simulation substep per physic timestep, higher value give better physics precision'" -SceneGameData.resolution_x -> resolution_x: int "'Number of horizontal pixels in the screen'" -SceneGameData.resolution_y -> resolution_y: int "'Number of vertical pixels in the screen'" -SceneGameData.show_debug_properties -> show_debug_properties: boolean "'Show properties marked for debugging while the game runs'" -SceneGameData.show_framerate_profile -> show_framerate_profile: boolean "'Show framerate and profiling information while the game runs'" -SceneGameData.show_physics_visualization -> show_physics_visualization: boolean "'Show a visualization of physics bounds and interactions'" -SceneGameData.stereo -> stereo: enum "'NO DESCRIPTION'" -SceneGameData.stereo_mode -> stereo_mode: enum "'Stereographic techniques'" -SceneGameData.use_animation_record -> use_animation_record: boolean "'Record animation to fcurves'" -SceneGameData.use_deprecation_warnings -> use_deprecation_warnings: boolean "'Print warnings when using deprecated features in the python API'" -SceneGameData.use_display_lists -> use_display_lists: boolean "'Use display lists to speed up rendering by keeping geometry on the GPU'" -SceneGameData.use_frame_rate -> use_frame_rate: boolean "'Respect the frame rate rather than rendering as many frames as possible'" -SceneGameData.use_occlusion_culling -> use_occlusion_culling: boolean "'Use optimized Bullet DBVT tree for view frustum and occlusion culling'" -SceneObjects.active -> active: pointer "'Active object for this scene'" -SceneRenderLayer.all_z -> use_all_z: boolean "'Fill in Z values for solid faces in invisible layers, for masking'" -SceneRenderLayer.edge -> use_edge_enhance: boolean "'Render Edge-enhance in this Layer (only works for Solid faces)'" -SceneRenderLayer.enabled -> use: boolean "'Disable or enable the render layer'" -SceneRenderLayer.halo -> use_halo: boolean "'Render Halos in this Layer (on top of Solid)'" -SceneRenderLayer.light_override -> light_override: pointer "'Group to override all other lights in this render layer'" -SceneRenderLayer.material_override -> material_override: pointer "'Material to override all other materials in this render layer'" -SceneRenderLayer.name -> name: string "'Render layer name'" -SceneRenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean "'Deliver AO pass'" -SceneRenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean "'Exclude AO pass from combined'" -SceneRenderLayer.pass_color -> use_pass_color: boolean "'Deliver shade-less color pass'" -SceneRenderLayer.pass_combined -> use_pass_combined: boolean "'Deliver full combined RGBA buffer'" -SceneRenderLayer.pass_diffuse -> use_pass_diffuse: boolean "'Deliver diffuse pass'" -SceneRenderLayer.pass_emit -> use_pass_emit: boolean "'Deliver emission pass'" -SceneRenderLayer.pass_emit_exclude -> exclude_emit: boolean "'Exclude emission pass from combined'" -SceneRenderLayer.pass_environment -> use_pass_environment: boolean "'Deliver environment lighting pass'" -SceneRenderLayer.pass_environment_exclude -> exclude_environment: boolean "'Exclude environment pass from combined'" -SceneRenderLayer.pass_indirect -> use_pass_indirect: boolean "'Deliver indirect lighting pass'" -SceneRenderLayer.pass_indirect_exclude -> exclude_indirect: boolean "'Exclude indirect pass from combined'" -SceneRenderLayer.pass_mist -> use_pass_mist: boolean "'Deliver mist factor pass (0.0-1.0)'" -SceneRenderLayer.pass_normal -> use_pass_normal: boolean "'Deliver normal pass'" -SceneRenderLayer.pass_object_index -> use_pass_object_index: boolean "'Deliver object index pass'" -SceneRenderLayer.pass_reflection -> use_pass_reflection: boolean "'Deliver raytraced reflection pass'" -SceneRenderLayer.pass_reflection_exclude -> exclude_reflection: boolean "'Exclude raytraced reflection pass from combined'" -SceneRenderLayer.pass_refraction -> use_pass_refraction: boolean "'Deliver raytraced refraction pass'" -SceneRenderLayer.pass_refraction_exclude -> exclude_refraction: boolean "'Exclude raytraced refraction pass from combined'" -SceneRenderLayer.pass_shadow -> use_pass_shadow: boolean "'Deliver shadow pass'" -SceneRenderLayer.pass_shadow_exclude -> exclude_shadow: boolean "'Exclude shadow pass from combined'" -SceneRenderLayer.pass_specular -> use_pass_specular: boolean "'Deliver specular pass'" -SceneRenderLayer.pass_specular_exclude -> exclude_specular: boolean "'Exclude specular pass from combined'" -SceneRenderLayer.pass_uv -> use_pass_uv: boolean "'Deliver texture UV pass'" -SceneRenderLayer.pass_vector -> use_pass_vector: boolean "'Deliver speed vector pass'" -SceneRenderLayer.pass_z -> use_pass_z: boolean "'Deliver Z values pass'" -SceneRenderLayer.sky -> use_sky: boolean "'Render Sky in this Layer'" -SceneRenderLayer.solid -> use_solid: boolean "'Render Solid faces in this Layer'" -SceneRenderLayer.strand -> use_strand: boolean "'Render Strands in this Layer'" -SceneRenderLayer.visible_layers -> layers: boolean "'Scene layers included in this render layer'" +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.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.expanded -> show_expanded: boolean "'Set sensor expanded in the user interface'" -Sensor.frequency -> frequency: int "'Delay between repeated pulses(in logic tics, 0=no delay)'" -Sensor.invert -> invert: boolean "'Invert the level(output) of this sensor'" -Sensor.level -> use_level: boolean "'Level detector, trigger controllers of new states (only applicable upon logic state transition)'" -Sensor.name -> name: string "'Sensor name'" -Sensor.pinned -> pinned: boolean "'Display when not linked to a visible states controller'" -Sensor.pulse_false_level -> use_pulse_false_level: boolean "'Activate FALSE level triggering (pulse mode)'" -Sensor.pulse_true_level -> use_pulse_true_level: boolean "'Activate TRUE level triggering (pulse mode)'" -Sensor.tap -> use_tap: boolean "'Trigger controllers only for an instant, even while the sensor remains true'" -Sensor.type -> type: enum "'NO DESCRIPTION'" -+ * 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.collision_type -> use_material: boolean "'Use material instead of property'" -+ * 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.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.all_events -> use_all_events: boolean "'Triggered by all events on this joysticks current type (axis/button/hat)'" -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|KeyboardSensor.all_keys -> use_all_keys: boolean "'Trigger this sensor on any keystroke'" -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|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.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.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'" +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"' -Sensor|TouchSensor.material -> material: pointer "'Only look for objects with this material'" -Sequence.blend_mode -> blend_type: enum "'NO DESCRIPTION'" -Sequence.blend_opacity -> blend_opacity: float "'NO DESCRIPTION'" -Sequence.channel -> channel: int "'Y position of the sequence strip'" -Sequence.effect_fader -> effect_fader: float "'NO DESCRIPTION'" -Sequence.frame_final_end -> frame_final_end: int "'End frame displayed in the sequence editor after offsets are applied'" -Sequence.frame_final_length -> frame_final_length: int "'The length of the contents of this strip before the handles are applied'" -Sequence.frame_final_start -> frame_final_start: int "'Start frame displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frame'" -Sequence.frame_length -> frame_length: int, "'(read-only) The length of the contents of this strip before the handles are applied'" -Sequence.frame_offset_end -> frame_offset_end: int, "'(read-only)'" -Sequence.frame_offset_start -> frame_offset_start: int, "'(read-only)'" -Sequence.frame_start -> frame_start: int "'NO DESCRIPTION'" -Sequence.frame_still_end -> frame_still_end: int, "'(read-only)'" -Sequence.frame_still_start -> frame_still_start: int, "'(read-only)'" Sequence.lock -> lock: boolean '"Lock strip so that it can\'t be transformed"' -Sequence.mute -> mute: boolean "'NO DESCRIPTION'" -Sequence.name -> name: string "'NO DESCRIPTION'" -Sequence.select -> select: boolean "'NO DESCRIPTION'" -Sequence.select_left_handle -> select_left_handle: boolean "'NO DESCRIPTION'" -Sequence.select_right_handle -> select_right_handle: boolean "'NO DESCRIPTION'" -Sequence.speed_fader -> speed_fader: float "'NO DESCRIPTION'" -Sequence.type -> type: enum, "'(read-only)'" -Sequence.use_effect_default_fade -> use_default_fade: boolean "'Fade effect using the built-in default (usually make transition as long as effect strip)'" -SequenceColorBalance.gain -> gain: float "'Color balance gain (highlights)'" -SequenceColorBalance.gamma -> gamma: float "'Color balance gamma (midtones)'" -SequenceColorBalance.inverse_gain -> invert_gain: boolean "'NO DESCRIPTION'" -SequenceColorBalance.inverse_gamma -> invert_gamma: boolean "'NO DESCRIPTION'" -SequenceColorBalance.inverse_lift -> invert_lift: boolean "'NO DESCRIPTION'" -SequenceColorBalance.lift -> lift: float "'Color balance lift (shadows)'" -SequenceCrop.bottom -> bottom: int "'NO DESCRIPTION'" -SequenceCrop.left -> left: int "'NO DESCRIPTION'" -SequenceCrop.right -> right: int "'NO DESCRIPTION'" -SequenceCrop.top -> top: int "'NO DESCRIPTION'" -SequenceEditor.active_strip -> active_strip: pointer "'NO DESCRIPTION'" -SequenceEditor.meta_stack -> meta_stack: collection, "'(read-only) Meta strip stack, last is currently edited meta strip'" -SequenceEditor.overlay_frame -> overlay_frame: int "'Sequencers active strip'" -SequenceEditor.overlay_lock -> overlay_lock: boolean "'NO DESCRIPTION'" -SequenceEditor.sequences -> sequences: collection, "'(read-only)'" -SequenceEditor.sequences_all -> sequences_all: collection, "'(read-only)'" -SequenceEditor.show_overlay -> show_overlay: boolean "'Partial overlay ontop of the sequencer'" -SequenceElement.filename -> filename: string "'NO DESCRIPTION'" -SequenceProxy.directory -> directory: string "'Location to store the proxy files'" -SequenceProxy.filepath -> filepath: string "'Location of custom proxy file'" -SequenceTransform.offset_x -> offset_x: int "'NO DESCRIPTION'" -SequenceTransform.offset_y -> offset_y: int "'NO DESCRIPTION'" -Sequence|EffectSequence.color_balance -> color_balance: pointer, "'(read-only)'" -Sequence|EffectSequence.color_saturation -> color_saturation: float "'NO DESCRIPTION'" -Sequence|EffectSequence.convert_float -> use_float: boolean "'Convert input to float data'" -Sequence|EffectSequence.crop -> crop: pointer, "'(read-only)'" -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.multiply_colors -> color_multiply: float "'NO DESCRIPTION'" -Sequence|EffectSequence.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'" -Sequence|EffectSequence.proxy -> proxy: pointer, "'(read-only)'" -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.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.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|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.only_boost -> use_only_boost: boolean "'Show the glow buffer only'" -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|PluginSequence.filename -> filename: string, "'(read-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|SpeedControlSequence.global_speed -> global_speed: float "'NO DESCRIPTION'" -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.convert_float -> use_float: boolean "'Convert input to float data'" -Sequence|ImageSequence.crop -> crop: pointer, "'(read-only)'" -Sequence|ImageSequence.de_interlace -> use_deinterlace: boolean "'For video movies to remove fields'" -Sequence|ImageSequence.directory -> directory: string "'NO DESCRIPTION'" -Sequence|ImageSequence.elements -> elements: collection, "'(read-only)'" -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.multiply_colors -> multiply_colors: float "'NO DESCRIPTION'" -Sequence|ImageSequence.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'" -Sequence|ImageSequence.proxy -> proxy: pointer, "'(read-only)'" -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.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.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.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.convert_float -> use_float: boolean "'Convert input to float data'" -Sequence|MetaSequence.crop -> crop: pointer, "'(read-only)'" -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.multiply_colors -> multiply_colors: float "'NO DESCRIPTION'" -Sequence|MetaSequence.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'" -Sequence|MetaSequence.proxy -> proxy: pointer, "'(read-only)'" -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.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.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.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.convert_float -> use_float: boolean "'Convert input to float data'" -Sequence|MovieSequence.crop -> crop: pointer, "'(read-only)'" -Sequence|MovieSequence.de_interlace -> use_deinterlace: boolean "'For video movies to remove fields'" -Sequence|MovieSequence.filepath -> filepath: string "'NO DESCRIPTION'" -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.mpeg_preseek -> mpeg_preseek: int "'For MPEG movies, preseek this many frames'" -Sequence|MovieSequence.multiply_colors -> multiply_colors: float "'NO DESCRIPTION'" -Sequence|MovieSequence.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'" -Sequence|MovieSequence.proxy -> proxy: pointer, "'(read-only)'" -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.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.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.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.convert_float -> use_float: boolean "'Convert input to float data'" -Sequence|MulticamSequence.crop -> crop: pointer, "'(read-only)'" -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.multicam_source -> multicam_source: int "'NO DESCRIPTION'" -Sequence|MulticamSequence.multiply_colors -> multiply_colors: float "'NO DESCRIPTION'" -Sequence|MulticamSequence.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'" -Sequence|MulticamSequence.proxy -> proxy: pointer, "'(read-only)'" -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.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.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.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.convert_float -> use_float: boolean "'Convert input to float data'" -Sequence|SceneSequence.crop -> crop: pointer, "'(read-only)'" -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.multiply_colors -> multiply_colors: float "'NO DESCRIPTION'" -Sequence|SceneSequence.premultiply -> use_premultiply: boolean "'Convert RGB from key alpha to premultiplied alpha'" -Sequence|SceneSequence.proxy -> proxy: pointer, "'(read-only)'" -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.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.use_proxy -> use_proxy: boolean "'Use a preview proxy for this strip'" -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_smoke -> use_dissolve_smoke: boolean "'Enable smoke to disappear over time'" -SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log: boolean "'Using 1/x'" -SmokeDomainSettings.dissolve_speed -> dissolve_speed: int "'Dissolve Speed'" -SmokeDomainSettings.eff_group -> eff_group: pointer "'Limit effectors to this group'" -SmokeDomainSettings.effector_weights -> effector_weights: pointer, "'(read-only)'" -SmokeDomainSettings.fluid_group -> fluid_group: pointer "'Limit fluid objects to this group'" -SmokeDomainSettings.highres -> use_high_resolution: boolean "'Enable high resolution (using amplification)'" -SmokeDomainSettings.maxres -> maxres: int "'Maximal resolution used in the fluid domain'" -SmokeDomainSettings.noise_type -> noise_type: enum "'Noise method which is used for creating the high resolution'" -SmokeDomainSettings.point_cache_high -> point_cache_high: pointer, "'(read-only)'" -SmokeDomainSettings.point_cache_low -> point_cache_low: pointer, "'(read-only)'" -SmokeDomainSettings.smoke_cache_comp -> smoke_cache_comp: enum "'Compression method to be used'" -SmokeDomainSettings.smoke_cache_high_comp -> smoke_cache_high_comp: enum "'Compression method to be used'" -SmokeDomainSettings.smoke_domain_colli -> smoke_domain_colli: enum "'Selects which domain border will be treated as collision object.'" -SmokeDomainSettings.smoothemitter -> smoothemitter: boolean "'Smoothens emitted smoke to avoid blockiness.'" -SmokeDomainSettings.strength -> strength: float "'Strength of wavelet noise'" -SmokeDomainSettings.time_scale -> time_scale: float "'Adjust simulation speed.'" -SmokeDomainSettings.viewhighres -> show_high_resolution: boolean "'Show high resolution (using amplification)'" -SmokeDomainSettings.vorticity -> vorticity: float "'Amount of turbulence/rotation in fluid.'" -SmokeFlowSettings.absolute -> absolute: boolean "'Only allows given density value in emitter area.'" -SmokeFlowSettings.density -> density: float "'NO DESCRIPTION'" +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'" -SmokeFlowSettings.psys -> psys: pointer "'Particle systems emitted from the object'" -SmokeFlowSettings.temperature -> temperature: float "'Temperature difference to ambient temperature'" -SmokeFlowSettings.velocity_multiplier -> velocity_multiplier: float "'Multiplier to adjust velocity passed to smoke'" -SoftBodySettings.aero -> aero: float '"Make edges \'sail\'"' -SoftBodySettings.aerodynamics_type -> aerodynamics_type: enum "'Method of calculating aerodynamic interaction'" -SoftBodySettings.auto_step -> use_auto_step: boolean "'Use velocities for automagic step sizes'" -SoftBodySettings.ball_damp -> ball_damp: float "'Blending to inelastic collision'" -SoftBodySettings.ball_size -> ball_size: float "'Absolute ball size or factor if not manual adjusted'" -SoftBodySettings.ball_stiff -> ball_stiff: float "'Ball inflating pressure'" -SoftBodySettings.bending -> bend: float "'Bending Stiffness'" -SoftBodySettings.choke -> choke: int '"\'Viscosity\' inside collision target"' -SoftBodySettings.collision_type -> collision_type: enum "'Choose Collision Type'" -SoftBodySettings.damp -> damp: float "'Edge spring friction'" -SoftBodySettings.diagnose -> use_diagnose: boolean "'Turn on SB diagnose console prints'" -SoftBodySettings.edge_collision -> use_edge_collision: boolean "'Edges collide too'" -SoftBodySettings.effector_weights -> effector_weights: pointer, "'(read-only)'" -SoftBodySettings.error_limit -> error_limit: float "'The Runge-Kutta ODE solver error limit, low value gives more precision, high values speed'" -SoftBodySettings.estimate_matrix -> use_estimate_matrix: boolean "'estimate matrix .. split to COM , ROT ,SCALE'" -SoftBodySettings.face_collision -> use_face_collision: boolean "'Faces collide too, SLOOOOOW warning'" -SoftBodySettings.friction -> friction: float "'General media friction for point movements'" -SoftBodySettings.fuzzy -> fuzzy: int "'Fuzziness while on collision, high values make collsion handling faster but less stable'" -SoftBodySettings.goal_default -> goal_default: float "'Default Goal (vertex target position) value, when no Vertex Group used'" -SoftBodySettings.goal_friction -> goal_friction: float "'Goal (vertex target position) friction'" -SoftBodySettings.goal_max -> goal_max: float "'Goal maximum, vertex weights are scaled to match this range'" -SoftBodySettings.goal_min -> goal_min: float "'Goal minimum, vertex weights are scaled to match this range'" -SoftBodySettings.goal_spring -> goal_spring: float "'Goal (vertex target position) spring stiffness'" -SoftBodySettings.goal_vertex_group -> goal_vertex_group: string "'Control point weight values'" -SoftBodySettings.gravity -> gravity: float "'Apply gravitation to point movement'" -SoftBodySettings.lcom -> lcom: float "'Location of Center of mass'" -SoftBodySettings.lrot -> lrot: float "'Estimated rotation matrix'" -SoftBodySettings.lscale -> lscale: float "'Estimated scale matrix'" -SoftBodySettings.mass -> mass: float "'General Mass value'" -SoftBodySettings.mass_vertex_group -> mass_vertex_group: string "'Control point mass values'" -SoftBodySettings.maxstep -> step_max: int "'Maximal # solver steps/frame'" -SoftBodySettings.minstep -> step_min: int "'Minimal # solver steps/frame'" -SoftBodySettings.plastic -> plastic: float "'Permanent deform'" -SoftBodySettings.pull -> pull: float "'Edge spring stiffness when longer than rest length'" -SoftBodySettings.push -> push: float "'Edge spring stiffness when shorter than rest length'" -SoftBodySettings.self_collision -> use_self_collision: boolean "'Enable naive vertex ball self collision'" -SoftBodySettings.shear -> shear: float "'Shear Stiffness'" -SoftBodySettings.speed -> speed: float "'Tweak timing for physics to control frequency and speed'" -SoftBodySettings.spring_length -> spring_length: float "'Alter spring length to shrink/blow up (unit %) 0 to disable'" -SoftBodySettings.spring_vertex_group -> spring_vertex_group: string "'Control point spring strength values'" -SoftBodySettings.stiff_quads -> use_stiff_quads: boolean "'Adds diagonal springs on 4-gons'" -SoftBodySettings.use_edges -> use_edges: boolean "'Use Edges as springs'" -SoftBodySettings.use_goal -> use_goal: boolean "'Define forces for vertices to stick to animated position'" -Space.type -> type: enum, "'(read-only) Space data type'" -SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds: boolean "'Constraint to stay within the image bounds while editing'" -SpaceUVEditor.cursor_location -> cursor_location: float "'2D cursor location for this view'" -SpaceUVEditor.draw_modified_edges -> show_modified_edges: boolean "'Draw edges after modifiers are applied'" -SpaceUVEditor.draw_other_objects -> show_other_objects: boolean "'Draw other selected objects that share the same image'" -SpaceUVEditor.draw_smooth_edges -> show_smooth_edges: boolean "'Draw UV edges anti-aliased'" -SpaceUVEditor.draw_stretch -> show_stretch: boolean "'Draw faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)'" -SpaceUVEditor.draw_stretch_type -> draw_stretch_type: enum "'Type of stretch to draw'" -SpaceUVEditor.edge_draw_type -> edge_draw_type: enum "'Draw type for drawing UV edges'" -SpaceUVEditor.live_unwrap -> use_live_unwrap: boolean "'Continuously unwrap the selected UV island while transforming pinned vertices'" -SpaceUVEditor.normalized_coordinates -> show_normalized_coordinates: boolean "'Display UV coordinates from 0.0 to 1.0 rather than in pixels'" -SpaceUVEditor.pivot -> pivot: enum "'Rotation/Scaling Pivot'" -SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels: boolean "'Snap UVs to pixel locations while editing'" -SpaceUVEditor.sticky_selection_mode -> sticky_selection_mode: enum "'Automatically select also UVs sharing the same vertex as the ones being selected'" -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.automerge_keyframes -> use_automerge_keyframes: boolean "'Automatically merge nearby keyframes'" -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.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_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.use_marker_sync -> use_marker_sync: boolean "'Sync Markers with keyframe edits'" -Space|SpaceFileBrowser.params -> params: pointer, "'(read-only) Parameters and Settings for the Filebrowser'" -Space|SpaceGraphEditor.automerge_keyframes -> use_automerge_keyframes: boolean "'Automatically merge nearby keyframes'" -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.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.pivot_point -> pivot_point: enum "'Pivot center for rotation/scaling'" -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_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|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.draw_repeated -> show_repeated: boolean "'Draw the image repeated outside of the main view'" -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_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.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.show_uvedit -> show_uvedit: boolean, "'(read-only) Show UV editing related properties'" -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|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.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_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|SpaceNodeEditor.backdrop -> show_backdrop: boolean "'Use active Viewer Node output as backdrop for compositing nodes'" -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.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.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.align -> align: enum "'Arrangement of the panels'" -Space|SpaceProperties.brush_texture -> show_brush_texture: boolean "'Show brush textures'" -Space|SpaceProperties.context -> context: enum "'Type of active data to display and edit'" -Space|SpaceProperties.pin_id -> pin_id: pointer "'NO DESCRIPTION'" -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_frames -> show_frames: boolean "'Draw frames rather than seconds'" -Space|SpaceSequenceEditor.draw_overexposed -> draw_overexposed: int "'Show overexposed areas with zebra stripes'" -Space|SpaceSequenceEditor.draw_safe_margin -> show_safe_margin: boolean "'Draw title safe margins in preview'" -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.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|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_all -> use_find_all: boolean "'Search in all text datablocks, instead of only the active one'" -Space|SpaceTextEditor.find_text -> find_text: string "'Text to search for with the find tool'" -Space|SpaceTextEditor.find_wrap -> use_find_wrap: boolean "'Search again from the start of the file when reaching the end'" -Space|SpaceTextEditor.font_size -> font_size: int "'Font size to use for displaying the text'" -Space|SpaceTextEditor.line_numbers -> show_line_numbers: boolean "'Show line numbers next to the text'" -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.replace_text -> replace_text: string "'Text to replace selected text with using the replace tool'" -Space|SpaceTextEditor.syntax_highlight -> show_syntax_highlight: boolean "'Syntax highlight for scripting'" -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.word_wrap -> use_word_wrap: boolean "'Wrap words if there is not enough horizontal space'" +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|SpaceUserPreferences.filter -> filter: string "'Search term for filtering in the UI'" -Space|SpaceView3D.all_object_origins -> show_all_objects_origin: boolean "'Show the object origin center dot for all (selected and unselected) objects'" -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 scene\'s 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.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.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.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 bone\'s position"' +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.lock_object -> lock_object: pointer '"3D View center is locked to this object\'s position"' -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 -> pivot_point: enum "'Pivot center for rotation/scaling'" -Space|SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean "'Manipulate object centers only'" -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.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.used_layers -> layers_used: boolean, "'(read-only) Layers that contain something'" -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.bezier_u -> use_bezier_u: boolean "'Make this nurbs curve or surface act like a bezier spline in the U direction (Order U must be 3 or 4, Cyclic U must be disabled)'" -Spline.bezier_v -> use_bezier_v: boolean "'Make this nurbs surface act like a bezier spline in the V direction (Order V must be 3 or 4, Cyclic V must be disabled)'" -Spline.character_index -> character_index: int, "'(read-only) Location of this character in the text data (only for text curves)'" -Spline.cyclic_u -> use_cyclic_u: boolean "'Make this curve or surface a closed loop in the U direction'" -Spline.cyclic_v -> use_cyclic_v: boolean "'Make this surface a closed loop in the V direction'" -Spline.endpoint_u -> use_endpoint_u: boolean "'Make this nurbs curve or surface meet the endpoints in the U direction (Cyclic U must be disabled)'" -Spline.endpoint_v -> use_endpoint_v: boolean "'Make this nurbs surface meet the endpoints in the V direction (Cyclic V must be disabled)'" -Spline.hide -> hide: boolean "'Hide this curve in editmode'" -Spline.material_index -> material_index: int "'NO DESCRIPTION'" -Spline.order_u -> order_u: int "'Nurbs order in the U direction (For splines and surfaces), Higher values let points influence a greater area'" -Spline.order_v -> order_v: int "'Nurbs order in the V direction (For surfaces only), Higher values let points influence a greater area'" -Spline.point_count_u -> point_count_u: int, "'(read-only) Total number points for the curve or surface in the U direction'" -Spline.point_count_v -> point_count_v: int, "'(read-only) Total number points for the surface on the V direction'" -Spline.points -> points: collection, "'(read-only) Collection of points that make up this poly or nurbs spline'" -Spline.radius_interpolation -> radius_interpolation: enum "'The type of radius interpolation for Bezier curves'" -Spline.resolution_u -> resolution_u: int "'Curve or Surface subdivisions per segment'" -Spline.resolution_v -> resolution_v: int "'Surface subdivisions per segment'" -Spline.smooth -> use_smooth: boolean "'Smooth the normals of the surface or beveled curve'" -Spline.tilt_interpolation -> tilt_interpolation: enum "'The type of tilt interpolation for 3D, Bezier curves'" -Spline.type -> type: enum "'The interpolation type for this curve element'" -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 Struct\'s purpose"' -Struct.functions -> functions: collection, "'(read-only)'" -Struct.identifier -> identifier: string, "'(read-only) Unique name used in the code and scripting'" -Struct.name -> name: string, "'(read-only) Human readable name'" -Struct.name_property -> name_property: pointer, "'(read-only) Property that gives the name of the struct'" -Struct.nested -> nested: pointer, "'(read-only) Struct in which this struct is always nested, and to which it logically belongs'" -Struct.properties -> properties: collection, "'(read-only) Properties in the struct'" -TexMapping.has_maximum -> use_max: boolean "'Whether to use maximum clipping value'" -TexMapping.has_minimum -> use_min: boolean "'Whether to use minimum clipping value'" -TexMapping.location -> location: float "'NO DESCRIPTION'" -TexMapping.maximum -> max: float "'Maximum value for clipping'" -TexMapping.minimum -> min: float "'Minimum value for clipping'" -TexMapping.rotation -> rotation: float "'NO DESCRIPTION'" -TexMapping.scale -> scale: float "'NO DESCRIPTION'" -TextBox.height -> height: float "'NO DESCRIPTION'" -TextBox.width -> width: float "'NO DESCRIPTION'" -TextBox.x -> x: float "'NO DESCRIPTION'" -TextBox.y -> y: float "'NO DESCRIPTION'" -TextCharacterFormat.bold -> use_bold: boolean "'NO DESCRIPTION'" -TextCharacterFormat.italic -> use_italic: boolean "'NO DESCRIPTION'" -TextCharacterFormat.underline -> use_underline: boolean "'NO DESCRIPTION'" -TextCharacterFormat.use_small_caps -> use_small_caps: boolean "'NO DESCRIPTION'" -TextLine.line -> line: string "'Text in the line'" -TextMarker.color -> color: float "'Color to display the marker with'" -TextMarker.edit_all -> use_edit_all: boolean, "'(read-only) Edit all markers of the same group as one'" -TextMarker.end -> end: int, "'(read-only) Start position of the marker in the line'" -TextMarker.group -> group: int, "'(read-only)'" -TextMarker.line -> line: int, "'(read-only) Line in which the marker is located'" -TextMarker.start -> start: int, "'(read-only) Start position of the marker in the line'" -TextMarker.temporary -> is_temporary: boolean, "'(read-only) Marker is temporary'" -TextureSlot.blend_type -> blend_type: enum "'NO DESCRIPTION'" -TextureSlot.color -> color: float '"The default color for textures that don\'t return RGB"' -TextureSlot.default_value -> default_value: float "'Value to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and Hard'" -TextureSlot.name -> name: string, "'(read-only) Texture slot name'" -TextureSlot.negate -> invert: boolean "'Inverts the values of the texture to reverse its effect'" -TextureSlot.offset -> offset: float "'Fine tunes texture mapping X, Y and Z locations'" -TextureSlot.output_node -> output_node: enum "'Which output node to use, for node-based textures'" -TextureSlot.rgb_to_intensity -> use_rgb_to_intensity: boolean "'Converts texture RGB values to intensity (gray) values'" -TextureSlot.size -> size: float '"Sets scaling for the texture\'s X, Y and Z sizes"' -TextureSlot.stencil -> use_stencil: boolean "'Use this texture as a blending value on the next texture'" -TextureSlot.texture -> texture: pointer "'Texture datablock used by this texture slot'" -+ * 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.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|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_coordinates: enum "'NO DESCRIPTION'" -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.enabled -> use: boolean "'Enable this material texture slot'" +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.hardness_factor -> hard_factor: float "'Amount texture affects hardness'" -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_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_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_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.mapping -> mapping: enum "'NO DESCRIPTION'" -TextureSlot|MaterialTextureSlot.mirror_factor -> mirror_factor: float "'Amount texture affects mirror color'" -TextureSlot|MaterialTextureSlot.new_bump -> use_new_bump: boolean "'Use new, corrected bump mapping code (backwards compatibility option)'" -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_coordinates: enum "'NO DESCRIPTION'" -TextureSlot|MaterialTextureSlot.translucency_factor -> translucency_factor: float "'Amount texture affects translucency'" -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.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.object -> object: pointer "'Object to use for mapping with Object texture coordinates'" -TextureSlot|WorldTextureSlot.texture_coordinates -> texture_coordinates: enum "'Texture coordinates used to map the texture onto the background'" -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.colored_constraints -> show_colored_constraints: boolean "'Allow the use of colors indicating constraints/keyed status'" -ThemeBoneColorSet.normal -> normal: float "'Color used for the surface of bones'" -ThemeBoneColorSet.select -> select: float "'Color used for selected bones'" -ThemeConsole.back -> back: float "'NO DESCRIPTION'" -ThemeConsole.button -> button: float "'NO DESCRIPTION'" -ThemeConsole.button_text -> button_text: float "'NO DESCRIPTION'" -ThemeConsole.button_text_hi -> button_text_hi: float "'NO DESCRIPTION'" -ThemeConsole.button_title -> button_title: float "'NO DESCRIPTION'" -ThemeConsole.cursor -> cursor: float "'NO DESCRIPTION'" -ThemeConsole.header -> header: float "'NO DESCRIPTION'" -ThemeConsole.header_text -> header_text: float "'NO DESCRIPTION'" -ThemeConsole.header_text_hi -> header_text_hi: float "'NO DESCRIPTION'" -ThemeConsole.line_error -> line_error: float "'NO DESCRIPTION'" -ThemeConsole.line_info -> line_info: float "'NO DESCRIPTION'" -ThemeConsole.line_input -> line_input: float "'NO DESCRIPTION'" -ThemeConsole.line_output -> line_output: float "'NO DESCRIPTION'" -ThemeConsole.text -> text: float "'NO DESCRIPTION'" -ThemeConsole.text_hi -> text_hi: float "'NO DESCRIPTION'" -ThemeConsole.title -> title: float "'NO DESCRIPTION'" -ThemeDopeSheet.active_channels_group -> active_channels_group: float "'NO DESCRIPTION'" -ThemeDopeSheet.back -> back: float "'NO DESCRIPTION'" -ThemeDopeSheet.button -> button: float "'NO DESCRIPTION'" -ThemeDopeSheet.button_text -> button_text: float "'NO DESCRIPTION'" -ThemeDopeSheet.button_text_hi -> button_text_hi: float "'NO DESCRIPTION'" -ThemeDopeSheet.button_title -> button_title: float "'NO DESCRIPTION'" -ThemeDopeSheet.channel_group -> channel_group: float "'NO DESCRIPTION'" -ThemeDopeSheet.channels -> channels: float "'NO DESCRIPTION'" -ThemeDopeSheet.channels_selected -> channels_selected: float "'NO DESCRIPTION'" -ThemeDopeSheet.dopesheet_channel -> dopesheet_channel: float "'NO DESCRIPTION'" -ThemeDopeSheet.dopesheet_subchannel -> dopesheet_subchannel: float "'NO DESCRIPTION'" -ThemeDopeSheet.frame_current -> frame_current: float "'NO DESCRIPTION'" -ThemeDopeSheet.grid -> grid: float "'NO DESCRIPTION'" -ThemeDopeSheet.header -> header: float "'NO DESCRIPTION'" -ThemeDopeSheet.header_text -> header_text: float "'NO DESCRIPTION'" -ThemeDopeSheet.header_text_hi -> header_text_hi: float "'NO DESCRIPTION'" -ThemeDopeSheet.list -> list: float "'NO DESCRIPTION'" -ThemeDopeSheet.list_text -> list_text: float "'NO DESCRIPTION'" -ThemeDopeSheet.list_text_hi -> list_text_hi: float "'NO DESCRIPTION'" -ThemeDopeSheet.list_title -> list_title: float "'NO DESCRIPTION'" -ThemeDopeSheet.long_key -> long_key: float "'NO DESCRIPTION'" -ThemeDopeSheet.long_key_selected -> long_key_selected: float "'NO DESCRIPTION'" -ThemeDopeSheet.text -> text: float "'NO DESCRIPTION'" -ThemeDopeSheet.text_hi -> text_hi: float "'NO DESCRIPTION'" -ThemeDopeSheet.title -> title: float "'NO DESCRIPTION'" -ThemeDopeSheet.value_sliders -> value_sliders: float "'NO DESCRIPTION'" -ThemeDopeSheet.view_sliders -> view_sliders: float "'NO DESCRIPTION'" -ThemeFileBrowser.active_file -> active_file: float "'NO DESCRIPTION'" -ThemeFileBrowser.active_file_text -> active_file_text: float "'NO DESCRIPTION'" -ThemeFileBrowser.back -> back: float "'NO DESCRIPTION'" -ThemeFileBrowser.button -> button: float "'NO DESCRIPTION'" -ThemeFileBrowser.button_text -> button_text: float "'NO DESCRIPTION'" -ThemeFileBrowser.button_text_hi -> button_text_hi: float "'NO DESCRIPTION'" -ThemeFileBrowser.button_title -> button_title: float "'NO DESCRIPTION'" -ThemeFileBrowser.header -> header: float "'NO DESCRIPTION'" -ThemeFileBrowser.header_text -> header_text: float "'NO DESCRIPTION'" -ThemeFileBrowser.header_text_hi -> header_text_hi: float "'NO DESCRIPTION'" -ThemeFileBrowser.list -> list: float "'NO DESCRIPTION'" -ThemeFileBrowser.list_text -> list_text: float "'NO DESCRIPTION'" -ThemeFileBrowser.list_text_hi -> list_text_hi: float "'NO DESCRIPTION'" -ThemeFileBrowser.list_title -> list_title: float "'NO DESCRIPTION'" -ThemeFileBrowser.scroll_handle -> scroll_handle: float "'NO DESCRIPTION'" -ThemeFileBrowser.scrollbar -> scrollbar: float "'NO DESCRIPTION'" -ThemeFileBrowser.selected_file -> selected_file: float "'NO DESCRIPTION'" -ThemeFileBrowser.text -> text: float "'NO DESCRIPTION'" -ThemeFileBrowser.text_hi -> text_hi: float "'NO DESCRIPTION'" -ThemeFileBrowser.tiles -> tiles: float "'NO DESCRIPTION'" -ThemeFileBrowser.title -> title: float "'NO DESCRIPTION'" -ThemeFontStyle.font_kerning_style -> font_kerning_style: enum "'Which style to use for font kerning'" -ThemeFontStyle.points -> points: int "'NO DESCRIPTION'" -ThemeFontStyle.shadow -> shadow: int "'Shadow size in pixels (0, 3 and 5 supported)'" -ThemeFontStyle.shadowalpha -> shadowalpha: float "'NO DESCRIPTION'" -ThemeFontStyle.shadowcolor -> shadowcolor: float "'Shadow color in grey value'" -ThemeFontStyle.shadx -> shadow_offset_x: int "'Shadow offset in pixels'" -ThemeFontStyle.shady -> shadow_offset_y: int "'Shadow offset in pixels'" -ThemeGraphEditor.active_channels_group -> active_channels_group: float "'NO DESCRIPTION'" -ThemeGraphEditor.back -> back: float "'NO DESCRIPTION'" -ThemeGraphEditor.button -> button: float "'NO DESCRIPTION'" -ThemeGraphEditor.button_text -> button_text: float "'NO DESCRIPTION'" -ThemeGraphEditor.button_text_hi -> button_text_hi: float "'NO DESCRIPTION'" -ThemeGraphEditor.button_title -> button_title: float "'NO DESCRIPTION'" -ThemeGraphEditor.channel_group -> channel_group: float "'NO DESCRIPTION'" -ThemeGraphEditor.channels_region -> channels_region: float "'NO DESCRIPTION'" -ThemeGraphEditor.dopesheet_channel -> dopesheet_channel: float "'NO DESCRIPTION'" -ThemeGraphEditor.dopesheet_subchannel -> dopesheet_subchannel: float "'NO DESCRIPTION'" -ThemeGraphEditor.frame_current -> frame_current: float "'NO DESCRIPTION'" -ThemeGraphEditor.grid -> grid: float "'NO DESCRIPTION'" -ThemeGraphEditor.handle_align -> handle_align: float "'NO DESCRIPTION'" -ThemeGraphEditor.handle_auto -> handle_auto: float "'NO DESCRIPTION'" -ThemeGraphEditor.handle_free -> handle_free: float "'NO DESCRIPTION'" -ThemeGraphEditor.handle_sel_align -> handle_sel_align: float "'NO DESCRIPTION'" -ThemeGraphEditor.handle_sel_auto -> handle_sel_auto: float "'NO DESCRIPTION'" -ThemeGraphEditor.handle_sel_free -> handle_sel_free: float "'NO DESCRIPTION'" -ThemeGraphEditor.handle_sel_vect -> handle_sel_vect: float "'NO DESCRIPTION'" -ThemeGraphEditor.handle_vect -> handle_vect: float "'NO DESCRIPTION'" -ThemeGraphEditor.handle_vertex -> handle_vertex: float "'NO DESCRIPTION'" -ThemeGraphEditor.handle_vertex_select -> handle_vertex_select: float "'NO DESCRIPTION'" -ThemeGraphEditor.handle_vertex_size -> handle_vertex_size: int "'NO DESCRIPTION'" -ThemeGraphEditor.header -> header: float "'NO DESCRIPTION'" -ThemeGraphEditor.header_text -> header_text: float "'NO DESCRIPTION'" -ThemeGraphEditor.header_text_hi -> header_text_hi: float "'NO DESCRIPTION'" -ThemeGraphEditor.lastsel_point -> lastsel_point: float "'NO DESCRIPTION'" -ThemeGraphEditor.list -> list: float "'NO DESCRIPTION'" -ThemeGraphEditor.list_text -> list_text: float "'NO DESCRIPTION'" -ThemeGraphEditor.list_text_hi -> list_text_hi: float "'NO DESCRIPTION'" -ThemeGraphEditor.list_title -> list_title: float "'NO DESCRIPTION'" -ThemeGraphEditor.panel -> panel: float "'NO DESCRIPTION'" -ThemeGraphEditor.text -> text: float "'NO DESCRIPTION'" -ThemeGraphEditor.text_hi -> text_hi: float "'NO DESCRIPTION'" -ThemeGraphEditor.title -> title: float "'NO DESCRIPTION'" -ThemeGraphEditor.vertex -> vertex: float "'NO DESCRIPTION'" -ThemeGraphEditor.vertex_select -> vertex_select: float "'NO DESCRIPTION'" -ThemeGraphEditor.vertex_size -> vertex_size: int "'NO DESCRIPTION'" -ThemeGraphEditor.window_sliders -> window_sliders: float "'NO DESCRIPTION'" -ThemeImageEditor.back -> back: float "'NO DESCRIPTION'" -ThemeImageEditor.button -> button: float "'NO DESCRIPTION'" -ThemeImageEditor.button_text -> button_text: float "'NO DESCRIPTION'" -ThemeImageEditor.button_text_hi -> button_text_hi: float "'NO DESCRIPTION'" -ThemeImageEditor.button_title -> button_title: float "'NO DESCRIPTION'" -ThemeImageEditor.editmesh_active -> editmesh_active: float "'NO DESCRIPTION'" -ThemeImageEditor.face -> face: float "'NO DESCRIPTION'" -ThemeImageEditor.face_dot -> face_dot: float "'NO DESCRIPTION'" -ThemeImageEditor.face_select -> face_select: float "'NO DESCRIPTION'" -ThemeImageEditor.facedot_size -> facedot_size: int "'NO DESCRIPTION'" -ThemeImageEditor.header -> header: float "'NO DESCRIPTION'" -ThemeImageEditor.header_text -> header_text: float "'NO DESCRIPTION'" -ThemeImageEditor.header_text_hi -> header_text_hi: float "'NO DESCRIPTION'" -ThemeImageEditor.scope_back -> scope_back: float "'NO DESCRIPTION'" -ThemeImageEditor.text -> text: float "'NO DESCRIPTION'" -ThemeImageEditor.text_hi -> text_hi: float "'NO DESCRIPTION'" -ThemeImageEditor.title -> title: float "'NO DESCRIPTION'" -ThemeImageEditor.vertex -> vertex: float "'NO DESCRIPTION'" -ThemeImageEditor.vertex_select -> vertex_select: float "'NO DESCRIPTION'" -ThemeImageEditor.vertex_size -> vertex_size: int "'NO DESCRIPTION'" -ThemeInfo.back -> back: float "'NO DESCRIPTION'" -ThemeInfo.button -> button: float "'NO DESCRIPTION'" -ThemeInfo.button_text -> button_text: float "'NO DESCRIPTION'" -ThemeInfo.button_text_hi -> button_text_hi: float "'NO DESCRIPTION'" -ThemeInfo.button_title -> button_title: float "'NO DESCRIPTION'" -ThemeInfo.header -> header: float "'NO DESCRIPTION'" -ThemeInfo.header_text -> header_text: float "'NO DESCRIPTION'" -ThemeInfo.header_text_hi -> header_text_hi: float "'NO DESCRIPTION'" -ThemeInfo.text -> text: float "'NO DESCRIPTION'" -ThemeInfo.text_hi -> text_hi: float "'NO DESCRIPTION'" -ThemeInfo.title -> title: float "'NO DESCRIPTION'" -ThemeLogicEditor.back -> back: float "'NO DESCRIPTION'" -ThemeLogicEditor.button -> button: float "'NO DESCRIPTION'" -ThemeLogicEditor.button_text -> button_text: float "'NO DESCRIPTION'" -ThemeLogicEditor.button_text_hi -> button_text_hi: float "'NO DESCRIPTION'" -ThemeLogicEditor.button_title -> button_title: float "'NO DESCRIPTION'" -ThemeLogicEditor.header -> header: float "'NO DESCRIPTION'" -ThemeLogicEditor.header_text -> header_text: float "'NO DESCRIPTION'" -ThemeLogicEditor.header_text_hi -> header_text_hi: float "'NO DESCRIPTION'" -ThemeLogicEditor.panel -> panel: float "'NO DESCRIPTION'" -ThemeLogicEditor.text -> text: float "'NO DESCRIPTION'" -ThemeLogicEditor.text_hi -> text_hi: float "'NO DESCRIPTION'" -ThemeLogicEditor.title -> title: float "'NO DESCRIPTION'" -ThemeNLAEditor.back -> back: float "'NO DESCRIPTION'" -ThemeNLAEditor.bars -> bars: float "'NO DESCRIPTION'" -ThemeNLAEditor.bars_selected -> bars_selected: float "'NO DESCRIPTION'" -ThemeNLAEditor.button -> button: float "'NO DESCRIPTION'" -ThemeNLAEditor.button_text -> button_text: float "'NO DESCRIPTION'" -ThemeNLAEditor.button_text_hi -> button_text_hi: float "'NO DESCRIPTION'" -ThemeNLAEditor.button_title -> button_title: float "'NO DESCRIPTION'" -ThemeNLAEditor.frame_current -> frame_current: float "'NO DESCRIPTION'" -ThemeNLAEditor.grid -> grid: float "'NO DESCRIPTION'" -ThemeNLAEditor.header -> header: float "'NO DESCRIPTION'" -ThemeNLAEditor.header_text -> header_text: float "'NO DESCRIPTION'" -ThemeNLAEditor.header_text_hi -> header_text_hi: float "'NO DESCRIPTION'" -ThemeNLAEditor.list -> list: float "'NO DESCRIPTION'" -ThemeNLAEditor.list_text -> list_text: float "'NO DESCRIPTION'" -ThemeNLAEditor.list_text_hi -> list_text_hi: float "'NO DESCRIPTION'" -ThemeNLAEditor.list_title -> list_title: float "'NO DESCRIPTION'" -ThemeNLAEditor.strips -> strips: float "'NO DESCRIPTION'" -ThemeNLAEditor.strips_selected -> strips_selected: float "'NO DESCRIPTION'" -ThemeNLAEditor.text -> text: float "'NO DESCRIPTION'" -ThemeNLAEditor.text_hi -> text_hi: float "'NO DESCRIPTION'" -ThemeNLAEditor.title -> title: float "'NO DESCRIPTION'" -ThemeNLAEditor.view_sliders -> view_sliders: float "'NO DESCRIPTION'" -ThemeNodeEditor.back -> back: float "'NO DESCRIPTION'" -ThemeNodeEditor.button -> button: float "'NO DESCRIPTION'" -ThemeNodeEditor.button_text -> button_text: float "'NO DESCRIPTION'" -ThemeNodeEditor.button_text_hi -> button_text_hi: float "'NO DESCRIPTION'" -ThemeNodeEditor.button_title -> button_title: float "'NO DESCRIPTION'" -ThemeNodeEditor.converter_node -> converter_node: float "'NO DESCRIPTION'" -ThemeNodeEditor.group_node -> group_node: float "'NO DESCRIPTION'" -ThemeNodeEditor.header -> header: float "'NO DESCRIPTION'" -ThemeNodeEditor.header_text -> header_text: float "'NO DESCRIPTION'" -ThemeNodeEditor.header_text_hi -> header_text_hi: float "'NO DESCRIPTION'" -ThemeNodeEditor.in_out_node -> in_out_node: float "'NO DESCRIPTION'" -ThemeNodeEditor.list -> list: float "'NO DESCRIPTION'" -ThemeNodeEditor.list_text -> list_text: float "'NO DESCRIPTION'" -ThemeNodeEditor.list_text_hi -> list_text_hi: float "'NO DESCRIPTION'" -ThemeNodeEditor.list_title -> list_title: float "'NO DESCRIPTION'" -ThemeNodeEditor.node_backdrop -> node_backdrop: float "'NO DESCRIPTION'" -ThemeNodeEditor.operator_node -> operator_node: float "'NO DESCRIPTION'" -ThemeNodeEditor.selected_text -> selected_text: float "'NO DESCRIPTION'" -ThemeNodeEditor.text -> text: float "'NO DESCRIPTION'" -ThemeNodeEditor.text_hi -> text_hi: float "'NO DESCRIPTION'" -ThemeNodeEditor.title -> title: float "'NO DESCRIPTION'" -ThemeNodeEditor.wire_select -> wire_select: float "'NO DESCRIPTION'" -ThemeNodeEditor.wires -> wires: float "'NO DESCRIPTION'" -ThemeOutliner.back -> back: float "'NO DESCRIPTION'" -ThemeOutliner.button -> button: float "'NO DESCRIPTION'" -ThemeOutliner.button_text -> button_text: float "'NO DESCRIPTION'" -ThemeOutliner.button_text_hi -> button_text_hi: float "'NO DESCRIPTION'" -ThemeOutliner.button_title -> button_title: float "'NO DESCRIPTION'" -ThemeOutliner.header -> header: float "'NO DESCRIPTION'" -ThemeOutliner.header_text -> header_text: float "'NO DESCRIPTION'" -ThemeOutliner.header_text_hi -> header_text_hi: float "'NO DESCRIPTION'" -ThemeOutliner.text -> text: float "'NO DESCRIPTION'" -ThemeOutliner.text_hi -> text_hi: float "'NO DESCRIPTION'" -ThemeOutliner.title -> title: float "'NO DESCRIPTION'" -ThemeProperties.back -> back: float "'NO DESCRIPTION'" -ThemeProperties.button -> button: float "'NO DESCRIPTION'" -ThemeProperties.button_text -> button_text: float "'NO DESCRIPTION'" -ThemeProperties.button_text_hi -> button_text_hi: float "'NO DESCRIPTION'" -ThemeProperties.button_title -> button_title: float "'NO DESCRIPTION'" -ThemeProperties.header -> header: float "'NO DESCRIPTION'" -ThemeProperties.header_text -> header_text: float "'NO DESCRIPTION'" -ThemeProperties.header_text_hi -> header_text_hi: float "'NO DESCRIPTION'" -ThemeProperties.panel -> panel: float "'NO DESCRIPTION'" -ThemeProperties.text -> text: float "'NO DESCRIPTION'" -ThemeProperties.text_hi -> text_hi: float "'NO DESCRIPTION'" -ThemeProperties.title -> title: float "'NO DESCRIPTION'" -ThemeSequenceEditor.audio_strip -> audio_strip: float "'NO DESCRIPTION'" -ThemeSequenceEditor.back -> back: float "'NO DESCRIPTION'" -ThemeSequenceEditor.button -> button: float "'NO DESCRIPTION'" -ThemeSequenceEditor.button_text -> button_text: float "'NO DESCRIPTION'" -ThemeSequenceEditor.button_text_hi -> button_text_hi: float "'NO DESCRIPTION'" -ThemeSequenceEditor.button_title -> button_title: float "'NO DESCRIPTION'" -ThemeSequenceEditor.draw_action -> draw_action: float "'NO DESCRIPTION'" -ThemeSequenceEditor.effect_strip -> effect_strip: float "'NO DESCRIPTION'" -ThemeSequenceEditor.frame_current -> frame_current: float "'NO DESCRIPTION'" -ThemeSequenceEditor.grid -> grid: float "'NO DESCRIPTION'" -ThemeSequenceEditor.header -> header: float "'NO DESCRIPTION'" -ThemeSequenceEditor.header_text -> header_text: float "'NO DESCRIPTION'" -ThemeSequenceEditor.header_text_hi -> header_text_hi: float "'NO DESCRIPTION'" -ThemeSequenceEditor.image_strip -> image_strip: float "'NO DESCRIPTION'" -ThemeSequenceEditor.keyframe -> keyframe: float "'NO DESCRIPTION'" -ThemeSequenceEditor.meta_strip -> meta_strip: float "'NO DESCRIPTION'" -ThemeSequenceEditor.movie_strip -> movie_strip: float "'NO DESCRIPTION'" -ThemeSequenceEditor.plugin_strip -> plugin_strip: float "'NO DESCRIPTION'" -ThemeSequenceEditor.scene_strip -> scene_strip: float "'NO DESCRIPTION'" -ThemeSequenceEditor.text -> text: float "'NO DESCRIPTION'" -ThemeSequenceEditor.text_hi -> text_hi: float "'NO DESCRIPTION'" -ThemeSequenceEditor.title -> title: float "'NO DESCRIPTION'" -ThemeSequenceEditor.transition_strip -> transition_strip: float "'NO DESCRIPTION'" -ThemeSequenceEditor.window_sliders -> window_sliders: float "'NO DESCRIPTION'" -ThemeStyle.grouplabel -> grouplabel: pointer, "'(read-only)'" -ThemeStyle.paneltitle -> paneltitle: pointer, "'(read-only)'" -ThemeStyle.panelzoom -> panelzoom: float "'Default zoom level for panel areas'" -ThemeStyle.widget -> widget: pointer, "'(read-only)'" -ThemeStyle.widgetlabel -> widgetlabel: pointer, "'(read-only)'" -ThemeTextEditor.back -> back: float "'NO DESCRIPTION'" -ThemeTextEditor.button -> button: float "'NO DESCRIPTION'" -ThemeTextEditor.button_text -> button_text: float "'NO DESCRIPTION'" -ThemeTextEditor.button_text_hi -> button_text_hi: float "'NO DESCRIPTION'" -ThemeTextEditor.button_title -> button_title: float "'NO DESCRIPTION'" -ThemeTextEditor.cursor -> cursor: float "'NO DESCRIPTION'" -ThemeTextEditor.header -> header: float "'NO DESCRIPTION'" -ThemeTextEditor.header_text -> header_text: float "'NO DESCRIPTION'" -ThemeTextEditor.header_text_hi -> header_text_hi: float "'NO DESCRIPTION'" -ThemeTextEditor.line_numbers_background -> line_numbers_background: float "'NO DESCRIPTION'" -ThemeTextEditor.scroll_bar -> scroll_bar: float "'NO DESCRIPTION'" -ThemeTextEditor.selected_text -> selected_text: float "'NO DESCRIPTION'" -ThemeTextEditor.syntax_builtin -> syntax_builtin: float "'NO DESCRIPTION'" -ThemeTextEditor.syntax_comment -> syntax_comment: float "'NO DESCRIPTION'" -ThemeTextEditor.syntax_numbers -> syntax_numbers: float "'NO DESCRIPTION'" -ThemeTextEditor.syntax_special -> syntax_special: float "'NO DESCRIPTION'" -ThemeTextEditor.syntax_string -> syntax_string: float "'NO DESCRIPTION'" -ThemeTextEditor.text -> text: float "'NO DESCRIPTION'" -ThemeTextEditor.text_hi -> text_hi: float "'NO DESCRIPTION'" -ThemeTextEditor.title -> title: float "'NO DESCRIPTION'" -ThemeTimeline.back -> back: float "'NO DESCRIPTION'" -ThemeTimeline.button -> button: float "'NO DESCRIPTION'" -ThemeTimeline.button_text -> button_text: float "'NO DESCRIPTION'" -ThemeTimeline.button_text_hi -> button_text_hi: float "'NO DESCRIPTION'" -ThemeTimeline.button_title -> button_title: float "'NO DESCRIPTION'" -ThemeTimeline.frame_current -> frame_current: float "'NO DESCRIPTION'" -ThemeTimeline.grid -> grid: float "'NO DESCRIPTION'" -ThemeTimeline.header -> header: float "'NO DESCRIPTION'" -ThemeTimeline.header_text -> header_text: float "'NO DESCRIPTION'" -ThemeTimeline.header_text_hi -> header_text_hi: float "'NO DESCRIPTION'" -ThemeTimeline.text -> text: float "'NO DESCRIPTION'" -ThemeTimeline.text_hi -> text_hi: float "'NO DESCRIPTION'" -ThemeTimeline.title -> title: float "'NO DESCRIPTION'" -ThemeUserInterface.icon_file -> icon_file: string "'NO DESCRIPTION'" -ThemeUserInterface.wcol_box -> wcol_box: pointer, "'(read-only)'" -ThemeUserInterface.wcol_list_item -> wcol_list_item: pointer, "'(read-only)'" -ThemeUserInterface.wcol_menu -> wcol_menu: pointer, "'(read-only)'" -ThemeUserInterface.wcol_menu_back -> wcol_menu_back: pointer, "'(read-only)'" -ThemeUserInterface.wcol_menu_item -> wcol_menu_item: pointer, "'(read-only)'" -ThemeUserInterface.wcol_num -> wcol_num: pointer, "'(read-only)'" -ThemeUserInterface.wcol_numslider -> wcol_numslider: pointer, "'(read-only)'" -ThemeUserInterface.wcol_option -> wcol_option: pointer, "'(read-only)'" -ThemeUserInterface.wcol_progress -> wcol_progress: pointer, "'(read-only)'" -ThemeUserInterface.wcol_pulldown -> wcol_pulldown: pointer, "'(read-only)'" -ThemeUserInterface.wcol_radio -> wcol_radio: pointer, "'(read-only)'" -ThemeUserInterface.wcol_regular -> wcol_regular: pointer, "'(read-only)'" -ThemeUserInterface.wcol_scroll -> wcol_scroll: pointer, "'(read-only)'" -ThemeUserInterface.wcol_state -> wcol_state: pointer, "'(read-only)'" -ThemeUserInterface.wcol_text -> wcol_text: pointer, "'(read-only)'" -ThemeUserInterface.wcol_toggle -> wcol_toggle: pointer, "'(read-only)'" -ThemeUserInterface.wcol_tool -> wcol_tool: pointer, "'(read-only)'" -ThemeUserPreferences.back -> back: float "'NO DESCRIPTION'" -ThemeUserPreferences.button -> button: float "'NO DESCRIPTION'" -ThemeUserPreferences.button_text -> button_text: float "'NO DESCRIPTION'" -ThemeUserPreferences.button_text_hi -> button_text_hi: float "'NO DESCRIPTION'" -ThemeUserPreferences.button_title -> button_title: float "'NO DESCRIPTION'" -ThemeUserPreferences.header -> header: float "'NO DESCRIPTION'" -ThemeUserPreferences.header_text -> header_text: float "'NO DESCRIPTION'" -ThemeUserPreferences.header_text_hi -> header_text_hi: float "'NO DESCRIPTION'" -ThemeUserPreferences.text -> text: float "'NO DESCRIPTION'" -ThemeUserPreferences.text_hi -> text_hi: float "'NO DESCRIPTION'" -ThemeUserPreferences.title -> title: float "'NO DESCRIPTION'" -ThemeView3D.act_spline -> act_spline: float "'NO DESCRIPTION'" -ThemeView3D.back -> back: float "'NO DESCRIPTION'" -ThemeView3D.bone_pose -> bone_pose: float "'NO DESCRIPTION'" -ThemeView3D.bone_solid -> bone_solid: float "'NO DESCRIPTION'" -ThemeView3D.button -> button: float "'NO DESCRIPTION'" -ThemeView3D.button_text -> button_text: float "'NO DESCRIPTION'" -ThemeView3D.button_text_hi -> button_text_hi: float "'NO DESCRIPTION'" -ThemeView3D.button_title -> button_title: float "'NO DESCRIPTION'" -ThemeView3D.edge_crease -> edge_crease: float "'NO DESCRIPTION'" -ThemeView3D.edge_facesel -> edge_facesel: float "'NO DESCRIPTION'" -ThemeView3D.edge_seam -> edge_seam: float "'NO DESCRIPTION'" -ThemeView3D.edge_select -> edge_select: float "'NO DESCRIPTION'" -ThemeView3D.edge_sharp -> edge_sharp: float "'NO DESCRIPTION'" -ThemeView3D.editmesh_active -> editmesh_active: float "'NO DESCRIPTION'" -ThemeView3D.face -> face: float "'NO DESCRIPTION'" -ThemeView3D.face_dot -> face_dot: float "'NO DESCRIPTION'" -ThemeView3D.face_select -> face_select: float "'NO DESCRIPTION'" -ThemeView3D.facedot_size -> facedot_size: int "'NO DESCRIPTION'" -ThemeView3D.frame_current -> frame_current: float "'NO DESCRIPTION'" -ThemeView3D.grid -> grid: float "'NO DESCRIPTION'" -ThemeView3D.handle_align -> handle_align: float "'NO DESCRIPTION'" -ThemeView3D.handle_auto -> handle_auto: float "'NO DESCRIPTION'" -ThemeView3D.handle_free -> handle_free: float "'NO DESCRIPTION'" -ThemeView3D.handle_sel_align -> handle_sel_align: float "'NO DESCRIPTION'" -ThemeView3D.handle_sel_auto -> handle_sel_auto: float "'NO DESCRIPTION'" -ThemeView3D.handle_sel_free -> handle_sel_free: float "'NO DESCRIPTION'" -ThemeView3D.handle_sel_vect -> handle_sel_vect: float "'NO DESCRIPTION'" -ThemeView3D.handle_vect -> handle_vect: float "'NO DESCRIPTION'" -ThemeView3D.header -> header: float "'NO DESCRIPTION'" -ThemeView3D.header_text -> header_text: float "'NO DESCRIPTION'" -ThemeView3D.header_text_hi -> header_text_hi: float "'NO DESCRIPTION'" -ThemeView3D.lamp -> lamp: float "'NO DESCRIPTION'" -ThemeView3D.lastsel_point -> lastsel_point: float "'NO DESCRIPTION'" -ThemeView3D.normal -> normal: float "'NO DESCRIPTION'" -ThemeView3D.nurb_sel_uline -> nurb_sel_uline: float "'NO DESCRIPTION'" -ThemeView3D.nurb_sel_vline -> nurb_sel_vline: float "'NO DESCRIPTION'" -ThemeView3D.nurb_uline -> nurb_uline: float "'NO DESCRIPTION'" -ThemeView3D.nurb_vline -> nurb_vline: float "'NO DESCRIPTION'" -ThemeView3D.object_active -> object_active: float "'NO DESCRIPTION'" -ThemeView3D.object_grouped -> object_grouped: float "'NO DESCRIPTION'" -ThemeView3D.object_grouped_active -> object_grouped_active: float "'NO DESCRIPTION'" -ThemeView3D.object_selected -> object_selected: float "'NO DESCRIPTION'" -ThemeView3D.panel -> panel: float "'NO DESCRIPTION'" -ThemeView3D.text -> text: float "'NO DESCRIPTION'" -ThemeView3D.text_hi -> text_hi: float "'NO DESCRIPTION'" -ThemeView3D.title -> title: float "'NO DESCRIPTION'" -ThemeView3D.transform -> transform: float "'NO DESCRIPTION'" -ThemeView3D.vertex -> vertex: float "'NO DESCRIPTION'" -ThemeView3D.vertex_normal -> vertex_normal: float "'NO DESCRIPTION'" -ThemeView3D.vertex_select -> vertex_select: float "'NO DESCRIPTION'" -ThemeView3D.vertex_size -> vertex_size: int "'NO DESCRIPTION'" -ThemeView3D.wire -> wire: float "'NO DESCRIPTION'" -ThemeWidgetColors.inner -> inner: float "'NO DESCRIPTION'" -ThemeWidgetColors.inner_sel -> inner_sel: float "'NO DESCRIPTION'" -ThemeWidgetColors.item -> item: float "'NO DESCRIPTION'" -ThemeWidgetColors.outline -> outline: float "'NO DESCRIPTION'" -ThemeWidgetColors.shaded -> show_shaded: boolean "'NO DESCRIPTION'" -ThemeWidgetColors.shadedown -> shadedown: int "'NO DESCRIPTION'" -ThemeWidgetColors.shadetop -> shadetop: int "'NO DESCRIPTION'" -ThemeWidgetColors.text -> text: float "'NO DESCRIPTION'" -ThemeWidgetColors.text_sel -> text_sel: float "'NO DESCRIPTION'" -ThemeWidgetStateColors.blend -> blend: float "'NO DESCRIPTION'" -ThemeWidgetStateColors.inner_anim -> inner_anim: float "'NO DESCRIPTION'" -ThemeWidgetStateColors.inner_anim_sel -> inner_anim_sel: float "'NO DESCRIPTION'" -ThemeWidgetStateColors.inner_driven -> inner_driven: float "'NO DESCRIPTION'" -ThemeWidgetStateColors.inner_driven_sel -> inner_driven_sel: float "'NO DESCRIPTION'" -ThemeWidgetStateColors.inner_key -> inner_key: float "'NO DESCRIPTION'" -ThemeWidgetStateColors.inner_key_sel -> inner_key_sel: float "'NO DESCRIPTION'" -TimelineMarker.camera -> camera: pointer "'Camera this timeline sets to active'" -TimelineMarker.frame -> frame: int "'The frame on which the timeline marker appears'" -TimelineMarker.name -> name: string "'NO DESCRIPTION'" -TimelineMarker.select -> select: boolean "'Marker selection state'" -ToolSettings.auto_normalize -> use_auto_normalize: boolean "'Ensure all bone-deforming vertex groups add up to 1.0 while weight painting'" -ToolSettings.autokey_mode -> autokey_mode: enum "'Mode of automatic keyframe insertion for Objects and Bones'" -ToolSettings.automerge_editing -> use_automerge_editing: boolean "'Automatically merge vertices moved to the same location'" -ToolSettings.bone_sketching -> use_bone_sketching: boolean "'DOC BROKEN'" -ToolSettings.edge_path_mode -> edge_path_mode: enum "'The edge flag to tag when selecting the shortest path'" -ToolSettings.etch_adaptive_limit -> etch_adaptive_limit: float "'Number of bones in the subdivided stroke'" -ToolSettings.etch_autoname -> use_etch_autoname: boolean "'DOC BROKEN'" -ToolSettings.etch_convert_mode -> etch_convert_mode: enum "'Method used to convert stroke to bones'" -ToolSettings.etch_length_limit -> etch_length_limit: float "'Number of bones in the subdivided stroke'" -ToolSettings.etch_number -> etch_number: string "'DOC BROKEN'" -ToolSettings.etch_overdraw -> use_etch_overdraw: boolean "'DOC BROKEN'" -ToolSettings.etch_quick -> use_etch_quick: boolean "'DOC BROKEN'" -ToolSettings.etch_roll_mode -> etch_roll_mode: enum "'Method used to adjust the roll of bones when retargeting'" -ToolSettings.etch_side -> etch_side: string "'DOC BROKEN'" -ToolSettings.etch_subdivision_number -> etch_subdivision_number: int "'Number of bones in the subdivided stroke'" -ToolSettings.etch_template -> etch_template: pointer "'Template armature that will be retargeted to the stroke'" -ToolSettings.image_paint -> image_paint: pointer, "'(read-only)'" -ToolSettings.mesh_selection_mode -> mesh_selection_mode: boolean "'Which mesh elements selection works on'" -ToolSettings.normal_size -> normal_size: float "'Display size for normals in the 3D view'" -ToolSettings.particle_edit -> particle_edit: pointer, "'(read-only)'" -ToolSettings.proportional_editing -> proportional_edit: enum "'Proportional editing mode'" -ToolSettings.proportional_editing_falloff -> proportional_edit_falloff: enum "'Falloff type for proportional editing mode'" -ToolSettings.proportional_editing_objects -> proportional_editing_objects: boolean "'Proportional editing object mode'" -ToolSettings.record_with_nla -> use_record_with_nla: boolean "'Add a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweaking'" -ToolSettings.sculpt -> sculpt: pointer, "'(read-only)'" -ToolSettings.sculpt_paint_use_unified_size -> sculpt_paint_use_unified_size: boolean "'Instead of per brush radius, the radius is shared across brushes'" -ToolSettings.sculpt_paint_use_unified_strength -> sculpt_paint_use_unified_strength: boolean "'Instead of per brush strength, the strength is shared across brushes'" -ToolSettings.snap -> use_snap: boolean "'Snap during transform'" -ToolSettings.snap_align_rotation -> use_snap_align_rotation: boolean "'Align rotation with the snapping target'" -ToolSettings.snap_element -> snap_element: enum "'Type of element to snap to'" -ToolSettings.snap_peel_object -> use_snap_peel_object: boolean "'Consider objects as whole when finding volume center'" -ToolSettings.snap_project -> use_snap_project: boolean "'Project vertices on the surface of other objects'" -ToolSettings.snap_target -> snap_target: enum "'Which part to snap onto the target'" -ToolSettings.use_auto_keying -> use_keyframe_insert_auto: boolean "'Automatic keyframe insertion for Objects and Bones'" -ToolSettings.uv_local_view -> show_local_view: boolean "'Draw only faces with the currently displayed image assigned'" -ToolSettings.uv_selection_mode -> uv_selection_mode: enum "'UV selection and display mode'" -ToolSettings.uv_sync_selection -> use_uv_sync_selection: boolean "'Keep UV and edit mode mesh selection in sync'" -ToolSettings.vertex_group_weight -> vertex_group_weight: float "'Weight to assign in vertex groups'" -ToolSettings.vertex_paint -> vertex_paint: pointer, "'(read-only)'" -ToolSettings.weight_paint -> weight_paint: pointer, "'(read-only)'" -TransformOrientation.matrix -> matrix: float "'NO DESCRIPTION'" -TransformOrientation.name -> name: string "'NO DESCRIPTION'" -UILayout.active -> show_active: boolean "'NO DESCRIPTION'" -UILayout.alignment -> alignment: enum "'NO DESCRIPTION'" -UILayout.enabled -> show_enabled: boolean "'NO DESCRIPTION'" -UILayout.operator_context -> operator_context: enum "'NO DESCRIPTION'" -UILayout.scale_x -> scale_x: float "'NO DESCRIPTION'" -UILayout.scale_y -> scale_y: float "'NO DESCRIPTION'" -UVProjector.object -> object: pointer "'Object to use as projector transform'" -UnitSettings.rotation_units -> rotation_units: enum "'Unit to use for displaying/editing rotation values'" -UnitSettings.scale_length -> scale_length: float "'Scale to use when converting between blender units and dimensions'" -UnitSettings.system -> system: enum "'The unit system to use for button display'" -UnitSettings.use_separate -> use_separate: boolean "'Display units in pairs'" -UserPreferences.active_section -> active_section: enum "'Active section of the user preferences shown in the user interface'" -UserPreferences.addons -> addons: collection, "'(read-only)'" -UserPreferences.edit -> edit: pointer, "'(read-only) Settings for interacting with Blender data'" -UserPreferences.filepaths -> filepaths: pointer, "'(read-only) Default paths for external files'" -UserPreferences.inputs -> inputs: pointer, "'(read-only) Settings for input devices'" -UserPreferences.system -> system: pointer, "'(read-only) Graphics driver and operating system settings'" -UserPreferences.themes -> themes: collection, "'(read-only)'" -UserPreferences.uistyles -> uistyles: collection, "'(read-only)'" -UserPreferences.view -> view: pointer, "'(read-only) Preferences related to viewing data'" -UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_available: boolean "'Automatic keyframe insertion in available curves'" -UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_keyingset: boolean "'Automatic keyframe insertion using active Keying Set'" -UserPreferencesEdit.auto_keying_mode -> auto_keying_mode: enum "'Mode of automatic keyframe insertion for Objects and Bones'" -UserPreferencesEdit.drag_immediately -> use_drag_immediately: boolean "'Moving things with a mouse drag confirms when releasing the button'" -UserPreferencesEdit.duplicate_action -> use_duplicate_action: boolean "'Causes actions to be duplicated with the object'" -UserPreferencesEdit.duplicate_armature -> use_duplicate_armature: boolean "'Causes armature data to be duplicated with the object'" -UserPreferencesEdit.duplicate_curve -> use_duplicate_curve: boolean "'Causes curve data to be duplicated with the object'" -UserPreferencesEdit.duplicate_fcurve -> use_duplicate_fcurve: boolean "'Causes F-curve data to be duplicated with the object'" -UserPreferencesEdit.duplicate_lamp -> use_duplicate_lamp: boolean "'Causes lamp data to be duplicated with the object'" -UserPreferencesEdit.duplicate_material -> use_duplicate_material: boolean "'Causes material data to be duplicated with the object'" -UserPreferencesEdit.duplicate_mesh -> use_duplicate_mesh: boolean "'Causes mesh data to be duplicated with the object'" -UserPreferencesEdit.duplicate_metaball -> use_duplicate_metaball: boolean "'Causes metaball data to be duplicated with the object'" -UserPreferencesEdit.duplicate_particle -> use_duplicate_particle: boolean "'Causes particle systems to be duplicated with the object'" -UserPreferencesEdit.duplicate_surface -> use_duplicate_surface: boolean "'Causes surface data to be duplicated with the object'" -UserPreferencesEdit.duplicate_text -> use_duplicate_text: boolean "'Causes text data to be duplicated with the object'" -UserPreferencesEdit.duplicate_texture -> use_duplicate_texture: boolean "'Causes texture data to be duplicated with the object'" -UserPreferencesEdit.enter_edit_mode -> use_enter_edit_mode: boolean "'Enter Edit Mode automatically after adding a new object'" -UserPreferencesEdit.global_undo -> use_global_undo: boolean "'Global undo works by keeping a full copy of the file itself in memory, so takes extra memory'" -UserPreferencesEdit.grease_pencil_eraser_radius -> grease_pencil_eraser_radius: int '"Radius of eraser \'brush\'"' -UserPreferencesEdit.grease_pencil_euclidean_distance -> grease_pencil_euclidean_distance: int "'Distance moved by mouse when drawing stroke (in pixels) to include'" -UserPreferencesEdit.grease_pencil_manhattan_distance -> grease_pencil_manhattan_distance: int "'Pixels moved by mouse per axis when drawing stroke'" -UserPreferencesEdit.grease_pencil_simplify_stroke -> use_grease_pencil_simplify_stroke: boolean "'Simplify the final stroke'" -UserPreferencesEdit.grease_pencil_smooth_stroke -> use_grease_pencil_smooth_stroke: boolean "'Smooth the final stroke'" -UserPreferencesEdit.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean "'Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis'" -UserPreferencesEdit.keyframe_insert_needed -> use_keyframe_insert_needed: boolean "'Keyframe insertion only when keyframe needed'" -UserPreferencesEdit.keyframe_new_handle_type -> keyframe_new_handle_type: enum "'NO DESCRIPTION'" -UserPreferencesEdit.keyframe_new_interpolation_type -> keyframe_new_interpolation_type: enum "'NO DESCRIPTION'" -UserPreferencesEdit.material_link -> material_link: enum "'Toggle whether the material is linked to object data or the object block'" -UserPreferencesEdit.object_align -> object_align: enum '"When adding objects from a 3D View menu, either align them to that view\'s direction or the world coordinates"' -UserPreferencesEdit.sculpt_paint_overlay_col -> sculpt_paint_overlay_col: float "'Color of texture overlay'" -UserPreferencesEdit.undo_memory_limit -> undo_memory_limit: int "'Maximum memory usage in megabytes (0 means unlimited)'" -UserPreferencesEdit.undo_steps -> undo_steps: int "'Number of undo steps available (smaller values conserve memory)'" -UserPreferencesEdit.use_auto_keying -> use_auto_keying: boolean "'Automatic keyframe insertion for Objects and Bones'" -UserPreferencesEdit.use_negative_frames -> use_negative_frames: boolean "'Current frame number can be manually set to a negative value'" -UserPreferencesEdit.use_visual_keying -> use_visual_keying: boolean "'Use Visual keying automatically for constrained objects'" -UserPreferencesFilePaths.animation_player -> animation_player: string "'Path to a custom animation/frame sequence player'" -UserPreferencesFilePaths.animation_player_preset -> animation_player_preset: enum "'Preset configs for external animation players'" -UserPreferencesFilePaths.auto_save_temporary_files -> use_auto_save_temporary_files: boolean "'Automatic saving of temporary files'" -UserPreferencesFilePaths.auto_save_time -> auto_save_time: int "'The time (in minutes) to wait between automatic temporary saves'" -UserPreferencesFilePaths.compress_file -> use_file_compression: boolean "'Enable file compression when saving .blend files'" -UserPreferencesFilePaths.filter_file_extensions -> use_filter_files: boolean "'Display only files with extensions in the image select window'" -UserPreferencesFilePaths.fonts_directory -> fonts_directory: string "'The default directory to search for loading fonts'" -UserPreferencesFilePaths.hide_dot_files_datablocks -> show_hidden_files_datablocks: boolean "'Hide files/datablocks that start with a dot(.*)'" -UserPreferencesFilePaths.image_editor -> image_editor: string "'Path to an image editor'" -UserPreferencesFilePaths.load_ui -> use_load_ui: boolean "'Load user interface setup when loading .blend files'" -UserPreferencesFilePaths.python_scripts_directory -> python_scripts_directory: string "'The default directory to search for Python scripts (resets python module search path: sys.path)'" -UserPreferencesFilePaths.recent_files -> recent_files: int "'Maximum number of recently opened files to remember'" -UserPreferencesFilePaths.render_output_directory -> render_output_directory: string "'The default directory for rendering output'" -UserPreferencesFilePaths.save_preview_images -> use_save_preview_images: boolean "'Enables automatic saving of preview images in the .blend file'" -UserPreferencesFilePaths.save_version -> save_version: int "'The number of old versions to maintain in the current directory, when manually saving'" -UserPreferencesFilePaths.sequence_plugin_directory -> sequence_plugin_directory: string "'The default directory to search for sequence plugins'" -UserPreferencesFilePaths.sounds_directory -> sounds_directory: string "'The default directory to search for sounds'" -UserPreferencesFilePaths.temporary_directory -> temporary_directory: string "'The directory for storing temporary save files'" -UserPreferencesFilePaths.texture_plugin_directory -> texture_plugin_directory: string "'The default directory to search for texture plugins'" -UserPreferencesFilePaths.textures_directory -> textures_directory: string "'The default directory to search for textures'" -UserPreferencesFilePaths.use_relative_paths -> use_relative_paths: boolean "'Default relative path option for the file selector'" -UserPreferencesInput.continuous_mouse -> use_continuous_mouse: boolean "'Allow moving the mouse outside the view on some manipulations (transform, ui control drag)'" -UserPreferencesInput.double_click_time -> double_click_time: int "'The time (in ms) for a double click'" -UserPreferencesInput.edited_keymaps -> edited_keymaps: collection, "'(read-only)'" +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.ndof_pan_speed -> ndof_pan_speed: int "'The overall panning speed of an NDOF device, as percent of standard'" -UserPreferencesInput.ndof_rotate_speed -> ndof_rotate_speed: int "'The overall rotation speed of an NDOF device, as percent of standard'" -UserPreferencesInput.select_mouse -> select_mouse: enum "'The mouse button used for selection'" -UserPreferencesInput.use_middle_mouse_paste -> use_mouse_mmb_paste: boolean "'In text window, paste with middle mouse button instead of panning'" -UserPreferencesInput.view_rotation -> view_rotation: enum "'Rotation style in the viewport'" -UserPreferencesInput.wheel_invert_zoom -> wheel_invert_zoom: boolean "'Swap the Mouse Wheel zoom direction'" -UserPreferencesInput.wheel_scroll_lines -> wheel_scroll_lines: int "'The number of lines scrolled at a time with the mouse wheel'" -UserPreferencesInput.zoom_axis -> zoom_axis: enum "'Axis of mouse movement to zoom in or out on'" -UserPreferencesInput.zoom_style -> zoom_style: enum "'Which style to use for viewport scaling'" -UserPreferencesSystem.audio_channels -> audio_channels: enum "'Sets the audio channel count'" -UserPreferencesSystem.audio_device -> audio_device: enum "'Sets the audio output device'" -UserPreferencesSystem.audio_mixing_buffer -> audio_mixing_buffer: enum "'Sets the number of samples used by the audio mixing buffer'" -UserPreferencesSystem.audio_sample_format -> audio_sample_format: enum "'Sets the audio sample format'" -UserPreferencesSystem.audio_sample_rate -> audio_sample_rate: enum "'Sets the audio sample rate'" -UserPreferencesSystem.auto_execute_scripts -> use_scripts_auto_execute: boolean "'Allow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)'" -UserPreferencesSystem.clip_alpha -> clip_alpha: float "'Clip alpha below this threshold in the 3D textured view'" -UserPreferencesSystem.color_picker_type -> color_picker_type: enum "'Different styles of displaying the color picker widget'" -UserPreferencesSystem.dpi -> dpi: int "'Font size and resolution for display'" -UserPreferencesSystem.enable_all_codecs -> use_preview_images: boolean "'Enables automatic saving of preview images in the .blend file (Windows only)'" -UserPreferencesSystem.frame_server_port -> frame_server_port: int "'Frameserver Port for Frameserver Rendering'" -UserPreferencesSystem.gl_texture_limit -> gl_texture_limit: enum "'Limit the texture size to save graphics memory'" -UserPreferencesSystem.international_fonts -> use_international_fonts: boolean "'Use international fonts'" -UserPreferencesSystem.language -> language: enum "'Language use for translation'" -UserPreferencesSystem.memory_cache_limit -> memory_cache_limit: int "'Memory cache limit in sequencer (megabytes)'" -UserPreferencesSystem.prefetch_frames -> prefetch_frames: int "'Number of frames to render ahead during playback'" -UserPreferencesSystem.screencast_fps -> screencast_fps: int "'Frame rate for the screencast to be played back'" -UserPreferencesSystem.screencast_wait_time -> screencast_wait_time: int "'Time in milliseconds between each frame recorded for screencast'" -UserPreferencesSystem.scrollback -> scrollback: int "'Maximum number of lines to store for the console buffer'" -UserPreferencesSystem.solid_lights -> solid_lights: collection, "'(read-only) Lights user to display objects in solid draw mode'" -UserPreferencesSystem.tabs_as_spaces -> use_tabs_as_spaces: boolean "'Automatically converts all new tabs into spaces for new and loaded text files'" -UserPreferencesSystem.texture_collection_rate -> texture_collection_rate: int "'Number of seconds between each run of the GL texture garbage collector'" -UserPreferencesSystem.texture_time_out -> texture_time_out: int "'Time since last access of a GL texture in seconds after which it is freed. (Set to 0 to keep textures allocated.)'" -UserPreferencesSystem.translate_buttons -> use_translate_buttons: boolean "'Translate button labels'" -UserPreferencesSystem.translate_toolbox -> use_translate_toolbox: boolean "'Translate toolbox menu'" -UserPreferencesSystem.translate_tooltips -> use_translate_tooltips: boolean "'Translate Tooltips'" -UserPreferencesSystem.use_antialiasing -> use_antialiasing: boolean "'Use anti-aliasing for the 3D view (may impact redraw performance)'" -UserPreferencesSystem.use_mipmaps -> use_mipmaps: boolean "'Scale textures for the 3D View (looks nicer but uses more memory and slows image reloading)'" -UserPreferencesSystem.use_textured_fonts -> use_textured_fonts: boolean "'Use textures for drawing international fonts'" -UserPreferencesSystem.use_vbos -> use_vertex_buffer_objects: boolean "'Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering'" -UserPreferencesSystem.use_weight_color_range -> use_weight_color_range: boolean "'Enable color range used for weight visualization in weight painting mode'" -UserPreferencesSystem.weight_color_range -> weight_color_range: pointer, "'(read-only) Color range used for weight visualization in weight painting mode'" -UserPreferencesSystem.window_draw_method -> window_draw_method: enum "'Drawing method used by the window manager'" -UserPreferencesView.auto_depth -> use_mouse_auto_depth: boolean "'Use the depth under the mouse to improve view pan/rotate/zoom functionality'" -UserPreferencesView.auto_perspective -> use_auto_perspective: boolean "'Automatically switch between orthographic and perspective when changing from top/front/side views'" -UserPreferencesView.directional_menus -> use_directional_menus: boolean "'Otherwise menus, etc will always be top to bottom, left to right, no matter opening direction'" -UserPreferencesView.display_object_info -> show_object_info: boolean "'Display objects name and frame number in 3D view'" -UserPreferencesView.global_pivot -> use_global_pivot: boolean "'Lock the same rotation/scaling pivot in all 3D Views'" -UserPreferencesView.global_scene -> use_global_scene: boolean "'Forces the current Scene to be displayed in all Screens'" -UserPreferencesView.manipulator_handle_size -> manipulator_handle_size: int "'Size of widget handles as percentage of widget radius'" -UserPreferencesView.manipulator_hotspot -> manipulator_hotspot: int "'Hotspot in pixels for clicking widget handles'" -UserPreferencesView.manipulator_size -> manipulator_size: int "'Diameter of widget, in 10 pixel units'" -UserPreferencesView.mini_axis_brightness -> mini_axis_brightness: int "'The brightness of the icon'" -UserPreferencesView.mini_axis_size -> mini_axis_size: int '"The axis icon\'s size"' -UserPreferencesView.object_origin_size -> object_origin_size: int "'Diameter in Pixels for Object/Lamp origin display'" -UserPreferencesView.open_left_mouse_delay -> open_left_mouse_delay: int "'Time in 1/10 seconds to hold the Left Mouse Button before opening the toolbox'" -UserPreferencesView.open_mouse_over -> use_mouse_over_open: boolean "'Open menu buttons and pulldowns automatically when the mouse is hovering'" -UserPreferencesView.open_right_mouse_delay -> open_right_mouse_delay: int "'Time in 1/10 seconds to hold the Right Mouse Button before opening the toolbox'" -UserPreferencesView.open_sublevel_delay -> open_sublevel_delay: int "'Time delay in 1/10 seconds before automatically opening sub level menus'" -UserPreferencesView.open_toplevel_delay -> open_toplevel_delay: int "'Time delay in 1/10 seconds before automatically opening top level menus'" -UserPreferencesView.rotate_around_selection -> use_rotate_around_selection: boolean "'Use selection as the pivot point'" -UserPreferencesView.rotation_angle -> rotation_angle: int "'The rotation step for numerical pad keys (2 4 6 8)'" -UserPreferencesView.show_mini_axis -> show_mini_axis: boolean "'Show a small rotating 3D axis in the bottom left corner of the 3D View'" -UserPreferencesView.show_playback_fps -> show_playback_fps: boolean "'Show the frames per second screen refresh rate, while animation is played back'" -UserPreferencesView.show_splash -> show_splash: boolean "'Display splash screen on startup'" +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.smooth_view -> smooth_view: int "'The time to animate the view in milliseconds, zero to disable'" -UserPreferencesView.timecode_style -> timecode_style: enum "'Format of Time Codes displayed when not displaying timing in terms of frames'" -UserPreferencesView.tooltips -> show_tooltips: boolean "'Display tooltips'" -UserPreferencesView.use_column_layout -> show_column_layout: boolean "'Use a column layout for toolbox'" -UserPreferencesView.use_large_cursors -> show_large_cursors: boolean "'Use large mouse cursors when available'" -UserPreferencesView.use_manipulator -> show_manipulator: boolean "'Use 3D transform manipulator'" -UserPreferencesView.view2d_grid_minimum_spacing -> view2d_grid_spacing_min: int "'Minimum number of pixels between each gridline in 2D Viewports'" +UserPreferencesView.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.diffuse_color -> diffuse_color: float "'The diffuse color of the OpenGL light'" -UserSolidLight.direction -> direction: float "'The direction that the OpenGL light is shining'" -UserSolidLight.enabled -> use: boolean "'Enable this OpenGL light in solid draw mode'" -UserSolidLight.specular_color -> specular_color: float "'The color of the lights specular highlight'" -ValueNodeSocket.default_value -> default_value: float "'Default value of the socket when no link is attached'" -ValueNodeSocket.name -> name: string, "'(read-only) Socket name'" -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 -> use_still_frame: boolean "'Always render a still frame from the voxel data sequence'" -VoxelData.still_frame_number -> still_frame_number: int "'The frame number to always use'" -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 -> use_falloff: boolean "'NO DESCRIPTION'" +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.gather_method -> gather_method: enum "'NO DESCRIPTION'" -WorldLighting.indirect_bounces -> indirect_bounces: int "'Number of indirect diffuse light bounces to use for approximate ambient occlusion'" -WorldLighting.indirect_factor -> indirect_factor: float "'Factor for how much surrounding objects contribute to light'" -WorldLighting.passes -> passes: int "'Number of preprocessing passes to reduce overocclusion (for approximate ambient occlusion)'" -WorldLighting.pixel_cache -> use_cache: boolean "'Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)'" -WorldLighting.sample_method -> sample_method: enum "'Method for generating shadow samples (for Raytrace)'" -WorldLighting.samples -> samples: int "'Amount of ray samples. Higher values give smoother results and longer rendering times'" -WorldLighting.threshold -> threshold: float "'Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC)'" -WorldLighting.use_ambient_occlusion -> use_ambient_occlusian: boolean "'Use Ambient Occlusion to add shadowing based on distance between objects'" -WorldLighting.use_environment_lighting -> use_environment_lighting: boolean "'Add light coming from the environment'" -WorldLighting.use_indirect_lighting -> use_indirect_lighting: boolean "'Add indirect light bouncing of surrounding objects'" -WorldMistSettings.depth -> depth: float "'The distance over which the mist effect fades in'" -WorldMistSettings.falloff -> falloff: enum "'Type of transition used to fade mist'" -WorldMistSettings.height -> height: float "'Control how much mist density decreases with height'" -WorldMistSettings.intensity -> intensity: float "'Intensity of the mist effect'" -WorldMistSettings.start -> start: float "'Starting distance of the mist, measured from the camera'" -WorldMistSettings.use_mist -> use_mist: boolean "'Occlude objects with the environment color as they are further away'" -WorldStarsSettings.average_separation -> average_separation: float "'Average distance between any two stars'" -WorldStarsSettings.color_randomization -> color_randomization: float "'Randomize star colors'" -WorldStarsSettings.min_distance -> distance_min: float "'Minimum distance to the camera for stars'" -WorldStarsSettings.size -> size: float "'Average screen dimension of stars'" -WorldStarsSettings.use_stars -> use_stars: boolean "'Enable starfield generation'" +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"' -- cgit v1.2.3